View Full Version : MICHE ANIM: Testers Wanted: Animation Editor
Miche
2nd Aug 2005, 01:47 PM
EDIT: see post# 193 (http://www.modthesims2.com/showpost.php?p=689781&postcount=193) for a early version of the converter for animations which effect the sim`s bodies.
If you are downloading this program for the first time then you need to download both zip files. And unzip the file called "animation_editor.zip" to a folder, making sure that the subfolders are created, and then unzip version 0.1.4 to the same folder allowing it to overwrite the two original files.
If you are just downloading the update then if you have already downloaded version 0.1.2, first of all delete the file called "Animation-editor.exe" and then unzip version 0.1.4 to your folder.
Edit: Version 0.1.4 now supports basic conversion from SMD animation files (sequence file) to the game animation files. See post #96 (http://www.modthesims2.com/showpost.php?p=681328&postcount=96) for details.
Now onto the description and use of this program.
This is a very early version of the animation editor/ converter that I`m working on.
With this version you can only make animations which effect the whole object ..ie you can move the object and rotate it, but not move parts/bones of a object seperate to each other.
First of all you need to have the .net framework installed to run this. (if you can run Simpe or Datgen then you have already got it installed.)
To get the program to work you first need to edit the "Engine_config.xml" file (use notepad or something) so that it points to the directory that you have unziped the program to.
So there is a line in that file which looks something like:
<FilePath type="Folder" src="D:\animation_editor\Release\sim_editor"/>
You need to change that so the src points to your directory.
Next once you have started the program you need to create the blank animation.
So in the editor box which says "number of frames" enter the number of keyframes you want your animation to have (at the moment there is a maximum of 30 keyframes, if you enter a number higher than 30, then only 30 keyframes will be created).
Next you need to enter the total time you want the animation to play other, I`m not sure if this figure is in milliseconds or not, but for now I`m taking it is. So in the edit box called "total time" enter a number lower than 30000 which is the number of miliseconds. So 30000 is 30 seconds, and 1000 is one second.
Then to create to create the blank animation you need to click the "create" button. (if you click this again later it will clear all the keyframes settings)
To edit one of the keyframes click on it`s entry in the listbox.
How you actually set up a keyframe is also basic (and non-graphical at the moment).
You need to give each keyframe a time and can give a x,y,z position and an x,y,z rotation
The time of any keyframe should be no higher than the maximum time which the animation plays over. (the number you entered for total time)
The entries for the positions are at the moment not using floats but integers. With the range between -32768 and 32767. As a example of how those figure relate to in the game, the animation that I uploaded with the shooting hat, had a maximum z position (height) of around 4000.
Starting with version 0.1.3 the rotations are now stored in floats with a range from -360.0 to 360.0. These being the number of degrees for the rotation at that keyframe.
Once you had edited the keyframe you need to click the "commit" button so that the information is stored.
If you are creating a animation to use in your own object you will want to change the internal file name(this is in the edit box called "internal name"). But at the moment this has to stay at 27 characters long, so I suggest you just edit the existing one so you make sure the length doesn`t change. Also the first two characters should stay as "o-" and the last 5 as "_anim".
Then once you have finished editing all the keyframes you can change the file name in which the animation will be saved by editing the box called "save file name" and then click on the "save" button to actually save the file.
Then you can use Simpe to insert that file into a package. (I`m seem to have problems using Datgen to insert one into a package)
If you don`t know how to play a animation by editing the BHAV`s then for now I suggest you just replace a existing animation...like in the hat I uploaded, if you replace the animation called o-snowManHat-ayiy-ayiy with your new one then when the fire action is selected , your new animation will be played. (you will need to leave the internal file name the same for this to work)
(You can get the hat from: http://www.modthesims2.com/showthread.php?t=80907 )
Currently the graphical preview is not finished so ignore the buttons called "play" , "pause" and "bake".
Later versions will allow editing of other bones in a object and also convert other animation files into ones the game can use.
TERMS OF USE: by downloading and using this program you are agreeing to the following terms:
While it is very unlikely that it will cause any problems to any of your game's files, there is always a chance with software which modifies the game, so you are downloading and using at your own risk.
This software is copyright ©2005 and can not be hosted on anyother websites or redistrubuted without permision.
Edit :
If you have problems with this version, which has a 3d engine in, as I plan/planned to use that in later versions for preview and also graphical editing. But as a number of people have had problem getting it to run, I`ve made a version without the 3d engine which can be found in thread 48 (http://www.modthesims2.com/showpost.php?p=678643&postcount=48) .
condor
2nd Aug 2005, 02:38 PM
Finally! I knew that it would only be a matter of time before you programming geniuses would figure out how to go about customizing animations for TS2. This is a good start. I really have missed the comical, bizarre and sometimes R-Rated customizations that made it into TS (especially from Hot Date exp) and have been anxiously looking forward to some brave soul to break ground (not wind) for TS2. Thank you, Miche, for being the first!
beosboxboy
2nd Aug 2005, 02:47 PM
Later versions will allow editing of other bones in a object and also convert other animation files into ones the game can use.
Oh my god! THANK-YOU!!!!! You are the neutron bomb Miche!!
Zythe
2nd Aug 2005, 03:39 PM
Oh my god. So now we can have, with Nightlife... spinning flamethrowers? Excellent...
Miche
2nd Aug 2005, 06:25 PM
EDIT:This version has been replaced by version 0.1.3 , see the first post for that version.
Here is a updated version.
To use this version, you still need the original version(see first post) and then unzip this one into the same folder overwriting the original files.
