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Post by Aurora Kreativ on Nov 23, 2020 14:45:17 GMT -5
No worries!
The issue that the bones aren't showing up with their names in the Channels list I think may be a bug with Sims 4 Studio. I had that with one of my .package files where it only showed the hashed value names instead, just like yours. Then I when I went back to it again not long after, it had updated itself so it showed correctly again. If it doesn't correct itself, I'd suggest you take notes of what the hashed values are and compare them to the names in the Rig section so you know which is which, not necessary though as they should all be for the curtain right and left. I noticed your package only had that issue for me with the second clip. I still get it now when I do tests. It's a bit strange indeed.
The reason you don't have as many entries in the Channels section is because your animation don't include the transformBone. But that shouldn't be a problem. I apparently had added it and didn't include it in the tutorial for the first bit. But as I said, don't believe you need it.
I've looked through your package for a while now and done some test but haven't been able to figure out the problem quite. However, I noticed your blender files have some inconsistencies with the names of the meshes, not sure how important it is for Sims 4 Studio as I believe it only goes on cut info, but to be sure I'd make sure they're all correctly and consistently named.
Then you have added a loose bone into some of the animations, like for the closed animation one called bone_bone_shape.001. You should probably remove that, not sure if it may be causing any interferences.
If possible, you may want to redo the main blender object mesh file along with the animations. It may help solving the issue.
I haven't been able to figure out why both of your interactions show up at the same time in game. Does it do this for you and was this intentional? Not sure if there's an issue there that causes the animations not to trigger. There's no last exception error messages in the log, so there's not much to go on.
Will have another look at some point in the future to see if I can spot the issue.
Good luck in any case!
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Post by digivix on Nov 23, 2020 14:58:26 GMT -5
No worries!
The issue that the bones aren't showing up with their names in the Channels list I think may be a bug with Sims 4 Studio. I had that with one of my .package files where it only showed the hashed value names instead, just like yours. Then I when I went back to it again not long after, it had updated itself so it showed correctly again. If it doesn't correct itself, I'd suggest you take notes of what the hashed values are and compare them to the names in the Rig section so you know which is which, not necessary though as they should all be for the curtain right and left. I noticed your package only had that issue for me with the second clip. I still get it now when I do tests. It's a bit strange indeed.
The reason you don't have as many entries in the Channels section is because your animation don't include the transformBone. But that shouldn't be a problem. I apparently had added it and didn't include it in the tutorial for the first bit. But as I said, don't believe you need it.
I've looked through your package for a while now and done some test but haven't been able to figure out the problem quite. However, I noticed your blender files have some inconsistencies with the names of the meshes, not sure how important it is for Sims 4 Studio as I believe it only goes on cut info, but to be sure I'd make sure they're all correctly and consistently named.
Then you have added a loose bone into some of the animations, like for the closed animation one called bone_bone_shape.001. You should probably remove that, not sure if it may be causing any interferences.
If possible, you may want to redo the main blender object mesh file along with the animations. It may help solving the issue.
I haven't been able to figure out why both of your interactions show up at the same time in game. Does it do this for you and was this intentional? Not sure if there's an issue there that causes the animations not to trigger. There's no last exception error messages in the log, so there's not much to go on.
Will have another look at some point in the future to see if I can spot the issue.
Good luck in any case! Thank you so much. Again, I know your time is valuable and really do appreciate it. I will give it another go. I'm really challenged by this tutorial and that excites me lol. I'm a developer and have worked on difficult projects. I create in many languages for more than 10 years now and my love for the Sims has grown since Sims 1 and back in the transmorgrifier days lol but with the abilities we have now it's more exciting. It's ironic that I can script in Python no problems but xml tuning is giving me problems hehehehe. THANK YOU. I will figure it out and I'll definitely let you know when I do!
