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Post by MmeCrow on May 13, 2020 7:51:34 GMT -5
Awesome, thanks I replaced them with the tuning id's which gives me closed curtains when I load the game and the option to open them but nothing happens when I click open.
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Post by Aurora Kreativ on May 14, 2020 1:18:58 GMT -5
Your interaction tunings are also referencing the instance id's of the object states in the outcome sections instead of their tuning id's. You should probably go though all your tunings (interactions, object tuning, object state tuning) an extra time and make sure no instance id's are referenced but instead the tuning id's.
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Post by MmeCrow on May 14, 2020 9:31:22 GMT -5
Whenever I make a .package, it's on my desktop and then I move it to mods when I'm done and I find quite often that a lot of information reverts back to my previous save. Seems it happened when I uploaded my current .package. Went in and checked and corrected all the tunings you said and sure enough, it does work :D
Thank you so much for all your help!!!
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Post by Aurora Kreativ on May 14, 2020 10:34:12 GMT -5
Whenever I make a .package, it's on my desktop and then I move it to mods when I'm done and I find quite often that a lot of information reverts back to my previous save. Seems it happened when I uploaded my current .package. Went in and checked and corrected all the tunings you said and sure enough, it does work :D Thank you so much for all your help!!! I think I know what you mean. I think there's a bug in Sims 4 studio where when you load a save from the list instead of clicking the "my projects" button to load it, it loads a previous saved file instead of the very latest. Maybe its the intended functionality, not sure, but may be worth leaving a bug report for. I've wasted many hours with that, as my saves just kept reverting weirdly.
I'm glad you got it to work!
EDIT: You can try updating to the latest version 3.1.3.3 if you haven't already and see if it fixes that problem.
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Post by pandaasama on Jun 6, 2020 21:20:07 GMT -5
thank you for taking your time and making this detailed tutorial. it literally saved my life as i was struggling all day trying to figure out why my interaction animation wouldn't loop, turns out i was missing the <makecontroller> in my asm. one thing i have doubts with is i think State type="private" is used for beginning and end of an animation, while State type="public" is for the looping content. I took the code below from the asm of StuffedAnimal_play
<State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="Cry_Shoulder" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Hit" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Hub" focus="full body" facialoverlays="false" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Hug" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Play" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="PlayWith_Passive" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="Play_Angry" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="Play_Passive" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Start_PlayAngry" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Start_cryShoulder" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Stop_PlayAngry" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Stop_cryShoulder" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="a2o_playAngry_hit_" focus="full body" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="mirror" focus="full body" facialoverlays="false" tailoverlays="true" />
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Post by Aurora Kreativ on Jun 7, 2020 3:18:00 GMT -5
thank you for taking your time and making this detailed tutorial. it literally saved my life as i was struggling all day trying to figure out why my interaction animation wouldn't loop, turns out i was missing the <makecontroller> in my asm. one thing i have doubts with is i think State type="private" is used for beginning and end of an animation, while State type="public" is for the looping content. I took the code below from the asm of StuffedAnimal_play <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="Cry_Shoulder" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Hit" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Hub" focus="full body" facialoverlays="false" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Hug" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Play" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="PlayWith_Passive" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="Play_Angry" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="public" countlooptime="false" disableautostop="false" skippable="false" interrupt_this="true" name="Play_Passive" focus="none" facialoverlays="true" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Start_PlayAngry" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Start_cryShoulder" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Stop_PlayAngry" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="Stop_cryShoulder" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="a2o_playAngry_hit_" focus="full body" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="mirror" focus="full body" facialoverlays="false" tailoverlays="true" />
I think that could indeed be what the public type animation states are for. Judging by the fact that all the public types have the property "countlooptime" and the private ones do not would indicate that it is so as well. Good observation and thanks for sharing!
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Post by Feyona on Jul 20, 2020 7:22:10 GMT -5
That's amazing! Thank you for taking the time and sharing your knowledge. I will move this tutorial to Build/Buy section. Can't believe that I missed it. Did you figure out by any chance how to create custom animations that would be played in CAS? I am currently trying to wrap my head around it with zero success.
