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Post by fufu508 on Jan 31, 2015 21:36:24 GMT -5
Nice looking Vogue Poses III!
If you don't already have a tutorial on it, perhaps you could explain what options we have to put these sorts of animations in-game? Specifically, I assume any animation we can find in the index is a candidate for replacement? As I say that I think there are some that don't work, e.g. I assume the ones for "whirlpool" won't do anything, since Sims 4 doesn't have those in build mode (yet).
Thanks!
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Post by orangemittens on Jan 31, 2015 22:07:19 GMT -5
Currently because there is no Pose Player or Pose Box-like mod similar to what we had in Sims 2 or Sims 3 the only way to get an animation to play in the game is by using default replacements. This means that you must identify an animation that you can reliably trigger in some way in the game in order to be able to make a Sim perform your animation on command. I've found the mirror animations to work well for this but there are plenty of other targets in there
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Post by fufu508 on Feb 1, 2015 10:38:02 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. Ok glad to know we can use keyframe intervals greater than 30. I still need to check closely on what broke the earlier version of my package. I thought the only thing I changed on updating my "neat" package so that it would play was to insert keyframes at the 10-frame interval. If I understood correctly, from other posts here, I need to have a keyframe at the end of the animation, and that to loop, it should be identical to the first frame (also a keyframe), which I have. My previous (next to last) keyframe is also not identical to the last one. I don't recall altering Events, and I double checked the duration in seconds, which I have since started calculating as frames/30 instead of relying on what Blender says. I of course would expect that I should get the same duration either way, but I didn't see an easy way to get precisely how many seconds long an animation is in Blender. I will start saving each revision of my package into a new file, that way I can go back and compare packages that (don't) work.
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Post by orangemittens on Feb 1, 2015 13:31:14 GMT -5
How many seconds an animation made with Blender will play depends on the frame rate of what it's being played with. As stated in the tutorial the game plays them at 30 frames per second. Logically, what this means is that to determine how long your animation will play in the game you need to take the number of frames you have on the animation timeline in Blender and divide that number (the number of frames) by 30. The resulting number is the number of seconds the animation will play in the game. This looks like this: Number of frames in Blender timeline/30 = number of seconds the animation will play in the game. As I've previously stated, you can alter the rate at which frames play in Blender itself but this will have no effect on the rate at which the game plays the animation. Blender offers this feature because different games and tools play animations at different frame rates so not everyone wants to view their animation at the same rate as they are played in Sims 4. That feature should not be construed to mean that you can control the game's frame rate from within Blender. I hope that clears this confusion up.
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Post by kirsty on Feb 2, 2015 9:47:42 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. Thanks Orangemittens, I followed your explanation and I was able to block the pose permanently, by typing in the CAS "casclockspeed 0". The secret is precisely in bringing a second modification to a particular, how to raise a little arm or a hand, so I did and I clarified my doubts. I still have difficulty in creating a true animation in CAS, but at the moment are very pleased to have learned to create poses for the first time! Thanks again so much
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Post by orangemittens on Feb 2, 2015 15:21:25 GMT -5
You're welcome kirsty
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Post by brillit on Mar 22, 2015 6:30:06 GMT -5
how do i use Sims 4 Studio to clone a CLIP and export that CLIP as a .blend
culd u make a tutorial on how to make a cuples pose with 2 s4 bodys in blender male and female and even how to animate them? i've seen it's posible
i want to make cuples dance, exmple salsa...
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Post by inga1904 on Mar 22, 2015 20:41:19 GMT -5
I really can't do thissss :( ive tried for hours ima dummy
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Post by brillit on Mar 23, 2015 5:35:03 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 kirsty on Mar 23, 2015 8:38:18 GMT -5
Hello, lately, I create poses with blender, the game displays their opposite, as you looked in the mirror, is it normal? or is there a way to fix it? Thank you ^_^
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Post by orangemittens on Mar 23, 2015 10:01:35 GMT -5
This is normal. For some reason EA has their left and right labels switched around that way.
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Post by lindseyxsims on Mar 25, 2015 21:44:45 GMT -5
Thanks so much for this tutorial! I've looked all over for a good one and this is so easy to follow! Here's my first pose! (I'm still working on it)
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Post by orangemittens on Mar 25, 2015 22:53:50 GMT -5
I'm glad the tutorial was helpful. Great job with your pose
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Post by lindseyxsims on Mar 27, 2015 10:13:30 GMT -5
Okay, say I want to make a pose where the model is sitting on the floor.. I've got the pose all done but the model is floating in the air, how would I move her closer to the floor?
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Post by orangemittens on Mar 27, 2015 10:54:00 GMT -5
Go into Object Mode and grab the entire model and move her down. Do not move her that way unless you are in Object Mode. Alternatively, you can stay in Pose Mode, select the b_ROOT_bind__ joint and grab that to move her. In Blender to grab the model you click the g key on your keyboard. If you do this in Pose Mode make sure you do NOT select the b_ROOT_ joint. You need the one that says bind__ on the end.
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