Usulama Posted January 16, 2021 Posted January 16, 2021 Hello! I'm trying to learn how to make animations for WW, but i am really struggling to make my actors line up. If i leave the X, Y, Z offset in the XML empty (aka delete it) the sims spawn on top of each other and floating a mile off the couch. I've tried to just experiment my way forward by changing the values a little bit at a time, opening the game to test between every alteration, but its taking so long and I swear there has to be a better way. Also, which axis is which lol??? When I googled "X, Y, Z axis" every single result labels the axises different. I tried using the 3D cursor in blender to mark the root of each actor and put those values into the XML sheet but that spawned the sims not even close to each other. They're just floating sideways in the air in front and behind the couch, jacking nothing off. Update: turns out I had somehow rotated the root__b bone, though I have no clue how. I had to append fresh new actors and copy+paste the animations from the dope sheet onto the new rigs. It worked then!
wild_guy Posted January 16, 2021 Posted January 16, 2021 This all mostly depends on the rig you use but anyway, you shouldn't ever touch the root bone.
Usulama Posted January 17, 2021 Author Posted January 17, 2021 18 hours ago, wild_guy said: This all mostly depends on the rig you use but anyway, you shouldn't ever touch the root bone. Thank you! I didn't touch it, I just highlighted it with the 3D cursor to get the X, Y, Z values of its location, hoping that would help. I use the rigs given in turbodriver's tutorials. I guess what I'm asking is how to find the XYZ offset values for the XML sheet in order to make the actors spawn where they're supposed to be in-game. The animation looks good in blender, but when I make it into a package and play it using WickedWhims they spawn inside each other, like in the same space, and instead of being on the couch they are floating above the couch.
wild_guy Posted January 17, 2021 Posted January 17, 2021 It should not be so, you must not change the location object position while making an animation, you must adjust sims position using the b__ROOT_bind__ bone instead. This way the action in the game should look the same as in blender.
Usulama Posted January 18, 2021 Author Posted January 18, 2021 On 1/17/2021 at 5:22 PM, wild_guy said: It should not be so, you must not change the location object position while making an animation, you must adjust sims position using the b__ROOT_bind__ bone instead. This way the action in the game should look the same as in blender. I have not changed the object position. I just loaded the meshes of the couch so I could use it as a guide for where the sims were sitting. I remove the couch before saving the animation. If it helps, I've attached pictures of what it looks like in blender VS what it looks like in the game
wild_guy Posted January 18, 2021 Posted January 18, 2021 @Usulama it seems I can't can't say what's wrong then unless see your blend file.
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