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Post by Lesliem25 on Jul 30, 2015 21:00:00 GMT -5
So I decided to try my first couple pose and I had the same problem that a lot of people have been having with them not being in the right positions in the game. I thought I did what has been said about moving the models in blender only in object mode, then moving on to the pose. I don't know what I did wrong and could use some help. So I started out making each pose individually, then I appended my male sim pose in with the female, I adjusted their position in object mode so they were the the right spots, and adjusted their poses. Then I saved the blend with both sims to a separate file, opened the original poses, appended the male and female sim into their own poses, copied and pasted the new poses to the old, then moved the old model in object mode so that they matched up with the new one. After that I deleted the appended sims and saved the poses individually. Here is what the couple looked like together in blender. Here's what they looked like in the game: Any help would be much appreciated!
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Post by Lesliem25 on Jul 30, 2015 21:04:48 GMT -5
Oh and I don't think that I actually moved him in object mode. I only moved her. If that matters at all lol.
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Post by orangemittens on Jul 31, 2015 10:02:40 GMT -5
It does matter that you only moved her. Also you don't need to be saving and appending like that. Here is what I've posted previously on this topic: I used the mischief buzzer trick to trigger the pose and this is what I ended up with: To make it I created two separate poses. One used the buzzer success interaction x and the other used the buzzer success interaction y. I exported both as create new and opened the x one in Blender. Then I appended the rig and model parts of y into the same .blend. I moved each Sim away from the center point by grabbing them in Object Mode and rotated them to face one another. I then went into pose mode and made the pose for the x model and then the y model. I saved the x one directly and used save as for the y model. In game they came out pretty close to what I wanted although, as I said, I think I was working with them too far away from where the pose would actually start in the game so I got some clipping. When moving the entire model in Blender you should only use g when you're in object mode or when you're in pose mode with the b__ROOT_bind__ selected.
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Post by Lesliem25 on Jul 31, 2015 16:20:29 GMT -5
It does matter that you only moved her. Also you don't need to be saving and appending like that. Here is what I've posted previously on this topic: I used the mischief buzzer trick to trigger the pose and this is what I ended up with: To make it I created two separate poses. One used the buzzer success interaction x and the other used the buzzer success interaction y. I exported both as create new and opened the x one in Blender. Then I appended the rig and model parts of y into the same .blend. I moved each Sim away from the center point by grabbing them in Object Mode and rotated them to face one another. I then went into pose mode and made the pose for the x model and then the y model. I saved the x one directly and used save as for the y model. In game they came out pretty close to what I wanted although, as I said, I think I was working with them too far away from where the pose would actually start in the game so I got some clipping. When moving the entire model in Blender you should only use g when you're in object mode or when you're in pose mode with the b__ROOT_bind__ selected. You know what, I read that and somehow skipped what you said about saving it lol. I'll try that instead. Thank you!
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Post by Lesliem25 on Aug 1, 2015 21:34:04 GMT -5
It does matter that you only moved her. Also you don't need to be saving and appending like that. Here is what I've posted previously on this topic: I used the mischief buzzer trick to trigger the pose and this is what I ended up with: To make it I created two separate poses. One used the buzzer success interaction x and the other used the buzzer success interaction y. I exported both as create new and opened the x one in Blender. Then I appended the rig and model parts of y into the same .blend. I moved each Sim away from the center point by grabbing them in Object Mode and rotated them to face one another. I then went into pose mode and made the pose for the x model and then the y model. I saved the x one directly and used save as for the y model. In game they came out pretty close to what I wanted although, as I said, I think I was working with them too far away from where the pose would actually start in the game so I got some clipping. When moving the entire model in Blender you should only use g when you're in object mode or when you're in pose mode with the b__ROOT_bind__ selected. I think I did everything you said. I just redid the pose because I did them backwards thinking it would be like CAS. They still came out like this though! What do I do to fix it?
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Post by fufu508 on Oct 18, 2015 10:57:57 GMT -5
Hi Lesliem25, I downloaded your package and blender files. I was able to get the Sim initiating the move (...hug_succeed_x) to turn away from the the other one, but I have the spacing wrong between their origin points. I'm sure my method isn't the simplest, and definitely a WIP, but here goes: 1) In the blender file containing both rigs, I selected the root_bind bone of "rig" and switched to object mode. I then set that rig location (origin) to 0,0,0 and repeated this for "rig.001". 2) Then, I rotated "rig" in object mode 180 degrees. The rigs now face away from each other. I just realized it seems easier to do the rotation in XYZ Euler mode: 3) Then in pose mode, I moved and rotated the b__ROOT_bind__ bone of "rig" to put this rig in alignment with rig.001. That resulted in "rig" saving with the following rotation, when I saved each rig separately. I think the key for Sims to face the same direction in an interaction like "Hug" is that for one Sim, the object and pose z-axis rotation (XYZ Euler) need to be 180 degrees apart from each other in Blender. (I think the thing that matters is that the pose is the one rotated 180 degrees on the z-axis relative to its rotation in object mode). The resulting poses were facing the same way (right image above) but not spaced properly. Does anyone know the starting spacing (location) of the Sims relative to each other in the _hug_succeed animation? There must be a way to accurately determine it. Definitely a WIP, but hopefully is some helpful info here.
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Post by fufu508 on Oct 22, 2015 7:18:20 GMT -5
I'm one step closer. The distance between two Sims after a hug is y = 0.70000
Details below.
