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Post by Mythic Storm on May 16, 2024 6:04:55 GMT -5
andrew mauvemorn orangemittensIt seems that sometimes S4S has issues exporting some horse animations/rigs/bones. I am trying to edit the horse jumping animations from Horse Ranch but importing seems to be buggy based on original exports to blender. ISSUE 1: Horse rig bones and animations not exportingWhen exporting the from S4S main menu > override > animation > "ah2o_horseObstacles_jump_high_success_x" > horse > exportThe resulting animation is completely broken, contains only one keyframe and the horse head and body are all bunched up together. None of the bones or their accompanying animations ahve been exported. (With Some versions of blender and some similar animation exports I only get a blank file with no rig or animations at all). As an alternative, I found that I could export the animation from S4S main menu > Clip pack > animation > clips > Export > horse > EA Clip> "ah2o_horseObstacles_jump_high_success_x" > ExportThis results in a working animation for ah2o_horseObstacles_jump_high_success_x (thought not for others like " ah2o_horseObstacles_barrels_lowSkill_loop02") The above is the animation where the horse runs and jumps over a jump and then comes to a stop. Workaround results in ISSUE 2: Exported/Imported Rig not moving along the Y axis
In the exported animation, the horse/rig runs in place and does not travel from point A to point B in blender. The issue persists when imported into the game. I tried importing an override of the original animation without editing or even opening the blender file, but the result is always that the horse will now run in one spot and not travel over the jump while running. (The animation does play). See video here: drive.google.com/file/d/1mm7BDZtsdIkG3iy8j5CizXCGIVjPFLgv/view?usp=drive_linkI also tried adding movement along the Y axis manually myself, but the horse/rig remains running in place. When comparing other types of animations, including " a0ah2o_horseObstacles_jump_high_success_rider_x1" (this is the accompanying rider animation for the above) the rig DOES move from point A to point B in blender. So I believe the horse/rig should be moving, but something may be wrong with the original export. Other broken horse animations: Animations related to horseObstacles_barrels are also pretty much all broken. ah2o_horseObstacles_barrels_lowSkill_loop01_x shows two horses in place. One without animation and one with. Other horse animations, like ah_loco_canter_x seem to be working fine, so it's not all horse animation exports? note: Other users have reported similar issues: sims4studio.com/thread/34063/problem-exporting-animationssims4studio.com/thread/34017/horse-glitchsims4studio.com/thread/34031/get-sim-rig-show-blenderIn the cases I've read about thus far, the issue has generally been solved by using an older version of blender. Blender versions I've tested exporting with: 2.7, 2.76, 2.79, 4.1 without any success. _______________ My testing files: drive.google.com/drive/folders/1Rq1gNGCwY8Pgb6PzXWQwQC0BtgUtTXIJ?usp=drive_link
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Post by mauvemorn on May 16, 2024 7:16:08 GMT -5
Hi. I cant check myself at the moment, but could you try this: - repair your game; - delete sims 4 studio folder from documents; - start s4s, let it re-index, open settings, change the path to blender.exe in blender 4.1; - export the bad animation again, check in 4.1; - if still broken, tell us
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Post by o19 on May 16, 2024 10:49:38 GMT -5
'Exported/Imported Rig not moving along the Y axis' I'm not sure whether this applies also to horse animations. If it doesn't don't read the following and don't mention to anyone that I posted it, please At least for a human walkstyle this is the expected behavior as the animation can be repeated again and again. For humans S4S didn't (still doesn't?) support all needed flags and one would need to set some channel properties again. It might help to compare the channel properties of the original and new clip and set missing values. { "FrameData": "AAA...BL/v8/", "ChannelSubTarget": "Translation", "ChannelType": "F3_HighPrecisionNormalized", <-- this ChannelType "FrameCount": 105, "Scale": 0.1826995, "Offset": -0.1826995, "Target": "0xF643CCD4" <-- check the Target value }, This data seems to contain the number of frames and the direction in which the object is moved. But I have no further details about it and there are 20+ of these data sets for a single animation loop. PS: I tried to create a walkstyle with the help of Nela Zulf, who provided the 'Target' information, back some time and even though the sim moved at the end of the day my animation looked quite bad.
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Post by mauvemorn on May 16, 2024 12:03:48 GMT -5
o19Hi, if this hasnt been reported yet, could you please do it here?
