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Post by fufu508 on Sept 5, 2015 8:57:35 GMT -5
How do I find more animations that have "SuppressLipSync"? - Do I have to export each animation to a package and, visit the warehouse tab, Click Edit Items... button in Events section and see if the event is in there?
- Is Studio capable of just opening the package details in memory instead of asking me to save first?
- Is Studio capable of searching for this event in the animations it lists to open?
Starting Continuing a list: a_CAS_ASP_react_happy_high_laughWaveOff_x a_CAS_trait_artLover_x a_CAS_trait_cheerful_laughWaveOff_x a_CAS_trait_foodie_x a_CAS_trait_lazy_x a_CAS_trait_loner_x a_CAS_trait_slob_x a2a_bed_intimate_tickle_succeed_y a2a_chemicalAnalyzer_T_swabForSample_succeed_y a2a_hospitalBed_eatFood_y a2a_hospitalBed_exam_takeTemp_fail_y a2a_hospitalBed_exam_takeTemp_succeed_y a2a_hospitalBed_takeSample_fail_y a2a_hospitalBed_takeSample_succeed_y a2a_seated_intimate_tickle_succeed_y a_react_happy_high_LaughHeadBack_x a_react_deepBreaths_x a_react_cheer_slapLeg_x Hopefully with any luck we can find the characteristics that make these work and the ones where we attempt to add the SuppressLipSync event crash the game. One part of the mystery I may have solved: A sound with a name starting with "vo_" has to be an event included with the SuppressLipSync event. But here's an exception to that, so the investigation continues. a2a_photoStudio_01_pose_x And with the Pose Player we can hopefully play overrides with jaw movement on any of the animations above by selecting "Pose by Name" in the game. Note that I haven't tried them all yet
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Post by sweetsorrowsims on Sept 5, 2015 15:42:28 GMT -5
orangemittensHow do I copy a pose from one .blender file to another .blender file? the "crtl+c" "crtl+v" is not working for me.
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Post by fufu508 on Sept 5, 2015 18:05:49 GMT -5
Hi sweetsorrowsims, If you just need a single frame, you can: 1) Move to that frame in the timeline view. 2) With that frame (pose) showing in the 3d view and your cursor in that view, press "a" (twice if necessary) to select all joints. 3) While the cursor is still in the 3d view, press c (not ctrl+c) to copy the joints to the clipboard. You can also use the arrow-clipboard icon in the lower right corner of the 3d view. 4) Then *in the same blender session* use file -> open to open the blender file you want to paste the pose into. The pose will still be in the clipboard since it's the same blender session, just with another (your destination) file open within that session. 5) Look at the timeline view in the file you just opened. Make sure the "Active Keying Set" in your newly opened file is set to LocRotScale (or at least LocRot). 6) In the timeline view, select the desired frame to paste the pose into. 7) Move your cursor into the 3d view and press v (not ctrl+v). The pose will be pasted from the clipboard. You should see your copied pose appear at this frame. You can also use the clipboard-arrow icon in the lower right corner of the 3d view. 8) Now commit the pose to this frame by pressing i (for insert) to insert (save) the pasted keyframes into the frame. If you are successful, you will see a message in the info window saying: Successfully added ___ keyframes for keying set LocRotScale (or LocRot if you selected that above). Now when you move through the timeline your new pose should be at that frame! :D Above, I show several images with messages like bpy.ops.select_all(action="TOGGLE"). To get that to show up, drag down the Information window bar: It's possible to copy whole sets of frames using the dope sheet view. I am going to try that a few more times before writing that up.
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Post by sweetsorrowsims on Sept 5, 2015 23:47:28 GMT -5
Thank you fufu508 for that information, I tried following it but it did not work. I have another question for you, orangemittens or anyone else that can answer it; I made a pose and it looks perfect in blender, but when I get into CAS one elbow is in its bind position but the rest of the model is doing the pose I made, why would this happen? Thanks
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Post by fufu508 on Sept 6, 2015 7:13:41 GMT -5
Hi sweetsorrowsims I am using Blender 2.70a in case your version is different. I'm going to edit my post to add some screen shots. Hopefully they will clarify things regarding copying a pose from one file to another. Maybe it's something I just haven't run into, but I don't recall seeing an issue where a bone (elbow in your case) wasn't positioned in game as expected. One thought, do you have a copy of the pose as your last frame in the blender file? I think OM has mentioned this, but it makes sense to paste and insert all your bones from the desired pose into the last frame in the blender file (it can be a copy of the first pose for the CAS trait animation, e.g. musicLover, that you are working on). Hope this helps.
