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Post by awfularchdemon on Apr 3, 2016 1:27:54 GMT -5
awfularchdemon Good luck on your animations and if you discover anything please post in the forum so others can learn about it. Yea so to Tag someone you are just linking their name liek you said, on here for example if you wanted to tag anyone, hover your mouse over their name <<<<<<<< and as you can see mine is the same as you see, sometimes peoples are different, and type @ SweetSorrowSims without the space between the @ and S. Well, it seems like atm Pose Player only activates an animation for the sim you're using at at the time, but could a replacer for a 2-sim animation be used to do a 2-sim animation? If I just alter an EA clip of a 2-sim animation, will both do their animation then? I even made a 2-sim anim, copied it, deleted sim 2 from the 1st copy, deleted sim 1 from the second one, and ran both at once, and it worked, but the second sim was positioned too high in the air for some reason, and they had to be perfectly positioned. Afaik, there's no way to manually position sims (aside from teleporting them, but you never know which way they'll be facing), so this idea was basically thrown out. Edit: Guess I kinda answered my own question. Yes, it works to alter default anims and use them as replacers. You need to export both the X and Y anims and alter both, but it works in-game. Only issue now is that the game doesn't always run the whole anim before it switches to a new one. It also sometimes starts it from the middle or ends it at the middle. It just kinda runs it at random, at random times in the anim. I notice this each time I make a replacer mod.
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Post by eslanes on Apr 3, 2016 20:34:26 GMT -5
Hey there, I've been learning to make poses. Browsing the forums have been super helpful but I'm running into a bit of an odd issue. Nothing major but when I pick one particular pose that I've made, the sim falls forward either going in or coming out of the pose. I don't think I did anything different than other poses. I thought it was weird so I thought I'd post it to see if anyone had any ideas. It happens too fast to get a picture but I took a video linkHere's the pose pack. It's pose 2-y link If someone wouldn't mind having a look at it it'd be super appreciated
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Post by yunanesca on Apr 3, 2016 22:24:27 GMT -5
HI eslanes, HI and welcome to S4studio's I looked at your poses and there great btw I didn't really see anything wrong other than the time lines being rather short. xxx_x ,xxx.y, xx2_x, xxx2_y are all poses are fine in pose but I did notice that all your timelines are like 3 sec's each. For signal pose to go in to effect fully and for it to hold so you could even get a screen of it would about 60 sec's at minimum. the one that dose the split second laydown mode Is pose xxx2_y it seems the last pose in pack the only one I can see it doing that is at some point while making this pose did you happen to rotate this pose laying face down and then adding a key previously before that and then get the pose back in to upright position and key framed after within the 3seconds. but I'm pretty sure that You didn't. I how do know that it take the game a second to construct the pose it self that why we allow at least minimum 60 second span of time for pose to take place. as quoted but orangemittens post Please Read more: sims4studio.com/thread/466/blender-create-sims-absolute-beginners#ixzz44pMpJ9eN I hope that I helped in some way if not I'll lookin to it more as to what could be wrong still .
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Post by yunanesca on Apr 4, 2016 8:46:17 GMT -5
UP on futhur inspection of all your poses, I notice that you Only have 1 Key in place, and no key frame at 0. and the only key fram you have is starting at 2 and not at 0 the least amount of keyframe to have is 2, One at at the beginning 0 and then the one at the end of pose which is where you want to end the pose which is highly suggested at like frame 60.
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Post by eslanes on Apr 4, 2016 18:35:43 GMT -5
yunanesca, the things you brought up I didn't even take into account! Thanks so much for your help, I will make those changes. Hopefully that will fix my issue, or at least rule it out :D
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Post by hotelsims103 on Apr 16, 2016 21:38:51 GMT -5
Why does it say no keyframe found i your blend file ?????
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Post by orangemittens on Apr 16, 2016 23:42:45 GMT -5
Hi hotelsims103, if you receive an error message saying that it means you need to set keyframes on your pose/animation.
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Post by Priquelle on May 20, 2016 19:03:52 GMT -5
Hello! So I know the question has been asked here before, but seeing as I've now seen multiple couple/group poses I assume something has been figured out. I want to make a group pose but I don't know how to import more than one model/rig into blender. Is there a way to do this or are people just editing existing animations?
