First problem sim wont got to object before starting animation just dose the animation any where. The second problem is when second animation plays it plays from the wrong direction (first animation is climb up walk do a trick walks to the end and turns around then ends. The second one walks (from the end point of the first animation)does a trick walks balk to the beginning (the start of the first animation) and climbs down. or at least this is how I made it to work and dose so in blender. any suggestions. is there a way to modify the individual animation tuning. any body that want to take a look, can. I'm still perfecting the interaction tuning but here is my test file
Last Edit: Aug 14, 2017 14:39:06 GMT -5 by JPCopeSIMs
First thing I would suggest is condensing all of the ASMs into one and giving each state a name, this way you have a single ASM that controls the entire animation sequence. Where it says "nameObject_ASM" this should be a unique name for your object animation, for example JPCopeSIMs:ASM_TightropeAct (you will also need to change the instance to match using the hash generator) so if someone else used the same tutorial and didn't rename theirs they won't conflict. Your animation tunings should be renamed as well, for example JPCopeSIMs:Animation_TightropeAct_Climb. These should have the states renamed as well to match along with changing the ASM instance to the renamed one. In regards to the animation direction and where it starts, it has to do with the constraints. I will post more when I look deeper into it.
EDIT: I also see that the object is going longways to the left of the origin. Additional tweaks to the constrains (in addition to getting the sim to go to it) will be needed in order for the animation to display correctly.
Post by JPCopeSIMs on Aug 14, 2017 21:59:45 GMT -5
I have to research how to condensing all of the ASMs into one. Although renaming them was an over site but each of my asm have a unique hash number and should not conflict unless some one was using JPCopeSIMs:tightropeAnimationStaeMachine 0 thru 12 to create a hash for new instance. I think that is why my animations all still play, just not where or in the direction I want them to. As always I am great full for your help!!!!!!!!! and I look forward to hearing more of what i can fix to make this work This is truly a dream of mine to have this object in my game. Im also working on the turning so sims can watch it as a performance like a comedy routine.
I have noticed that the interaction is not able to be canceled and the "Go Here" interaction, along with do push-ups, gives a route fail wave. I haven't been able to get the walk back/flip/etc. to go in the right direction. That may need to have another setting in the ASM (I remember seeing something about "mirror" in one of the ASMs that I looked at). Good luck with this.
so I've edited most of what you said to do, the only thing is I have no Idea how the asm can be laid out to support 13 different animations ( witch I cut down from 19 by combining them witch has made my animations kinda long) Im having a hard time warping my head around all the info I've seen about asm just want to say thank you again hopefully if this can be figured out. maybe this will help me to create more items with less headaches. Ive been obsessing on this object from every angle for 3 months now and I keep making stupid mistakes.
Last Edit: Aug 15, 2017 1:58:48 GMT -5 by JPCopeSIMs
Post by JPCopeSIMs on Aug 15, 2017 16:28:31 GMT -5
Just reloaded my simplified test file many thanks to Brujah for helping me sort out one of my issues. If any body has knowledge on Animation State Machines and how they work, I could use some help, my return animation will not play from the right direction no matter how I change it in blender then import it to my package. this tells me it direction the asm plays it... I read an post about mirroring animations in a sims3 asm so shouldn't there be a way to do this with a sims4 asm. I would like to Know how to figure out how to combine my asm in to one any body that can point me in a way to a better understanding would be great!!!
This is just an example of a combined ASM. I used JPCopeSIMs:tightropeAnimationTuning0 which should be renamed to something like JPCopeSIMs:Animation_TightropeFORWARDFALL and JPCopeSIMs:tightropeAnimationTuning1 which should be renamed to something like JPCopeSIMs:Animation_TightropeFORWARDwalk. The reason for renaming the resources is that it is easier to manage by knowing exactly which resource you are looking for.
