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Post by nukael on May 18, 2016 9:37:47 GMT -5
That's interesting... What problems were you having when you didn't delete the the location and scale keys on the rig? So that means you can export from 3Ds Max to FBX? What version are you using? Because with me only 2012 works. 2015 crashes when I'm trying to export to FBX. Also tried doing this, and it crashes upon exporting to FBX. I wonder why? As far as I can tell, the way Sims4Studio exports the meshes is in a way that the new 2015 FBX can't handle. It's something to do with edges being flipped and vertice assignment (is my guestimate). So are you still using the 3Ds Max pipeline or going from Motionbuilder straight to Blender? Or do you do it all in Blender now?
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Post by nukael on May 18, 2016 5:44:28 GMT -5
That's interesting... What problems were you having when you didn't delete the the location and scale keys on the rig?
So that means you can export from 3Ds Max to FBX? What version are you using? Because with me only 2012 works. 2015 crashes when I'm trying to export to FBX.
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Post by nukael on May 11, 2016 4:36:25 GMT -5
schnappsAre you going from Motionbuilder straight into Blender? I've found that it doesn't work if I do that. I have to first send the Motionbuilder file over to 3Ds Max (through File => send to => 3Ds Max). I also bake(plot) the animation to the Control Rig (NOT the skeleton!) in Motionbuilder before sending it over to 3Ds Max. In 3Ds Max I then export to an FBX file. The default profile "Autodesk multimedia" (something like that I think it's called) should be fine. Just make sure that "convert dummies into bones" is checked, but it should be checked by default. The FBX I exported from 3ds Max I import into Blender. BUT! Make sure you're using Blender 2.77 to import (I leave all options to default). 2.70 does NOT support animation on FBX files, so it will lose the animation. Even though Sims4Studio needs 2.70 installed, you can have both versions installed of Blender along side each other (just give them different install folders). And Sims4Studio has no problem importing 2.77 Blender files I've noticed. I've found that the Blender animation preview is a good gauge on whether the animation will work in game or not. Basically if your mesh isn't moving in Blender, but you see deformation helpers (the aforementioned "dummies") animating, the animation won't work. If you see bones and the mesh moving (even if the mesh is all screwed up), the animations have worked fine in the game.
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Post by nukael on Apr 24, 2016 5:37:18 GMT -5
Hey, so I tried making a video tuturoail using 3Ds Max 2016 and Motionbuilder 2016 but it keeps crashing (I use 2012 versions of the software). So it seems unnecessary to make a tutorial since the current versions of the software don't work.
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Post by nukael on Apr 23, 2016 12:05:37 GMT -5
Hey fufu508 ! I'm thinking of throwing together a quick video. I was writing out the steps, but it's gobblediegook without any pictures.
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Post by nukael on Apr 22, 2016 12:02:23 GMT -5
I succeeded in setting up a pipeline that allows me to convert Sims 3 animations to Sims 4. So far I've only converted 2 and I don't plan on doing any more. It was more a bit of a personal challenge project during my down time between professional engagements. I converted two magic animations from the magic book that is sold in the Sims 3 online store. You can view them here (the stuttering was in the video file and not in the game or animation itself): Click here to watch the animation video!I could not have done this without Sims 4 Studio and its export to Blender feature. This allowed me to get the animation into Motionbuilder and use its convertion tools to retarget the animations to the Sims 4 rig. Because just copying the Sims 3 animations over to the Sims 4 does not work. The origin points of the bones are different which makes for very interesting (and buggy) results if the animations aren't properly retargeted. It's a very involved process, though not overly complex (now that I've nailed down all the steps). Some observations I've made while working with the Sims 4 Studio exported Blender files: there seem to be some flipped edges in the meshes that are exported, causing 3ds Max 2015 to crash upon export when going from Blender to 3ds Max. Earlier versions of 3ds Max don't crash but just give a warning message (weird that the earlier versions can handle it, while later ones can't). But it's all good, I use the 2012 versions of the software and these work. I hope that the animation tutorials are forthcoming (like for the animated grandfather clock), because I'd like to try my hand on some new custom animations with custom interactions attached to them.