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Post by Mythic Storm on May 16, 2024 13:16:50 GMT -5
Thank you for your input, but I don't think that's the issue here. I reviewed some other animations where the rig would be interacting with an object and should move around that object. This included looking at playing on the monkey bars, sitting swinging on a swing and the rider animation of the rider going over a jump that accompanies this horse animation. In all the above cases, the rig moves along it's X and Y asis as it does in game (in other words the movement is built into the animation) When opening the blender file for the horse's movement, the rig animates, but does not move from point A to point B the way the other above animations do. Here is a clip of the horse's body and the sim's body each going over the jump.You'll see the Sim travells but the horse does not: drive.google.com/file/d/1bYNhaVA4gSIpHByGMAYHx_iX0AFBhg1b/view?usp=drive_linkhorse animation: ah2o_horseObstacles_jump_high_success_x rider animation: a0ah2o_horseObstacles_jump_high_success_rider_x1
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Post by Mythic Storm on May 16, 2024 13:27:42 GMT -5
Hi. I cant check myself at the moment, but could you try this: - repair your game; - delete sims 4 studio folder from documents; - start s4s, let it re-index, open settings, change the path to blender.exe in blender 4.1; - export the bad animation again, check in 4.1; - if still broken, tell us Thank you mauvemorn for your troubleshooting guide. I followed your directions, but sadly no change. With regards to the following two animations: horse animation: ah2o_horseObstacles_jump_high_success_x
rider animation: a0ah2o_horseObstacles_jump_high_success_rider_x1The rider travells from point A to Point B. The horse rig runs in place. See blender video here: link to videoNotes: If I try export either animation from S4S main menu > override > animation, then animation/bones isn't included with the rig. If I export from S4S main menu > Clip pack > animation, then both animations do export I'm not sure whether the method of exporting should make a difference or not, but it does. Here are the blender file exports (unedited) after a repaired game and fresh S4S install and reindex: drive.google.com/drive/folders/16zEW0ngQwVTfr7Nx5m-AOJBGQLWtms7a?usp=drive_link(I have indicated at the start of the file name how I exported the animation) Files used in the video shown: CLIP PACK ah2o_horseObstacles_jump_high_success_x CLIP PACK a0ah2o_horseObstacles_jump_high_success_rider_x1
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Post by Mythic Storm on May 16, 2024 13:59:04 GMT -5
alt: imgur.com/a/Xf66gkianimation: horseObstacles_jump_high_success_rider_x1 Quick note: I tried editing the horseObstacles_jump_high_success_rider_x1 animaiton (by giving the sim a beautifully weird neck) and then added it to the just to see how well this animation worked when being exported and then imported back in as an override. As can be seen from the pic, the rider does move, but the values of how far it must travel are out of sync. (the head looking weird was me, so not an error) In this shot, the horse animation is default and not an override.
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Post by o19 on May 16, 2024 19:36:45 GMT -5
As far as I can tell the sim is parented to the horse. So when the horse moves the sim is moved too. In this image I rotated (only) the horse: ibb.co/28nkh9P (I'm testing a few things, currently without any outfit mods to speedup the load time) Anyhow there are some animations where the horse and sim are not parented. When I try to rotate the sim in-game only the plumbob is rotated, likely due to a constraint/IK/posture/whatever with the sim: ibb.co/sbMTT5hCan you confirm that all FrameData values still match after importing the animation to S4S? "FrameData": "AAAHAP8P/w//D/8P", "ChannelSubTarget": "Orientation", "ChannelType": "F4_SuperHighPrecision_Quaternion", "FrameCount": 1, "Scale": 0.5, "Offset": 0.5, "Target": "0xA0FCA895"
Click on 'Text' instead of 'Data' and you can copy them to a text editor and compare the data of both clips. I wonder whether it is sufficient to export the animation from S4S and then import it again to break it. Then it would not be related to Blender but to the export/import process.
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Post by o19 on May 17, 2024 1:44:25 GMT -5
Simply exporting and importing the animation doubles `"Duration": 0.033333335,` to `"Duration": 0.06666667,`. The Channel data seems to be in the wrong order after import (which might be acceptable for TS4 - it makes comparing the data harder). The Channel/FrameData seems to use more or less random values. Some match before/after, some are completely random. As I have no idea how this data is actually generated and/or used I will not claim that this is a bug.
