1. This appears to be a bug with the software. I have the same issue with any of my other .packages as well which is unfortunate. I'd suggest you leave a bug report about this in the bugs section: sims4studio.com/thread/9484/error-reports-sims-studio-wishes. I tried updating to the latest update but it still had the same issue.
2. The reason your animation is not stopping is because the idle component part in your object tuning says that you want the Opened object state to be connected with the Opening animation instead of the Opened animation one. Would have just been something you accidentally did.
Just for reference and/or a refresher for anyone else reading that it may help to clarify for: The idle component in the object tuning controls what idle animations play together with what object state. That means, when the game is done switching the object to the opened object state, then it's also done animating the opening and the opened animation that it leads to. Then the game goes "OK, now what?" and has a look at our idle component in object tuning and sees that it says: when you want to idle after switching the object to the opened state, go to this animation (opened) and keep looping that. If you put instead, for example, the opening animation together with the opened object state, then it sees it and goes "Ah OK, you want me to play opening animation after I've switched the object to the opened state" and just keeps looping the opening animation over and over again until you do some interaction on it again.
Last Edit: Nov 30, 2020 3:35:21 GMT -5 by Aurora Kreativ
I'm no longer active in playing Sims 4, and do not make or update my custom content any more.
1. This appears to be a bug with the software. I have the same issue with any of my other .packages as well which is unfortunate. I'd suggest you leave a bug report about this in the bugs section: sims4studio.com/thread/9484/error-reports-sims-studio-wishes. I tried updating to the latest update but it still had the same issue.
2. The reason your animation is not stopping is because the idle component part in your object tuning says that you want the Opened object state to be connected with the Opening animation instead of the Opened animation one. Would have just been something you accidentally did.
Just for reference and/or a refresher for anyone else reading that it may help to clarify for: The idle component in the object tuning controls what idle animations play together with what object state. That means, when the game is done switching the object to the opened object state, then it's also done animating the opening and the opened animation that it leads to. Then the game goes "OK, now what?" and has a look at our idle component in object tuning and sees that it says: when you want to idle after switching the object to the opened state, go to this animation (opened) and keep looping that. If you put instead, for example, the opening animation together with the opened object state, then it sees it and goes "Ah OK, you want me to play opening animation after I've switched the object to the opened state" and just keeps looping the opening animation over and over again until you do some interaction on it again.
Hiya! Aurora Kreativ . Ok I see what you saying, I think but it's still not working after my change so I guess I'm still missing something. I'm more a visual learner so can you explain what I may still be missing, using the code block below?
After modifying my object tuning, based on what I *think* you shared.
1. This appears to be a bug with the software. I have the same issue with any of my other .packages as well which is unfortunate. I'd suggest you leave a bug report about this in the bugs section: sims4studio.com/thread/9484/error-reports-sims-studio-wishes. I tried updating to the latest update but it still had the same issue.
2. The reason your animation is not stopping is because the idle component part in your object tuning says that you want the Opened object state to be connected with the Opening animation instead of the Opened animation one. Would have just been something you accidentally did.
Just for reference and/or a refresher for anyone else reading that it may help to clarify for: The idle component in the object tuning controls what idle animations play together with what object state. That means, when the game is done switching the object to the opened object state, then it's also done animating the opening and the opened animation that it leads to. Then the game goes "OK, now what?" and has a look at our idle component in object tuning and sees that it says: when you want to idle after switching the object to the opened state, go to this animation (opened) and keep looping that. If you put instead, for example, the opening animation together with the opened object state, then it sees it and goes "Ah OK, you want me to play opening animation after I've switched the object to the opened state" and just keeps looping the opening animation over and over again until you do some interaction on it again.
Hiya! Aurora Kreativ . Ok I see what you saying, I think but it's still not working after my change so I guess I'm still missing something. I'm more a visual learner so can you explain what I may still be missing, using the code block below?
After modifying my object tuning, based on what I *think* you shared.
<T n="value">12815298511888353175<!--DigivixDesigns:AnimatedCurtains_Animate_Opening--></T> <--- This here should be the "Opened" animation instead of "Opening".
