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Post by Sérinion on Oct 4, 2020 2:40:42 GMT -5
Aurora KreativSorry to bother you again, your work is already exceptional but I would need clarification please. I don't understand how you renamed your Animation State MachineIf I follow your tutorial it looks like your Animation State Machine is named AuroraKreativ:AnimatedCurtains-OpeningAnimHowever if we continue when you create the Animation Tunings you give it the exact same name if I look at the screenshot AuroraKreativ:AnimatedCurtains-OpeningAnimTherefore I am lost because that would mean that two files have the same setting name. And then I notice that the ASM has changed its name again to become AuroraKreativ:AnimatedCurtains-ASMDid you put your curtain somewhere so I can watch the final result? Because I can't see where I'm wrong about my object please? Thank you Best regards
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Post by Sérinion on Oct 3, 2020 13:04:42 GMT -5
Hello Sérinion!
In the tutorial I linked above, you can see where to find the cut number in the second image.
Basically, after you have exported an object from Sims 4 Studio and opened it in Blender, you can see each mesh group has a cut number. For example, if there's a shadow mesh available it will usually have cut number 0, while the mesh group representing the actual object will have a higher number, such as 1.
In order to be able to animate an object, it has to have a cut number of, for example, 1 or 2. If you only have one mesh group available, it will have cut number 0 and can't be animated.
Hope that helped! Okay Thank you for your reply. I understand better, you speak of the order in the mesh s4studio_mesh_0 and s4studio_mesh_1 inside blender. I suspected that was it but I was not sure. For the moment I have finished my first object, but without success. No animation starts. I have trouble making a step.
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Post by Sérinion on Oct 2, 2020 10:50:27 GMT -5
Aurora Kreativhi i am Very interested in the tutorial however i dont understand what you call "he object's mesh must have a cut number larger than 0 in order to be able to animate in game." Where i can find this cut Number on my objects please ? best regards
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Post by Sérinion on Sept 27, 2020 4:52:18 GMT -5
This tutorial is made only for custom objects already created and that no longer work after the last patch. (doors, arch and windows only) But knowledge of Sims 4 Studio is required. Of course there will always be exceptions. But with this operating mode I succeeded in correcting numerous doors and windows which were no longer correcly displayed in game without having to recreate everything from zero.
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Post by Sérinion on Sept 27, 2020 1:47:03 GMT -5
Hello Sérinion . You need to use constrains in your iteraction or a pose to work correctly, an easy way is to use constrains, copy them from the "mirror_PsychSelfUp" iteraction to your new iteraction. Hi, thank you for your reply. I will test with these constrains. Thank you very much.
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Post by Sérinion on Sept 24, 2020 12:35:01 GMT -5
necrodog Hi thanks for this tutorial, I'm having a hard time. But I finally managed to create a working animation in the game. However, I run into a problem locating the animation. My Sim's animation is always outside the object. Whereas I would like the Object and the animation to be overlaid in the same place. What would be the settings to touch so that my object which in Blender is in X0, Y0 is in the same place as my animation also in blender in X0, Y0 ? please. See you soon Serinion
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Post by Sérinion on Sept 21, 2020 7:21:50 GMT -5
It's a nice try but it doesn't work for cc's which creator made a custom cutout map (I tried out of curiosity and my round one with no chance - for that i'll need to edit the new edges coordinates or wait for a batch fix that helps me doing so) Indeed I imagine that there are particularities. personally with this technique I managed to update many windows and doors from other creators, without difficulty. Because many CCs now have creators who have been absent for a long time.
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Post by Sérinion on Sept 21, 2020 5:35:39 GMT -5
How to fix CC doors and windows easily after the last patch? With the latest patch many custom windows and doors have lost their transparency in the wall. This problem is caused by adding a new file in the game configuration for doors and windows. Indeed on your old CC you do not have the new file named in the Warehouse "Model Cutout" In order not to have to start all over again, I recommend this tutorial. 1. Go in your old package. 2. Find in "Object Definition" the Name. 3. With the Name, find the original window or door that was modified by the creator of the CC. And create a new object in Sims 4 Studio. Give a name to this new object, it will only be useful in order to extract our "Model Cutout" file from it. 4. “Batch Export” the “Model Cutout” 5. Go in your old CC and Batch Import the “Model Cutout” 6. Change the Key Instance of the Model Cutout Resource by the name instance of your Model LOD 7. Save, it’s done and yours old CC work after perfectly in game. Hope this helps some of you who are having this kind of issue with your old CC windows and doors . See you soon Serinion
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Post by Sérinion on Jun 10, 2020 2:48:34 GMT -5
Perhaps It could be necessary to keep the original image of the thumbnail which bug and to make a copy / paste in the texture of another which does not bug.
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Post by Sérinion on Jun 10, 2020 0:34:24 GMT -5
I didn't understand that it was an object of the basic game. If indeed there is no recoloration or modification by sims4studio then in this case it may just be a bug of your game.
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Post by Sérinion on Jun 10, 2020 0:23:52 GMT -5
Hello, this problem usually comes from a texture dimension problem. If you export the texture and compare it with the original texture, you will probably notice a difference in size.
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Post by Sérinion on Jun 10, 2020 0:03:38 GMT -5
correct me if im wrong but, didnt s4s allow 2.79 ? yes it's written on the download page. sims4studio.com/thread/562/sims-studio-windows-wishes-openAdditional Notes: To modify meshes or animations, you will need to have Blender 2.76 installed. Blender 2.70 will continue to work with Studio as it has in previous versions, but no other Blender versions are supported by Studio. Blender 2.76: Blender 64bit Blender 32bit OR Blender 2.70: Blender 64bit Blender 32bit
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Post by Sérinion on Jun 9, 2020 23:50:46 GMT -5
do you have the right version of Blender? To modify meshes or animations, you will need to have Blender 2.76 installed but no other Blender versions are supported by Studio. And I see you use blender v2.79
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Post by Sérinion on Mar 18, 2020 6:48:51 GMT -5
Hello Sérinion . Sorry in my late reply. I dont have jungle adventures. But hope i will guide you. You need to rehash the asm where the jungle bottle is and change the id of the bottle prop at the ASM with your custom bottle. The id its located at object definiton or object catalog at warehouse of the custom bottle. To change the duration you need to change the duration of the visibility event at the clips that uses the bottle in the asm. As I said before you need to rehash the asm where the bottle is used and put the new hash in a new animation tuning that uses this new asm, and call the new animation tuning in your custom iteraction. hope it helps. Thanks a lot for your answer. I admit not understood everything, but with your indications I will try to find where this ASM is located and change this. best regards
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Post by Sérinion on Mar 4, 2020 1:23:49 GMT -5
Hi necrodog. Could you help me please ? In this photo, what determines if during the animation the sims holds an object in hand ? I'm trying to change an animation of Jungle bottled water but even if I change the mesh. It's always the original bottle that comes back in the animation. object_AdventureGear_SanitaryKit TuningID 174952 Best regards
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