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Post by mamaj on Jan 25, 2015 22:13:26 GMT -5
Hi, I'm new here and new to making poses. I'm kinda stuck when it comes to this part of your tut, I looked all over blender and have no clue what the Object folder is. I imagine it's probably something really easy. Thank you for doing this. Edit: I was able to figure this out.
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Post by orangemittens on Jan 27, 2015 9:53:43 GMT -5
Excellent...I'm glad it's working for you now
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Post by Asyli on Jan 28, 2015 8:01:43 GMT -5
Many thanks for the great tutorial My first pose
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Post by orangemittens on Jan 28, 2015 11:12:39 GMT -5
It looks great Asyli!
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martyp
New Member
Thank you for your visit!
Posts: 6
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Post by martyp on Jan 29, 2015 21:14:09 GMT -5
Hi again, after i made my poses and find issues in my game with it. Like for example; a finger digging in the skin. How can i go back to my clip and fix it? it use to be so easy for me when i created issues for sims 3 poses. I have also issue making my poses turn in CAS. After you finish creating a pose you key frame right there and then you turn the sim on itself and you save again? Thank you in advance for your help!!!
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Post by orangemittens on Jan 29, 2015 21:43:06 GMT -5
If you need to change the pose after looking at it in the game the best way would be to open the .blend you made and edit that. Once you have edited it you can import it into the .package.
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Post by kirsty on Jan 30, 2015 6:43:57 GMT -5
Many thanks Orangemittens, your tutorials on the poses are very detailed and indispensable for me. I will do various tests to train and familiarize yourself with the controls of blender. I tried to create a pose following the step by step all your explanation, I created the package of the pose and I checked into the CAS by typing the keyword "casclockspeed 0.1", and just clicking tract edited by me, appears in the new pose, but remains in position for a few seconds. Unfortunately I did not understand how to change the time of the pose, how can I change it in blender or otherwise, to be able to maintain for more time or block it permanently? Thanks again for the explanations, reread everything again more carefully.
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Post by orangemittens on Jan 30, 2015 9:15:17 GMT -5
Hi Kirsty, the game plays a pose or animation at 30 frames per second. These frames correspond to the frame number you see in Blender's timeline. To make a single pose that lasts a long time set a key frame at frame 0 in Blender. Then advance to a frame that is at least 30-60 frames ahead and, without changing the model at all, set another keyframe. This will cause your pose to be 1-2 seconds long when played at normal speed in the game. If you slow the casclockspeed to about 0.08 this should give you plenty of time to view the pose you made.
The last pose in your .package needs to have at least one slight change between the last two keyframes set for the pose. If the last keyframe doesn't have at least a slight difference from the one right before it the game will not recognize that keyframe and will stop playing the pose after it plays the second to last keyframe. This will give the appearance that part of your pose .package has been chopped off.
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Post by kirsty on Jan 30, 2015 12:54:11 GMT -5
Thanks Orangemittens, many thanks for the explanation, now I think I understand, I will get to work by following your precious teachings.
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Post by fufu508 on Jan 31, 2015 13:54:33 GMT -5
If you change the end frame number in Blender you will most likely need to change the end frame number in the Warehouse also as Studio is not yet automatically updating that based on the .blend. An automatic update feature will be added in an upcoming version of Studio. A belated thanks for the suggestion on using the Warehouse tab to change animation length. I didn't find end frame number but did find Duration fields (appears to be in seconds). I was able to make a small change (change duration from ~2 seconds to ~5 seconds) but can't seem to get the game to accept longer animations. Is there a place (a log file perhaps?) that will show me what Sims 4 did when attempting to load (and rejecting?) my package? For example I have been trying to replace the neat trait which is 2.733334 in the Warehouse tab. You mention end frame number. Maybe I am changing the wrong parameter? Thanks again for all your hard work on this awesome application!
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Post by orangemittens on Jan 31, 2015 14:41:26 GMT -5
I apologize for being imprecise in my wording. You are correct in thinking it is the Duration field that needs to be changed. To my knowledge there is no problem lengthening a trait clip past 5 seconds. Umpa used the Lazy trait and lengthened it to over 39 seconds...his animation is posted in the Studio downloads section HERE. I just used the Neat trait and lengthened the duration to 7.66 seconds and it played just fine. What is happening when you try to play your lengthened animation?
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Post by fufu508 on Jan 31, 2015 17:51:05 GMT -5
Thanks for clarifying :D I tried the Lazy trait by Umpa. Very nice!
In my case the Sim looks like it moves just a tiny bit when I first select the "neat" trait then it does nothing when I try to replay that trait. To sanity check, I exported the generic neat trait to a package and it played.
I'm going to keep investigating this and try to take down more observations.
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Post by orangemittens on Jan 31, 2015 19:07:30 GMT -5
If you post the .package I can take a look at it for you.
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Post by fufu508 on Jan 31, 2015 21:02:53 GMT -5
Found the problem!! I had my key frames too far apart! Oops. My 2560 frame animation had keyframes at 50 frame intervals. It looks like Sims 4 requires key frames be at no more than a 30 frame interval. Kinda makes sense I think, given that the frame rate is 30 FPS. I created a package with key frames at 10 frame interval (3 key frames per second) and it loaded in the game fine. My updated version It has 256 key frames in it. My animation is 85.33333 seconds!
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Post by orangemittens on Jan 31, 2015 21:28:35 GMT -5
I have had no problem making an animation with keyframes at intervals greater than 30 frames and it is absolutely not the case that your animation failed based on the interval between the keyframes.
The Neat trait animation I made that I discussed above has key frames over 100 frames apart. So no...Sims 4 does *not* require key frames to be spaced any certain way in order to work properly.
Your animation failed because you didn't make it properly somehow but the interval between the keyframes had nothing to do with it.
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