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Post by swampy on Feb 14, 2018 14:48:10 GMT -5
Hi
I'm trying to modify some existing animations (from the base game and downloaded clip packs - for my own use only), but so far I'm having problems getting them to export
For the base game animations what I'm doing is: - from the main menu clicking the 'override' button, then 'Animation'
- selecting an animation from the list displayed and clicking 'Next'
- creating a target clip package
- on the Studio page selecting the appropriate rig and clicking 'Export'
It creates a .blend file with the same name as the animation, but when I open it in Blender it only has one frame and the mesh is in the default pose.
By contrast, if I use 'My Projects' to identify a clips pack and then click on the name of the package, I get back to the Studio screen. This time clicking 'Export' creates a .blend file that Blender recognises as having a timeline and which will animate. The down side is that only the first animation is the pack is exported
When I started to look into this I'm sure I saw a post where someone had the same problem with override, and the reply was that the animation had to be exported via a clip package. I can't find that post again and wasn't sure what it meant anyway!
As far as exporting from a clip package is concerned, I've been trying to select the clip to export on the Warehouse page - but that doesn't seem to do anything. What should I be doing?
Thanks for any help you can offer
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Post by inabadromance on Feb 14, 2018 15:52:54 GMT -5
Hi, welcome to the forum!. You can't export animations from the override option. You have to use the Pose Pack option, save the package and then export the animations.
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Post by swampy on Feb 15, 2018 14:42:18 GMT -5
Thanks inabadromance for the prompt reply - I think you've pointed me in the right direction
Here's what I'm doing to achieve the effect I wanted of being able to export an animation from an arbitrary package as a Blender file
- Add the package to the list under "My Projects"
- Click on it to open it and select the Warehouse tab
- Select a clip or clip header that I'm interested in on the left-hand panel
- Click "Export" and name the binary file something memorable
- Repeat 3 and 4 for as many animations as required
- Create a new clip pack (select 'Clip Pack' and click "Animation" or open a clip pack I created earlier using the link under "My Projects"
- On the "Clips" tab of the "Studio" tab, click "Add" to add an empty clip, and fill in the Name and Description fields
- On the "Warehouse" tab select the empty clip or clip header slots and "Import" the previously saved binary files for one of the exported animations
- Repeat 7 and 8 and then Save the package
- The imported clips can now be selected on the "Clips" tabs and be exported as Blender files
As I say, its seems to work - even if I'm not sure what I'm doing!
It does seem a bit long-winded, could I have done it more efficiently?
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Post by inabadromance on Feb 15, 2018 16:55:37 GMT -5
Umn.. i don't really understand why you're doing all these honestly. Do you want to export an animation/pose from the game or something created by someone else? There's no need to go into the warehouse. You simply create a pose pack and export it from the main screen.
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Post by swampy on Feb 17, 2018 13:11:55 GMT -5
OK got there - that was exactly what I'm trying to do - and I now see how Export works (I think I was expecting to select what I want to export and then hit the Export button, rather than the other way around)
Thanks again
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Post by inabadromance on Feb 17, 2018 13:20:48 GMT -5
Oh i understand now what you're saying. The list only appears after you clic export, that's why. I'm glad you managed to export it alright now
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Post by luciecmoi on Jun 24, 2018 16:33:40 GMT -5
Hello there, I'm trying to do exactly that, and although I read what you're saying, a few times, I still can't manage to get the workflow to extract multiple clips from an already existing custom animation file, it only exports the first clip in the list in the warehouse, and not the rest...could you please walk me through ?
(edit)
I managed to "create an animation" create an empty package, and then from there, I can apparently put clips in, also if I click on export + Ea clip, I can export animations from the game into a blender scene, but I cannot find the custom ones to export.
(Re edit)
Ok seems I found the way !! So from the warehouse menu you batch import the clip files in the warehouse, then save the package file, then close and open it again with the main menu, in your project list, and voila !
in the studio menu, clips, choose male or female rig in the dropdown menu, the name of the animation clip should show up next to it, finishing by.blend, then hit the export buttin on the left.
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Post by yurimayflower on Sept 18, 2020 18:08:44 GMT -5
Hey I reallllyyyy need Help,I dont know what this error code mean (The Sims 4 Studio - Version 3.1.3.7 System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object. at S4Studio.ViewModels.Animation.AnimationPackCustomContent.ExecuteAddAnimation() in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\Animation\AnimationPackCustomContent.cs:line 596 at S4Studio.ViewModels.GenericUserCommand.<>c__DisplayClass8_0.<.ctor>b__1(Object y) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 35 at S4Studio.ViewModels.GenericUserCommand.Execute(Object parameter) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 41 at S4Studio.ViewModels.Animation.AnimationPackCustomContent.ExecuteAddPosePack() in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\Animation\AnimationPackCustomContent.cs:line 684 at S4Studio.ViewModels.GenericUserCommand.<>c__DisplayClass8_0.<.ctor>b__1(Object y) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 35 at S4Studio.ViewModels.GenericUserCommand.Execute(Object parameter) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 41 at S4Studio.Shared.AnimationFeatureViewModel.Clone(IDBPFPackage package, String hash, IEnumerable`1 selected_prototypes) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\App\Features\AnimationFeatureViewModel.cs:line 65 at S4Studio.Shared.FeatureViewModel.<>c__DisplayClass28_0.<CreateItem>b__0() in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\App\Features\FeatureViewModel.cs:line 96 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- ---> (Inner Exception #0) System.NullReferenceException: Object reference not set to an instance of an object. at S4Studio.ViewModels.Animation.AnimationPackCustomContent.ExecuteAddAnimation() in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\Animation\AnimationPackCustomContent.cs:line 596 at S4Studio.ViewModels.GenericUserCommand.<>c__DisplayClass8_0.<.ctor>b__1(Object y) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 35 at S4Studio.ViewModels.GenericUserCommand.Execute(Object parameter) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 41 at S4Studio.ViewModels.Animation.AnimationPackCustomContent.ExecuteAddPosePack() in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\Animation\AnimationPackCustomContent.cs:line 684 at S4Studio.ViewModels.GenericUserCommand.<>c__DisplayClass8_0.<.ctor>b__1(Object y) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 35 at S4Studio.ViewModels.GenericUserCommand.Execute(Object parameter) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\Commands\GenericUserCommand.cs:line 41 at S4Studio.Shared.AnimationFeatureViewModel.Clone(IDBPFPackage package, String hash, IEnumerable`1 selected_prototypes) in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\App\Features\AnimationFeatureViewModel.cs:line 65 at S4Studio.Shared.FeatureViewModel.<>c__DisplayClass28_0.<CreateItem>b__0() in Z:\thes4studio\TheS4Studio\S4Studio.Shared\ViewModels\App\Features\FeatureViewModel.cs:line 96 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---) how do I fix it???
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Post by Cidira on Sept 18, 2020 21:42:48 GMT -5
yurimayflower You've posted an error message as a comment on a thread last added to two years ago, without information about what you were trying to do when you received it. Even if you think what you were doing was exactly the same as one of the specific actions someone took in one of the earlier posts in the thread, we don't know which thing it was unless you tell us. It's probably a good idea to look at this thread and then make a new post explaining what you were doing when you got the error message. You may also be asked to share the file you were working on once someone who knows how to troubleshoot the kind of thing you were doing gets a look.
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Post by luxvenura on May 22, 2022 13:34:05 GMT -5
I've got the same error as yurimayflower, that error popped out after i clicked on export an animation i downloaded from google to use in blender, and I have no idea how to fix it either
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