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Post by sssopt2016 on Nov 23, 2020 15:03:59 GMT -5
Hi there, I too have been trying to get my issues resolved and so I hope you don't mind but I downloaded your package so I could compare it to mine. I was able to get yours working, by fixing the ending Mastercontroller tags in your Animation State Machine file. As sunrosea showed in the image, there is an error. it should be </MakeController> at the end and not <MakeController>. Once I fixed that and tested it, it works in game as far as turning the lights on and off. Good job so far! I'd love to help if I can figure it out as well I am still trying to figure out my error but figured I'd share what I saw. Hello!
As you wrote earlier, my animation was functioning in your game, could you upload it please, because I fixed mine, but it still does not work ...
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Post by andrea03 on Nov 23, 2020 15:29:16 GMT -5
Hi again!! I have a question... I tried to make another animated objects but doesnt work the animation since the last updates. I made another animated objects but replacing objects with their own animation. I think it happens because the bones isnt from default. Im right?
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Post by digivix on Nov 23, 2020 15:44:42 GMT -5
Hi there, I too have been trying to get my issues resolved and so I hope you don't mind but I downloaded your package so I could compare it to mine. I was able to get yours working, by fixing the ending Mastercontroller tags in your Animation State Machine file. As sunrosea showed in the image, there is an error. it should be </MakeController> at the end and not <MakeController>. Once I fixed that and tested it, it works in game as far as turning the lights on and off. Good job so far! I'd love to help if I can figure it out as well I am still trying to figure out my error but figured I'd share what I saw. Hello!
As you wrote earlier, my animation was functioning in your game, could you upload it please, because I fixed mine, but it still does not work ... Hiya, Sure. drive.google.com/file/d/1D49ZCG-YDItCSXoYMTSqhQcbGot5niJV/view?usp=sharingI was able to turn the lights on and off and change the colors. I did not see any animation as far as windows, doors, wheels or trunk moving but I suspect that has to do with the fact that your object turning is associated with the lights.
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Post by sssopt2016 on Nov 24, 2020 9:29:27 GMT -5
So! I finally got animated doors! But, they do not move at all like in a blender! Everyone knows how doors work in a car, there is no point in explaining. But my doors will just shuffle along the x-axis and that's it, no rotation around the z-axis. I think this is due to the fact that for objects that, among other things, must rotate around their axis, you need to add more bones than one per animated part. I'm right? Could somebody have a quick look at this, what is wrong with that? How to make doors move correctly?
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Post by sssopt2016 on Nov 24, 2020 14:15:34 GMT -5
Ok, I decided to try again, but for some reason the animated parts of the mesh are now just huge, I don't know what's the matter ... With the interaction of "close" doors are slightly reduced in size. And they still do not close, but they are only attracted a little closer, remaining in the same position along the z axis. This time I applied two bones to each animated detail.
Package File
Blender File
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Post by digivix on Nov 26, 2020 18:09:27 GMT -5
No worries!
The issue that the bones aren't showing up with their names in the Channels list I think may be a bug with Sims 4 Studio. I had that with one of my .package files where it only showed the hashed value names instead, just like yours. Then I when I went back to it again not long after, it had updated itself so it showed correctly again. If it doesn't correct itself, I'd suggest you take notes of what the hashed values are and compare them to the names in the Rig section so you know which is which, not necessary though as they should all be for the curtain right and left. I noticed your package only had that issue for me with the second clip. I still get it now when I do tests. It's a bit strange indeed.
The reason you don't have as many entries in the Channels section is because your animation don't include the transformBone. But that shouldn't be a problem. I apparently had added it and didn't include it in the tutorial for the first bit. But as I said, don't believe you need it.
I've looked through your package for a while now and done some test but haven't been able to figure out the problem quite. However, I noticed your blender files have some inconsistencies with the names of the meshes, not sure how important it is for Sims 4 Studio as I believe it only goes on cut info, but to be sure I'd make sure they're all correctly and consistently named.
Then you have added a loose bone into some of the animations, like for the closed animation one called bone_bone_shape.001. You should probably remove that, not sure if it may be causing any interferences.
If possible, you may want to redo the main blender object mesh file along with the animations. It may help solving the issue.