<T n="value">12141653233426034721<!--DigivixDesigns:AnimatedCurtains_Animate_Closed--></T> <--- This is correct. It plays the "Closed" animation with the Closed state.
</U>
</L>
</U>
</V>
As you can see with the above code, you have entered :
<T n="key">11891167969614993358<!--DigivixDesigns:AnimatedCurtains-OpenedStat--></T>Which is the "Opened" object state tuning together with:
<T n="value">12815298511888353175<!--DigivixDesigns:AnimatedCurtains_Animate_Opening--></T> Which refers to the "Opening" animation tuning. So with this information, the Sims 4 in game thinks you want to play the "Opening" animation with the "Opened" object state. This results in your object doing this:
- User interact with curtains to open them from being closed. - Curtains animates the opening animation, then switches its object state from "Closed" to "Opened".
- Game looks at object tuning file to see what to do after the curtains are Opened.
- Game sees that the idle component says once the object has reached the state of "Opened" then it should play the idle animation of "Opening", because together with the "Opened" object state, you have listed the "Opening" animation.
So for this to work as intended, you would have to write it like this instead:
</V> Now, the object being Opened will play the animation of Opened instead of the Opening animation.
With the bug, I will try to make some time to add a bug report there. It's probably as you say, that you still have a "new" status somehow with the forum. Thanks for letting me know.
Hope this helped a bit.
I'm no longer active in playing Sims 4, and do not make or update my custom content any more.
Hiya! Aurora Kreativ . Ok I see what you saying, I think but it's still not working after my change so I guess I'm still missing something. I'm more a visual learner so can you explain what I may still be missing, using the code block below?
After modifying my object tuning, based on what I *think* you shared.
<T n="value">12815298511888353175<!--DigivixDesigns:AnimatedCurtains_Animate_Opening--></T> <--- This here should be the "Opened" animation instead of "Opening".
<T n="value">12141653233426034721<!--DigivixDesigns:AnimatedCurtains_Animate_Closed--></T> <--- This is correct. It plays the "Closed" animation with the Closed state.
</U>
</L>
</U>
</V>
As you can see with the above code, you have entered :
<T n="key">11891167969614993358<!--DigivixDesigns:AnimatedCurtains-OpenedStat--></T>Which is the "Opened" object state tuning together with:
<T n="value">12815298511888353175<!--DigivixDesigns:AnimatedCurtains_Animate_Opening--></T> Which refers to the "Opening" animation tuning. So with this information, the Sims 4 in game thinks you want to play the "Opening" animation with the "Opened" object state. This results in your object doing this:
- User interact with curtains to open them from being closed. - Curtains animates the opening animation, then switches its object state from "Closed" to "Opened".
- Game looks at object tuning file to see what to do after the curtains are Opened.
- Game sees that the idle component says once the object has reached the state of "Opened" then it should play the idle animation of "Opening", because together with the "Opened" object state, you have listed the "Opening" animation.
So for this to work as intended, you would have to write it like this instead:
</V> Now, the object being Opened will play the animation of Opened instead of the Opening animation.
With the bug, I will try to make some time to add a bug report there. It's probably as you say, that you still have a "new" status somehow with the forum. Thanks for letting me know.
Hope this helped a bit.
Hmm ok. I am very confused as the file I pkg you reviewed for me looked like this but didn't work and you suggested I change it...which I did.
With the code like this, it acts the same. When the animation starts, curtains are opening and closing constantly. I can click Close and it closes. I can click Open and they open but don't stay open. I will play a bit more because I feel like I'm asking too much of you. Thanks for everything you've shared. Did you learn this by trial and error?
The .package you sent me last had the "Opening" animation set, not the "Opened" one. I re-downloaded and opened the .package again just now and it still shows the problem which I spoke of. I corrected the idle component to what I said earlier it should be, added the .package to the game and tried it now, which works.