It allows you to set the time that the total animation will take and also change the internal name of the animation.
I haven`t finished adding support for changing the number of keyframes so that is still set at 5, but I think that the ability to change the total time warrants me posting this version.
Two notes:
1:
As I said in the original post I`m not quite sure if the time is in milliseconds or not, but untill we have a better idea I think we should take it that it is.
So 1000 would be 1 second, and please don`t make the animations to long to start with, test shorter ones first. The maximum time seems to be around 32000 (32 seconds) so keep them under that and quite a bit under for now.
2:
The length of the "internal file name" has to be the same length as it currently is, which is 27 characters. So I suggest you just edit the current name (which appears in a text box called "internal name". If you make this name a different length to 27 characters then it is very likely that the animation will not work.
IMPORTANT:
I`ve made a couple of mistakes in the updated version.
Number 1: in the edit box for the internal file name I have put "o-snowManHat-ayiy-ayiy.anim" it needs to be changed to "o-snowManHat-ayiy-ayiy_anim" or whatever name you use needs the last 5 charactes to be "_anim" NOT ".anim" and the first two characters should stay as "o-". (If you don`t change the ".anim" to "_anim" it`s very likely that the animation won`t work.")
The other mistake is that the actual file name of the editor isn`t the same as in the original version so it doesn`t overwrite the old version. So make sure you start the new version not the old one. The new version is called "Animation-editor.exe" (while the old version was called "Animation_editor.exe" notice the "-" vs the "_". )
mod_bv
2nd Aug 2005, 06:29 PM
I am your worshipper.
jimgle
2nd Aug 2005, 07:12 PM
I cant thank you and the people who use this program enough. You are the greatest. Thank You!
h-master
2nd Aug 2005, 07:23 PM
Wow! Brilliant!
Once again i´m speechless!
Thanks much Miche!
Miche
3rd Aug 2005, 12:46 AM
I was just looking at the number of views this thread has recieved vs the number of times the program has been down loaded, and I was wondering how many people actually have a interest in making new animations. As it has recieved around 300 views but only 12 people have downloaded it.
Is there actually a demand for a animation creator/editor?
Of course many more people will be interested in using the objects with new animations rather than making new animations but still when I compare the number of downloads to the number the mesh tool got (and still gets). I really wonder if many people have any plans to create new animations.
I know this program as it stands at the moment is still basic and this will effect how many people bother to download it, but I believe that it will still allow some interesting new objects to be made with the animations it can create now. A remote control helicopter might be one such object. Its not that hard to think of new ideas which just use the movement and rotation of the whole object (rather than the rotation of other parts of those objects as well ).
And without people bothering to download it and testing new animations they create, progress is going to be much slower as there is really limited amount of testing I can get done, so I could be unaware of a problem until later when that problem becomes much greater than it overwise would have been.
maxon
3rd Aug 2005, 12:55 AM
I was just looking at the number of views this thread has recieved vs the number of times the program has been down loaded, and I was wondering how many people actually have a interest in making new animations. As it has recieved around 300 views but only 12 people have downloaded it.
Is there actually a demand for a animation creator/editor?
Of course many more people will be interested in using the objects with new animations rather than making new animations but still when I compare the number of downloads to the number the mesh tool got (and still gets). I really wonder if many people have any plans to create new animations.
I know this program as it stands at the moment is still basic and this will effect how many people bother to download it, but I believe that it will still allow some interesting new objects to be made with the animations it can create now. A remote control helicopter might be one such object. Its not that hard to think of new ideas which just use the movement and rotation of the whole object (rather than the rotation of other parts of those objects as well ).
Don't be discouraged. I haven't DL it because I've just come across it and can't think of any particular thing I might do with it at the moment (I'll give it some thought). But I have subscribed to this thread and I'm very interested in what you are doing. Thanks for all your hard work - it really is appreciated.
elbar
3rd Aug 2005, 01:01 AM
keep up the great work this is a greatlly needed tool just wait a few days till the serious modders stop by then you will have more downloads
and isn't it still in a beta stage
(i just found it today)
once you get a few of the bugs worked out i am sure it will be as popular as the mesh tool
have you thought of giveing it smd support as you did with the mesh tool once you have a export funtion to a external animator prog i am sure it will go like hot cakes
again thanks big thanks
Miche
3rd Aug 2005, 01:04 AM
Don't be discouraged. I haven't DL it because I've just come across it and can't think of any particular thing I might do with it at the moment (I'll give it some thought). But I have subscribed to this thread and I'm very interested in what you are doing. Thanks for all your hard work - it really is appreciated.
I`m not discouraged as such, just wondering how many people have plans to create new animations. I know a lot of people find making meshes hard (me included) and making good animations can be much harder (or at least as hard) so I was just wondering.
As for not being able to think of anything you can do with it as it stands, this I understand but I really do need people to test it out if they can. Even if the objects they make aren`t interesting , the more people who test things out, the faster my progress with the program will be. I really need to know that there aren`t some problems with how I`m doing the animations which I haven`t found yet, or some conflict which hasn`t shown up to me yet.
A few things which would help are:
testing animations on as many different objects as possible, so I know if there are any objects these don`t work with.
seeing if a animation works when applied to a chair with a sim sitting in it, and if the sim moves and rotates with the chair.
I don`t mean to sound like I`m being impatient as I`ve only just put it up today but I was just wondering how many people have plans or the skills needed to create animations.
Also any ideas of how anyone would want a editor to work would be a great help and also ideas of animation file formats which I could look at supporting.
