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Post by orangemittens on May 29, 2015 16:02:55 GMT -5
I'm glad to read you've got it working now
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Post by Lesliem25 on May 29, 2015 21:25:57 GMT -5
So I just made my first pose and its backwards from how it is in blender. I made it specifically for this lollipop accessory so it actually matters that its flipped. Is there anything that I can do other than start over?
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Post by orangemittens on May 30, 2015 7:34:59 GMT -5
Hi Lesliem25, Blender has an X-flip pose feature but it requires that the entire rig be set up according to Blender's naming conventions. The rig used for clips must use EA's naming convention so I doubt that Blender feature would work on it.
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Post by okc on Jun 3, 2015 15:40:10 GMT -5
I was wondering did this work for in game poses like The Sims 3. I really wanted some in game poses, but I have no idea how to get them.
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Post by awfularchdemon on Jun 3, 2015 18:48:14 GMT -5
K, I'm in the right place this time. So, I see how to Append a pose, but not an animation. It's an animation I need to copy to the end of another animation. Can't for the life of me figure out how to copy/paste a whole animation. Would love to be able to just highlight a set of frames and copy those. Also, and you just knew I had even more questions...how do I add an object to an animation? Examples: 1. Jump rope, with an actual rope 2. Play Craps with actual dice 3. Smoke a cigarette (like the Sims 3 mod), with a faster decay of the Fun meter, which in turn goes up when smoking (can an animation trigger an xml?) 4. Throw a frisby to another sim who catches it, and returns it. 5. Make my own dog or cat, and have my sim pet it (yes, I should be able to do this, unless there are rig stipulations I am unaware of). 6. Kick a soccer ball. 7. Sword fight! You get the idea. How to? o_O Oh, and do sims have a tongue?? I see one in-game at times. Where's it at? :p Warning!I have tons more questions! Oh, and for the record: I now see what Umpa was talking about. Breast bones can be moved, but not locked in place. Tested during a basic dance that would pretty much demand "movement" (physics). They seem to be the only bone that can be moved, but not locked. Confused about that. If it can be moved, then by all means, it should be able to be locked. It appears to lock location/rotation as normal, but when you switch frames, and go back to that one, it goes back to default. If the bone's there, I have to assume there's some way to augment it and lock it, like eyebrows and lips for facial expressions.
Wanted to fix the breastfeeding anim too, so the baby's face doesn't disappear half-way inside of said boob when feeding. Without being able to lock that bone into place, that can't happen afaik. Poor baby. :(
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Post by orangemittens on Jun 4, 2015 17:29:09 GMT -5
To copy more than one keyframe at a time you use the Dope Sheet. Bring your first clip into Blender. Append the Action from the one you want to copy keyframes from. Make it the active animation. Select the frames you want to copy and copy them using Ctrl c. Then switch back to the other clip by making it the active animation. Slide to the end of the clip and paste the previously copied keyframes using Ctrl v. To have a Sim use an object as you describe would, assuming Studio was making non-default animations, involve creating the object and then adding an interaction to it using a tuning mod and possibly a script mod. Studio isn't set up to allow non-default animations right now because there is no way to trigger them in the game as yet. The rig we're using doesn't have a tongue. It's possible that it's a remnant from when the team first started working on animation using the Demo and that the full game's rig added a tongue. Since you're saying you've seen a tongue in Sims 4 we can take a look to make sure the rig doesn't need to be updated. I am not sure what you mean by locking a bone. I am able to set a keyframe on the breast bones though and it stays set even after moving to a different frame and returning to the frame I changed them in.
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Post by awfularchdemon on Jun 4, 2015 18:14:51 GMT -5
Dope sheet? That's new to me. Explains why I couldn't figure it out. Probably because I slide that part of the screen out to enlarge the sim render. What?? I tried countless times! It stays in an altered position for you? Move the bone and locrot, right? Something else too? All I did was move the boob, locrot, went to a different frame, went back to check, and boob was back to default. :-/
There was some other program I saw someone messing with the tongue. I think it was some kind of dance studio. Other than that, I've noticed it in-game, which is why I mentioned it. Makes me want to make a child anim with the kid sticking their tongue out at someone. :p
And why won't fingers obey me? Every anim I've made has ended up with the fingers staying still, and if it's a child that's being animated, the child in the program is a different size from the child in-game. I noticed when I made a basic clapping anim that ended with hands clasped in a "praying" sort of position (2-handed fist, kinda). The fingers stayed strait instead of wrapped (like "actual" praying), and the arms always go somewhere slightly different in-game than in-program. If I tried to rest a kid's hand on his/her leg, like they were chillin' on the couch or something, their hand will hover just above their leg. Kids in-game seem to be smaller than kids in S4S. Sometimes, the hands and arms won't move at all, but will just go to the basic position and stay there, looking stiff.
I have many ideas, but they all involve moving fingers. On the verge of giving up. :( (may be a good thing, since S4S has taken over my life)
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Post by nesto1930 on Jun 12, 2015 12:16:10 GMT -5
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Post by orangemittens on Jun 12, 2015 13:11:01 GMT -5
Hello and welcome Nesto. What happens when you try to make your pose play in CAS?
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Post by nesto1930 on Jun 12, 2015 13:20:01 GMT -5
Hello and welcome Nesto. What happens when you try to make your pose play in CAS? Thank you mate! So, nothing when I'm in the CAS and when i select lazy trait :/ PS: I open my project and I import my pose here : image.noelshack.com/fichiers/2015/24/1434133847-ada58da5.jpgPS2: Ok ok, my bad, It's working well now, I have forget to put the file into Mods
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Post by orangemittens on Jun 12, 2015 13:45:20 GMT -5
Is the Sim in CAS still doing the Lazy pose or is it doing an idle pose?
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Post by nesto1930 on Jun 12, 2015 14:19:23 GMT -5
My bad, It's working well now, I have forget to put the file into Mods, and I have a question, I have installed a new trait but want to know if I can add animations for it ?
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Post by orangemittens on Jun 12, 2015 15:19:02 GMT -5
Studio is only making default replacement animations for existing EA ones at the moment. There is no way to trigger non-EA animations in the game as yet. I'm glad your pose is working now
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Post by nesto1930 on Jun 13, 2015 2:04:00 GMT -5
Okay, thank you for your help!
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Post by katherine on Jun 17, 2015 20:15:04 GMT -5
Thanks for this awesome tutorial! It's really helpful and I'm having a lot of fun creating new poses I have a few questions. I'm making a pose (in game with push ups) where my sim should kneel on the ground, but she is always flying in the air. In blender I draged her in object mode to the ground but that was not successful. Next thing is, I really would like to make some changes but everytime I do this nothing changed in game. I changed the eyes and the feet after saving and testing in game and it stays the same whatever I do. I tried 'save' but after that she is like before I edited her. I tried 'save as' but without success. Then I closed S4S, reopened it, created a new push up animation .package and overwrote the old one, but yeah. No success. And I would like to know if I can change the animation without creating a new pose. For example: For my pose I took 'push ups_start' but I'd rather like to take 'push ups_loop' (just an example). Is that possible? Thanks in advance!
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