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Post by autobanned on Jul 22, 2017 8:44:51 GMT -5
does Sims4studio support to edit FrameData on Clip Channels ? because every time i try to change value, save it then all the value in frame data become all zero here is sample pic for if i try to change 19 to 18 (or any number) then save it then i look back to framedata value, but all value change to all zero (sample pic) is there any tutorial to input value on framedata? i try this on 3.1.0.1 wishes s4s version
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Post by orangemittens on Jul 22, 2017 9:10:50 GMT -5
Hi lasnante, Studio allows editing of frame data using Blender as an interface. That way you can see what you're editing instead of inputting numbers. What are you trying to accomplish by changing number values instead of working with a model?
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Post by autobanned on Jul 22, 2017 10:36:21 GMT -5
i try to make walk animation overide, i export clip walk animation using s4pe from clientfullbuild package then import blender animation using s4s, but after i import the animation, value of channels to target 2AF0A8AE and f1pallete is gone (even with unmodified clip, just export and import back to package) sample pic (after re-import clip) because i think without channel that target to 2AF0A8AE and f1pallete value, the sims just do moonwalk (she/he is walking, but stay in the same place) i test it by delete value from f1pallete or channel target to 2AF0A8AE what i'm try to accomplish is to re-add value channel to target 2AF0A8AE and f1pallete (even i didnt sure this will make the sims not walk in the same place)
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Post by andrew on Jul 23, 2017 1:28:51 GMT -5
Hi lasnante, the Blender import/export will only save bones found in the .blend file. Exporting a clip will only export values found in the rig used for export (like auRig, cuRig, and puRig). Since 2AF0A8AE is not in any rig, I can see why it got lost. If you can send a before and after package I can take a look at it. Editing channel data in the warehouse is not supported.
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Post by autobanned on Jul 23, 2017 2:11:26 GMT -5
here the link to package in dropbox dropbox2AF0A8AE and f1palette data is gone even when i just export the clip, then import back to package without doing anything to the clip.
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Post by millionserved on Jul 22, 2018 2:50:27 GMT -5
I've been trying to add custom walk animations to the game as well. I found out how to take the walk animations that are currently in the game and transfer them to different walk style (ie. - change the creepy walkstyle to the feminine walkstyle). When I try to add a custom animation that I made in Blender as a walk animation, the sim walks in place when using the animation. I think this has something to do with the channels in the ClipResource file. Due to the amount of channels that I will have to edit I feel that it will be too tedious and time consuming to do each one manually in Sims4Studio. I see that you can export the the ClipResource information to a .binary file. I tried to edit the .binary file but the information comes up jumbled. Is there a way to view the ClipResource .binary file so it's understandable and editable?
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