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Sims 4 Object Animation and Distortion


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I've rigged a new object for Sims 4 and I have it animating ingame... but there's a big problem. The model, when in game and put in motion, is very jumbled and distorted. The rig is completely new and from scratch. I made the animation with IK rigging but I baked the animation.

I followed this tutorial, and I'm using Sims 4 Studio and Blender 2.79b.

This is what it should look like when animated, blender preview:
TEST_1.png.ac63d51379316912476c12acc169c1ed.png

Ingame when not animated:
254679955_07-10-20_9-02-48PM.png.88d207c09e4817282ec3b99bc31276db.png

The unfortunate result of the animation ingame:
2009095348_07-10-20_9-06-12PM.png.4c3bcae91652af83021b66b6e93fca64.png

LargeBatAnimated_obj_animations_final_1.package

There's my package file. I think something's wrong with the animation clip, but I can't pin it.

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That’s  might be a problem caused by bone roll, I did mods for city skilines , and when import them to unity. you need to rotate bones correctly in order to prevent rig being destroyed when be imported. For example unity needs to export fbx animations in -90y rotation and set to 90 otherwise animations and rig gonna be destroyed when be imported for a game.

 

necrodog did a tutorial about it, may helps more than sims 4 studio one

 

 

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13 hours ago, Elsalovescocaine said:

That’s  might be a problem caused by bone roll, I did mods for city skilines , and when import them to unity. you need to rotate bones correctly in order to prevent rig being destroyed when be imported. For example unity needs to export fbx animations in -90y rotation and set to 90 otherwise animations and rig gonna be destroyed when be imported for a game.

 

necrodog did a tutorial about it, may helps more than sims 4 studio one

 

 

I tried what I could but it doesn't work still. I made sure bone roll is configured properly in blender.

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3 hours ago, BetLV said:

I tried what I could but it doesn't work still. I made sure bone roll is configured properly in blender

Andrew did one tutorial about custom rigs as you are trying to import a rig made it with blender for sims 4 

 

https://sims4studio.com/thread/10079/rig-editing

 

also necrodog did this one more easy that the one that you followed 

https://sims4studio.com/thread/8988/animated-objects-tutorial

 

on rig slot tab bone position is super important in orden to make them work for game. You need the right position in X Y Z for your animations works properly with that rig. Usually people click on a vertex and copy values to sims 4 package. That’s your bone location in space for rig slot tab. However for armatures is more complex you need to get that exadecimal number. And set it in to bone position tab second part of necrodog video explain how do that. Second part. At 0:57 . I assume for the mini picture that you put . Your obj works but when you play animation your amarture is destroyed  that’s means bone position on sims 4 pack should be fixed. Armatures on sims 4 show  rig orientation with a  purple arrow. Maybe you need to invert Those arrows

 

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13 hours ago, BetLV said:

It looks like the order of bones listed in the model + rig has to be the same order of bones in blender if sorted by hierarchy.

I still get this though..?

580702415_07-12-20_10-50-11AM.png.85d1aa9a8f737d45f7f27cc7ac9e1778.png

Yep hierarchy is super important pelvis  Or transform bone is used as B root main bone, game order armature to rotate  that bone on wxyz  direction According that,  If your animations are playing well on blender , I mean if you hit play and armature isn’t deformed Your problem isn’t animations , problem is that bones are moving in wrong directions on sims 4 engine due to wrong bone orientation values on sims 4 pack, That’s why is important get those values correctly for game. 

 

these tutorials teach you how to transform Euler to Quaternion.to get bone orientations,  This is super important , set bone location or rotation properly. Your rig is ok for blender, but remember each game engine uses his own system to read custom armatures

I tried to help a bit, but my knowledge in xml and algebra for bones in space is limited. 

 
 https://necrodogmtsands4s.tumblr.com/ask if I were you ,I also will ask to worldwide master of mods for sims 4, he always reply, I asked him how to create and override custom animations to create custom  motorcycles. And works. 

https://sims4studio.com/thread/7146/rotating-deco-slots?page=1&scrollTo=64607

https://sims4studio.com/thread/7279/regarding-rig-bones-properties-editing

 

Hello anska you can transform quaternions into a matrix with blender. Just in the script console put


import mathutils
import math

a = mathutils.Quaternion((x,y,z,w))                (xyzw, are the values of your quaternion)
b=a.to_matrix()

b.copy()

This is the resulting matrix that blender gets

Matrix(((1.0, 0.0, 0.0),
(0.0, 0.98480623960495, -0.17365583777427673),
(0.0, 0.17365583777427673, 0.98480623960495)))

You need to put the values in the inverse way they show the vectors. Leave a 0 after putting each vector values It will end like

0,0,1,0,-0.17365583777427673,0.98480623960495,0,0,0.98480623960495,0.17365583777427673,0,0,0.19755,-0.175,0.11648,1

The last four numbers 0.19755,-0.175,0.11648,1 leave them as it is, they are the numbers from the position of your object, the changed values are the values of the rotation matrix.

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