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Post by Clown Confetti on Dec 9, 2016 7:22:06 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. Sounds like it might be an error worth reporting in the error thread then (with details about what you tried and what happened), if you're selecting animations from the list to export and still get nothing? I don't know though, could also just be something that isn't fully implemented in the current S4S that I have no idea about :-)
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Post by ethyrdude on Dec 9, 2016 11:56:25 GMT -5
To be honest, I don't think it's implemented. If it was, the existing animation might get in the way of anything people want to actually create. My original post in this thread was more of a information finding question than anything else. I just wanted to find out if I was doing something wrong. If not then, all is good. Considering the vast amount of new stuff I have learned the past few days, the experience has had it's rewards.
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Post by sweetsorrowsims on Dec 9, 2016 19:43:47 GMT -5
ethyrdude you are asking s4s to override and existing animation....override being the obvious word here, it will give you a blank blend. Make your animation save it and go in game, say it is the "Kiss" animation you decided to override, your new animation will take its place. I like the idea of the seamless blending and making the animation your own, I honestly would have to explore that myself to give you a proper answer.
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Post by ethyrdude on Dec 10, 2016 12:06:51 GMT -5
Yes, I understand. I did some testing and yikes! Doing a couple override is not going to be a walk in the park. I wanted to do an override of the make out animations on the couch or bed or wherever. The good news is, all seated make out animations use the same ones. So what works for couch, works for the bed or anything else where you are seated and can make out. The other good news is that the animation for the one person starts at the same position as the one for the other person. That is also the bad news. This means that to get your animations to line up, you would need to first guess at where they would be, do your animations to line up and sync and then move all your key frames back to the start position and hope that after the move, when they are in the game, the characters will still line up when doing the animations.
It's doable but, it's also obvious why they kept the animations simple and I can also see why people have decided to use a pose player to do animations involving more than one person. I'm not really crazy about using a pose player because it takes a teleporter for each sim and getting them to all start at the same time doesn't always work for some reason, resulting in miss synced plays. In any case, I will look at this some more and see if I can think of some way to make this work.
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Post by sweetsorrowsims on Dec 10, 2016 17:01:32 GMT -5
Yes, I understand. I did some testing and yikes! Doing a couple override is not going to be a walk in the park. I wanted to do an override of the make out animations on the couch or bed or wherever. The good news is, all seated make out animations use the same ones. So what works for couch, works for the bed or anything else where you are seated and can make out. The other good news is that the animation for the one person starts at the same position as the one for the other person. That is also the bad news. This means that to get your animations to line up, you would need to first guess at where they would be, do your animations to line up and sync and then move all your key frames back to the start position and hope that after the move, when they are in the game, the characters will still line up when doing the animations. It's doable but, it's also obvious why they kept the animations simple and I can also see why people have decided to use a pose player to do animations involving more than one person. I'm not really crazy about using a pose player because it takes a teleporter for each sim and getting them to all start at the same time doesn't always work for some reason, resulting in miss synced plays. In any case, I will look at this some more and see if I can think of some way to make this work. Before the teleporter was out we had to fix them in blender first. I think if you have them 0.7 apart facing each other in object mode. That is about the space between the sims for any interaction.
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Post by ethyrdude on Dec 13, 2016 10:41:01 GMT -5
I have some more questions but I think I will post them in a more appropriate topic as this is about poses and pose packs and my questions are about overrides.
LOL, I would have posted them in another thread but as there is no override topic, I guess I will have to ask here.
Can I place more than one override in a package file or do I need to make a package for each one as I have been doing? I know I probably do need to generate a new clip and header file each time but I was thinking that when I was done, it would be better to import them all into just one package.
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Post by sweetsorrowsims on Dec 13, 2016 11:43:52 GMT -5
Ethyrdude You can use the Pose Pack Option, to have multiple overrides in one package. Instead of choosing blank clip, choose EA clip. Is this what you meant?
