|
Post by sweetsorrowsims on Apr 15, 2016 10:46:09 GMT -5
Yuna it doesn't matter for the pose packs because you are importing your .blend files into either an override, new blend or the pose packs so if it is the same for any couple pose it will work.
|
|
|
Post by yunanesca on Apr 15, 2016 10:55:12 GMT -5
ah I see I guess I'll have give it try when I have chance .
|
|
|
Post by fufu508 on Apr 15, 2016 15:58:30 GMT -5
Hi yunanesca , yes. For couples poses using the player, I get the couple 0.7 apart with e.g. hold hands, hug, etc. then queue the pack pose for each Sim. There's a chance that the clips for the Sims won't be in sync with each other doing it that way, vs. putting the clips in as an override though. I typically use the pose player method if the interaction I want to run isn't available, for example Sims kissing who don't have a romantic relationship, or if I don't want to replace any Maxis animations by overriding them with the clips I'm introducing.
|
|
|
Post by yunanesca on Apr 15, 2016 23:31:40 GMT -5
what about child poses same for that to even though sometimes they end up on a vertical line for the ground.
|
|
|
Post by fufu508 on Apr 16, 2016 7:20:26 GMT -5
Hi yunanesca, I haven't done much with child poses. I'll see if I can get what you mean. When you say vertical line for the ground, do you mean they are lying when you expect them to be standing or vice versa?
|
|
|
Post by yunanesca on Apr 16, 2016 10:05:08 GMT -5
I was writing a child pose tutorial untill i came acrossed this topic out curiousty ,yes it is diffrent from adult posing fufu, ill post a pack to see what mean after i have fisnhed them i just have posted them cause the go to a set five ill get them ready and post those for ya. Some time my children end up on they asxis like adults. When i say vert i mean X axis this making child diffrent. Cause the child will times flip to their stand positions to X axis . This can randomly happen doing the time ur posing and seems way more confusing than adult posing. But never the less i enjoy it the most.
|
|
|
Post by yunanesca on Apr 16, 2016 11:23:16 GMT -5
here is my most recent child pose I'm going show pic's atm I'm currently still working on but some time they do this wher ther standing cause I haven't moved them to much. from the center point. here cause it is a dancing pose. what I I mean but random is that in some of my child pose's this one is what I was talking about in vertical x axis Thus also meaning you must have all your posing done before hand. as You cab see editing after wards of adjustment would be difficult. I'll post more later when I have time.
|
|
|
Post by fufu508 on Apr 18, 2016 16:26:41 GMT -5
Euh... Yes I do the 0,7 distance but I don't know If I do it correctly. I see in blender in the pose with 2 persons it's different (The green stuff that I forgot how I do and the direction) but in the seperate pose I see anything maybe the direction? Here are my files. www.dropbox.com/s/l4ngbluvsvfqbvc/asami%20pose%202.rar?dl=0Thanks for your patience. Maybe in 2 or 3 years I could do this HI Asami, I finally got a chance to look at your files. I don't know if you tried again in this long wait, but I'm in the process of figuring out what is preventing your clips from lining up.
|
|
|
Post by sweetsorrowsims on Apr 19, 2016 8:12:14 GMT -5
Hey So I am wondering if there is a list of all the CAS traits that don't let you move their jaw rig? If there is suppresslipsync in the events then you cannot move their jaw otherwise you can? Because on a few I tried last night there was no supresslupsync and the jaw was not opening. fufu508
|
|
|
Post by orangemittens on Apr 19, 2016 8:26:48 GMT -5
Hi SweetSorrowSims, I answered a similar question about getting the jaw to move when the original EA clip doesn 't have the correct set up HERE.
|
|
|
Post by sweetsorrowsims on Apr 19, 2016 8:36:33 GMT -5
orangemittens I am just overriding the cas traits so i am using a blank clip. Where can I find how to edit to allow jaw movement?
|
|
|
Post by orangemittens on Apr 19, 2016 11:06:02 GMT -5
I've just posted a tutorial HERE that shows how.
|
|
|
Post by fufu508 on Apr 20, 2016 19:47:33 GMT -5
Sorry asami for not looking at your upload yet; have been so extremely busy and away from my computer but hopefully I'll get a chance in the next few days. Hi asami , good news! I got your pose set to work. You can download them in a zip file here. To fix it, I: - Exported a blank clip from Sims 4 Studio
- Exported an override clip from Sims 4 Studio, which has a pose that matches what an idle Sim is doing.