And yes I do have plans to add .smd support, that will be one of the next features that I add, I just need to get the basic ability to create the animations working first (and it was easy to add a basic editor to this ).
The plan is also for the editor to be graphical, so the objects will be able to be moved around on screen and key frames set. I don`t plan on trying to make it into a fully featured editor though as there are already plenty of those around which do a much better job than I could do in the time I have.
Shays248
3rd Aug 2005, 01:13 AM
Ohhh, if only I knew how. I'm am so anxious to see what becomes of this and the objects that are created. I may not be a modder, but I will be one of the first in line to test out any objects created with this tool. Thank you Miche. You're a genious.
peter_halland
3rd Aug 2005, 01:23 AM
Thanks a lot. I was waiting for this and am very interested to make animations. I will give it a try next weekend. I m sure that there are a lot of other people going to do the same. Just now its vaccation time on the northern hemisphere, and some people have not the time.
BTW i was lucky to see a post in your thread at the frontsite latest forum posts. I would like to see big breakthrews for modding and modding tools announced seperatly on the front side.
crazypinecone
3rd Aug 2005, 01:35 AM
Just think of all of the hacks and new objects this can bring!!! THANK YOU
Miche
3rd Aug 2005, 01:35 AM
Thanks a lot. I was waiting for this and am very interested to make animations. I will give it a try next weekend. I m sure that there are a lot of other people going to do the same. Just now its vaccation time on the northern hemisphere, and some people have not the time.
BTW i was lucky to see a post in your thread at the frontsite latest forum posts. I would like to see big breakthrews for modding and modding tools announced seperatly on the front side.
Yeah I understand a lot of people won`t have time at the moment, especially in the middle of the week. A lack of time is something I know a lot about. Untill yesterday I haven`t had the time to do anything related to the sims for about 4 months, really most of what I know of the animation format, is from 4 months ago it was more a lack of time which has made the progress go so slow.
Anyway I don`t expect any feedback yet (if I don`t get any within a week or two then I guess I`ll become discouraged) it was just that no one seemed to be downloading it, so I was thinking maybe making animations is going to be one area where everyone wants to see new animations but not many people have the skills or time to make any.
Of course once external editors can be used and then the files converted a lot more people will become interested but to get to that stage I do need people to test it as it progresses.
As for putting news on the front page, I did think about talking to Delphy about that, but would rather wait till the program is more useable before such a big annoucement is made.
Anyway thank you to everyone who has replied with words of encouragement.
JWoods
3rd Aug 2005, 01:35 AM
Oh you just know that I can find a million things to do with this... Awesome Miche, simply awesome! I downloaded it and added the needed files from post 5 but for some reason when I edit the path it's not loading.... Oh I will figure it out and use it for sure... :D
nectere
3rd Aug 2005, 01:40 AM
Please dont stop what you are doing, personally I havent gotten this far yet. I went from recolors to skins to meshes and am just now trying to figure out how to adjust behavs etc properly. Eventually I will learn how to do this too! But right now for me, its a wee bit over my head although highly interesting. Of course I really dont share anything I make but I do enjoy playing around with all the tools and taking something I dont like and making it into something else. (I tend to guid swap a lot rather than register new ones)
I am excited to see this and I am sure once the word gets out and you get further along in this editor that the pace will pick up dramatically. I am just absorbing what I can for now.
Miche
3rd Aug 2005, 01:43 AM
Oh you just know that I can find a million things to do with this... Awesome Miche, simply awesome! I downloaded it and added the needed files from post 5 but for some reason when I edit the path it's not loading.... Oh I will figure it out and use it for sure... :D
What problem is happening? There should be a file called AxiomEngine.log , if you are still having problems can you upload that so I can look at it.
Also did you see the post about where I made a mistake with naming the new version. The original file name of the program was called "Animation_editor.exe" while the updated one is called "Animation-editor.exe". So it doesn`t overwrite the old one, so you need to check that you are starting the new one.
Also if you are still having problems, does the original version work if you re unzip the first files and not the update?
tiggerypum
3rd Aug 2005, 01:49 AM
I myself am also interested, but not there yet. I've managed recolors and have some skins in the queue, some of which will require me to make meshes. From there, more will happen, but alas I have some RL commitments keeping me from putting in as much time as I'd like.
JWoods
3rd Aug 2005, 02:01 AM
[07:58:36] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[07:58:36] *-*-* Axiom Intializing
[07:58:37] OverlayElementFactory for type 'BorderPanel' registered.
[07:58:37] OverlayElementFactory for type 'TextArea' registered.
[07:58:37] OverlayElementFactory for type 'Panel' registered.
[07:58:37] Loaded plugin: DirectX9 (Managed DX)
[07:58:37] Loaded plugin: Octree Plugin
[07:58:37] FileSystem codec for C:\AnimationEditor\animation_editor\Release\sim_editor created.
[07:58:37] System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\AnimationEditor\animation_editor\Release\sim_editor".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames(String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at Axiom.FileSystem.Folder.GetFilesRecursive(String path, String pattern, ArrayList files)
at Axiom.FileSystem.Folder.GetFileNamesLike(String startPath, String pattern)
at Axiom.Core.ResourceManager.AddCommonArchive(String name, String type)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
That is the log file... It is obvious that I am not editing the right path...
This is my edit of my engine config edited:
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="C:\AnimationEditor\animation_editor\Release\sim_editor"/>
</EngineConfig>
I made a new folder called "AnimationEditor" and placed it in my c drive. Shall I call it "local (c:)"?
