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Post by yunanesca on Apr 1, 2016 11:50:25 GMT -5
Hi officialaaylen, and welcome to s4Studio's It's nice to meet you I have created a video on page 29 of this thread that show you how I created here. for appending objects to a pose.
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Post by awfularchdemon on Apr 4, 2016 7:52:46 GMT -5
Will an animation play all the way through if I replace a default EA clip with an animation with more frames than the original? I feel like I must be missing a step or something, because I always see the clip play randomly. Like, start at the middle, end at the middle etc.
Is there an additional needed step to get it to complete each time from start to finish? And is it necessary to change the timecode to a higher number than the last frame and SuppressLipSyncEvent still in Warehouse? I ask because the version used on the tutorial is a much older older version than what we have now.
Also, do I need to edit the Duration? If so, what do I use as a guideline? Do I use the number of frames, or do I divide the number of frames by 30 and use that calculation as my duration?
Edit: This is going to be my MO, I swear. I answered my own question again (feel free to make fun of me now sweetsorrow). Yes, it totally works to do the timecode and lip suppression thing. The clip played through all the way through, multiple times. Never a shortage of video. The only problem is, it's hard to tell where a sim will be positioned in Blender. I saw direct contact in Blender, but in the game, my sim was like a foot further away than the .blend would suggest. This kinda makes it a matter of guesswork and trial n' error, mixed with some revisions and a dash of insanity. Mix well and serve.
You never quite know where a sim will be when you import/append them. Even if they're positioned somewhere that looks perfect, in the game they could be in a much different place. I can't imagine trying to make a secret handshake, or a hug or kiss animation (anyone want me to make out with their forehead?). Especially when you use the Height Slider mod. Even a high-five could be a total whiff. :p
Wish I knew exactly how to position sims in Blender so their in-game anims look the same. Sigh...I'm off to investigate more and mod till I puke, as per usual (every morning day and night).
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Post by awfularchdemon on Apr 5, 2016 13:07:20 GMT -5
Another interesting issue. Made an anim, and one hand was way off (looked perfect in Blender), so I adjusted it, and the hand I adjusted ended up being the opposite hand from the one I altered, as if I was altering a mirrored version of the sim. What the heck? Since when does Blender have that issue? Man, things are getting difficult...
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Post by sweetsorrowsims on Apr 5, 2016 16:43:08 GMT -5
Hey awularchdemon ya i also would like to see the sims im blender look the same in game but your right they are never in the right spot. It is alot of guessing, but once you get the hang of which way they move on what axis you should be good. about the hand thats weird.. im not sure what to say about that.
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Post by orangemittens on Apr 5, 2016 19:42:12 GMT -5
awfularchdemon, Blender's anims are a left/right mirror image of what's in the game. It's been that way since we've been able to export/edit/reimport .clips. EA has joints named the exact opposite of how everyone else in the world names them and we haven't had time to adjust for that yet.
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Post by awfularchdemon on Apr 5, 2016 22:40:45 GMT -5
orangemittensFair enough, but this is the first time I've had any issues with direction. Each time I've made animations, they've been working how I'd expect (more or less). Never saw an adjustment be bass-ackwards like that. And I append the second sim's body (parts), and have them both perform their anims at the same time, when altering a default EA clip for a replacer. So far, adjusting a right arm has always affected the...right arm (see what I did there?). This one kinda seemed like an anomaly. :-/ And goodness OM, you get any more rewards under your profile name, and each post will take up half a page. :D sweetsorrowsimsIf only S4S could somehow tell sims where to be in relation to each other in accordance with their "EA-issued" positions, and give that info to Blender when exporting, life would be sweet. I can't even imagine how such a thing could be accomplished, however. It's interesting to see a 2-sim animation, watch the 1st sim's performance, then append the second sim, only to see them standing in the same exact space, facing the same exact way, both doing their animations half inside each other. :P Need something like Kicker's mod from TS3 that makes sims walk to their proper positions before starting their animations. And btw you have the prettiest sim ever in your profile pic.
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Post by yunanesca on Apr 6, 2016 9:42:00 GMT -5
As pose creator You learn a lot I and learn a lot from here I came her last year about October and learned everything thing for posing I though about all those things to when I learned posing to awfularchdemon a lot of my if not all mine always face the posit direction of where there standing mirror image. in my poses un less I'm working on a single pose. which I rarely do XD. but I prefer more child pose even though I do adult posing as well
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Post by awfularchdemon on Apr 6, 2016 10:44:53 GMT -5
Child posing proves to be an impossibility for me, Yuna. I think maybe I give up until Pose Player has a way to position sims. One replacer anim I made worked perfectly, the next worked, but used the opposite hand that I altered, which should never have happened (was the only time that's ever happened), and the one I just made was a disaster. I don't do anything different ever. Always the same routine, always with different results. It started the anim, but sometimes it skips over it entirely, sometimes it plays only like 3 seconds of it, and when it actually works, sims are in a way different location. Seems pretty much impossible considering they only need to be sitting on the couch, yet sim 2 is still showing up a little too far, and a little too low. Sucks to see it cut off an animation like 4 seconds into a 1341-frame animation. Was supposed to be 44.7 seconds long. Strangely, sometimes it adds the duration itself, and sometimes I need to add it manually, which doesn't seem to work. Even replacers are questionable now, it seems. I am not making another one until I know it'll show up in-game the same way it shows up in Blender. I've probably wasted about 30 hours this week making botched anims and throwing them out. I don't think I can take anymore. It's the first and last thing I do every day. Need more reason to believe it'll work before I make the commitment.