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Post by nukael on Apr 19, 2015 8:50:58 GMT -5
I tested it and all seems to be working perfectly. I did get two out of memory crashes, but don't know if it was specific to what I was doing. Thank you sooo much for adding this functionality! I've now set all of the things that I don't want to be not valid for random! And it only took a few minutes. :D Some things take longer to load into packages than others (some hairs for instance are loaded immediately whereas other hairs take a good 30 seconds to be cloned into a package), but that's just because the meshes/textures/whatevers are bigger, maybe?
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Post by nukael on Apr 17, 2015 17:08:46 GMT -5
Oh my, you're right! I just tested this on a stand-alone CAS part and it perfectly lets you select multiple swatch parts and puts them in one package! I didn't know because I was only using the default override option. Thank you for for putting it on the fixes list. That and the "apply to all swatches" option for AllowForRandom will certainly make it all much easier. Thank you soooo much for all the time spent working on this amazing program.
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Post by nukael on Apr 17, 2015 14:46:04 GMT -5
I've been thinking about the above tests I've been doing. I don't know if there is a way for Sims 4 Studio to know what all the swatches are that belong to a particular Maxis CAS part? So that Studio could pull in all existing swatches at once when making a Maxis override CAS part.
If there's no way for Studio to recognize the swatch parts, maybe an option would be to be able to select multiple CAS parts in the selection screen (for instance, by holding shift or CTRL)? That way I could select all the swatches I'd like Studio to pull into one package and be able to "apply to all swatches" in one go, instead of exporting one swatch at a time and combining them into one package manually.
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Post by nukael on Apr 17, 2015 4:08:36 GMT -5
Awesome, thank you SO MUCH! Just to be sure, in order to make this default override, I choose "Replacement CAS part" in the main menu, right? If I untick "AllowForRandom" (and very soon "apply to all swatches"!), this will override the default Maxis random setting and Sims 4 Studio will automatically add the necessary files to the one package to untick all swatches?
EDIT: Am I doing something wrong? I tried out the "apply to all swatches" button to test whether I could easily uncheck some shirts for swimwear. What I do is: "Replacement CAS part", choose one particular swatch from a shirt, then untick "swimwear" and click "apply to all swatches" and save the package. Yet when going into the game, I see that the other swatches (and thus the shirt) are still available in simwear. Only when I go through every swatch indivdually (and save it as its own package file), unticking each swatch seperately for swimwear, does the shirt no longer show up in swimwear... Maybe I'm just doing it the wrong way?
EDIT 2: Okay, I see what's probably happening here. The "apply to all swatches" only applies to the swatches that are in the Sims 4 studio project package for that one CAS part. If I select a shirt from Maxis, it seems to only load the one swatch associated with the CAS part I selected and none of the other swatches. So applying to all swatches only applies it to the one swatch that got loaded in the package file, since that's the only one present. If this will be the case with the AllowForRandom, I'll run into the same problem I have now: I'll have to manually select each swatch and set it to invalid for random. Unless there's a way to load all existing swatches for a CAS part at once?
EDIT 3: Sorry! I just keep experimenting. :D Okay, so, if I choose one swatch, make that into a package, then choose another swatch, make that into a package and then combine those packages and open that in Sims 4 studio, I have the swatches in one project and then the "apply to all swatches" works. I'd still have to make package files out of every individual swatch first, though.
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Post by nukael on Apr 16, 2015 23:41:52 GMT -5
That would be awesome! It would sure help speed up that process of unticking random stuff you don't wanna see on townies. I gave up for now, I thought I was gonna be able to do the grunt work, but there's soooo many files if doing each individual recolor.
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Post by nukael on Apr 16, 2015 12:24:59 GMT -5
I've been flagging CAS parts (hats and hair) to be not valid for random, because I don't like these on townies. Now, the way I'm doing it is making a package for every single recolor of one hat or one hair and unticking AllowForRandom in each one, which gets mindnumbing fast, because there are by and large 18 recolors for every piece... Is there a way to do this so I only set the base hat/hair not valid for random and all the recolors are also set not valid for random?
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