How to get jaw motion for a CAS override pose/animation
Apr 19, 2016 10:57:36 GMT -5
rafael, fufu508, and 4 more like this
Post by orangemittens on Apr 19, 2016 10:57:36 GMT -5
Introduction
Studio's pose pack feature automatically gives your poses/animations the ability to utilize the jaw joint but if you're working with a CAS trait default override the ability to use the jaw is dependent on the trait you choose to override. If you select one that does not already have jaw motion then the jaw will not be enabled and your pose/animation that uses the jaw joint will not function correctly. This tutorial will show you how to edit your .package so that if you want to use one of these traits as an override you will be able to use the jaw joint.
What you will need
Sims 4 Studio
Blender 2.70
Instructions
Getting started - Open Studio and click Clip Pack under the Animation button. Name and save the .package. You can name it whatever you want...you're only making this .package for reference later on. If you save this .package you can use it as a reference whenever you're adding jaw motion to a default override pose/animation using this tutorial...that is, you only need to do this step once rather than every time you follow this tutorial.
Return to Studio's main screen and create your default override pose.package as usual. Click the Warehouse tab and click the Clip line on the left side. Click the Edit Items button in the Events section on the right.
1. Select SuppressLipSyncEvent in the events box on the left.
2. Click the Add button.
3. Click on the resulting entry that is added to the list on the left. Edit all the fields on the right so they match the fields as shown below.
4. Delete any other events on the list except for one Sound event.
If your .package does not have a sound event select SoundEvent in the events box on the left and click the Add button. Whether your .package has its own sound event or you added one you need to edit it on the right so that the fields look the same as they do below. When you're finished with this step you should have two events in the .package and they should be identical to the ones shown in this tutorial. If they are not identical your pose will fail to play correctly in the game.
5. After saving your edits to the Events section you will be returned to the main Warehouse page. Click the Edit Items button in the Ik Targets section.
6. You need to have an Ik Target list that looks exactly like the one shown on the left below. If you have additional targets that aren't on this list you need to remove them. If you are missing targets that are on the list you need to add them. If your list does not match exactly your .package will cause the game to crash. Remove a target by clicking on it and clicking the Remove button. Add a target by clicking the Add button.
7. Each of the listed targets needs to have its fields edited so they are exactly like the fields of the corresponding target in the default empty clip Studio generates when making a pose pack empty clip. Edit each of the targets by clicking on it and changing the fields on the right. You will need to refer to the default empty clip you generated in the getting started section to make sure your ik targets are an exact match. It's fine to open two instances of Studio and copy the information from the default emtpy list into your .package.
8. Once you've saved your edits to the IkTargets section you will be returned to the main Warehouse screen. Click on the Clip line to select it.
9. Click the Add button that is below the list box to get the Add Resource pop up box. Select ClipHeaderResource from the drop down menu in the Type field.
10. Click the Ok button to dismiss the pop up box.
11. Return to the Studio tab and import your new pose/animation. Save the .package.
12. Go back to the Warehouse tab.
13. Click on the Clip resource line.
14. Click the Export button near the bottom right side. Name and save the resulting clip.binary. You can name it whatever you want.
15. Click on the Clip Header resource line (this is the clip header resource that you added in steps 8-10).
16. Click the Import button in the lower right side and import the clip.binary you exported in the previous step.
17. Save the .package and test in the game.
Troubleshooting
My pose.package causes the game to crash - your Ik Targets list does not match the default empty clip's Ik Target list or there are fields within one of the targets that does not match the fields in the corresponding target in the default empty clip.package.
My pose.package causes the game to crash even though my Ik Targets list is correct - you need to export your clip as a .binary and import it into a new Clip Header resource.
My pose does not play correctly in the game - your events list does not have just 2 events or the events it has are not the correct events.
Studio's pose pack feature automatically gives your poses/animations the ability to utilize the jaw joint but if you're working with a CAS trait default override the ability to use the jaw is dependent on the trait you choose to override. If you select one that does not already have jaw motion then the jaw will not be enabled and your pose/animation that uses the jaw joint will not function correctly. This tutorial will show you how to edit your .package so that if you want to use one of these traits as an override you will be able to use the jaw joint.
What you will need
Sims 4 Studio
Blender 2.70
Instructions
Getting started - Open Studio and click Clip Pack under the Animation button. Name and save the .package. You can name it whatever you want...you're only making this .package for reference later on. If you save this .package you can use it as a reference whenever you're adding jaw motion to a default override pose/animation using this tutorial...that is, you only need to do this step once rather than every time you follow this tutorial.
Return to Studio's main screen and create your default override pose.package as usual. Click the Warehouse tab and click the Clip line on the left side. Click the Edit Items button in the Events section on the right.
1. Select SuppressLipSyncEvent in the events box on the left.
2. Click the Add button.
3. Click on the resulting entry that is added to the list on the left. Edit all the fields on the right so they match the fields as shown below.
4. Delete any other events on the list except for one Sound event.
If your .package does not have a sound event select SoundEvent in the events box on the left and click the Add button. Whether your .package has its own sound event or you added one you need to edit it on the right so that the fields look the same as they do below. When you're finished with this step you should have two events in the .package and they should be identical to the ones shown in this tutorial. If they are not identical your pose will fail to play correctly in the game.
5. After saving your edits to the Events section you will be returned to the main Warehouse page. Click the Edit Items button in the Ik Targets section.
6. You need to have an Ik Target list that looks exactly like the one shown on the left below. If you have additional targets that aren't on this list you need to remove them. If you are missing targets that are on the list you need to add them. If your list does not match exactly your .package will cause the game to crash. Remove a target by clicking on it and clicking the Remove button. Add a target by clicking the Add button.
7. Each of the listed targets needs to have its fields edited so they are exactly like the fields of the corresponding target in the default empty clip Studio generates when making a pose pack empty clip. Edit each of the targets by clicking on it and changing the fields on the right. You will need to refer to the default empty clip you generated in the getting started section to make sure your ik targets are an exact match. It's fine to open two instances of Studio and copy the information from the default emtpy list into your .package.
8. Once you've saved your edits to the IkTargets section you will be returned to the main Warehouse screen. Click on the Clip line to select it.
9. Click the Add button that is below the list box to get the Add Resource pop up box. Select ClipHeaderResource from the drop down menu in the Type field.
10. Click the Ok button to dismiss the pop up box.
11. Return to the Studio tab and import your new pose/animation. Save the .package.
12. Go back to the Warehouse tab.
13. Click on the Clip resource line.
14. Click the Export button near the bottom right side. Name and save the resulting clip.binary. You can name it whatever you want.
15. Click on the Clip Header resource line (this is the clip header resource that you added in steps 8-10).
16. Click the Import button in the lower right side and import the clip.binary you exported in the previous step.
17. Save the .package and test in the game.
Troubleshooting
My pose.package causes the game to crash - your Ik Targets list does not match the default empty clip's Ik Target list or there are fields within one of the targets that does not match the fields in the corresponding target in the default empty clip.package.
My pose.package causes the game to crash even though my Ik Targets list is correct - you need to export your clip as a .binary and import it into a new Clip Header resource.
My pose does not play correctly in the game - your events list does not have just 2 events or the events it has are not the correct events.