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Post by orangemittens on Apr 6, 2016 12:50:29 GMT -5
awfularchdemon, the way the game works is that there are .clips, animations, that get played at certain times during the game. Studio is bringing these .clips out of the game files as-is...no .clip data is being left out. The data that determines where/when the .clip is played in the game is not inside the .clip...the .clip is just animation information needed to make the Sim move into positions. Other data in the game triggers the .clip and then it plays. We have considered a mod that would route Sims together for posing. The issue is one of time...working on Studio itself comes before making mods in general. Animation/posing for Sims 4 is far further along than it was in either Sims 2 or Sims 3 at this point in the game. We had poses going into the game in the CAS demo and Studio (Vogue) introduced posing for the main game a mere 4 months after it came out. That said, posing/animation has hurdles in Sims 4 that didn't exist in previous games...not being able to pick the Sim up like an object being a big one. This is an issue that will, most likely, be gotten around eventually. For now, what I can say is that if you're running into roadblock after roadblock with your projects you might want to take a step back and work with easier projects until you have the process more firmly worked out. Then move on to more ambitious projects. This way you don't burn out from frustration and you can enjoy seeing your creations in the game.
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Post by awfularchdemon on Apr 6, 2016 21:22:44 GMT -5
That's just it though. I thought I did have it worked out. When I make an animation and it works fine, I figure...good to go. Time for the big one. But then multiple issues present themselves all of a sudden, and I'm back here, ranting and raving. :P If only we had a way to move sims like objects. Like bb.movesim or something. I suppose this would already be solved then. Example: Let's say I make an animation that takes over a portion of the Snuggle animation. I replace a2a_intimate_seatedSnuggle_look_x and y. This anim takes place after sims are already in their Snuggle position, as something of an idle during that position/location. So, the sims are already in proper position, and everything I saw in Blender should, as far as I can imagine, work just as I saw, with sims real close together.
So I play it, and when the altered idle begins, both sims sorta "glitch" into the default sitting position, and then the animation begins. This puts each sim a few inches further than the Snuggle would put them, thus misaligning all actions by that much.
That is where my frustrations come from, cuz they don't make sense to me. The game has a weird way of doing things. If it were the game telling them where to be, I would have assumed it would know to put them in the snuggle location, as that is where they would have been when I replaced the animation. I can't imagine why they would be anywhere but right next to each other, especially if I kept the beginning of the animation's default EA positions there, and then simply added more to it. I'd have thought there'd be no reason for them to be further apart than the clip suggests.
This leads me to assume that even if I exported a default EA clip, and then imported again, with no changes made, that even then the animation would be off. Afterall, in this scenario, I would have began the animation with the first, say, 10 frames untouched, and yet they kinda "warp" to their regular sitting distance from each other, making it clear where the altered animation begins, even if it's starting with it's own original frames and animations still key-locked.
(really hope I'm explaining this right) That^ ...is what confuses me. Btw, can this site introduce a Preview Post option? I've edited almost every post I've ever made here. ^,^
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Post by sweetsorrowsims on Apr 7, 2016 16:02:05 GMT -5
awfularchdemonThank you, her name is Gemma. She's one of my favs Yes we can only hope that one day someone will get around to making a mod to help the pose creators out there. In the mean time it isn't so bad getting them in the correct position. I have a method...I make the pose in blender as I would like it to look in game, I go in game and see how far apart or close they are and then kind of work backwards to get them into their proper positioning. It is time consuming, but that is when you take a break and do something else for a bit. You'll get there
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Post by awfularchdemon on Apr 7, 2016 19:50:58 GMT -5
sweetsorrowsims 2 questions:
- 1
What do you mean when you say you worked backwards to adjust their positions? You changed where they were standing in Blender? Does Blender work that way? Kinda seems like it doesn't matter where they are in there, they'll just end up in the same place in the game. Not true?? If so, I will be going about things a bit differently from now on.
I just assumed changing where they're located in Blender didn't matter. Thought the game put them in a default place. Like, if I turned a sim around 180*, (s)he would just be in normal position when running the anim in-game. I suppose that was a bold assumption...
- 2
May I download Gemma? Did you upload her somewhere? I wanna make her Ms. Popular in my game. :D
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Post by yunanesca on Apr 7, 2016 20:14:17 GMT -5
I love miss @sweetsarrowsims sims to there very pretty
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Post by sweetsorrowsims on Apr 7, 2016 21:18:42 GMT -5
awfularchdemon Q1: yes when you move them in blender they move in game. So for example you have both your sims in blender facing the same way turnone of them 180 degrees in blender and that sim will now be facing the other sim in game. What I mean by working backwards is after i make the pose in blender the way I want it to look in game and then go in game and they will not be in the position you want them in so i guesstimate how far away they are from eachother and take pictures for a reference, and use the squares in blender to help me guesstimate where to move them.(so it takes a bit of time and patience but you will get the hang of it for guessing how and where to move them so they are in the proper position.) You have an X,Y and Z axis in blender and in game, but I think like OM was saying it is mirrored. It is hard to explain without showing you... so anyways usually if your sim needs to be moved down, and left in game then in blender you would move them up and right. its a process you will have to figure out, with testing it out yourself. As for Q2: I made her and I never really wanted to share her with anyone....butttt you have me thinking how silly that is haha sooo let me ponder on it tonight. She is my babe!:p yunanesca Thank you hun!
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Post by yunanesca on Apr 7, 2016 22:15:11 GMT -5
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