Post by necrodog on Oct 26, 2018 19:48:11 GMT -5
Hello. I want to discuss about the IK targets on clips. They are neccesary on some custom seating animations as you see on my smoking mod. At this moment studio does not have this feature. It import the clip as the frames appear on blender, but dont import the ik targets because they are different from maya. (The 3d editor that TS4 uses) I try to edit myself, and have some interestings finds, that will help into the creation of this probably future feature.
I did and example overriding the animation of the drink energy juice iteraction of your hypermetabolism sims.
I have override the a_generic_NT_energyDrink_seated_x clip as an example for this discussion I made a rar containing three packages. One with the original untouched clip, one with the exported clip and then re-imported via s4studio (it delete the ik targets) and one i try to fix, making one ik target for the b__ROOT_bind__ bone (57884BB9) that has the original clip. This bone is the affected one when the sim sit at sofas,chair, stools and the pool edge. I gave one result that want to share but first.
When blender exports and then import the clip on studio the ik targets got deleted and the clip appear as in blender, so the sim animation asppears shrink at stools or floats on pool edges. As seen in this image.
When I try to fix this. I have created an ik target on b__ROOT_bind__ bone at the clips channel so the sim will sit on the correct position at pool edge or stools. The result is that the sims animates on the correct position while sitting, but is rotated as you see on tis image. Thats because blender is different from maya, and the position of x,y,z is different there.
I did these on the energy-juice-animation-fixed package.
1. I have imported the drink energy juice clip via studio.
2. On Clips channels
3. I have copied the F3_highprecisionNormalized translation of the b__ROOT_bind__ bone (57884BB9) twice.
4. On the first copy I have changed the ChannelSubtarget to IK_TargetWeight_World, ChannelType to F1_zero, The FrameCount to 0, Offset to 0, Scale to 1 and in target the b__ROOT_bind__ bone (57884BB9)
5. On the second copy. ChannelSubtarget to IK_TargetWeight_1, ChannelType to F1_zero, The FrameCount to 0, Offset to 1, Scale to 1 and in target the b__ROOT_bind__ bone (57884BB9)
With this, the clip is fixed in some way, the sim sit on the correct position but its rotated when animates. So. Could this feature can be added to studio, fix the rotation of the sim and create ik targets for the b__ROOT_bind__ bone and the other bones affected of ik targets like the hands or feet. I think studio can import a ik target to these bones, but to not affect the animation use F1_zero as channel type. Could it would work?? Thank you and hope it works
I attached three packages for dissection.
www.mediafire.com/file/yo7hhge9f2gfm8r/energy-juice-replace-clips.rar/file
I did and example overriding the animation of the drink energy juice iteraction of your hypermetabolism sims.
I have override the a_generic_NT_energyDrink_seated_x clip as an example for this discussion I made a rar containing three packages. One with the original untouched clip, one with the exported clip and then re-imported via s4studio (it delete the ik targets) and one i try to fix, making one ik target for the b__ROOT_bind__ bone (57884BB9) that has the original clip. This bone is the affected one when the sim sit at sofas,chair, stools and the pool edge. I gave one result that want to share but first.
When blender exports and then import the clip on studio the ik targets got deleted and the clip appear as in blender, so the sim animation asppears shrink at stools or floats on pool edges. As seen in this image.
When I try to fix this. I have created an ik target on b__ROOT_bind__ bone at the clips channel so the sim will sit on the correct position at pool edge or stools. The result is that the sims animates on the correct position while sitting, but is rotated as you see on tis image. Thats because blender is different from maya, and the position of x,y,z is different there.
I did these on the energy-juice-animation-fixed package.
1. I have imported the drink energy juice clip via studio.
2. On Clips channels
3. I have copied the F3_highprecisionNormalized translation of the b__ROOT_bind__ bone (57884BB9) twice.
4. On the first copy I have changed the ChannelSubtarget to IK_TargetWeight_World, ChannelType to F1_zero, The FrameCount to 0, Offset to 0, Scale to 1 and in target the b__ROOT_bind__ bone (57884BB9)
5. On the second copy. ChannelSubtarget to IK_TargetWeight_1, ChannelType to F1_zero, The FrameCount to 0, Offset to 1, Scale to 1 and in target the b__ROOT_bind__ bone (57884BB9)
With this, the clip is fixed in some way, the sim sit on the correct position but its rotated when animates. So. Could this feature can be added to studio, fix the rotation of the sim and create ik targets for the b__ROOT_bind__ bone and the other bones affected of ik targets like the hands or feet. I think studio can import a ik target to these bones, but to not affect the animation use F1_zero as channel type. Could it would work?? Thank you and hope it works
I attached three packages for dissection.
www.mediafire.com/file/yo7hhge9f2gfm8r/energy-juice-replace-clips.rar/file