Miche
3rd Aug 2005, 02:10 AM
[07:58:36] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[07:58:36] *-*-* Axiom Intializing
[07:58:37] OverlayElementFactory for type 'BorderPanel' registered.
[07:58:37] OverlayElementFactory for type 'TextArea' registered.
[07:58:37] OverlayElementFactory for type 'Panel' registered.
[07:58:37] Loaded plugin: DirectX9 (Managed DX)
[07:58:37] Loaded plugin: Octree Plugin
[07:58:37] FileSystem codec for C:\AnimationEditor\animation_editor\Release\sim_editor created.
[07:58:37] System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\AnimationEditor\animation_editor\Release\sim_editor".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames(String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at Axiom.FileSystem.Folder.GetFilesRecursive(String path, String pattern, ArrayList files)
at Axiom.FileSystem.Folder.GetFileNamesLike(String startPath, String pattern)
at Axiom.Core.ResourceManager.AddCommonArchive(String name, String type)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
That is the log file... It is obvious that I am not editing the right path...
This is my edit of my engine config edited:
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="C:\AnimationEditor\animation_editor\Release\sim_editor"/>
</EngineConfig>
I made a new folder called "AnimationEditor" and placed it in my c drive. Shall I call it "local (c:)"?
is the folder "animationEditor" the folder which has the main program in? or is it in a sub folder. You need to set that src to the folder that the "Animation-editor" file is in. so if it`s in "AnimationEditor", the config file would have :
<FilePath type="Folder" src="C:\AnimationEditor"/>
in it.
Shays248
3rd Aug 2005, 02:10 AM
I just noticed, "C:\AnimationEditor\animation_editor\Release\sim_ed itor" should there be a space between ed itor? Or is that just how you typed it? Sorry for intruding.
[07:58:36] *-*-* Axiom Intializing
[07:58:37] OverlayElementFactory for type 'BorderPanel' registered.
[07:58:37] OverlayElementFactory for type 'TextArea' registered.
[07:58:37] OverlayElementFactory for type 'Panel' registered.
[07:58:37] Loaded plugin: DirectX9 (Managed DX)
[07:58:37] Loaded plugin: Octree Plugin
[07:58:37] FileSystem codec for C:\AnimationEditor\animation_editor\Release\sim_ed itor created.
[07:58:37] System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\AnimationEditor\animation_editor\Release\sim_ed itor".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames( String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at Axiom.FileSystem.Folder.GetFilesRecursive(String path, String pattern, ArrayList files)
at Axiom.FileSystem.Folder.GetFileNamesLike(String startPath, String pattern)
at Axiom.Core.ResourceManager.AddCommonArchive(String name, String type)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
That is the log file... It is obvious that I am not editing the right path...
This is my edit of my engine config edited:
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="C:\AnimationEditor\animation_editor\Release\sim_ed itor"/>
</EngineConfig>
It looks as though you are telling it to search for a file that does not exist. Again, if I'm wrong, I'm sorry for intruding. I just happen to be a little too observant at times.
JWoods
3rd Aug 2005, 02:22 AM
Shays248: That is the log file... My path is set to :
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="c:\AnimationEditor\animation_editor\Release\sim_editor"/>
</EngineConfig>
EDIT: it is doing that here in the forum post but its not seperated when I paste it...
Shays248
3rd Aug 2005, 02:25 AM
Right, but do you see where there is a space between ed_ and _itor. All I was saying is that it looks as though it should be together instead of seperated.
\Release\sim_ed itor
Shays248
3rd Aug 2005, 02:26 AM
EDIT: it is doing that here in the forum post but its not seperated when I paste it...
Oh, I gotcha. Sorry, was hoping to help.
JWoods
3rd Aug 2005, 02:28 AM
Here is the last one I believe I have fixed the "Path".
[08:28:19] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[08:28:19] *-*-* Axiom Intializing
[08:28:19] OverlayElementFactory for type 'BorderPanel' registered.
[08:28:19] OverlayElementFactory for type 'TextArea' registered.
[08:28:19] OverlayElementFactory for type 'Panel' registered.
[08:28:19] Loaded plugin: DirectX9 (Managed DX)
[08:28:19] Loaded plugin: Octree Plugin
[08:28:19] System.Xml.XmlException: This is an unexpected token. The expected token is 'NAME'. Line 3, position 30.
at System.Xml.XmlTextReader.ParseElement()
at System.Xml.XmlTextReader.Read()
at System.Data.DataSet.ReadXml(XmlReader reader, Boolean denyResolving)
at System.Data.DataSet.ReadXml(String fileName)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
EDit: I can see the interface starting to load...
I am using windows XP home service pack 2 fully updated in case you need this...
Miche
3rd Aug 2005, 02:30 AM
Shays248: That is the log file... My path is set to :
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="c:\AnimationEditor\animation_editor\Release\sim_editor"/>
</EngineConfig>
The space is still there in what you have just posted. (but I think it might just be something weird what this forum is doing to you post. ) Okay it`s been established that this is just something the forum is doing.
Anyway you still not got it working? is there a "Media" subfile to the folder which has the "Animation-editor.exe" program in. ie did you unzip it using the folder names? If you still are having problem I suggest maybe deleting all the subfolders from the AnimationEditor folder and just putting it in that folder (making sure that the sub folders in "Media" are created.)
Has anyone got the program working or has no one else tried yet?
Miche
3rd Aug 2005, 02:42 AM
Here is the last one I believe I have fixed the "Path".
