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Small guide for creating animations for TS4 + tips and tricks.


Guest Redabyss

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Posted
On 7/26/2019 at 10:07 PM, Enzyme said:

I've been using Blender 2.8 (mostly for the BSMax addon) and I've created a short animation - Problem is that Sims 4 Studio only uses Blender 2.7

Does anyone know if there's a way I can export the animation to 2.7 or would I need to start over?

Hi, all you need to do is have blender 2.7 installed and linked to sims 4 studio.
I also use a never version than sims 4 studio supports. But it works fine for me. :)

So you can have to versions, the newer one you work on. And the older one that is only linked to S4S

Posted

I understand that I have to bake the animations to the EA rig for these to work and then delete the control rig. Can someone explain step by step how to do this fully? I mean I know where bake is as I use before saving my work, however, when I do this then delete the controlrig, my actor automatically t-poses. Is this supposed to happen or am I doing something wrong?

Ā 

EDIT - Nevermind, I was baking the animation but not the rig, got to open up 'rig female' in the scene list, choose click pose (still in the scene list) and then use the bake options.

  • 3 weeks later...
Posted

I'm curious and I can't find an answer to my question through searching the forums.

Ā 

I'm using a prop in an animation, and it seems to work successfully. Let's say my sim is on the bed, and I choose "change sex location to here" on a chair, and the sim moves to another animation on the chair. When I then move back to the bed and choose the animation with the prop, the prop starts playing its animation on the chair instead of the bed. Am I doing something wrong, or is this a known bug?

Posted
23 hours ago, simdulgence said:

I'm curious and I can't find an answer to my question through searching the forums.

Ā 

I'm using a prop in an animation, and it seems to work successfully. Let's say my sim is on the bed, and I choose "change sex location to here" on a chair, and the sim moves to another animation on the chair. When I then move back to the bed and choose the animation with the prop, the prop starts playing its animation on the chair instead of the bed. Am I doing something wrong, or is this a known bug?

I suggest using this thread.

  • 1 month later...
Posted

Is there a tutorial on how to replace walking animations correctly? I tried changing one, but in-game it stands still and after some time teleports to the place.

  • 1 month later...
  • 1 month later...
Posted

Hey, I'm having problems with moving the models lower jaw/lip on the model. I am able to move the upper mouth area but the bottom mouth barely moves. Please help :(2049134101_model1.PNG.ac8a9e8c92b9ff2fabf6619eaedc5c05.PNGThis is the model I'm using

Ā 

1864189720_modelhelp.PNG.e6d4d93ffa2e09c0ad1ec1ecd0195c16.PNG this is what I can't move

Posted
On ā€Ž12ā€Ž/ā€Ž23ā€Ž/ā€Ž2019 at 12:28 PM, YammiJammi said:

Hey, I'm having problems with moving the models lower jaw/lip on the model. I am able to move the upper mouth area but the bottom mouth barely moves. Please help :(2049134101_model1.PNG.ac8a9e8c92b9ff2fabf6619eaedc5c05.PNGThis is the model I'm using

Ā 

1864189720_modelhelp.PNG.e6d4d93ffa2e09c0ad1ec1ecd0195c16.PNG this is what I can't move

1. If you want control jaw, just choose "b__Jaw__" bone and use R hotkey for Rotate:

2019-12-25_125402-x.jpg.d069396878e99fd4a9c88ecff697755d.jpg

2. If your keyboard or "R" button not working, just switch Transform Orientation from Global to Local and jaw will be under control ofĀ your mouse again:

2019-12-25_125611-x.jpg.34889c4b8205074bb8ffdcd379d3e4fc.jpg

3. If you want make something creepy with jaw just unlock Locked rotations axis for this bone:

2019-12-25_125918-x.jpg.98298a62a8357a783662235b724f82ee.jpg

4. If you want see jaw movements in the game:Ā add ifĀ missingĀ or play with ClipEventsĀ (SupressLipSync in S4S or ClipEventCensor in S4PE - it's a same thing, but with different name for different programs) in your clip:

2019-12-25_132451-x.jpg.371bf1ed8477e253a8afd3881d70050a.jpg

For more information about clip events use tutorial from TURBODRIVER "Adding Events to Animations".

Sorry for my poor English.