I haven't been able to figure out why both of your interactions show up at the same time in game. Does it do this for you and was this intentional? Not sure if there's an issue there that causes the animations not to trigger. There's no last exception error messages in the log, so there's not much to go on.
Will have another look at some point in the future to see if I can spot the issue.
Good luck in any case! Thank you so much. Again, I know your time is valuable and really do appreciate it. I will give it another go. I'm really challenged by this tutorial and that excites me lol. I'm a developer and have worked on difficult projects. I create in many languages for more than 10 years now and my love for the Sims has grown since Sims 1 and back in the transmorgrifier days lol but with the abilities we have now it's more exciting. It's ironic that I can script in Python no problems but xml tuning is giving me problems hehehehe. THANK YOU. I will figure it out and I'll definitely let you know when I do! Hiya Aurora Kreativ ! I just wanted to give an update, as I have finally resolved the issues I was having and the animation is now reflected when the interaction is triggered. For the benefit of others that may have a similar issue, as you pointed out, I did not select ALL of my bones when making my animations and so they never showed up as options in my clips. I also agree that there is a bug in S4Studio where it may not always show the update, as it doesn't show the bone names after applying the name hash, until you leave the screen and come back. Another issue I had was that there was a space at the end of one of my names in the ASM. HTH others. Also I found a video, where user necrodog is creating animation. The steps are not the same as states are not being used but I hope can be shared here as it helped me to put some things together www.youtube.com/channel/UCA7CbqEugaX_M4-txnsBGdg/search?query=How+to+animate***I also have a few technical questions that if anyone can answer I'd appreciate. 1) How and when does a slot file get created? I tried exporting a Rig and Slot but only the rig showed up on the package. 2) In one of the instances I was attempting the tutorial and I ran into an issue where the object didn't show up after selecting it from the catalog. I found the Object Definition Key and the Object Catalog Key Group Values were both 80000000, once I changed them to 00000000, they showed properly after selecting them from the catalog. My question is, what does this value represent? Thank you for such an indepth tutorial and the willingness to help! One thing I'd suggest, if possible is that you have a sample file that can be provided so that those of us struggling can have a visual way to compare and help us to see where we have missed a step or 2
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Post by digivix on Nov 26, 2020 18:13:20 GMT -5
Ok, I decided to try again, but for some reason the animated parts of the mesh are now just huge, I don't know what's the matter ... With the interaction of "close" doors are slightly reduced in size. And they still do not close, but they are only attracted a little closer, remaining in the same position along the z axis. This time I applied two bones to each animated detail.
Package File
Blender File
Hi there, I'm not sure if you resolved your issue but I found this user on Youtube, there is a lot of information and it may help you to figure out what you need to do. I am better at coding than Blender www.youtube.com/channel/UCA7CbqEugaX_M4-txnsBGdg/search?query=How+to+animate .
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Post by Sérinion on Nov 27, 2020 3:35:19 GMT -5
Aurora Kreativ Hi how are you ? I wanted to ask you for advice. I creating an animation for the Snowy Escape sanctuaries. I create an door animation . I notice that the door opening animation when the point moves from the X or Y axis works just fine on blender and in game, like on your curtains. However, when the point rotates on itself. The rotation is not taken into account, so I can make sliding doors but not open a door normally with a rotation Z axis. Do you have an idea ? Please
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Post by Aurora Kreativ on Nov 27, 2020 12:43:52 GMT -5
Thank you so much. Again, I know your time is valuable and really do appreciate it. I will give it another go. I'm really challenged by this tutorial and that excites me lol. I'm a developer and have worked on difficult projects. I create in many languages for more than 10 years now and my love for the Sims has grown since Sims 1 and back in the transmorgrifier days lol but with the abilities we have now it's more exciting. It's ironic that I can script in Python no problems but xml tuning is giving me problems hehehehe. THANK YOU. I will figure it out and I'll definitely let you know when I do! Hiya Aurora Kreativ ! I just wanted to give an update, as I have finally resolved the issues I was having and the animation is now reflected when the interaction is triggered. For the benefit of others that may have a similar issue, as you pointed out, I did not select ALL of my bones when making my animations and so they never showed up as options in my clips. I also agree that there is a bug in S4Studio where it may not always show the update, as it doesn't show the bone names after applying the name hash, until you leave the screen and come back. Another issue I had was that there was a space at the end of one of my names in the ASM. HTH others. Also I found a video, where user necrodog is creating animation. The steps are not the same as states are not being used but I hope can be shared here as it helped me to put some things together www.youtube.com/channel/UCA7CbqEugaX_M4-txnsBGdg/search?query=How+to+animate***I also have a few technical questions that if anyone can answer I'd appreciate. 1) How and when does a slot file get created? I tried exporting a Rig and Slot but only the rig showed up on the package. 2) In one of the instances I was attempting the tutorial and I ran into an issue where the object didn't show up after selecting it from the catalog. I found the Object Definition Key and the Object Catalog Key Group Values were both 80000000, once I changed them to 00000000, they showed properly after selecting them from the catalog. My question is, what does this value represent? Thank you for such an indepth tutorial and the willingness to help! One thing I'd suggest, if possible is that you have a sample file that can be provided so that those of us struggling can have a visual way to compare and help us to see where we have missed a step or 2 Thanks for letting us know you got it working! That's great!