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Post by sweetsorrowsims on Sept 6, 2015 9:59:12 GMT -5
fufu508 That would be great. Ya this has not happened to me before either. I do have another .blend file with the 2 poses in that trait but the new one I used a different trait and I added a 3rd pose so the ending of that is different from the other .blend.
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Post by fufu508 on Sept 6, 2015 12:11:02 GMT -5
Woot woot woot! I figured out how to get blender jaw movement (talking, etc.) working in packages!The key was to get it to work beyond the original timeframe of the animation you are replacing. The key variables in SuppressLipSync for this are F1, Header1, Header2 and Timecode. Details follow. It even worked for an animation that didn't originally have the SuppressLipSync event!Still haven't found out how to make a package from scratch that does the animation with jaw, but you can modify a package that already has the SuppressLypSync event (override one of these). Here's how to insert that (or any) working package into a clip pack! Oh Joy!1) Open the Warehouse tab of a package that has the SuppressLipSync event: 2) In the Data tab, click the Edit Items... button to the right of Events
3) In the left hand pane of resulting window, select SuppressLipSync from the list. 4) In the right hand pane,set the parameter F1 to the duration in seconds for the SuppressLipSync event. This must match how long you want your jaw animation to be enabled, typically the length of the whole animation minus the Timecode value (typically 0). For example I have an animation that is 91.67777 seconds long, so I set F1 to 92 5) Then, set the start time using the Timecode value. It is 0 in the example above, meaning start at the beginning of the animation. IMPORTANT! If you are editing a package that doesn't have a SuppressLipSync event and you insert it as a new event (see below), then You must set the values for Header1 and Header2. The defaults of 0 crash the game!Header1 00000001 Header2 00000100 The values above are from the SuppressLipSync events I found so far in animations by Maxis (e.g. react leg slap, react deep breaths). I happened to notice that when Sims 4 Studio adds the SuppressLipSync event... All the values are zero. So, F1, Header1 and Header2 must not be zero. Note, I didn't test F1 of zero since the Maxis animations all have a positive value for this field. I also didn't test what happens if you set F1 to a value smaller than Timecode (i.e. stop the event before it begins :P)
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Post by vipsamoo on Sept 8, 2015 15:47:12 GMT -5
orangemittens
I would be very grateful if you tell me or show me how to remove setting keyframes from the Sim's face :'(
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Post by sweetsorrowsims on Sept 9, 2015 8:51:50 GMT -5
Hello vipsamooIf I understand your question then to get rid of a keyframe you can click on the number your keyframe is on and at the same time click alt+i and you will have the option to delete the keyframe. Click hereIf you are asking how to get your sims face back to default bind pose then right click the dots you changed and change the location and rotation numbers back to; x- 0.00000 y- 0.00000 z- 0.00000 w- 1.000 x- 0.000 y- 0.000 z- 0.000 If neither of those answer your question, someone will be along to help you out
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Post by sylentwhysper on Sept 12, 2015 18:18:03 GMT -5
Thank you FuFu508, I was having problems with jaw movement for my animations and was somewhat frustrated. I'm glad I came back to this thread and saw your post. I really appreciate you sharing the resolution here. <3
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Post by Industrisims on Sept 18, 2015 16:35:40 GMT -5
hi is there a way to transfer poses/rigs from say DAZ3d or poser to blender using a sims rig ?
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Post by orangemittens on Sept 18, 2015 17:27:20 GMT -5
Sims 4 uses a specific rig and is set up to have all .clip data reference the joints of that rig. Most DAZ and poser rigs I've ever seen are far more complete than the Sims 4 rig is so there is no one to one match between joints that would allow you to make a direct transfer from those to Sims 4.
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Post by sweetsorrowsims on Sept 18, 2015 20:37:57 GMT -5
Is there a tutorial on how to make objects example an open and closed book and to add it to a pose? orangemittens
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martyp
New Member
Thank you for your visit!
Posts: 6
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Post by martyp on Sept 19, 2015 10:09:18 GMT -5
Hello, i have been creating a few sims 4 poses for adults with no problem. Now, i am trying to experiment with child poses, but my problems is, with the child rig. It doesn't show me the same joints as adults rigs does. For example, the joints for fingers is totally gone. Is there a way to make it viewable or a trick so i can make the fingers joints moves normally?. Thank you in advance for your response.
MartyP
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Post by dylanarcadia on Oct 2, 2015 21:44:36 GMT -5
Hey I was just wondering, I tried reading to find it but I have no idea if this has been touched upon. Is there a way to get your sims facial expression to work with the pose?
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