I had some issue just the other day where changes I was making to a .package I was working with in Sims 4 Studio just wouldn't reflect in the Sims 4 no matter how many times I updated the file in the mods folder and restarted the game, so I thought the game may have been caching an older version of the CC and not looking at the new version at all. So I followed tutorials to clear any Sims 4 cache which didn't work. Then I restarted my computer completely and the error seemed to have gone. Not sure what the deal is there but you may be experiencing something similar.
In any case, I've linked the .package you linked the last time below with the correction. The curtains now move but I noticed there are some slight mesh deformations which I think relate to weight paint that isn't entirely correct, like missing sections for example.
As for how I learned, yes, much of it was through trial and error and gathering bits and pieces of information through the Sims 4 Studio forums over several weeks to combine them, as well as inspecting files from animated objects that work such as andrew's animated grandfather clock. Oh and I was also learning some things from necrodogs youtube tutorials which you have also discovered, however I saw that by itself it didn't seem to work anymore. Also, there was a guy who I can't remember right now who did tutorial on interactions and something else that I got useful information from on Youtube.
Last Edit: Dec 1, 2020 15:05:36 GMT -5 by Aurora Kreativ
I'm no longer active in playing Sims 4, and do not make or update my custom content any more.
The .package you sent me last had the "Opening" animation set, not the "Opened" one. I re-downloaded and opened the .package again just now and it still shows the problem which I spoke of. I corrected the idle component to what I said earlier it should be, added the .package to the game and tried it now, which works.
I had some issue just the other day where changes I was making to a .package I was working with in Sims 4 Studio just wouldn't reflect in the Sims 4 no matter how many times I updated the file in the mods folder and restarted the game, so I thought the game may have been caching an older version of the CC and not looking at the new version at all. So I followed tutorials to clear any Sims 4 cache which didn't work. Then I restarted my computer completely and the error seemed to have gone. Not sure what the deal is there but you may be experiencing something similar.
In any case, I've linked the .package you linked the last time below with the correction. The curtains now move but I noticed there are some slight mesh deformations which I think relate to weight paint that isn't entirely correct, like missing sections for example.
As for how I learned, yes, much of it was through trial and error and gathering bits and pieces of information through the Sims 4 Studio forums over several weeks to combine them, as well as inspecting files from animated objects that work such as andrew's animated grandfather clock.
Ah, thank you so much! I believe the problem is likely due to caching, as you said. I've been seeing some odd things occurring but rebooting helped. I already fixed the mesh issues on my most recent pkg which I didn't upload. I learned so much from your tutorial. I should be working on my client's project but I am just so excited and want to play with tests to open and close them based on morning/night time!!
So I've got news on making rotations work with door like objects. This is while assuming you're working with an object that should have rotating parts that rotates from their edges like hinges, like sssopt2016's cars, and not an actual door object.
I have linked to files (.package, blender files & clip pack) to demonstrate what I'm talking about to this post at the bottom.
So I've made a quick edit to the painting object that I worked with in the tutorial and just added two door like parts to it. I haven't changed any textures so it looks weird, just so you know. In the picture below, I have added bones to the two door parts I added to the painting mesh. Each of these bones align perfectly with the edges of the doors, just like hinges. The left door bone is at the left doors back left edge, and the right door had the bone to the back right edge.
This is important. In this case, you can't align them in the middle of the animated part. The further away from the edge you go with the bone, the more off the rotation will be. Always set the bone to the edge which it should rotate along.
Then when you make your clip pack, don't set any values to 0 in the Channels section. Leave it as it is. It should work as intended now. Have a look at the .gif below which demonstrates how this works.
Another important part while testing your CC: Don't save your game with your custom object while you're still testing it. Open a game up, place the object, and when your done testing, don't save, just exit. Then the next time you go to test it in game, you place it again. This is because it seems like Sims 4 sometimes doesn't recognize that you changed the object in the mods folder to a new version, and will still keep using the old version that existed in your saved game. This could be fixed by: 1. Opening up the mods folder, remove the CC that's not working from the folder. 2. Start up Sims 4 and load the game which you placed the CC in. 3. The game complains and says some mods where removed because they don't exist anymore. 4. Save the game now without the cc in it then close sims 4. 5. Add the correct version of the CC into the mods folder again, restart Sims 4 and place the CC into the game and see if it behaves differently.