[08:28:19] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[08:28:19] *-*-* Axiom Intializing
[08:28:19] OverlayElementFactory for type 'BorderPanel' registered.
[08:28:19] OverlayElementFactory for type 'TextArea' registered.
[08:28:19] OverlayElementFactory for type 'Panel' registered.
[08:28:19] Loaded plugin: DirectX9 (Managed DX)
[08:28:19] Loaded plugin: Octree Plugin
[08:28:19] System.Xml.XmlException: This is an unexpected token. The expected token is 'NAME'. Line 3, position 30.
at System.Xml.XmlTextReader.ParseElement()
at System.Xml.XmlTextReader.Read()
at System.Data.DataSet.ReadXml(XmlReader reader, Boolean denyResolving)
at System.Data.DataSet.ReadXml(String fileName)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
EDit: I can see the interface starting to load...
I am using windows XP home service pack 2 fully updated in case you need this...
It still seems to be a problem with the config file as .SetupResources is where that config file is read in. That method does nothing else but reads the config file. I just don`t know what the problem is yet. Maybe it is related to the version of window you are using. I`m running windows xp professional.
I`ll keep looking into this. If I can`t find a solution, I guess I`ll write a version tomorrow without the 3d engine. That was just for later use, but is not used currently so I could take it out.
I don`t know if anyone else has got the program working at all, so I can`t tell if it`s a problem with your config file still or something about windows you are using , or if it`s a general problem that everyone is having.
I`ve tried unzipping the files into a new folder on my computer and setting the config file and it runs for me, but that`s all I can say at this time.
Drathian
3rd Aug 2005, 02:44 AM
Awesome.... I'm not into normally modding much, well this game anyway... but this looks like something I can play around with.... it will probably take me a little while to get the hang of it, I'll let you know what I discover.
Drathian
3rd Aug 2005, 02:45 AM
btw it works for me, so you know. I'm using WindowsXP SP2 as well.
JWoods
3rd Aug 2005, 02:46 AM
I will keep trying and checking back here... If you find it is a "program error" let me know by PM or something... :) Thanks, I can vision the possibilities this brings to object creation... :)
I think if we can get a few more folks to try it out and start implimenting it into or objects then it wiil be a very big hit. It already is with me... :)
btw it works for me, so you know. I'm using WindowsXP SP2 as well.
Could you post up your "Engine config" text file? also what version of XP Home or Pro? One more question where did you put the folder? (c drive) or Desktop?
Miche
3rd Aug 2005, 02:56 AM
I will keep trying and checking back here... If you find it is a "program error" let me know by PM or something... :) Thanks, I can vision the possibilities this brings to object creation... :)
I think if we can get a few more folks to try it out and start implimenting it into or objects then it wiil be a very big hit. It already is with me... :)
Could you post up your "Engine config" text file? also what version of XP Home or Pro? One more question where did you put the folder? (c drive) or Desktop?
Just incase you want to see mine, this is the config file I just created when I unzipped everything into a new folder.
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="D:\temp\anim"/>
</EngineConfig>
I just created a new folder called "anim" in the folder called "temp". So the program and dll and a few of the media files are in that folder ("d:\temp\anim") and it has a sub folder called "Media" which has a few more sub folders in.
I`ll keep trying to work out what the problem is.
PAF
3rd Aug 2005, 02:57 AM
I doubt I can help with much at this stage but I just downloaded and I'm having the same problem as JWoods.I'm useing windows xp home.It will start to open and then just closes like it has completed what it was doing before it opens fully.Not much technical help I know but I will help what I can.
Drathian
3rd Aug 2005, 02:58 AM
Yeah sure, I just copy and pasted the path of the folder it is on my desktop but I'm certain it would work elsewhere, as I tested it on a folder on the C: drive as well. it was in to the src=""/> place.
[QUOTE=J<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="C:\Documents and Settings\HP_Owner\Desktop\MTS2_104408_Miche_Anim_editor"/>
</EngineConfig>
[/QUOTE]
btw, XP Home Edition.
Drathian
3rd Aug 2005, 03:01 AM
Just tested it on a folder on my Z: drive as well... which is my external hard drive.
Shays248
3rd Aug 2005, 03:01 AM
Err, I figured I'd give this program a whirl to see what havoc I could create and I seem to be having a different issue. Following is the EngineConfig:
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="F:\animation_editor"/>
</EngineConfig>
and the AxiomEngine:
[09:56:10] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.30987
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[09:56:10] *-*-* Axiom Intializing
[09:56:10] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
I even deleted the original file and downloaded it again. :confused:
Windows XP Home with SP2...if that helps
Miche
3rd Aug 2005, 03:09 AM
Okay tomorrow I`ll create a version without the 3d engine (axiom engine).
And hope that in time we can work out the problems with getting that to work as I did want to at least use it so people could preview the animation before saving it. I was going to be adding that feature in the next couple of days.
BTW does anyone know what version of the .net framework (runtime) they have installed. Does anyone have the .Net version 2 beta installed. I was just thinking maybe this is part of the problem as I don`t have that installed, only version 1.1.
Another thing does everyone have directx 9 installed?
Drathian
3rd Aug 2005, 03:09 AM
Here is what I get when it works,
[10:06:56] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.30987
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[10:06:56] *-*-* Axiom Intializing
[10:06:56] OverlayElementFactory for type 'BorderPanel' registered.
[10:06:56] OverlayElementFactory for type 'TextArea' registered.
[10:06:56] OverlayElementFactory for type 'Panel' registered.
