Ayaban Posted October 26, 2020 Posted October 26, 2020 Hi everyone, so i tried to create my first animation, but i have some issue that i would like some advices if possible. The first is timing, like how much frame for one move, i tried to calculate with a move of myself, but i think i'm not quite there yet. And secondly, it would be for the sound, i use TS4 sound tool to hear what would be nice, but in the animation, i find it (not for all) quite bad. And when you choose a sound in TS4 sound tool, you have multiple choice, how to choose one specificly ? And i have two question : For an animation who have multiple type (one at a time) you put them all in the same XML with the next stage ... or you do one XML/type ? For an animation on a bed for exemple, do you use a rig of a bed ? Or do you use an offset ? For me an offset would be quite hard to have a perfect animation ? Thanks for reading, and for your futur answers
elys19 Posted October 26, 2020 Posted October 26, 2020 2 hours ago, Ayaban said: Hi everyone, so i tried to create my first animation, but i have some issue that i would like some advices if possible. The first is timing, like how much frame for one move, i tried to calculate with a move of myself, but i think i'm not quite there yet. The number of frames depends very much on the movement you want to animate. I found that pressing "play" in blender while mentally visualising the movement you want to animate and then pressing "stop" when it´s finished (in your mind, heh) should give you a rough idea of its duration in frames. It sounds obvious but it seems to work well enough. 2 hours ago, Ayaban said: And secondly, it would be for the sound, i use TS4 sound tool to hear what would be nice, but in the animation, i find it (not for all) quite bad. And when you choose a sound in TS4 sound tool, you have multiple choice, how to choose one specificly ? I´d actually like to know this too... if there is a way to use a specific variant of a sound, that is. 2 hours ago, Ayaban said: For an animation on a bed for exemple, do you use a rig of a bed ? Or do you use an offset ? For me an offset would be quite hard to have a perfect animation ? For that you import a bed in blender, design your animation around it, then of course you delete it before you export the animation (unless you´ve animated the bed as well, in which case you save the bed´s animation like you would save any other rig, and then add its clip name after <T n="object_animation_clip_name"> in the XML). I wouldn´t use the offset functions in the XML, it seems generally unnecessary to me except for a few particular cases. 2 hours ago, Ayaban said: For an animation who have multiple type (one at a time) you put them all in the same XML with the next stage ... or you do one XML/type ? I´m not sure if I understood this question; if you mean that, f.ex.: stage 1 should be followed by stage 2 and so on, then copy the <T n="animation_stage_name"> of stage 2, and paste it after <T n="animation_next_stages"> in stage 1. By the way, I´m not sure if it´s stated clearly anywhere, but (assuming you´re using the commented version of the XML) you add animations by copying the code from: <U> <!-- [START OF ANIMATION ENTRY] --> to </U> <!-- [END OF ANIMATION ENTRY] --> and paste it where it says <!-- Next Animation Goes Here --> and then update it for your new stage/animation. You never need more than one XML, unless you want to create separate animation packages. That said, I´m not very good at explaining things and I´m not an expert by any means, so hopefully someone more knowledgeable can give you more accurate answers.
Ayaban Posted October 26, 2020 Author Posted October 26, 2020 Thanks Elis for the reply, it help me quite a lot. For the frame, yeah, i will try it, it doesn't cost anything, actually, i do 30 frame for a move (1s real time) it's the time i do for a move, but every move we do doesn't take 1s x) Quote I´d actually like to know this too... if there is a way to use a specific variant of a sound, that is. For me if it's audible, there should be a way to use it. Quote For that you import a bed in blender, design your animation around it, then of course you delete it before you export the animation (unless you´ve animated the bed as well, in which case you save the bed´s animation like you would save any other rig, and then add its clip name after <T n="object_animation_clip_name"> in the XML). I wouldn´t use the offset functions in the XML, it seems generally unnecessary to me except for a few particular cases. Sorry, but for importing the bed, the rig is on the net or in the folder of the game ? For the rig or male/female i used the one provided on the tuto whicked whims so i don't really know were to find them And for the xml file, yeah sorry, i'm not english native so i can have a lot a mistake in my words, but yeah you answered me on that. So thanks a lot for answering my questions
elys19 Posted October 26, 2020 Posted October 26, 2020 13 minutes ago, Ayaban said: Sorry, but for importing the bed, the rig is on the net or in the folder of the game ? For the rig or male/female i used the one provided on the tuto whicked whims so i don't really know were to find them You do that using Sims 4 Studio, it´s explained well here: https://turbodriver.itch.io/wickedwhims/devlog/137369/exporting-objects-from-the-sims-4-5
Ayaban Posted October 26, 2020 Author Posted October 26, 2020 Okay ! Thanks, just a question, if you took a bed for exemple, do some action with it, does it aply for every bed (same type) or just for the one you've chosen ?
