martyp
New Member
Thank you for your visit!
Posts: 6
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Post by martyp on Jan 25, 2015 11:20:33 GMT -5
Thank you for the other tutorial, very helpful!!!
I have a question for you. Does these poses replacement only replace the trait in CAS or also in game? . I am not a full player of the game, but mostly a creator. I just want to be well informed.
Marty
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Post by orangemittens on Jan 25, 2015 11:37:38 GMT -5
Where a pose will play depends on what clip you overwrite. If you overwrite a CAS trait it will only play in CAS. If you overwrite a clip that is seen in the full game it will only play in the full game. Andrew posted an example of a clip that plays in the full game in the content forum here: www.sims4studio.com/thread/457/bow-kiss-animation-game
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martyp
New Member
Thank you for your visit!
Posts: 6
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Post by martyp on Jan 25, 2015 11:57:29 GMT -5
Where a pose will play depends on what clip you overwrite. If you overwrite a CAS trait it will only play in CAS. If you overwrite a clip that is seen in the full game it will only play in the full game. Andrew posted an example of a clip that plays in the full game in the content forum here: www.sims4studio.com/thread/457/bow-kiss-animation-gameExcellent!!! It did answer my question. Thank you for this!!
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Post by myobi on Jan 25, 2015 19:30:18 GMT -5
I swear this has already been mentioned but I can't find the thread, is there any ability to rotate and pose the eyeballs? I think I saw a picture where the eyes were rotated to the side, but I can't for the life of me find it again, and I was wondering how it was done anyway? Thanks!
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Post by orangemittens on Jan 25, 2015 19:48:37 GMT -5
The eyeballs rotate the same way as other joints rotate. Click on the joint, click r, and move the mouse until the eye is in the position that you want. I've made a couple new pose sets that have the eyes positioned differently and they are in the downloads section here at Studio forums
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Post by sims4howtomake on Jan 27, 2015 15:44:47 GMT -5
Hello everyone , first of all congratulations for the software . I want to ask what kind of stretch should I use and how should I set s4s to ensure that it moves the mouth in the cas . Thank You!
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Post by orangemittens on Jan 28, 2015 11:16:00 GMT -5
Hi sims4howtomake, I'm not sure what you mean by stretch. My experience with CAS poses is that if the original trait does not have the correct event present to begin with then the face will not assume a pose even if I've created a facial expression. To make sure you have a face pose show up select a trait like Cheerful that has the correct event type.
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Post by heliel22 on Jan 31, 2015 20:15:36 GMT -5
Thank Mittens i got it going i just did your tutorial i'ma see what i can do with what you told me in response to your last reply pose fluid i did it from a picture i found on Google. BTW I also go by Black Mittinz
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Post by heliel22 on Jan 31, 2015 21:25:24 GMT -5
Finished result Ayyyyyye!
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Post by orangemittens on Jan 31, 2015 22:15:35 GMT -5
Heliel22, I'm so pleased you're enjoying the pose feature of Studio...you're making good progress!
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Post by fufu508 on Feb 1, 2015 10:10:34 GMT -5
16. Click the Warehouse tab. 17. Click the Edit Items button on the Events line. 18. Click the Sound Event line. 19. Change the time code number to something larger than your last frame number. 20. Click the SuppressLipSyncEvent line. 21. Change the Timecode to 0. 22. Click the Save button. Jan 31, 2015 21:22:15 GMT -5 orangemittens said: When I've removed the events it caused my game to crash but this is still experimental right now so I cannot say with certainty that removal of *any* event would be a problem. The crashing it caused is why I wrote my tutorial showing how to disable rather than delete them though. Thanks OM for the advice. Is it possible to get a list of the SoundName values (e.g. "vo_cas_expr_sigh_happy_25f" for one of the sounds in the Neat trait) for SoundEvents? I hope to use sounds more suitable for the animation I am importing, and I assume I can set the time code of any inserted soundEvents (in seconds?) to play the desired sounds in sync with my animation? Is it possible to import sounds via a package? I have only noticed SuppressLipSyncEvent and SoundEvent. But I see several are listed in the dropdown in the "Editing Events..." window? If so is a general rule of thumb to set them to greater than length of custom animation to "disable" the Event, and set them to whatever point in time (including "0" for the beginning) the event should trigger? Have you been able to insert any of the events listed in the dropdown (as new events) and have them work as expected? Is there a glossary of what the different events do? E.g. what does a reaction event do?
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Post by heliel22 on Feb 1, 2015 20:53:04 GMT -5
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Post by orangemittens on Feb 2, 2015 11:47:50 GMT -5
Thank you for posting your pictures...your poses are really coming along great
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Post by inabadromance on Feb 4, 2015 9:45:30 GMT -5
Hi. is there a tutorial for couples poses? i've seen some of them and i'm curious to know. thanks!
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Post by orangemittens on Feb 4, 2015 16:16:16 GMT -5
I haven't written one yet and I don't know of one that someone else wrote. I can put it on the list of things to do though.
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