[10:06:56] Loaded plugin: DirectX9 (Managed DX)
[10:06:56] Loaded plugin: Octree Plugin
[10:06:56] FileSystem codec for C:\Miche_Anim_editor created.
[10:06:56] ---RenderSystem capabilities---
[10:06:56] -Available texture units: 8
[10:06:56] -Maximum lights available: 8
[10:06:56] -Hardware generation of mip-maps: yes
[10:06:56] -Texture blending: yes
[10:06:56] -Anisotropic texture filtering: yes
[10:06:56] -Dot product texture operation: yes
[10:06:56] -Cube Mapping: yes
[10:06:56] -Hardware stencil buffer: no
[10:06:56] -Hardware vertex/index buffers: yes
[10:06:56] -Vertex programs: yes
[10:06:56] -Max vertex program version: vs_2_0
[10:06:56] -Fragment programs: yes
[10:06:56] -Max fragment program version: ps_2_0
[10:06:56] -Texture compression: yes
[10:06:56] -DXT: yes
[10:06:56] -VTC: no
[10:06:56] -Scissor rectangle: yes
[10:06:56] -Hardware Occlusion Query: yes
[10:06:56] -User clip planes: yes
[10:06:56] -VertexElementType.UBYTE4: yes
[10:06:56] -Infinite far plane projection: yes
[10:06:56] Creating viewport rendering from camera 'MainCamera', relative dimensions L:0,T:0,W:1,H:1, Z-Order:100
[10:06:56] Viewport for camera 'MainCamera' - actual dimensions L:0,T:0,W:368,H:480
[10:06:56] Mesh: Loading 'ogrehead.mesh'...
PAF
3rd Aug 2005, 03:10 AM
I have .Net version1.1 and directx 9.
Shays248
3rd Aug 2005, 03:10 AM
I'm using the 1.1 version of .Net and DirectX 9
Shays248
3rd Aug 2005, 03:12 AM
Mine is a GeForce FX 5600 256MB
Shays248
3rd Aug 2005, 03:13 AM
Drathian - what does your template use to open with? Just curious.
Drathian
3rd Aug 2005, 03:14 AM
I have
Microsoft Net Framework 1.1
and
Microsoft Net Framework 1.1 (Hotfix KB886903)
Me thinks people's problem are the graphics card, as it seems to the be that engine that is crashing....
direct x 9 latest patches as well.
I'm using a Geforce FX 5500 256mb (PCI, god I wish I had agp or PCI-E on my system)
Drathian
3rd Aug 2005, 03:18 AM
I'm not sure I understand the question but I use wordpad to edit it (The xml file).
JWoods
3rd Aug 2005, 03:20 AM
I have Microsoft Net Framework 1.1
Also capable graphics with the ati 9800xt 256 mb, 2G ram with 3.0 p4...
All software is allways updated. I edit with Note Pad as suggested.
Thats all I can contribute at the moment... Still looking... :)
Ok I got it working... Though I didn't notice in the last AxiomEngine File I must have put a foward slash in which I would think should have spit out an "I/O" error. No matter it works!!! Off to mess with it... :)
Miche
3rd Aug 2005, 03:29 AM
okay here is a non 3d version, it`s exactly the same just has the 3d engine removed. And no engine config file to edit.
(Big difference in file size now it doesn`t have the 3d engine...only 8kb zip.)
JWoods
3rd Aug 2005, 03:29 AM
lol Miche look up... ;) I don't think it's the 3D I think it is the path's we are typing in....
Shays248
3rd Aug 2005, 03:38 AM
Well, I figured that you wouldn't edit that file, but it seems as though I am unable to get it to try to load. I have all the requirements and have it pointed to the source file and yet ... nothing.
Miche
3rd Aug 2005, 03:38 AM
Shays248,
You don`t edit the template.dat file. That is just used by the program to get some of the details of a animation file. (basicaly its just a small animation file which the program reads and then edits with the new keyframes and timing which you enter.) So don`t open it with anyother program.
mod_bv
3rd Aug 2005, 03:39 AM
I will download it, but I am sill making the ject for which it will be used for.
Miche
3rd Aug 2005, 03:42 AM
Well, I figured that you wouldn't edit that file, but it seems as though I am unable to get it to try to load. I have all the requirements and have it pointed to the source file and yet ... nothing.
Have you tried the non 3d version I uploaded a few posts back?
Shays248
3rd Aug 2005, 03:44 AM
Yes, and it opened. However; not being very familiar with modding, I was hoping to see what I was working with. So I think I shall leave this to the experienced modders and sit idly by anxiously waiting for the creations. Thanks for trying to help Miche.
Miche
3rd Aug 2005, 03:53 AM
Yes, and it opened. However; not being very familiar with modding, I was hoping to see what I was working with. So I think I shall leave this to the experienced modders and sit idly by anxiously waiting for the creations. Thanks for trying to help Miche.
Thats why I had included the 3d engine, so I can make it so you can preview the animation(and edit in 3d) .
Anyway it`s time for me to go to bed (lucky I`m off work this week as 4am isn`t a good time to go to bed ).
JWoods
3rd Aug 2005, 04:02 AM
Ok good news here... I managed to make your snowman hat slide across the tables surface.
Very nice work indeed... <--- Impressed :)
Miche
3rd Aug 2005, 04:11 AM
Ok good news here... I managed to make your snowman hat slide across the tables surface.
Very nice work indeed... <--- Impressed :)
Good work but yeah what you can do with it at the moment is limited. The most impressive animation I`ve done so far is just making it fly around a bit , all I need to do is take the animation from the remote control car so the sim has a control in their hand and moves it around then I have a remote control hat.