Aurora Kreativ Fantastic, thank you very much. I will test without setting the values to 0 in the Channels section. because for the rest everything is the same as you for the blender animation
Edit :It works ! Very very big thank you and big hug!
Last Edit: Dec 2, 2020 12:32:03 GMT -5 by Sérinion
Aurora Kreativ Fantastic, thank you very much. I will test without setting the values to 0 in the Channels section. because for the rest everything is the same as you for the blender animation
Edit :It works ! Very very big thank you and big hug!
Awesome! Glad it finally got to work.
Looks very nice too!
I'm no longer active in playing Sims 4, and do not make or update my custom content any more.
Hello Aurora Kreativ it's me again! Thanks again for this amazing tutorial, now I can perfectly create objects with opening and closing. However, now I would like to turn the animation of my spears into an on / off loop. Do you have any idea, to change Tuning and ASM parameters to make animation continuously? Please.
I tried to take inspiration from the object of "necrodog-animated-floorfan" by necrodog and your tutorial but I admit that it does not work. Spears LOOP
Best Regards Seri
Last Edit: Dec 10, 2020 3:05:45 GMT -5 by Sérinion
Aurora Kreativ , please, help me! I've checked everything in my package and haven't found any mistakes, but it still doesn't work. The curtains have interactions, but no animation. Additionally, the "Last Ecxeption" points on them, saying that the asm could't be found. Also, the curtains appear in a strange, hm, pose. Sorry for my English, hope it's understandable. Here is the package: dropmefiles.com/F3J9u
Last Edit: Dec 21, 2020 9:03:33 GMT -5 by gilbertav
1. The ASM has some errors: 1.2. Connections: you have written "Open" in one connection where it should be "Opened". 1.3. You have missed adding the <MakeController></MakeController> wrapping tags in the ASM. Refer to section 4.1 Adding an ASM.
Fix these things and try again, it should work now. It works for me in my game when I tried it with these changes.
2. The mesh deformation would be because of inaccurate weight painting. Look over your curtains meshes again and make sure they're correct. You'll need to make sure all the animation blender file meshes are correct as well as the object mesh and LODS.
I'm no longer active in playing Sims 4, and do not make or update my custom content any more.
I'm having a small issue with part of the animation. The animation goes through no problem at all. Everything works. My issue is with the SLODs. I think. I have blinds that can open to the side and close again, but the shadow that is cast on the floor from the sun through the window stays only one way. So if I have my originally created SLOD0 and SLOD1 loaded, that is the same as the blinds when they are closed, the shadow cast on the floor when the blinds are open or closed is solid, as if the blinds are always closed. Changed the SLODs to be at the open state and of course, in game they show the sun going through, whether the blinds are open or not.
So, my question is, is it possible to animate the SLODs as well to move with the object when they animate in game. I've tried a few things but I really can't figure it out. It might not be something that can be done and if so, I'll just ignore the shadows. I highly doubt it'll be possible as I realize that the SLOD will be cut 0 and mesh_0 which can't be animated.
So, my question is, is it possible to animate the SLODs as well to move with the object when they animate in game. I've tried a few things but I really can't figure it out. It might not be something that can be done and if so, I'll just ignore the shadows. I highly doubt it'll be possible as I realize that the SLOD will be cut 0 and mesh_0 which can't be animated.
Hello, you will never be able to animate the shadows.
I encourage you to remove the part of the mesh that is animated in the lod shadow and keep the non-flexible part in the shadow.
I also noticed on some of my items that when I completely removed the Shadow LODs from the package.
The sims 4 game always generated an automatic shadow that moved.
Create a copy and test My Cistern-Fish does not have a shadow LOD and yet a shadow is generated and follows the fish.
Last Edit: May 10, 2021 4:35:52 GMT -5 by Sérinion
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