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Post by Khlas on May 8, 2022 11:09:41 GMT -5
Hello, After succesfully unlocked pectoral movement for males and added some others bones features, I think the Sim bones limit is becoming an issue to make it complete, so I need your help to figure out this issue.. So I'm trying to make the tongue_bones that are used on some rigs around to be used in a prop animated object instead. Since those bons have parent, I have the idea to "clone" the same bones as the sim rig onto a rig object, so the tongue will be able to be spawn during animation, and animators will only need to copy the same clip as the sim onto the tongue object to play the tongue animation properly. So what I did is, cloning a toy object, adding bones with same data than the sim rig bones (but only the bones necessary to animate the tongue, such as root, root bind, spine 0, 1, 2, neck, head, and jaw bones). Added the corresponding used bones to the binding bones tab for all lods, removed the shadows lod, make sure that the load order is correct for both blender and s4studio, and I also had to modify the jaw position in S4PE because the rotation was wrong in S4S. Added sync with rig slot and all. Well I don't know what I could do anymore I did a quick test animation and here how the tongue should move in blender : but in game, it looks like this : a weird worm yikes lol Here my different attempts in .packages : drive.google.com/file/d/1gs6GnvEqm-wrVKad1rx60FP_mvFN7UDO/view?usp=sharingdrive.google.com/file/d/1fVdc4XY0rUTXs0SaDJa1og4SAYYNZEo8/view?usp=sharingAny help would be appreciated.
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Post by Khlas on May 8, 2022 18:21:04 GMT -5
so after some digging, I correct what I said above because the mesh appear distorted even without being animated.
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Post by Khlas on May 9, 2022 1:19:53 GMT -5
I did some more digging, and it seems that those values are wrong when using Identity and sync rig bones and slot. I need a way to calculate those values so they are correct. I did some testing with a body sim mesh, and the others bones data was also incorrect. I copied the correct value from the sim rig in s4s, and those are the correct values since the body in the object was correctly animated after. Here the values that needs fixes. Those were the ones I got from Identity but they are incorrect. It also explains why the tongue appear as a weird triangle, because the values are negative/positive then negative, which does not make any sense since the bones should be aligned. I need to know how those are calculated and how I can find the correct values for them, since there's not tongues invertbindposes from the sim rig in s4s contrary to others bones to insert the correct values. Thanks in advance
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motherlodesims
Member
Hi... never to say here, if you know my name, just search me... (=
Posts: 11
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Post by motherlodesims on Mar 19, 2023 13:54:00 GMT -5
Hi Klas, the same is happening with some objects that i've been trying to make for the game. Im' tring to make a kind of a blood drip, just for a request, all is working around blender as expected, but in the game it shows the same like your. I admit that works with organic shapes is not so easy too. image
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