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Post by notoriousgtw on Oct 16, 2016 7:36:24 GMT -5
This is directed mainly at the creators of sims4studio. I'm wondering about the different properties of bones, and how i could find them in blender. I would like to know this because I'm trying to make a rig for an object by editing another object's rig and so need to have the rig's bone's properties changed.
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Post by MisterS on Oct 16, 2016 8:16:38 GMT -5
Click on the + next rig in the side panel Click on the + next to Non Amateur Date Down the bottom where you switch from object to edit mode, it will now have pose mode, select it Back to the side panel click the + next to pose Then the + next to b_root Then the + next to transform bone The + next to and subroot will open up the actual bone/slot. Some objects have subroots, some dont
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Post by notoriousgtw on Oct 16, 2016 13:16:39 GMT -5
I'm sorry, I guess I wasn't clear. What I meant is in the rig's binary file. The numbers for the positions x, y, & z there are different from those in blender. Not to mention that the absolute transforms looks like it could be a matrix, though with what values, I'm unsure.
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Post by orangemittens on Oct 16, 2016 22:06:24 GMT -5
Hi notoriousgtw, if you describe what you want to accomplish it would be easier to help you. The rig's binary file can be exported from the Warehouse tab. The absolute transform is a matrix. It is calculated from the orientation and position of the bone and its dependent bones. Because it's a calculated value it is not directly editable. To change it you need to change the values it is calculated from.
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Post by notoriousgtw on Oct 17, 2016 9:54:47 GMT -5
I've created an addon for blender that exports a generated *.binary file for a rig. To develop this, I exported a base game model with s4s. I then opened it in blender and compared various properties of blender's bones with those in the original *.binary file. The matrices in the binary file are not the same type as the ones returned by blenders bone.matrix and bone.matrix_local properties. Not to mention that the individual values in the *.binary matrices don't correspond to any of the other blender bone properties.
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Post by notoriousgtw on Oct 17, 2016 9:57:08 GMT -5
I should mention that the addon I created does export a properly formated *.binary file for a rig. The only problem is finding the correct values to export.
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Post by orangemittens on Oct 17, 2016 11:18:24 GMT -5
Hi notoriousgtw, again, if you explain the object that you're trying to make a rig for and what differences from the original rig you need it to have, it would be easier to help with the project. I'm not sure which .binary file matrix you're referring to. The game's object rigs have quaternions and vectors not matrices.
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Post by notoriousgtw on Oct 17, 2016 14:58:42 GMT -5
Specifically I would like to make a guitar that hangs on the wall, so it will have to have its bind, ik targets, and fx bones moved some, right? If I am mistaken, I apologize as I'm relatively new to modding the sims.
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Post by notoriousgtw on Oct 17, 2016 16:31:00 GMT -5
I also realize I will probably have to make new animations and I am prepared to do so.
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Post by inabadromance on Oct 17, 2016 17:00:42 GMT -5
hi! To my knowledge, you can't add custom animations to an object. So you'll have to use the pose player and create a guitar accessory for it.
As for hanging it on the wall, you can use any wall decor to clone as a base and edit the guitar to match the original mesh.
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Post by orangemittens on Oct 17, 2016 17:12:09 GMT -5
You want the Sim to route to the guitar, take it from its hanging spot on the wall, and then play it? To begin a project like that I would first take an EA guitar as-is and see what happened when I made it into a wall item. It may be the Sim will route to the guitar that way with no other changes made. You won't have to change any animations that occur if you get the Sim to grab the guitar because from that point the animations will be the same unless you're planning significant shape modifications to the guitar object. The animations you might feel don't look right would be the intial grabbing the guitar animations but those are Sim animations, not object animations. They are set up for a floor item instead of a wall item.
One thing to be aware of is that EA's guitar is a geostate item. The stand vanishes when the Sim removes the guitar from it and reappears when they put the guitar down. Studio doesn't do geos yet and I'm not sure you'd want your stand disappearing anyway. The mod I know of that is a guitar made using Studio got around the problem by making a two-item project, one .package is the stand and the other is the guitar. I think what you could do is use a deco item that looks like a stand and then make the guitar so the mesh is at the level of the deco stand.
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Post by orangemittens on Oct 17, 2016 18:13:15 GMT -5
Well, strike some of what I posted. The guitar doesn't work exactly how I anticipated it would. I'm looking at a couple of other thoughts about it.
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Post by notoriousgtw on Oct 18, 2016 13:12:35 GMT -5
Yeah I've tried all of that. I did some research regarding adding new guitars and came to the same conclusion. Also, when you made it a wall object, what happened?
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Post by notoriousgtw on Oct 19, 2016 14:04:52 GMT -5
I had previously been able to get a stand as a wall object, however for some reason it refuses to work now.
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Post by xensyn06 on Aug 24, 2024 2:09:21 GMT -5
Click on the + next rig in the side panel Click on the + next to Non Amateur Date Down the bottom where you switch from object to edit mode, it will now have pose mode, select it Back to the side panel click the + next to pose Then the + next to b_root Then the + next to transform bone The + next to and subroot will open up the actual bone/slot. Some objects have subroots, some dont how do you access this screen?? im trying to figure it out for the life of me
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