In Blender: 1) I set up two calibration blender files (calibration-x.blend and calibration-y.blend) based on the blank pose from the pose player. Both blank poses were same gender (female). 2) In calibration-x.blend I selected b__ROOT_bind__, went to top view (7 on numpad), and under the Transform section ("n" while in view port to make it visible) rotated the rig exactly 180 degrees [x: 180] while in XYZ Euler mode (described in my post above). 3) I selected all bones and saved the rotated rig as keyframe at frame 0. 4) I added 300 frames (10 seconds) and moved the rig (select b__ROOT_bind__ first) by editing the location middle value (y location I believe) in the Transform section, and setting it to 1.00000 which moves the rig backward (rotated in step 2 above). 5) I edited calibration-y.blend to have 300 frames with blank pose as keyframe at frames 0 and 300. This step may have been unnecessary since the rig doesn't move but it ensures the pose player gives each Sim the same number of frames of animation in game (300 frames).
In S4S: I then added these blend files as pose clips and saved my clip pack.
In game: I had one Sim hug the other, and followed that by having one Sim run the calibration-x animation (rotate and move backwards) and the other run calibration-y (stand motionless). Then, I watched how long it took for calibration-x Sim to reach calibration-y Sim. I observed about 6.6 seconds using my stopwatch function of my wristwatch. That time in seconds translates into 10x the distance covered (1 unit of movement in 10 seconds).
In Blender: Edited calibration-x.blend and I bracketed that time, i.e. set the start keyframe to .6 and the end keyframe to .8 and saved it again.
I then repeated the Blender->S4S->game sequence above and narrowed it down to 0.70000 distance between the roots of two Sims after a hug. I'm not sure yet whether all Sim standing interactions have this same 0.7 spacing but I'll upload my calibration pose pack so everyone can use it to identify distance and rotation at end of various Sim-Sim interactions, e.g. seated on couch etc.
Suggestions and other feedback welcome...
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Post by fufu508 on Oct 23, 2015 18:33:45 GMT -5
It worked!
Details: In blender, I separated the origin points of the two rigs at 0.7, as mentioned in my post above, and rotated one rig 180 degrees. Specifically: - Verified that rig (will be Sim "y" role in this case), in object mode was at location 0, 0, 0 and rotation 90, 0, 0 in xyz Euler.
- Switched to rig.001 (will be Sim "x" role in this case), in object mode and moved the rig.001 to location 0, -0.7, 0 and rotation 90, 0, 180 xyz Euler
At this point, in Blender the rigs face each other like they do in game.
- Switched rig.001 back to pose mode.
- Since the rigs now face each other like they do at end of "hug" in game, I rotated rig.001 into 180, 0, 0 xyz Euler. Reason: the Sim associated with this rig will walk backwards into the arms of yhe other Sim. TODO: animate that movement to show the Sim's legs moving as she moves toward her partner.
- With the rigs now facing now in the same direction again (180 object + 180 pose), I moved rig.001 back into the waiting arms of rig, which turned out to be 0.45 offset back towards rig.
Notice the rotation here in pose mode is 180 in x field of XYZ Euler. Not sure why that differs from the xyz of the rig in Object mode where the 180 is the z value. But hey it works!
- I then saved this "both rigs" blender file for future use.
- Then, in Outliner, I deleted rig by right clicking on "rig" in the list, and then deleted the 4 leftovers (highlighted below)
- Saved this as a blend file for pose "x".
- Reloaded the "both rigs" blend file.
- Repeated step 7 with rig.001 and saved the resulting as a blend file for pose "y".
- Finally, imported each of the blend files into its own clip in S4S.
- In Game, I had the two sims hug to get a distance of 0.7 apart. Then gave one Sim (Katrina above) the "x" pose and the other (Damian above) the "y" pose!
You might notice I used two female rigs in Blender, but the resulting import (also as female) didn't seem to affect using the clip with a male as one of the Sims!
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Post by Lesliem25 on Oct 24, 2015 20:50:18 GMT -5
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Post by fufu508 on Oct 28, 2015 18:07:25 GMT -5
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Post by yunanesca on Oct 31, 2015 16:05:32 GMT -5
>.<: Well then ... I think i was missing half a pumpkin patch up here i'll read through this step by step and see if I can get it working. Thx fufu If i don't succeed I'll come asking questions. ~Sincerely yunie
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Post by yunanesca on Oct 31, 2015 18:22:17 GMT -5
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Post by mk746 on Nov 2, 2015 17:42:39 GMT -5
I'm having the same issue with my pose, the conversation was....Very awkward. I read this tutorial over and over but I'm still confused as to what to do because I don't particularly need to rotate any models. but both poses work that's a start at least.lol I have no idea how I got both poses to work either I have absolutely no clue how I got this far.
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Post by mk746 on Nov 2, 2015 17:48:18 GMT -5
It's suppose to look like this... I'm way off lmao they are saved as seperate rigs too i should have mentioned that.
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Post by Lesliem25 on Nov 2, 2015 22:38:59 GMT -5
yunanesca What do you need help with? Do you have a screenshot of your pose in the game? Also, what animation are you overriding? mk746 When you moved them towards each other, did you move them by using G in object mode or my selecting the B_root_bind in pose mode? I was first trying to move mine in object mode and that didn't work for me. I had to move them using the B_root_bind in pose mode. Then I just did a lot of back and forth between the game and blender. I took screenshots in the game then just went back to blender to tweak it until it was perfect. fufu508 Thanks!
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