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Post by ethyrdude on Sept 6, 2017 7:12:40 GMT -5
I use ublock and with that it's a total block so to get around that I have to disable ublock. I discovered that when I tried to download somebody's content here. Here is the message displayed:
Warning!
It appears that you have an advert blocking browser extension enabled.
Our Publishers use this revenue in order to monetize their websites and provide you with their content. To continue to your destination, you must white list our website in your software.
Adblock Plus users, click on Adblock plus icon, and deselect 'Enabled for this website'
There was no alternate link provided to get their stuff. They have a multitude of links (mediafire and simfileshare) but they all lead to adfly. When I unblocked adfly the first page comes up and states to wait, after waiting and skip ad the next page comes up and wants you to download third party crapware. There is no alternative to this and I refuse to install anything I don't want. As for their content, there is no sign of that, they might as well just post pictures with no actual stuff to download, maybe that is what they are doing, trying to generate income for adfly.
Edit: Here is what pops up on the next page:
This site says:
To continue the work of your browser you should install the extension!
System notification!
Important additions for your browser are downloading and installation is in progress. Press OK and install the extensions!
What extension? What are you trying to put on my computer? No fxxxing way! In order to get out of that screen I had to kill it in task manager.
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Post by ethyrdude on Sept 4, 2017 14:08:23 GMT -5
I can handle a few ads, even bad ones but I went to one creator's page today and I couldn't even get to her downloads because of all the popups and ads. After a few minutes of that I decided that I really didn't want her items after all.
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Post by ethyrdude on Sept 4, 2017 7:06:31 GMT -5
I see a few creators use adfly here. I notice a few file sharing sites have started to ban adfly users. I can't wait till all are banned because if you see the poo that people have to put up with trying to get through adfly's BS, the chances that anyone actually downloads your stuff is next to 0. With a blocker, you get nada and without a blocker you get reams of ads and pop up webpages and to put anyone through that seems criminal to me. The last time I tried to play nice with adfly, it gave page after page of pure poo, plus then after I was done, I had to close down a few (pun intended) pop up web pages. I know I have no say on this site but if this was my site, I would ban everyone who used adfly on their downloads. BTW, I don't use an ad blocker on this site because the ads are not obnoxious.
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Post by ethyrdude on Dec 18, 2016 12:58:35 GMT -5
Sorry, had a busy week but yes I wasn't sure if you could do more than one override per override package. If I make an override using the ea clip selection in a clip pack package as you are showing, do the override animations still work as overrides or do they only work in a pose player?
Did some testing and if I place my override in a package generated as a clip player then I can only play the over ride with a pose player. That's not what I want to do. I wanted several animations in one package that the game would use instead of the original animations in the game. I will try some more tests, and see if it will work if I add the clips and headers manually into an actual over ride package.
Edited again: I could not import an additional animation in without issues, the animation and header I tried to import ended up having no data. I even tried using a different program to edit the package and instead of two different animations playing, only the first animation was recognized. SO for a true over ride package, you can only have one animation per package even with couple animations. After much experimentation, I would say that using a pose player will provide much better results as far as the actual animations go. Doing an override would mean that both animations have to be fairly generic and non gender specific.
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Post by ethyrdude on Dec 13, 2016 10:41:01 GMT -5
I have some more questions but I think I will post them in a more appropriate topic as this is about poses and pose packs and my questions are about overrides.
LOL, I would have posted them in another thread but as there is no override topic, I guess I will have to ask here.
Can I place more than one override in a package file or do I need to make a package for each one as I have been doing? I know I probably do need to generate a new clip and header file each time but I was thinking that when I was done, it would be better to import them all into just one package.
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Post by ethyrdude on Dec 10, 2016 12:06:51 GMT -5
Yes, I understand. I did some testing and yikes! Doing a couple override is not going to be a walk in the park. I wanted to do an override of the make out animations on the couch or bed or wherever. The good news is, all seated make out animations use the same ones. So what works for couch, works for the bed or anything else where you are seated and can make out. The other good news is that the animation for the one person starts at the same position as the one for the other person. That is also the bad news. This means that to get your animations to line up, you would need to first guess at where they would be, do your animations to line up and sync and then move all your key frames back to the start position and hope that after the move, when they are in the game, the characters will still line up when doing the animations.
It's doable but, it's also obvious why they kept the animations simple and I can also see why people have decided to use a pose player to do animations involving more than one person. I'm not really crazy about using a pose player because it takes a teleporter for each sim and getting them to all start at the same time doesn't always work for some reason, resulting in miss synced plays. In any case, I will look at this some more and see if I can think of some way to make this work.
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Post by ethyrdude on Dec 9, 2016 11:56:25 GMT -5
To be honest, I don't think it's implemented. If it was, the existing animation might get in the way of anything people want to actually create. My original post in this thread was more of a information finding question than anything else. I just wanted to find out if I was doing something wrong. If not then, all is good. Considering the vast amount of new stuff I have learned the past few days, the experience has had it's rewards.
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Post by ethyrdude on Dec 9, 2016 6:50:55 GMT -5
I tried several different animations and when I exported them and opened them in blender, all I had was a blank pose with no animation.
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Post by ethyrdude on Dec 8, 2016 21:36:43 GMT -5
So, I think I have the answer to my own question, it doesn't seem possible to actually extract an animation from the game itself. Using a hottub animation for one sim, I was able to get the correct position and posture for the start and end of a clip, so I am saving that as my default start if I decide to actually go ahead and do any hot tub animations. My goal was to make the animation transition to start without it being obvious that a custom animation was starting by having the positions line up at the start and end. It took some trial and error but while my animation is a bit goofy and silly, it does start smoothly without any sudden jerks from the previous animation and flows into the next. As for the timing, it's only a one person animation, so the time can be a custom one.
The nice thing about this is that while a pose player can be nice to put in custom animations, its much nicer to have them start autonomously and as random as the other game animations. My next goal is to try and get couple animations to sync up and play smoothly. If I do both then again timing will not be an issue as long as both are the same length.
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Post by ethyrdude on Dec 8, 2016 13:27:40 GMT -5
I'd like to make an override animation using the animations in game but I am having some difficulty, perhaps I am over estimating S4S' ability? The problem is this, I can create animations in blender, but I would like to have my animation the same length as the one I am trying to override, and it would also be nice if I could use the transition to and from animations for any loop I might create. While I might or might not be successful by experimenting, it would be much easier if a) I could test the existing animation by exporting it into a blend file (currently, exporting only gives me an actor standing in the "I'm ready, do your stuff" pose) or at least b) gives me the length of the existing animation so if I decide to mess around with a couples animation, I don't throw the entire thing out of sync.
Any assistance in this would be greatly appreciated.
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Post by ethyrdude on May 24, 2016 15:11:12 GMT -5
Thank you for this as well, was having a not very nice time trying to match a bed up with the riveted end tables, dresser, etc. Now I have a glass platform and headboard for my bed that makes it match the riveted dresser. In case anyone hasn't figured it out, using the separates that annachibi made allows you to place multiple frame items under a mattress. This make modular beds possible.
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Post by ethyrdude on Jan 7, 2015 11:22:57 GMT -5
Hi, I'm here just to say howdy and I am looking forward to making items for sims 4
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