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Post by lexus20 on Jul 15, 2017 19:13:32 GMT -5
I'm trying to make a functional version (which can be turned on/off) of the table fan that came with Get to Work. However, I have no idea how to make the blades rotate. I tried to see how the industrial fan that also came with Get to Work and the wind turbine world decor from the base game work, since their blades do rotate, but I didn't discover anything, because when I clone these two objects, the mesh for the blades do not even show up in S4S.
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Post by brujah on Jul 15, 2017 22:56:32 GMT -5
The reason those objects have no mesh for the fans is that they only have VFX for that. For your project you will need to make an actual rotating animation or use the pinwheel shader. I would recommend doing an actual animation over the shader since the settings have to be exactly right on all LODs for it to appear correctly. Be aware that doing a full circle animation may have minor issues with stuttering due to the game engine.
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Post by lexus20 on Jul 19, 2017 15:22:49 GMT -5
But how do I make animations for an object and import them to the package? Apparently the "Animation" option in Main Menu is just for sim animations, unless I missed something. Sorry, I'm a newbie, I've never done an animated object before. Also, do I have to remove the blades from the mesh like the other two objects that use VFX?
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Post by brujah on Jul 19, 2017 18:54:09 GMT -5
Since there are no tutorials I can direct you to, I can only give hints and tips. The animation option you are seeing is geared toward sim animations yes, but you can also IMPORT object animations. The best thing I can think of is to take a look at all the elements in andrew 's drinking bird HERE to get an idea of what is required to make this work. You will also need to create additional bones and assign and weight them properly.
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Post by lexus20 on Sept 15, 2017 21:53:23 GMT -5
How can I create bones and assign weight to them? I created an animation and I imported it to the package but in game the animation doesn't play. Could the problem be that, or maybe the fact that I separated the blade from the rest of the mesh to its own layer so I could animate it, or maybe the tunings? I've included the package and blend animation file here.
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Post by brujah on Sept 15, 2017 23:44:01 GMT -5
Make sure you look at andrew's drinking bird I linked above and: - Take a look at THIS post. It tells how to add bones that are not in the original rig.
- Take a look at THIS post. It shows how to add bones in blender (along with other things not related to objects.)
- Take a look at THIS post. It tells how to verify the weights of the object in blender.
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Post by lexus20 on Sept 16, 2017 12:44:55 GMT -5
Okay, so I added a bone to the blades' axis and assigned weight, but I'm not able to import the mesh to S4S, because just the blade will import and the rest disappears. I think it's because there are three mesh layers while the original fan has two. If I change the blades' cut number to 2, then the blades will disappear instead, and if I merge the blades and the rest in the same layer like the original then the entire fan rotates instead of just the blade. File link here.
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Post by brujah on Sept 16, 2017 22:21:48 GMT -5
OK so there are a couple issues you will need to fix before this will work as expected and joining the meshes should not be a problem as long as the weights are correct. - The blade animation should be done to the new rotate bone you added not the actual mesh.
- There is an extra UV that is not needed for this project (uv_1 on both the base and blades) it is safe to delete
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Post by lexus20 on Sept 17, 2017 13:15:43 GMT -5
I still couldn't get it to work. I redid the animation using the bone instead of the mesh and apparently it's working in blender. I also looked at necrodog's ceiling fan and created a new clip (off state) which is just one keyframe with the blades stopped and edited the ASM to be more similar to the way he did. However, in-game the animation doesn't play. Files here. In-game video (P.S. my game is in Portuguese, "Ligar" means "Turn On" and "Desligar" means "Turn Off"):
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Post by brujah on Sept 18, 2017 1:07:25 GMT -5
Rename the actor in your Clips and their headers to fan. You will also need to change the instance of the ASM in your Animation Tuning resources. Currently it is 02d5df13: 00000000:1D22A858D75C010F, it needs to be 02d5df13: 80000000:1D22A858D75C010F The bone position/rotation in the .package is incorrect, they need to be where the bone is in blender. I'm not sure how you made the animation (also not sure the reason for the extra bone) but looping animations like this don't need to be repeated with any modifier and that may be causing it to not import properly. You're on the right track. Adjust those few things and test again.