Tomorrow I will upload a version so you can have any number of keyframes (though I`ll probably limit it in some way for now maybe 30 max or something?)
Then I`ll be working on adding .smd support and being able to move other bones rather than just the whole object.
JWoods
3rd Aug 2005, 04:17 AM
Yes I think 30 keyframes is sufficient.. I am curious, am I suppossed to see the object yet? I don't see it in the 3D view. I just edited the "x" values, set time, committed and saved... Then imported it into your "rocket" hat (that was cool). :)
wiccadwitch
3rd Aug 2005, 05:02 AM
Wow I am so excited about this! Just found the thread by the way. I am no good at this sorta thing at all or I would download and give it a go. Especially after hearing some of the problems with the install...I would be a screaming wreck if I had the issues Jwoods had. So better if I don't make the attempt. I can't wait to see what is done with this though. You truly are a genious Miche! Keep it up.
Miche
3rd Aug 2005, 09:57 AM
Yes I think 30 keyframes is sufficient.. I am curious, am I suppossed to see the object yet? I don't see it in the 3D view. I just edited the "x" values, set time, committed and saved... Then imported it into your "rocket" hat (that was cool). :)
No at the moment you aren`t meant to see anything in the 3d view (the left pannel ) I hope to add that today (so you can at least preview your animation before saving it).
I`ve thought of another problem in my goal to add support for .smd animations.
I`m not sure about all programs when dealing with .smd files but I know fragmotion is framed based rather than time based. So if you create a animation in it , it won`t allow you (as far as I know) to set the time of a keyframe, rather it will just ask how many total frames and how many frames per second. (the .smd format doesn`t save any details about frames per second though)
Then once it saves out the animation to a .smd file, in the place where there should be a time for a frame , it will just have the frame number.
How I go about converting this I`m not sure, I could say one frame per second so if you make a animation with 20 frames in it then I treat the frames as being a keyframe for each second so making a 20 second animation.
I don`t know if other programs save proper time details out to .smnd file, I have the XSI mod tool but don`t know how to create a animation in that.
I was hoping to support fragmotion as it`s a cheap easy to use editor. even I can make animations in that.
So if anyone has any ideas, please tell me.
mod_bv
3rd Aug 2005, 12:55 PM
I finally DLed it! But please make it an editor instead of a converter. Because I only have Wings 3D which doesn't support SMD :(
Delphy
3rd Aug 2005, 02:26 PM
Excellent work Miche - good to see you back on the scene!
I'll take a look at your other threads, and post about it on the front page - definately newsworthy!
I've been getting into .NET programming a LOT lately so if you need help on the 3d side or with keyframing or making it an editor, let me know. :)
Regards,
Delphy
june45678
3rd Aug 2005, 03:35 PM
would u be able to change sims animations
Miche
3rd Aug 2005, 04:10 PM
would u be able to change sims animations
Not yet, It shouldn`t be hard to add support for basic sim animations (as long as they don`t use inverse kinematics or trigger events. It`s just a matter of getting the program to support other bones than the root ones (which I don`t think will be too hard as they use the same format in the anim files as the root ones) and testing it.
It`s the testing what takes time, as we need to make sure that they don`t cause problems. So I need to find a object which makes a sim perform a small animation (like moving their arms or something) on command. If I don`t find one then I`ll have to make one myself which will take more time.
But hopefully it shouldn`t be long before we get to that stage.
ladydrb58
3rd Aug 2005, 04:11 PM
I am learning Maya 6.5, and have the program. Wanted to know if I would be able to bring the objects that I have created using Maya into the Sims 2, or would I need this program that you have created to use if I wish to animate any new objects? The Animation in Maya is set up different.
If anyone can answer this question, please do.
Miche
3rd Aug 2005, 04:15 PM
Excellent work Miche - good to see you back on the scene!
I'll take a look at your other threads, and post about it on the front page - definately newsworthy!
I've been getting into .NET programming a LOT lately so if you need help on the 3d side or with keyframing or making it an editor, let me know. :)
Regards,
Delphy
Thanks Delphy, I`ll post what I know about the format on the wiki. I`ve been meaning to do this, just putting off converting my notes into something which other people can understand (as you might remember my notes have a habit of only making sense to me...really need to improve my note taking skills :) )
So as soon as I finish the next version (should take me another hour or so ti finish that, what gets rid of the limit of 5 keyframes and allows the animations to be previewed) I`ll get working on converting my notes.
And if you want to help with the program than that will be great. I`ll send you the source (it`s in C#).
Miche
3rd Aug 2005, 04:19 PM
I am learning Maya 6.5, and have the program. Wanted to know if I would be able to bring the objects that I have created using Maya into the Sims 2, or would I need this program that you have created to use if I wish to animate any new objects? The Animation in Maya is set up different.
If anyone can answer this question, please do.
At the moment this program doesn`t convert any other formats into one that the game can use. I`m working on adding support for some other format, at first it`s likely to be .SMD files. I believe there is a plug-in for maya which saves to .smd files but not sure if it supports animations or not. If not then you will need to find someother program which can read a file maya can save to and convert into a SMD file. Milkshape or Fragmotion might help you here.
It`s not likely to be until tomorrow that I support smd files and even than there could be some restrictions on what support there is.