For example, as it is, in order to figure out which state is defined in JPCopeSIMs:tightropeAnimationTuning0
I had to look at the info that was defined in ASM instance 56B7AE3C7903DB52 to get the clip resource name
I had to look at the info that was defined in clip resource to get the name of the .blend you imported
If that were an obscure name like hiitsbobwehadababyitsaboy.blend then I would have had to export the animation and open it in blender to physically see what it was.
<?xml version="1.0" encoding="utf-8"?> <I c="AnimationElement" i="animation" m="animation.animation_element" n="JPCopeSIMs:tightropeAnimationTuning0" s="11948600487342837216"><!--Change this to the new name--> <T n="actor_name">x</T> <T n="asm_key">02d5df13:00000000:56B7AE3C7903DB52</T><!--Change this to the new single ASM instance--> <L n="begin_states"> <T>UseNameObject</T><!--Change this to the renamed state--> </L> <L n="end_states"> <T>exit</T> </L> </I>
Once all that is done the names in the interactions need to be updated, for example:
Post by JPCopeSIMs on Aug 15, 2017 21:08:08 GMT -5
WOOOOOOOOOOOOOw!!!!!!!! I've been reading trying to figure this out. Every thing I read the examples were never clear as this. Matter fact I took a look at several of necrodogs items asm and what I read at mod the sims and sim4 forums just really confused the issue in my brain. I know that I am truly great-full for this, and I'm sure others will be too!, after they read this!!!!
Last Edit: Aug 15, 2017 21:08:59 GMT -5 by JPCopeSIMs
Post by JPCopeSIMs on Aug 16, 2017 16:50:36 GMT -5
So I did combine the animation state machines. I also renamed, rehashed, fixed the resources and updated the interactions. the animation wont play in the last exception log stated Failed to find the requested state machine resource. Key: 02d5df13:00000000:405f5f04f629fd3a so here is what I did testfile2
Looking at your new .package and following the log it looks like you forgot to change a reference in JPCopeSIMs:tightrope_warmup2. You still have the fallback outcome as JPCopeSIMs:tightropeAnimationTuning8. Fix that and test again.
Post by JPCopeSIMs on Aug 16, 2017 18:40:21 GMT -5
thank you fixed that but still get?xml version="1.0" ?><root> <report><version>2</version><sessionid>9a2af4085184d80d5994d6ef</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2017-08-16 19:37:12</createtime><buildsignature>Local.Unknown.Unknown.126.96.36.1990-1.200.000.287.Release</buildsignature><categoryid>asm.py:272</categoryid><desyncid>9a2af4085184d80d5994d6ef</desyncid><systemconfig/><screenshot/><desyncdata>[manus] Exception in <class 'sims4.tuning.instances.JPCopeSIMs:tightrope_warmup2'>._tuning_loaded_callback. (ValueError: Failed to find the requested state machine resource. Key: 02d5df13:00000000:405f5f04f629fd3a)
Last Edit: Aug 16, 2017 18:44:07 GMT -5 by JPCopeSIMs
Post by JPCopeSIMs on Aug 16, 2017 18:55:36 GMT -5
<report><version>2</version><sessionid>39699c85f2fba1e55994d91d</sessionid><type>desync</type><sku>ea.maxis.sims4_64.15.pc</sku><createtime>2017-08-16 19:46:29</createtime><buildsignature>Local.Unknown.Unknown.188.8.131.520-1.200.000.287.Release</buildsignature><categoryid>asm.py:272</categoryid><desyncid>39699c85f2fba1e55994d91d</desyncid><systemconfig/><screenshot/><desyncdata>[manus] Exception in <class 'sims4.tuning.instances.JPCopeSIMs:tightrope_warmup2'>._tuning_loaded_callback. (ValueError: Failed to find the requested state machine resource. Key: 02d5df13:00000000:405f5f04f629fd3a)
Traceback (most recent call last):
File "T:\InGame\Gameplay\Scripts\Core\sims4\utils.py", line 195, in
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