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Post by SACRIFICIAL on Dec 13, 2016 1:48:50 GMT -5
SACRIFICIAL Im not an animator so I dont know, so my non answer is just to bump your thread to see if someone can help you out. If you upload your package somewhere it will be of help. Thanks a lot, the chop happens with any animation that is created, so I'm assuming that everyone has the same issue
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Post by SACRIFICIAL on Dec 13, 2016 1:44:44 GMT -5
Hey , I'm trying to figure out how to know the tuning ID of a caspart or a custom caspart
I want to add the accessory to my sim when performing an interaction, like in this code
<V n="appearance_modifier" t="enabled">
<U n="enabled">
<L n="appearance_modifiers">
<L>
<U>
<V n="modifier" t="set_cas_part">
<U n="set_cas_part">
<T n="cas_part">16382336431079803237<!--DG:ExtremeViolence_BloodySim--></T> <--- The id I'm talking about
<T n="should_toggle">False</T>
</U>
</V>
</U>
</L>
</L>
</U>
</V>
and I don't know where to get that ID from...
Thank You
Code has been updated for "Jungle Adventures" Patch
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Post by SACRIFICIAL on Dec 13, 2016 1:44:19 GMT -5
I've decided to do that eventually but the problem is I don't know how to get the id of the accessory that I want. I'm doing this for an interaction not for a machinima, the purpose is to make my sim hold the knife while performing that ineraction only Thank You
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Post by SACRIFICIAL on Dec 11, 2016 9:38:32 GMT -5
I've been trying so hard for so long to make my sim hold a knife while playing a custom animation and I can't figure out how to do it. I tried copying the events from a "chopping food" clip to my own custom clip and header but it didn't work. I will greatly appreciate if someone can instruct me on how to do it. Thanks
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Post by SACRIFICIAL on Dec 11, 2016 6:23:21 GMT -5
I created a custom animation using sims 4 studio and blender & I created a custom JAZZ & animation files for them, everything works perfectly except when I start the interaction there's a slight chop that happens before the animation gets played, the chop also happens when the animation is over & the sim exits the interaction. while the animation is being looped no chopping happens & it loops smoothly but when it starts or stops playing the chop happens. is there a way to make a smooth in & out transition so the chops doesn't happen ? just like the in game interactions ?
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Post by SACRIFICIAL on Dec 11, 2016 3:31:00 GMT -5
I'm trying to create a standalone pose pack which can be played by interactions that I made and everything works perfectly except when I add more than 2 events in the events tab of the clip file the problem happens Edit : SOLVED
I have another question though, is there a way to copy events from a clip to another in a fast way ? instead of copying the information 1 by 1 between the clips?
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Post by SACRIFICIAL on Dec 10, 2016 14:46:51 GMT -5
I'm trying to add more than 2 events to a clip file but it always results in the animation being stuck or a game crash. I exported "Sim_stand_Idle" using the sims 4 studio, created the animation then imported it back to Ts4 studio. it worked fine, but the problem happens when adding more than 2 events, example : Sound event 1 , Sound event 2, effect event 1 , sound event 3 I hope someone can help me with this, I've been trying for a long time
Solution : I had to edit the "IkTargets" & change the IkChainIndex in the last bone to match the number of events I have in the clip, in this case it was "b__L_HandDangle_slot" I set the number to 6 instead of 2 which matched the amount of events that I have.
*NOTE : You'll find the "IkTargets" in the "Data" tab of the clip, the same place where the "Events" is but further down. also make sure to match the "Clip" data with the "Clip Header" data. for example You added an event to the "Clip" and changed the IkTargets make sure to also add it to "Clip Header" if it didn't automatically do it for You
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Post by SACRIFICIAL on Nov 20, 2016 8:45:15 GMT -5
I need help with the same thing, I've been trying to figure out how to do this for a long time... I know how to create animations & how to create custom interactions but I can't figure out the way to create a custom animation that can be played through a custom interaction. I hope someone can help us with this.
EDIT : !!!!!!!!!!!!!
OK ! OMG ! OH MY FREAKING LIFE ! I ACTUALLY FINALLY FIGURED OUT HOW TO DO IT AFTER ABOUT 2 YEARS !!!!! WOAH !! WOAH !!! I'm so excited ! I hope that I'll be able to help You once I practice it better a little bit ! <3
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Post by SACRIFICIAL on Nov 5, 2016 8:41:51 GMT -5
I created new custom interactions that require certain pack such as -Get a sim abducted- that requires "Get to work" EP.
Is there a way to put a test in the interaction to check if the person has that pack or not in order to be visible ?
Thanks
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Post by SACRIFICIAL on Jun 16, 2016 20:15:40 GMT -5
Is it possible to create a custom animation to be used with a custom interaction ?
I already know how to create custom animations using Blender + Ts4 studio , but I couldn't figure how to create a unique animation resource for it.
when I checked it out the animation resource for the flirt interaction I found this
<?xml version="1.0" encoding="utf-8"?>
<I c="AnimationElement" i="animation" m="animation.animation_element" n="Soc_Romance_NT_Flirt_CuteWave_Succeed_basic" s="12006">
<T p="InGame\StateMachines\soc_romantic_NT_flirt_cuteWave.statemachine"
[b]n="asm_key">02d5df13:00000000:20461d6aecce05ce</T>[/b]
<L n="begin_states"> <T>Succeed</T> </L>
<T n="target_name">y</T> </I>
Is it possible to create my own "ASM_KEY" and create a unique custom animation to be used with an interaction ? of yes then how so ?
Thanks in advance <3
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