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Post by lexus20 on Sept 18, 2017 12:02:46 GMT -5
It's still not working, nothing happened :( I changed the position, but I'm not sure about the Orientation field in the package file (rig). Is that what you meant by rotation? I'm not sure how do I see the coordinates for that in Blender. For the position I placed the cursor in the spherical part of the bone and got the x, y, and z coordinates, I'm not sure if that's the right way. Also the additional bone was just so the rotate bone would rotate around the y-axis without changing its spacial position. Files here.
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Post by brujah on Sept 18, 2017 17:58:18 GMT -5
So with this updated .package I see that the two new bones do not have a parent bone selected. That will affect the positions of the bones. Take a look at THIS thread for information on how to rotate the bones (specifically my responses).
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Post by necrodog on Sept 18, 2017 19:07:42 GMT -5
Hello lexus20 I have view your fisrt package and i fixed it. The step i did were the ones brujah points plus others. 1.I delete your bones except transformBone one and make two new _bind_rotate and _bind_rotatebase bones at the rig/slot editor at studio. 2. in the rig/slot editor i put transformBone as parent bone for these two new bones. 3. At the warehouse in the rig section i put orientation as Identity for the two new bones just put "Identity" where 0,0,0,0 appears at Orientation part. 4. Now in Model and each Model_Lod i Put the new bones in the bones section at phong , but you need to reference these new bones in the BindPoseBone at resorce part there just scroll until find it.. 5. in the BindPoseBones put the bones hash ofyour bones and in InverseBindPose put "Identity" there, later there will be a step where studio will update this matrix. 6 Return to rig/slot editor in studio and update the _bind_rotate bone position where the fan blades are. 7. Go to tools-->modding---> renumber rig and slot and also Sync rig changes to slot. This will update the bone location, renumber the rig and update the BinPoseBone matrix. 8. export your new mesh and weight correctly the bones, reimport. 9. create a new clip pack and export a blank male or female clip. append the exported fan with the rig and create the on / off clips, delete the male rig just leave the fan rig and save. 10. import your new animated fan into a new clippack, reference the clips in the ASm, and put in TS40:anim_fan_fast and TS40:anim_fan_off the 02d5df13:80000000:1D22A858D75C010F id instead off 02d5df13:00000000:1D22A858D75C010F. 11. in each clip and clip header of your posepack clips, rename the actor to tablefan instead of X and put tablefan in Explicitnamespaces and delete all the events and slot assigment. 12.Put the clips and the fixed package in your mods folder, test and enjoy Here is the fixed package, www.mediafire.com/file/izu5ci35fquwbn4/ts40-fixed-fan-archives.rarFor looking if works put the clips and the fixed fan in your mods folder, look for the clips how are did it and re-animate as your deire. also here is a quick video for testing in my pc. i also rename the clips and the ik configuration .blend files in your asm just for testing, return back with your name and clips. n_n
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Post by orangemittens on Sept 19, 2017 8:39:01 GMT -5
Note that the oddness of rotating animations in Sims 4 is due to a limitation of the game. Andrew and I wrote a tutorial in March 2016 showing how to make an animated ceiling fan (with 180 illustrated steps no less). However, we ran into this odd jerkiness that you can see with just about all Sims 4 animations that is particularly acute with rotating objects. So, instead of posting the tutorial, I posted at EA forums asking about it. Although the issue was sort of acknowledged, I never got a real answer, and they never fixed the problem. It isn't Studio that is introducing the stutteriness. Since the game won't allow perfect anims, we just never posted our fan or our tutorial :(
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Post by lexus20 on Sept 19, 2017 19:30:36 GMT -5
Thank you! I followed necrodog's steps and it worked! Just some extra things: How can I add the orange target symbol in the interaction bubble like other interactions that don't require the sim to go near the object? Also, how can I add a sound effect to it when it's on and make it stop when the fan is turned off? I tried to use the Sound event in the turned on animation but the sound never stops when I turn it off.
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