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Post by inabadromance on Feb 4, 2015 22:39:32 GMT -5
That'd be nice :D i tried doing it mysefl (the pose, not the tuto XD ).. and this is my biggest fail in decades. i.imgur.com/fB5IObc.jpgthey are so far apart that it's the sadest thing XD. doing this i've noticed that sims tend to talk soo far from each other.. in comparisson to the other games.
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Post by alexamonreal on Feb 22, 2015 18:35:04 GMT -5
Hi, you dont remember me, right? But, i finally can MAKE POSES!!!!! I have one quesion, how cani ZOOM the eye, or hands??? Thanks for EVERYTHING!!!!!
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Post by szimpathique on Feb 25, 2015 10:35:09 GMT -5
The Sims 4 Studio - Version 2.3.0.2 System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 12, in <module> AttributeError: 'NoneType' object has no attribute 'animation_data'
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\workspace\thes4studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportClip(String custom_blend, String custom_clip, String prefix) in c:\workspace\thes4studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 403 at S4Studio.ViewModels.Animation.AnimationPackCustomContent.<>c__DisplayClass17.<ExecuteImportAnimation>b__15() in c:\workspace\thes4studio\TheS4Studio\S4Studio\ViewModels\Animation\AnimationPackCustomContent.cs:line 246 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\workspace\thes4studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__1() in c:\workspace\thes4studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 48 at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) ---> (Inner Exception #0) S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 12, in <module> AttributeError: 'NoneType' object has no attribute 'animation_data'
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\workspace\thes4studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportClip(String custom_blend, String custom_clip, String prefix) in c:\workspace\thes4studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 403 at S4Studio.ViewModels.Animation.AnimationPackCustomContent.<>c__DisplayClass17.<ExecuteImportAnimation>b__15() in c:\workspace\thes4studio\TheS4Studio\S4Studio\ViewModels\Animation\AnimationPackCustomContent.cs:line 246 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\workspace\thes4studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<--- What this means?
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Post by orangemittens on Feb 25, 2015 10:51:42 GMT -5
Can you take a screenshot of your entire Blender screen just before you try to export your pose?
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Post by szimpathique on Feb 26, 2015 16:16:25 GMT -5
I've clicked My projects and tried to open an couple pose,not mine,I downloaded one.I'm just wondering,this is working just for traits?If you could make a tutorial which you show how to make a couple pose,i'll be grateful.
Thanks!Sorry for my english! ^.^
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Post by darkiie on Mar 4, 2015 12:32:50 GMT -5
Thanks you so much for this tutorial. With this tutorial & the beginners one I could make my first pose pack ever. I remade into the game a real pose from a group. I think It's pretty well-made for a first one. (Made the clothes too BTW) Original was this :
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Post by MisterS on Mar 4, 2015 16:54:47 GMT -5
Nice work darkiie
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Post by iHazGaming on Mar 13, 2015 9:22:33 GMT -5
Could you have multiple poses replacing a trait in your Mods folder at once? I was wondering since I hate switching them out Thanks!!
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Post by orangemittens on Mar 13, 2015 14:46:39 GMT -5
You can't have more than one default replacement for a given trait in the mods folder at once. What you can do is extend the length of the clip and add more poses to it.
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Post by brillit on Mar 22, 2015 4:59:03 GMT -5
can anyone tell me how to make cuple poses like having 2 sims in blender i've seen ppl doing it
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Post by brillit on Mar 23, 2015 5:33:31 GMT -5
im trying to make a couple pose. so theres the frendly hug X and Y file right? X is the activ sim and Y is the resever. do i have to make 2 packeges 1 for the X and 1 for the Y? and do i need to extract both animations to blender or just the X and then import the Xblender file in both X and Y? i tried this but the pose dosn’t show up in the game. can u help me with this, or even beter make a tutorial on how to make couple poses? please i want to make a couples dance animation but first i have to figuere this out
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Post by orangemittens on Mar 23, 2015 8:07:28 GMT -5
I haven't done a whole lot yet with couples poses but I just tossed a test one into the game to see what's going on with them. In Sims 3 the couples animations started out with each Sim 0.35 back from the center point (the point where the pose model shows up in Blender.) For my test I started with each 0.5 off from the center point and in the game that made the Sims too close indicating that 0.5 is further away than they will actually start their interaction. So I'm thinking Sims 4 might use about 0.35 as a start point too. I used the mischief buzzer trick to trigger the pose and this is what I ended up with: To make it I created two separate poses. One used the buzzer success interaction x and the other used the buzzer success interaction y. I exported both as create new and opened the x one in Blender. Then I appended the rig and model parts of y into the same .blend. I moved each Sim away from the center point by grabbing them in Object Mode and rotated them to face one another. I then went into pose mode and made the pose for the x model and then the y model. I saved the x one directly and used save as for the y model. In game they came out pretty close to what I wanted although, as I said, I think I was working with them too far away from where the pose would actually start in the game so I got some clipping. When moving the entire model in Blender you should only use g when you're in object mode or when you're in pose mode with the b__ROOT_bind__ selected.
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Post by brillit on Mar 24, 2015 4:26:30 GMT -5
so this is how it turned out in game and what it shuld bee in blender. HELP!!!
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Post by orangemittens on Mar 24, 2015 7:40:58 GMT -5
If you post the poses I can take a look at them.
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Post by brillit on Mar 24, 2015 7:43:28 GMT -5
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