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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 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 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 lexus20 on Sept 12, 2017 18:23:03 GMT -5
Thanks but I found out what was causing the problem. I needed to create a "generic_" interaction with the provided posture type like other ones that already exist in the game and add it to the module "posture.posture_graph". The mod is now working.
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Post by lexus20 on Sept 11, 2017 13:20:50 GMT -5
Sorry about the bump. The tuning is actually the terrain tuning (an override), but I added toilet tuning to it as well to see if the game would recognize it as a toilet since it wasn't working, but it didn't make any difference. About the super affordances, I didn't remove any that were already there since it's an override for the terrain, not a new object, so I just added a new super affordance at the bottom. What I tried to do is copy the peeing while standing interaction tuning and apply it to terrain, but for some reason it doesn't work like it does for a toilet, as I'm not being able to change sims into the required posture "posture_ToiletStand" for the animation to play.
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Post by lexus20 on Sept 10, 2017 17:29:52 GMT -5
Bump. Also I found out that the problem is the posture. This animation requires posture_ToiletStand but for some reason, whenever I call for this posture with posture_manifest_tuning as a constraint I get a route fail. If I don't call it, the animation doesn't play, like shown in the video. Does someone know why posture_manifest_tuning could be causing a route fail or how can I fix it?
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Post by lexus20 on Sept 9, 2017 15:22:32 GMT -5
I created a Pee Here interaction on terrain, but when I click it, the sim will just walk to the spot where I clicked and spawn a puddle (the puddle is supposed to spawn indeed), but for some reason the peeing while standing animation does not play and neither does the bladder motive go up. Video: The package file is here. Does anyone know what's causing the problem?
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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 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 lexus20 on Mar 1, 2017 8:09:37 GMT -5
Bump.
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Post by lexus20 on Feb 24, 2017 10:40:18 GMT -5
Does anyone know where is the tuning for the maximum number of floors located? I remember reading somewhere back then before The Sims 4 was released that there would be three floors (now we have 4 plus 2 basement floors) but that the limit could be easily modded (I don't remember the source, though, but it was a SimGuru), but I don't think anyone has done this yet. I wanted to change the limit to be able to build a tall hotel/apartment building, even if just as decoration.
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Post by lexus20 on Jan 20, 2017 9:09:47 GMT -5
It is found in NativeBuildBuy. In both Tuning and Sim Data change the "FireCodeMannequin" to the value you want.
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Post by lexus20 on Jan 11, 2017 19:16:26 GMT -5
I was having a similar error:
The Sims 4 Studio - Version 3.0.0.5 System.AggregateException: Um ou mais erros. ---> S4Studio.Blender.BlenderException: File "<string>", line 2, in <module> File "C:\ProgramData\S4Studio\Scripts\objectexporter.py", line 12, in <module> save_lod(mlod) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\s4studio\buybuild\blender.py", line 310, in save_lod save_mesh(blender_mesh, new_mesh) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\s4studio\buybuild\blender.py", line 211, in save_mesh apply_all_modifiers(blender_mesh) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\s4studio\blender\__init__.py", line 135, in apply_all_modifiers bpy.ops.object.convert(target='MESH') File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect
em S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\BlenderUtilities.cs:linha 248 em S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig) na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\BlenderUtilities.cs:linha 476 em S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\ViewModels\BuildBuy\Objects\ObjectLodItem.cs:linha 474 em S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass38_0.<ImportMesh>b__0() na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\ViewModels\BuildBuy\Objects\ObjectLodItem.cs:linha 456 em System.Threading.Tasks.Task.InnerInvoke() em System.Threading.Tasks.Task.Execute() --- Fim do rastreamento de pilha de exceções internas --- ---> (Exceção Interna N° 0) S4Studio.Blender.BlenderException: File "<string>", line 2, in <module> File "C:\ProgramData\S4Studio\Scripts\objectexporter.py", line 12, in <module> save_lod(mlod) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\s4studio\buybuild\blender.py", line 310, in save_lod save_mesh(blender_mesh, new_mesh) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\s4studio\buybuild\blender.py", line 211, in save_mesh apply_all_modifiers(blender_mesh) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\s4studio\blender\__init__.py", line 135, in apply_all_modifiers bpy.ops.object.convert(target='MESH') File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect
em S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\BlenderUtilities.cs:linha 248 em S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig) na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\BlenderUtilities.cs:linha 476 em S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\ViewModels\BuildBuy\Objects\ObjectLodItem.cs:linha 474 em S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass38_0.<ImportMesh>b__0() na C:\Sims\Studio\Sims4Studio\TheS4Studio\S4Studio.Shared\ViewModels\BuildBuy\Objects\ObjectLodItem.cs:linha 456 em System.Threading.Tasks.Task.InnerInvoke() em System.Threading.Tasks.Task.Execute()<---
I did what you suggested and it worked now, thanks! I was trying to import the original shadow mesh that came with the living chair.
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Post by lexus20 on Jan 10, 2017 11:15:11 GMT -5
Apparently Sims4Studio is not saving my changes, because I went back to it and the category tags and tunings are back to the original ones. I tried to do the other method as well, by importing the mesh and texture, but when I try to import the shadow meshes it gives an error.
Also is there a way to attach a file directly to the post or do I have to upload to another site and share the link? Sorry, I am new to this forum.
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Post by lexus20 on Jan 5, 2017 15:36:01 GMT -5
I really like this chair that came with Vintage Glamour SP and would like to use it as a dining chair, but it's actually a living chair. How can I turn it into a dining chair and make it snap to tables? I tried replacing the Tuning and TuningId by the ones from the other chair that came in this SP, which is a dining chair, but it didn't work.
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