- Opened the override clip in Blender, selected all bones at frame 0 and copied to the clipboard.
- In the same Blender session, used File > Open to open the blank clip.
- The bones from frame 0 are still in clipboard. Selected all bones and pasted the clipboard contents at frame 0
(Steps above are to get a default pose from EA, instead of the arms-out rig that comes with in the blank clip. I posted a request to export that instead)
Continuing... - Saved the .blend file from the previous step to two different filenames, and appended one to the other, to get two rigs (rig and rig.001) in one .blend file.
(in the files at the link above, I actually renamed the rig to rigx and rig.001 to rigy but that step is not required). - In Object Mode, rotated rig by 180 degrees. There are a number of ways to do this. One way is to set rotation to XYZ Euler and change Z to 180.
- Moved that rig -0.7 by inserting that valueinto the middle field in the location fields (under transform).
- Still using rig, switched to Pose Mode, selected all bones, and saved a keyframe at frame 0
- Switched to rig.001, selected all bones, and saved a keyframe at frame 0
- Changed the length of the clip to 90 frames
- Moved to end of clip and inserted rig.001 pose as ending keyframe, repeated for rig. Now I have a 90 frame two-rig animation to work with, aligned to work with Sims who just finished an interaction.
- Saved this couple blend file.
- Opened your "over1.blend" blend file, selected the rig, switched to Pose Mode, and selected all the bones.
- In same Blender session, opened the new couple blend file, selected "rig" in Pose Mode, and selected all the bones.
- At frame 30, inserted the bones from the clipboard (copied from over1.blend).
- Corrected the rotation of this rig by going to top view (pressed 7 key) then r key to rotate. Typed 180 cause rig to again face rig.001.
- Copied the current rig pose from frame 30 to frame 60
- Repeated the steps above with "under1.blend", only did NOT rotate this rig, since already facing the correct way.
- Now to correct the spacing. Moved rig in frame 30 toward rig.001 using g key and up arrow (still in overhead view), correcting for minor misalignment with r key.
- Copied all bones of "rig" from frame 30 to frame 60.
- Saved the updated couple blend file.
- Saved again as first (replacement for "over") blend file".
- Deleted rig.001, bottom, feet, head, top, and saved this replacement for "over" .blend file
- Reopened couple blend file, saved as second (replacement for "under") blend file, and deleted rig, bottom, feet, head, top. Saved this second .blend file.
- Opened your clip package in Sims 4 Studio, added a new clip and imported the first replacement blend file.
- Added another new clip and imported the second replacement blend file.
- Saved the package and put it in the Mods folder!
|
|
|
Post by fufu508 on Apr 20, 2016 20:51:20 GMT -5
fufu508 I get that we can put it together in blender but honestly at the end of it my pose does not look the same in blender as in game, unless things have changed. Hi SSS, I exported the "Restricted" clip and adjusted it in blender using the technique here. Specifically I started with the asami2Both_0.7.blend file in the zip file from that post, and pasted the bones from your rigs starting with step 14. I didn't check all the poses in-game yet, but I realized after using the technique above that your original "restricted" pose aligned ok (i.e. didn't need fixing). That said, the couple in your restricted pose in game was about 90 degrees from where the Sims started. So you can see the difference, I uploaded your package, blend files, modified blend files, and a copy of your package with two new clips added (my replacements for the "restricted" pose) here. Pic from in-game: i.imgur.com/AKfYykC.pngI did the work on your pose using the male couple I had set up for asami . As you can see, the pose matches what's seen in game. I plan to make a female couple 0.7 180 degrees base (thought I already had but can't find it yet). Blender Male pic: i.imgur.com/JPLu2QN.png
|
|
|
Post by sweetsorrowsims on Apr 22, 2016 19:39:30 GMT -5
Hey fufu508, thanks for taking a look, ya i know they didn't need fixing I just wanted to show you that my blender file looks different from how they look in game and if there was a trick to getting it to look the same. I will have to refer back to the above post whenever I have more time to play around in blender with posing. Thank you.
|
|