>> At least the 'Duration' needs to be adjusted. This seems to be an export/import bug. <<
Before exporting:
Duration": 0.033333335, "Clip": { "F1Palette": [], "SourceAssetName": "a0ah2o_horseObstacles_jump_high_success_rider_x1.blend", "Name": "o19_PosePack_Horses_set_1", "Channels": [ { "FrameData": "AAACAP///z8=", "ChannelSubTarget": "Translation", "ChannelType": "F3_HighPrecisionNormalized", "FrameCount": 1, "Scale": -0.5061, "Offset": 0.5061, "Target": "0x57884BB9" },
After importing (the .blend file has never been opened with Blender):
"Duration": 0.06666667, "Clip": { "F1Palette": [], "SourceAssetName": "a0ah2o_horseObstacles_jump_high_success_rider_x1.blend", "Name": "o19_PosePack_Horses_set_1", "Channels": [ { "FrameData": "AAAPAPwP/A/8D/8P", "ChannelSubTarget": "Orientation", "ChannelType": "F4_SuperHighPrecision_Quaternion", "FrameCount": 1, "Scale": -0.25005722, "Offset": 0.25005722, "Target": "0x57884BB9" },
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Post by Mythic Storm on Jun 10, 2024 9:46:47 GMT -5
mauvemorn I followed your troubleshooting directions above and, unless I'm doing something wrong, here definitely seems to be an export/ import bug. 1. Exporting to Blender - brokenI exported all horse/rider barrel and jump animations. The animations for the rider move correctly. However, all of the horse animations are broken in some way or other when opened in blender. Some testing: method of export: S4S main menu > Clip pack > animation > clips > Export > horse > EA Clip> "ah2o_horseObstacles_jump_high_success_x" > Exportah2o_horseObstacles_jump_high_success_x.blend - animation works, but the horse runs in one place and doesn't move along the Y axis ah2o_horseObstacles_barrels_lowSkill_fail_horseObstacleDouble.blend - no animations, horse standing in base position only ah2o_horseObstacles_barrels_lowSkill_loop02_x.blend - Horse animation is correct, but mostly stays in place on the Y axis, sometimes moving a little along the axis, but not correctly. ah2o_horseObstacles_barrels_lowSkill_succeed_horseObstacleDouble.blend - no animations, horse standing in base position only ah2o_horseObstacles_jump_balk_x.blend - correct animation but stays in one place and doesn't move along the Y axis ah2o_horseObstacles_jump_low_success_x.blend - file is empty ah2o_horseObstacles_jump_low_fail_x.blend - correct animation but stays in one place. two horse rigs present. one rig is in base positionah2o_horseObstacles_jump_low_fail_x.blend has two horse rigs present: or or drive.google.com/file/d/1gh6voHhro5C1BSpK8ZH_iBX987uoN3oQ/view?usp=sharingOne is animated and the other static If animations are exported as an override, then all horse animations only contain the horse T-posing and one single animation frame: S4S main menu > override > animation > "ah2o_horseObstacles_jump_low_fail_x.blend" > horse > exportor drive.google.com/file/d/1ZJvwySNwIx4gL3TAkRL7wK14VhxiSTeh/view?usp=sharingHere is a breakdown of testing the override animations, which all look like the above: or drive.google.com/file/d/1wpqR_zyg1g7Hf9WrcP5FfUy2mTQf8P9J/view?usp=sharing2. Importing back into S4S - also brokenAs noted above by o19 above: I tried to manually fix the data but without success. o19 also said: I don't think this is the case as the sim animations for both the barrels and the jumps are properly rigged and move along the Y axis as appears in-game. And I don't think it's the case of the horse being connected to the sim animation as horses can do these actions without a rider, therefore not needing to be pared to the sim for animation over jumps and round barrels. Conclusion:In conclusion, I do believe this is a bug.Possibly relating to the rigging and/or how the animations for horses are coded in both export and then import. The animations for sims do work. Some of the horse animations do kinda work, so I do believe it should be possible with S4S if the bugs could be ironed out. I am aware that this isn't a mainstream thing to be fixing, but fixing this would enable massively expanding what can be done with horses as we can then make use of existing aniations.
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Post by mauvemorn on Jun 10, 2024 11:12:05 GMT -5
I did report two animations but you can add this additional post to the bugs thread, Andrew removed the post limit
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