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Post by fufu508 on Dec 15, 2015 19:19:17 GMT -5
Hi yunanesca , sweetsorrowsims , I posted here about hand shape in reply to ansett747 and I believe it helped him. Take a look at my post and the one below it where he created some good child poses with normal looking hands. And in your post, sweetsorrowsims , notice that ansett747 had the thumbnail facing the same way as the fingernails, and the thumb looks odd, but in the second screen shot the thumbnail is more "sideways" and the thumb looks normal. Look at and feel the bones and observe how they move in your own hands as a guide.
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Post by orangemittens on Dec 15, 2015 20:27:33 GMT -5
I agree with fufu508. When you're making a pose or animation you need to observe how joints actually move in real life. Your own body is a good source for that observation.
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Post by sweetsorrowsims on Dec 15, 2015 21:56:18 GMT -5
I see what your saying! I am usually pretty good with bone rotation etc, I guess I was just rushing through this pose set, thank you for the help I will go fix it now!
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Post by yunanesca on Dec 16, 2015 9:20:55 GMT -5
I do how ever reset my entire hand pose and redo it till I get it if it bugs me to much.
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Post by sweetsorrowsims on Dec 16, 2015 10:48:25 GMT -5
I reset the thumb's rigs and it still clips. I dunno if I care to deal with it hahahaha I am sick of it already. :p
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Post by fufu508 on Dec 16, 2015 11:57:53 GMT -5
I noticed that if I rotate the hand (i.e. the wrist bone) along the axis of the forearm the base of the thumb juts out. Instead I rotate the forearm and only pivot the hand. If that explanation doesn't make sense I can post some screen shots.
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Post by sweetsorrowsims on Dec 16, 2015 23:30:31 GMT -5
I understand that is exactly what I did and it seemed to help, not to sure if it fixed the issue but defiantly helped the issue.
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Post by yunanesca on Dec 17, 2015 10:34:30 GMT -5
yay SweetSarrow so glade you got it fixed lol "Need Coffee...... o.O" Lol love that sarrow Me to.
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Post by jdpandora000 on Dec 21, 2015 23:24:20 GMT -5
hey, can someone tell me how to rotate a sim in blender? I mean last time I made a mistake wile doing an animation and the sim rotated by himself in the oposide direction(what I actually need right now). Please, If you can, show pics how you do it or at least don't be too coplicated in explaining.
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Post by ansett747 on Dec 26, 2015 2:45:01 GMT -5
Finally a Christmas video..
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Post by orangemittens on Dec 26, 2015 14:43:23 GMT -5
Amazing work as always ansett747 I love the bonus out-takes at the end
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Post by bryt on Dec 31, 2015 18:09:33 GMT -5
hello orangemittens I have a problem when I want to register my installation or my animation this error Appear
The Sims 4 Studio - Version 2.6.0.8 System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 21, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\animation\__init__.py", line 761, in write self.clip.write(clip_b) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\animation\__init__.py", line 401, in write for f in frames: f.write(stream, curve, indexedFloats) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\animation\__init__.py", line 68, in write s.u16(self.frame_index) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\io.py", line 231, in u16 self.u(data, 16, order) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\io.py", line 210, in u elif size == 16: self.write('H', data, order) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\io.py", line 183, in write self.f.write(struct.pack(l, data)) struct.error: ushort format requires 0 <= number <= USHRT_MAX
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 245 at S4Studio.Blender.BlenderUtilities.ImportClip(String custom_blend, String custom_clip, String prefix) in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 411 at S4Studio.ViewModels.Animation.AnimationPackCustomContent.<>c__DisplayClass150_0.<ExecuteImportAnimation>b__0() in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio\ViewModels\Animation\AnimationPackCustomContent.cs:line 871 at S4Studio.LoadingScreen.<>c__DisplayClass6_0.<Show>b__0() in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 67 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- ---> (Inner Exception #0) S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 21, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\animation\__init__.py", line 761, in write self.clip.write(clip_b) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\animation\__init__.py", line 401, in write for f in frames: f.write(stream, curve, indexedFloats) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\animation\__init__.py", line 68, in write s.u16(self.frame_index) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\io.py", line 231, in u16 self.u(data, 16, order) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\io.py", line 210, in u elif size == 16: self.write('H', data, order) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\io.py", line 183, in write self.f.write(struct.pack(l, data)) struct.error: ushort format requires 0 <= number <= USHRT_MAX
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 245 at S4Studio.Blender.BlenderUtilities.ImportClip(String custom_blend, String custom_clip, String prefix) in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 411 at S4Studio.ViewModels.Animation.AnimationPackCustomContent.<>c__DisplayClass150_0.<ExecuteImportAnimation>b__0() in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio\ViewModels\Animation\AnimationPackCustomContent.cs:line 871 at S4Studio.LoadingScreen.<>c__DisplayClass6_0.<Show>b__0() in C:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 67 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
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Post by georgxasims on Dec 31, 2015 18:30:24 GMT -5
I was wondering if there is a way to make poses for the gallery and not CAS traits using S4S, I am fine on making the actual poses (In Blender) but how do I do all the gallery stuff? Is it completely different from this? If so could someone please tell me how! I have been searching for hours! Thanks... :P
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Post by sweetsorrowsims on Jan 1, 2016 11:44:28 GMT -5
ansett747 that was so good and the bloopers were hilarious! Thank you and Happy New Year! georgxasims you want to make poses for the gallery, it is the same way just you have to find the right action....I just went throught all the actions to override and I am pretty sure the gallery overrides are; - a_CasStandalone_slot_1_x - a_CasStandalone_slot_2_x - a_CasStandalone_slot_3_x - a_CasStandalone_slot_4_x - a_CasStandalone_slot_5_x - a_CasStandalone_slot_6_x as well with the teen and child...should be the same except starting with a t and a c. I a not saying this is the correct overrides and I have not tested to see if they work but this is what I think and hopefully it points you in the right direction, let me know!
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Post by Hunter Jin on Jan 3, 2016 5:08:38 GMT -5
Hi! I have a problem. I was trying to make a pose in CAS and I overrode the Loner trait so I made this (incomplete) pose and while in Blender her mouth was open, her mouth remains shut when I tested it in-game: Maybe I thought it had something to do with SoundEvent and the SuppressLipSync so I went to the Warehouse and did some dabbling according to the tutorial but it still didn't open her mouth. Help please! Here's the Blender image:
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