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Post by marquillotuca89 on Aug 3, 2020 17:27:40 GMT -5
Thanks a lot for this tutorial.
I have one question: is it possible to trigger a state change when, for example, the power reaches a certain level?
For example: I hava a "Non-overcharged state" and a "Overcharged state", I want to trigger the change from the non overcharged to the overcharged state when the power commodity from the lot reaches 50. I want to do this mainly to be able to add tooltips in certain conditions. Is it possible?
Thank you so much!
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Post by simguy80 on Sept 13, 2020 9:14:12 GMT -5
Tip for step 3.1.3 and any other step that requires you to enter your new tuning info. Use the "Local Tunings" window just below the XML window to easily copy and paste the information. I'm slowly but surely going through this. This info is invaluable! Thanks!
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Post by Aurora Kreativ on Sept 13, 2020 9:53:52 GMT -5
Tip for step 3.1.3 and any other step that requires you to enter your new tuning info. Use the "Local Tunings" window just below the XML window to easily copy and paste the information. I'm slowly but surely going through this. This info is invaluable! Thanks! Great tip! Thanks for adding it.
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Post by simguy80 on Sept 13, 2020 16:38:41 GMT -5
Fun fact: In Blender the Vertex Groups need to be in the same exact order as the Rig/Slots in S4S). I was driving myself mad trying to figure out why closing the curtain kept sliding them outward. Turns out I had curtain_right and curtain_left in opposite places in Blender. (I finally figured it out when I re-exported the file to find the curtains weights were flipped.) Good times!
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Post by Sérinion on Oct 2, 2020 10:50:27 GMT -5
Aurora Kreativhi i am Very interested in the tutorial however i dont understand what you call "he object's mesh must have a cut number larger than 0 in order to be able to animate in game." Where i can find this cut Number on my objects please ? best regards
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Post by Aurora Kreativ on Oct 3, 2020 11:22:39 GMT -5
Aurora Kreativ hi i am Very interested in the tutorial however i dont understand what you call "he object's mesh must have a cut number larger than 0 in order to be able to animate in game." Where i can find this cut Number on my objects please ? best regards
Hello Sérinion!
In the tutorial I linked above, you can see where to find the cut number in the second image.
Basically, after you have exported an object from Sims 4 Studio and opened it in Blender, you can see each mesh group has a cut number. For example, if there's a shadow mesh available it will usually have cut number 0, while the mesh group representing the actual object will have a higher number, such as 1.
In order to be able to animate an object, it has to have a cut number of, for example, 1 or 2. If you only have one mesh group available, it will have cut number 0 and can't be animated.
Hope that helped!
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Post by Sérinion on Oct 3, 2020 13:04:42 GMT -5
Hello Sérinion!
In the tutorial I linked above, you can see where to find the cut number in the second image.
Basically, after you have exported an object from Sims 4 Studio and opened it in Blender, you can see each mesh group has a cut number. For example, if there's a shadow mesh available it will usually have cut number 0, while the mesh group representing the actual object will have a higher number, such as 1.
In order to be able to animate an object, it has to have a cut number of, for example, 1 or 2. If you only have one mesh group available, it will have cut number 0 and can't be animated.
Hope that helped! Okay Thank you for your reply. I understand better, you speak of the order in the mesh s4studio_mesh_0 and s4studio_mesh_1 inside blender. I suspected that was it but I was not sure. For the moment I have finished my first object, but without success. No animation starts. I have trouble making a step.
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Post by Sérinion on Oct 4, 2020 2:40:42 GMT -5
Aurora KreativSorry to bother you again, your work is already exceptional but I would need clarification please. I don't understand how you renamed your Animation State MachineIf I follow your tutorial it looks like your Animation State Machine is named AuroraKreativ:AnimatedCurtains-OpeningAnimHowever if we continue when you create the Animation Tunings you give it the exact same name if I look at the screenshot AuroraKreativ:AnimatedCurtains-OpeningAnimTherefore I am lost because that would mean that two files have the same setting name. And then I notice that the ASM has changed its name again to become AuroraKreativ:AnimatedCurtains-ASMDid you put your curtain somewhere so I can watch the final result? Because I can't see where I'm wrong about my object please? Thank you Best regards
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