  • 2 weeks later...
Posted

So i did a coupleĀ of successful posesĀ  for Poseplayer with the standard maxis rigs and seeing asĀ they turned out alrightĀ IĀ thought IĀ should upgrade to something a bit more detailed for when i tryĀ animatingĀ and downloaded these two rigs:Ā 

Ā 

rig_MaleBPC_Master_TesticlesPhysV1Ā Ā 
Female_Dagger's_Rig(boobphys)

Ā 

It took a little getting used to the way you pose with these rigs but it is much simpler once you get the hang of it!

Ā 

anyway.. My problem is when i hit (I) the dropdown with LocRotĀ Ā doesn't pop up, however using the button at the bottom of the windowĀ does seem give me theĀ same LocRot optionĀ ?ā€ā™€ļøĀ So I'm saving itĀ and importing to Sims4Studio in exactly the same way as has worked previously but when i try to useĀ PosePlayer my sim just stands static in a neutral pose.Ā 

Ā 

I should mention that I haveĀ not triedĀ to actuallyĀ animate anything justĀ yet, only create a static pose for PosePlayer as i can not get past this point with the new rigs. I'm assuming I'm missing something related to how these rigs work as this is the only thing that has changed in the way i do the poses.Ā 

Are these rigs even compatible with Pose Player or are they only intended for use with WickedWhims animations?

Ā 

I'm pretty new to all of this kind of thing (literally only used Blender for a few hours over 2Ā days) and don't really know the lingoĀ (or what I'm doing) so let me know if i need to explain anything a little better/give you more info and ill try my best.Ā 

Ā 

Cheers

Posted

Ok so after digging aroundĀ I've found Turbodriver's tutorials and rigs on the WickedWhims site, which in retrospect is where i should have started! Those rigs seem to work in the same wayĀ as the original ones I used but are more realistic so ll be going with those!Ā 

Ā 

If anyone can still explain what wasĀ going wrong inĀ my original post aboveĀ i would still be interested to know.

Posted
On 12/25/2019 at 5:12 AM, asketo said:

1. If you want control jaw, just choose "b__Jaw__" bone and use R hotkey for Rotate:

2019-12-25_125402-x.jpg.d069396878e99fd4a9c88ecff697755d.jpg

2. If your keyboard or "R" button not working, just switch Transform Orientation from Global to Local and jaw will be under control ofĀ your mouse again:

2019-12-25_125611-x.jpg.34889c4b8205074bb8ffdcd379d3e4fc.jpg

3. If you want make something creepy with jaw just unlock Locked rotations axis for this bone:

2019-12-25_125918-x.jpg.98298a62a8357a783662235b724f82ee.jpg

4. If you want see jaw movements in the game:Ā delete or play with ClipEventsĀ (SupressLipSync in S4S or ClipEventCensor in S4PE - it's a same thing, but with different name for different programs) in your clip:

2019-12-25_132451-x.jpg.371bf1ed8477e253a8afd3881d70050a.jpg

For more information about clip events use tutorial from TURBODRIVER "Adding Events to Animations".

Sorry for my poor English.

Oh wow, you've been very helpful. Thank you so much ā¤ļø

Posted
On ā€Ž1ā€Ž/ā€Ž13ā€Ž/ā€Ž2020 at 12:06 AM, YammiJammi said:
On ā€Ž12ā€Ž/ā€Ž25ā€Ž/ā€Ž2019 at 2:12 PM, asketo said:

4. If you want see jaw movements in the game:Ā deleteĀ add ifĀ missing or play with ClipEventsĀ (SupressLipSync in S4S or ClipEventCensor in S4PE - it's a same thing, but with different name for different programs) in your clip:

2019-12-25_132451-x.jpg.371bf1ed8477e253a8afd3881d70050a.jpg

For more information about clip events use tutorial from TURBODRIVER "Adding Events to Animations".

Sorry for my poor English.

Oh wow, you've been very helpful. Thank you so much ā¤ļø

Oh, sorry for 4 clause, itĀ had one incorrect thing ["delete" change on "add ifĀ missing"].
I'll try to explain about it:

"SupressLipSync" in your Events (in CLIPĀ and in CLIPHEADER) unblock jaw bone for your animation, but it's blocking Lip Sync (jaw bone) for voices from "Sound" Event.

About "Header1" read in 6 clause TURBODRIVER "Adding Events to Animations".

More about "SupressLipSync" you can read in post "http://sims4studio.com/post/26238".

  • 1 month later...
Posted

Bonjour, existe-t-il un tutoriel pour crƩer des animations sex dans sims 4 sous forme de vidƩo?