elys19 Posted October 26, 2020 Posted October 26, 2020 48 minutes ago, Ayaban said: Okay ! Thanks, just a question, if you took a bed for exemple, do some action with it, does it aply for every bed (same type) or just for the one you've chosen ? It would apply to every bed of the same category (single or double).
Ayaban Posted October 26, 2020 Author Posted October 26, 2020 Okay, thanks a lot. I have a new issue .... I did a second animation, who have to go after the first one, i did the XML, but none of the animation appear in game, i have done the copy past u => u, have no problem with a u who doesn't have his /u same for every other letter, i did the next stage, but nothing, is there a spécial tip for that ? Something i could have forgot ? i checked everything but nothing is out of line for me
elys19 Posted October 26, 2020 Posted October 26, 2020 32 minutes ago, Ayaban said: Okay, thanks a lot. I have a new issue .... I did a second animation, who have to go after the first one, i did the XML, but none of the animation appear in game, i have done the copy past u => u, have no problem with a u who doesn't have his /u same for every other letter, i did the next stage, but nothing, is there a spécial tip for that ? Something i could have forgot ? i checked everything but nothing is out of line for me This could be for a number of reasons. If you post your .package file I can try to take a look, but I can´t promise anything, as I said I´m not particularly expert at this. Although maybe someone better will see it and find the issue.
Ayaban Posted October 27, 2020 Author Posted October 27, 2020 So, i tried multiple things since yesterday, i looked at other xml file, it wasn't <u> but <T> i tried remplacing, nothing, i tried doing the xml again entirely, nothing. Since i'm out of idea, i post the file, if you find something, wrong, i would be happy to know it Hey see that blow_Teasing.package
elys19 Posted October 27, 2020 Posted October 27, 2020 Ok, I didn´t see anything in the XML (which doesn´t mean it isn´t there, maybe I´m just blind) that should prevent it from appearing in game, but I noticed that the clipnames go from set_1 to set_4, and it´s 2 stages with 2 actors each. I´m (kind of) sure that you should save stages separately in Sims 4 Studio. What I mean is: 1) import male and female .blend files for the first animation in S4Studio > save > in S4PE extract the clips from the file you just created, then import them to your .package; 2) then repeat the whole thing for the second stage/animation. This way you end with (random numbers, just an example): yourname:PosePack_112353552352314_set_1 yourname:PosePack_112353552352314_set_2 and for the other stage: yourname:PosePack_227445457457457_set_1 yourname:PosePack_227445457457457_set_2 But this is just what I would try, so no guarantees.
Ayaban Posted October 27, 2020 Author Posted October 27, 2020 Okay, i honestly thought of trying that, but didn't, so i will try it now
Ayaban Posted October 27, 2020 Author Posted October 27, 2020 Okay so, i did what you say, but still not working, so i decided to go on xmlvalidation.com and it say it's no good, and the error was at the end, the comment "End of animation" the -- was not accepted, i deleted the line, and it work nicely. Now i need to do sound, but i'm on an animation to continue the one already done, so i finish it, add sound, then i will post the package to have some feedback on it So Elys, thanks a lot for all your help !
elys19 Posted October 27, 2020 Posted October 27, 2020 What... ok, I´d have never thought of that. Well, what matters is that it´s working now, and no problem, I learnt something too.
Ayaban Posted October 27, 2020 Author Posted October 27, 2020 Yeah, it's not obvious at all nobody can imagine a comment can fuck up the all thing
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