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Post by ethyrdude on Dec 18, 2016 12:58:35 GMT -5
Sorry, had a busy week but yes I wasn't sure if you could do more than one override per override package. If I make an override using the ea clip selection in a clip pack package as you are showing, do the override animations still work as overrides or do they only work in a pose player?
Did some testing and if I place my override in a package generated as a clip player then I can only play the over ride with a pose player. That's not what I want to do. I wanted several animations in one package that the game would use instead of the original animations in the game. I will try some more tests, and see if it will work if I add the clips and headers manually into an actual over ride package.
Edited again: I could not import an additional animation in without issues, the animation and header I tried to import ended up having no data. I even tried using a different program to edit the package and instead of two different animations playing, only the first animation was recognized. SO for a true over ride package, you can only have one animation per package even with couple animations. After much experimentation, I would say that using a pose player will provide much better results as far as the actual animations go. Doing an override would mean that both animations have to be fairly generic and non gender specific.
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Post by sweetsorrowsims on Dec 19, 2016 23:14:08 GMT -5
Sorry, had a busy week but yes I wasn't sure if you could do more than one override per override package. If I make an override using the ea clip selection in a clip pack package as you are showing, do the override animations still work as overrides or do they only work in a pose player? Did some testing and if I place my override in a package generated as a clip player then I can only play the over ride with a pose player. That's not what I want to do. I wanted several animations in one package that the game would use instead of the original animations in the game. I will try some more tests, and see if it will work if I add the clips and headers manually into an actual over ride package. Edited again: I could not import an additional animation in without issues, the animation and header I tried to import ended up having no data. I even tried using a different program to edit the package and instead of two different animations playing, only the first animation was recognized. SO for a true over ride package, you can only have one animation per package even with couple animations. After much experimentation, I would say that using a pose player will provide much better results as far as the actual animations go. Doing an override would mean that both animations have to be fairly generic and non gender specific. I am glad to hear you did some troubleshooting and came up with an end game. Good luck with your animations.
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Post by FranniezSims on Jan 23, 2017 7:54:53 GMT -5
After reading a lot of tutorials here and the comments/questions I decided to make a translation of the tutorial here in Dutch purely for personal use (print and checking out while experimenting). In case others (Dutch pose makers) like to have it, I could post it here. Let me state again: It is actually all the work of Orangemittens, whithout her great work for the community no nice poses would have been made. And let's not forget Andrew (former A isn't it?) Huge thanks for you both.
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Post by marceladias on Jan 23, 2017 18:16:59 GMT -5
When I open blender does not appear any sims template to modify, what can I do?
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Post by sweetsorrowsims on Jan 26, 2017 15:56:22 GMT -5
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Post by brainstrip on Jan 28, 2017 14:34:08 GMT -5
Hi! I've been trying to export in-game animations so I can make my own, but I have the same problem ethyrdude had. I choose the override option, choose an animation from the list, export it, but all I get is a sim with a blank pose, no animation at all. Am I expecting something S4S doesn't do?
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Post by FranniezSims on Jan 28, 2017 17:18:27 GMT -5
My first pose in Sims 4. But I'm having trouble placing the Simmie in the correct place. I really miss being able to import an object like table or bed in Blender. Perhaps I missed it in the comments on the various tutorials. Now I'm kind of guessing where a table surface would be. Now it will be a lot of trial and error back and forth in Blender, testing in game. Another thing I'm missing are the seams in the rig in Blender. You could clearly see if the limbs were twisted. (Especially the fingers) Any tips would be welcome. link
twisted fingers here
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Post by sweetsorrowsims on Jan 29, 2017 12:32:57 GMT -5
brainstrip yes you are getting a blank blend because you are overriding the animation, you can make your own animation in place of that one, so it will show up in game instead of the animation you choose to override. FranniezSimsYou can open a table in s4s and export the blend, save it and then open your pose in blender and append the table blend, now you won't have to guess where the surface starts. As for the fingers yes they tend to get twisted, this is why you need to make sure you rotate them with care lol. Once you rotate one rig try moving your camera around to different angles of that finger and fixing the "crookedness".
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