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Post by sweetsorrowsims on May 21, 2016 9:10:00 GMT -5
Priquelle I am familiar with couple poses, not so much group poses but I have a pretty good idea of how they would work. Depending on which one you want to do, you would have to override an existing animation OR use the pose pack option and create a blank clip. Override OptionYou would find the animation you want to override, for a couple pose you would look for "a2a" there should be 2 animations for every 1, one ends with an "x" and one ends with a "y". Once you open your "x" in blender you would then go up to File>Append>Your"y".blend>Object> Select while holding down Shift Bottom, Feet, Head, Rig & Top. And then you will have both models in your .blend and can continue on with your pose making. Pose Pack OptionYou would open your .package you have saved and click Clips at the top, click Export of the desired model you want and save your .blend. Do this the same for the next clip and continue with the above instructions on Appending. In game make sure your sims are standing in the proper position to be able to reenact your poses. I always make them friendly hug, and i am assuming for a group pose you would want them to start talking as a group before you put them in their poses as well. Hope this helped, if you have anymore questions please ask.
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Post by Priquelle on May 22, 2016 20:32:46 GMT -5
sweetsorrowsims Thanks so much! It worked perfectly and now I've got tonnes of ideas
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Post by sweetsorrowsims on May 23, 2016 16:17:52 GMT -5
Priquelle I am glad it all worked out! Ill be looking forward to seeing your creations! :D
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Post by ethyrdude on Dec 8, 2016 13:27:40 GMT -5
I'd like to make an override animation using the animations in game but I am having some difficulty, perhaps I am over estimating S4S' ability? The problem is this, I can create animations in blender, but I would like to have my animation the same length as the one I am trying to override, and it would also be nice if I could use the transition to and from animations for any loop I might create. While I might or might not be successful by experimenting, it would be much easier if a) I could test the existing animation by exporting it into a blend file (currently, exporting only gives me an actor standing in the "I'm ready, do your stuff" pose) or at least b) gives me the length of the existing animation so if I decide to mess around with a couples animation, I don't throw the entire thing out of sync.
Any assistance in this would be greatly appreciated.
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Post by ethyrdude on Dec 8, 2016 21:36:43 GMT -5
So, I think I have the answer to my own question, it doesn't seem possible to actually extract an animation from the game itself. Using a hottub animation for one sim, I was able to get the correct position and posture for the start and end of a clip, so I am saving that as my default start if I decide to actually go ahead and do any hot tub animations. My goal was to make the animation transition to start without it being obvious that a custom animation was starting by having the positions line up at the start and end. It took some trial and error but while my animation is a bit goofy and silly, it does start smoothly without any sudden jerks from the previous animation and flows into the next. As for the timing, it's only a one person animation, so the time can be a custom one.
The nice thing about this is that while a pose player can be nice to put in custom animations, its much nicer to have them start autonomously and as random as the other game animations. My next goal is to try and get couple animations to sync up and play smoothly. If I do both then again timing will not be an issue as long as both are the same length.
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Post by Clown Confetti on Dec 9, 2016 1:18:22 GMT -5
So, I think I have the answer to my own question, it doesn't seem possible to actually extract an animation from the game itself. Using a hottub animation for one sim, I was able to get the correct position and posture for the start and end of a clip, so I am saving that as my default start if I decide to actually go ahead and do any hot tub animations. My goal was to make the animation transition to start without it being obvious that a custom animation was starting by having the positions line up at the start and end. It took some trial and error but while my animation is a bit goofy and silly, it does start smoothly without any sudden jerks from the previous animation and flows into the next. As for the timing, it's only a one person animation, so the time can be a custom one. The nice thing about this is that while a pose player can be nice to put in custom animations, its much nicer to have them start autonomously and as random as the other game animations. My next goal is to try and get couple animations to sync up and play smoothly. If I do both then again timing will not be an issue as long as both are the same length. I think the smooth animation transitions thing is a really neat idea, but I'm wondering what you meant about extracting animation from the game. I don't have Studio open right now but I know I exported an animation before simply from the list after click to export EA clip instead of a blank pose :-o Was that not what you were looking for?
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Post by ethyrdude on Dec 9, 2016 6:50:55 GMT -5
I tried several different animations and when I exported them and opened them in blender, all I had was a blank pose with no animation.
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