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Post by ansett747 on Oct 2, 2015 21:54:47 GMT -5
Hi ansett4sims, welcome to Studio forums. I don't understand the question. If you're distorting the model in Blender it is, most likely, not going to look right in the game. You need to make your changes to the rig in a way that does not distort the model. --------------- Everything is good. I figured it out a month ago orangemittens.
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Post by sweetsorrowsims on Oct 3, 2015 8:59:08 GMT -5
yes you can move their facial joints on their face by right-clicking the rig point and pressing the "G" key on your keyboard. Is that what you were looking for? dylanarcadia
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Post by dylanarcadia on Oct 5, 2015 0:06:37 GMT -5
yes you can move their facial joints on their face by right-clicking the rig point and pressing the "G" key on your keyboard. Is that what you were looking for? dylanarcadiaNo I already knew how to do that I was looking for a way open mouth poses could work, All the facial expression's work just not the jaw :/
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Post by fufu508 on Oct 5, 2015 20:09:56 GMT -5
dylanarcadia I'm looking for found a way to do this in the pose player, using the binary export from a package created with this that includes jaw movement.
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Post by pickypikachu on Oct 6, 2015 16:47:31 GMT -5
Hi all, I've been trying to make childrens poses, but the rig is messed up. I have S4S Sugar, and even a fresh clip export from there has the rig incorrectly placed. The hands are all shredded. I haven't done anything to the file, it just always starts like this.
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Post by andrew on Oct 6, 2015 19:39:56 GMT -5
pickypikachu, Could you tell us which clip you cloned and which rig you chose? I cannot tell from that picture. fufu508, I'm glad that you are able to animate the sim's mouth now, but if we are to improve this in Studio, we will need more information on what changes need to be made. This seems like a work-around and that is not what Studio is about. If you have specifics about how we can automate this, it could help a lot of people.
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Post by pickypikachu on Oct 6, 2015 19:55:39 GMT -5
It's a child rig, and I chose "Export" with "Blank Clip" chosen. It doesn't matter what clip I choose they all come out like that. Even the rig on child mesh exports is messed up.
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Post by fufu508 on Oct 6, 2015 21:11:36 GMT -5
Hi andrew, I wish I knew! All I know currently is that the existing Maxis packages have some combination of events and other data that the game expects, and all my attempts so far to re-create that combination manually have failed. Early on I had a false start in thinking I simply needed to use the SuppressLipSync event with specific parameters on that event. That turned out to be insufficient. I believe all the following are required: - Jaw movement requires the SuppressLipSync Event
- The SuppressLipSync event requires a sound event whose name begins with "vo_"
- The SuppressLipSync event can't have zeros for the Header1, Header2 and F1 fields
- mouth_slot IkTarget: IkChainIndex 3, TargetName B__mouth_slot
- TBD: Some other data has to be set a certain way to satisfy the animation.
The simplest method I have found a this point to create a successful jaw movement Pose Pack package is to: - Export an animation containing SuppressLipSync Event to a package file, e.g. a_CAS_trait_artLover_x
- Edit the events in the package so that the SuppressLipSync runs as long as any anticipated blender file I want to animate the jaw in.
- Save the package as a template file (only modification to the package is to the SuppressLipSync Event length).
- Import my blender file into the template package.
- Go to the warehouse tab > data tab, and export the binary.
- (optional, if I want to use the override feature I can save the package under a new name)
- Open my Pose Pack package
- Add a new clip, name it, and import the binary from step 5.
- Save the Pose Pack package.
For additional clips, repeat steps 4-8 If we can decipher what the package has in it that is required for SuppressLipSync to be included without crashing the game then simply adding that capability to the blank clip would seem like the most convenient thing.
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Post by orangemittens on Oct 7, 2015 8:05:05 GMT -5
pickypikachu, currently the default rig that is used if you choose to export a blank clip is an adult rig. The option to select a child rig can be added but for now the blank clip is not going to work with child poses. That said, it looks like the child rig itself needs to be updated...it is currently distorted.
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Post by pickypikachu on Oct 7, 2015 9:01:15 GMT -5
Ah! Okay, that explains it! Although I tried exporting the c_portrait_fine from EA's list and it was still distorted.
I found though that opening a blank mesh export and moving the rig down in the Y axis (or z in blender??) and realigning it with the body made it usable again. I haven't tried to make poses with it, but before when it was distorted I was just copying the rotations of the adult poses onto the kids distorted rig and it was working.. so I think it's just aligned incorrectly, but it still works.
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Post by orangemittens on Oct 7, 2015 9:36:15 GMT -5
fufu508, it is possible to edit the clip directly so the jaw works but you will need to edit the IK target section...currently the default empty does not include the mouth slot.
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Post by fufu508 on Oct 7, 2015 21:03:46 GMT -5
Hi orangemittens, I wish I could say it worked but no luck. I added the mouth slot, the sound and the SuppressLipSync, and the game still crashed
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Post by orangemittens on Oct 8, 2015 10:07:47 GMT -5
You need to make the IKChainIndex and IKChainTargetSequence of the two HandDangle targets so they match that of the original. At this point we're considering using this as a default "empty" set up so that people won't have to keep filling all this stuff in just to use the jaw. I'll be working with it a little more but, so far, this appears to be the easiest way to automate this.
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Post by fufu508 on Oct 8, 2015 17:00:54 GMT -5
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Post by orangemittens on Oct 8, 2015 18:10:49 GMT -5
You're welcome
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