As for the questions about Sims 4 Studio technical aspects, one of the founders of the program or those knowing of the inner workings will have to answer that. If we tag andrew or orangemittens they might be able to clarify.
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Post by Aurora Kreativ on Nov 27, 2020 13:02:16 GMT -5
Sérinion, sssopt2016I can see there are some questions about animating rotations with "anchor points" I guess you could say, so one could animate doors opening "from the edge" so to speak, rather then from the center of the animated part as it wants to do by default. I'm looking into it, but am not sure how possible it is. Should be though I reckon. I believe this is one of the issues, is this correct? I have attached a very rough and quick sketch below of the problem.
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Post by Sérinion on Nov 27, 2020 14:18:10 GMT -5
Sérinion , sssopt2016 I can see there are some questions about animating rotations with "anchor points" I guess you could say, so one could animate doors opening "from the edge" so to speak, rather then from the center of the animated part as it wants to do by default. I'm looking into it, but am not sure how possible it is. Should be though I reckon. I believe this is one of the issues, is this correct? I have attached a very rough and quick sketch below of the problem. Yes this is exactly the first drawing. I put the point in the right place. The blender animation is perfect. But in the game it's like nothing works. So I made sliding doors.
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Post by sssopt2016 on Nov 28, 2020 2:00:46 GMT -5
Sérinion , sssopt2016 I can see there are some questions about animating rotations with "anchor points" I guess you could say, so one could animate doors opening "from the edge" so to speak, rather then from the center of the animated part as it wants to do by default. I'm looking into it, but am not sure how possible it is. Should be though I reckon. I believe this is one of the issues, is this correct? I have attached a very rough and quick sketch below of the problem. Yes this is exactly the first drawing. I put the point in the right place. The blender animation is perfect. But in the game it's like nothing works. So I made sliding doors. So hello everyone. As I found out for all the items that have doors, the bones look like in the picture. We create the first bone from transform and the second from it. And so we sort of need to move it. But I'm not sure.
For example, check "Overdesigned Window" or any other door.
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Post by digivix on Nov 30, 2020 1:26:52 GMT -5
Aurora Kreativ I've gone through this tutorial again, as I really want to understand how everything works together and my animation wasn't working 100%. If you don't mind I have a few questions regarding the "weird" things I am seeing happening, if you have any info I'd appreciate it. I've included the files for your review. 1) I have extra swatches left over from the original painting package I used. I've deleted the swatches but they still show up in game AND I can't add a new one, S4Studio crashes. 2) I'm having a hard time with the animation stopping...it just opens and closes constantly with Open interaction. Close, seems to work fine. www.dropbox.com/s/f5hfrhq286dasdo/AnimateMe.package?dl=0www.dropbox.com/s/mcif4uqfz6jf8he/%28%29AnimatedMe_LOD0.blend?dl=0Much appreciated!
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