Ā 

Hello, is there a tutorial for creating sex animations in sims 4 as a video?

  • 1 month later...
  • 4 weeks later...
Posted

I have a question, could someone show me how you incorporate in game objects into your animations? There's no videos on it or threads and in some animations the bed or refrigerator or any object sometimes moves with the animation.Ā 

Posted
1 hour ago, Twingamerbros said:

I have a question, could someone show me how you incorporate in game objects into your animations? There's no videos on it or threads and in some animations the bed or refrigerator or any object sometimes moves with the animation.Ā 

Hey!Ā Ā It's pretty simple - open S4S,Ā in the Object menuĀ select "override" and click on the Object button.Ā In the new open window select any object you need, then click on "next", save package.Ā In the new open window select Meshes and Export mesh.Ā That's it, saving it as blend file and add to your scene like actor rigĀ using Append.

Posted

So how does the animation line up correctly in the animation when its played in game. I know there is an animation in game that someone made that moves the the entire object when the animation starts. Do you leave the object in its place when you create the animation for it? or do you reference the object in the XML file whichĀ will line up the actors according to how the actors in the animation alignĀ with the object? Sorry if that sounds confusing, but i'm not sure how the animation detects how the animation aligns with the object and retains its original position instead of the object disappearing and reappearing in the configuration set in the animation, if that makes sense...

Posted
On 5/4/2020 at 8:22 AM, Twingamerbros said:

So how does the animation line up correctly in the animation when its played in game. I know there is an animation in game that someone made that moves the the entire object when the animation starts. Do you leave the object in its place when you create the animation for it? or do you reference the object in the XML file whichĀ will line up the actors according to how the actors in the animation alignĀ with the object? Sorry if that sounds confusing, but i'm not sure how the animation detects how the animation aligns with the object and retains its original position instead of the object disappearing and reappearing in the configuration set in the animation, if that makes sense...

You animate the object as well as the actor, in Blender pose modeĀ you can do anything with it.Ā When you have finished working on the scene, the object rig is baked as well as the actorsĀ rigs.Ā Then you do everything the same as with the actor'sĀ files - S4S, s4pe, soĀ you must have a separate Clip and Clhd for the object. And as for XML it should look like this.

Ā 

1928653043_bandicam2020-05-0515-31-43-511.jpg.79a735ce34af83dffc269a200644fa13.jpg

Posted
4 hours ago, Twingamerbros said:

Thank you for the replies! BTW great animations!!!

Thank you very muchĀ and good luck with the animations!

  • 2 weeks later...
Posted

If I'm wrong please let me know. If I start to learn animations for WW, My checklist should be as followed:

Ā 

1.Ā  Importing the object that the animations will be taken place on. Counter, Couch, Bed, Chairs.... etc... Correct?

2.Ā  Would be the actors that are in the animation. The rigs? Correct? Which are better the helper type rigs or just the ones that Turbo uploaded?

3.Ā  Then my vision of how the action goes. Correct?

4.Ā  Then separate and label each actors gender and the action for each. Correct

5.Ā  The Object can just be deleted all together, afterwards. Correct?

Ā 

I appreciate any and all help.

  • 3 weeks later...
Posted
On 5/18/2020 at 12:22 AM, LrdNikon said:

If I'm wrong please let me know. If I start to learn animations for WW, My checklist should be as followed:

Ā 

1.Ā  Importing the object that the animations will be taken place on. Counter, Couch, Bed, Chairs.... etc... Correct?

2.Ā  Would be the actors that are in the animation. The rigs? Correct? Which are better the helper type rigs or just the ones that Turbo uploaded?

3.Ā  Then my vision of how the action goes. Correct?

4.Ā  Then separate and label each actors gender and the action for each. Correct

5.Ā  The Object can just be deleted all together, afterwards. Correct?

Ā 

I appreciate any and all help.

Correct on all, you only need to keep the object in its own animation file if you have animated it. Otherwise you are only using it so you know where to position the sims.

About what rigs to use, its really a preference thing, some animators prefer the control rigs and they do make things simpler after you learn how to use them. You could also say its simpler to use the standard rigs provided by turbo because you don't really have to spend as much time learning the functions or baking, you can just use them and import right away.

  • 3 months later...
Posted

HELP!, so ive created an animation and validated the XML file. My animation shows up in game but when choose that animation my sims just stand there in the default pose. The animation runs through the entire cycle but my sims stay in the same spot. What have i done lol. Any help would be appreciatedĀ 

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