Angelgoddess79
3rd Aug 2005, 04:30 PM
I just wanted to say, :thumb: Miche for making this awesome program!!!:beer::baloons:
JWoods
3rd Aug 2005, 05:01 PM
Is there a chance of reducing the time from 1 second per frame? Maybe its me but one second is a long time for one frame... Just a thought... :D
Miche
3rd Aug 2005, 05:12 PM
Is there a chance of reducing the time from 1 second per frame? Maybe its me but one second is a long time for one frame... Just a thought... :D
I agree, I`m just not sure what the best way to go about it would be ...converting a frame based animation into a time based one, without knowing how many frames per second the original was set up with. And also Fragmotoin creates a "Keyframe" for every frame so a one second animation at 25 frames a second has 25 keyframes. But don`t tell you that all 25 frames should be played in one second.
I really need to know if other programs treat smd animations in the same way. As the format in the smd files is actual set up for time based keyframing rather than frame based. So if anyone could make a basic animation saved to a smd file in someother program (Milkshape and XSI mod tool would be helpful). Then I can compare them.
JWoods
3rd Aug 2005, 05:35 PM
cookies_n_cream45: Check your messages, I sent you the link to the official MilkShape link. When one needs to find something the "search" bar is allway's a good place to start.... ;)
Miche: I will try and buid an animation in MilkShape as soon as I get some time here... Kids and all ya know? :)
EDIT: I threw together a quick animation, just a cube that rotates a tad. I am no pro at this but hopefully it is enough for your test... If not please instruct me as to what you may need that I missed... :)
Miche
3rd Aug 2005, 06:16 PM
cookies_n_cream45: Check your messages, I sent you the link to the official MilkShape link. When one needs to find something the "search" bar is allway's a good place to start.... ;)
Miche: I will try and buid an animation in MilkShape as soon as I get some time here... Kids and all ya know? :)
EDIT: I threw together a quick animation, just a cube that rotates a tad. I am no pro at this but hopefully it is enough for your test... If not please instruct me as to what you may need that I missed... :)
Thanks for doing that :) But I need the animation file. SMD files are stored in two files (both with the .SMD name) one contains the mesh and the other the animation details. I think milkshape gives a option if to save the animation or not.
Anyway there is no rush, I`m currently working on adding 3d preview. So don`t rush to to do it again.
laurab
3rd Aug 2005, 06:28 PM
Thank you so much for making this. I wish I was to this point, but I am still
trying to learn recoloring and such. I am in awe of you and the others that
come up with these wonderful things that can be used for our gaming pleasure. Again I thank you.
Alusims
3rd Aug 2005, 07:55 PM
Thank you so much. But, it trys to load, and then crashes. Haven't tried the non-3d version, but not sure I'd want to! Serriously, is a graphics card required? Because I still haven't gotten one. Thanks again!
Sims9287
3rd Aug 2005, 08:11 PM
I was just looking at the number of views this thread has recieved vs the number of times the program has been down loaded, and I was wondering how many people actually have a interest in making new animations. As it has recieved around 300 views but only 12 people have downloaded it.
Is there actually a demand for a animation creator/editor?
Of course many more people will be interested in using the objects with new animations rather than making new animations but still when I compare the number of downloads to the number the mesh tool got (and still gets). I really wonder if many people have any plans to create new animations.
I know this program as it stands at the moment is still basic and this will effect how many people bother to download it, but I believe that it will still allow some interesting new objects to be made with the animations it can create now. A remote control helicopter might be one such object. Its not that hard to think of new ideas which just use the movement and rotation of the whole object (rather than the rotation of other parts of those objects as well ).
And without people bothering to download it and testing new animations they create, progress is going to be much slower as there is really limited amount of testing I can get done, so I could be unaware of a problem until later when that problem becomes much greater than it overwise would have been.
Many people are very interested,however if it's as difficult as Mesh creation then it is beyond a lot of people,myself being one of them though I am trying to learn,even with help from tutorials
JWoods
3rd Aug 2005, 08:38 PM
Miche: The options are reference and sequence. Where reference is the model data and sequence is the animation data. Here is the "sequence"...
daistarr3
3rd Aug 2005, 08:50 PM
It is so great that you have created this program for our use. I am sure that as soon as the word gets out you will have many people downloading it and helping you to test it. Again thank you for your wonderful creation.
VampCat
3rd Aug 2005, 08:54 PM
How long do you think until a graphical vesion is ready? I can use as is but without a preview option a lot more testing is involved.
Very nice work by the way!
Miche
3rd Aug 2005, 10:28 PM
Thank you so much. But, it trys to load, and then crashes. Haven't tried the non-3d version, but not sure I'd want to! Serriously, is a graphics card required? Because I still haven't gotten one. Thanks again!
Yes for the 3d version (which at the moment doesn`t use the 3d display, It`s likely to be tomorrow before I upload one which actually show the animation in 3d) does need graphics card (but then all computers have some form of graphics card even if it`s intergrated with the motherboard.) and it needs you to have directx 9 installed. If you open the file called AxiomEngine log and paste whats in there into this thread, then I`ll have a bit more of a idea what is causing your problem.
xanathon
3rd Aug 2005, 10:29 PM
I'm very impressed about this and I'm sure this opens a new dimension of modding The Sims 2.
I will go on vacation on friday, but after I'm back I will surely test this goody and report back any insights.
Great work, Miche!
bobandfish
3rd Aug 2005, 10:59 PM
so can you get to sim danceing then
or two sim "working" togther in one animation
and how did that get the pools srip to work
sorry im new at this things
play a round with simpe and recolor things
made tv pupler and in the nigth it blue lol i have to add a picy so i can show you guys it realy funny tho :taekwondo
Miche
3rd Aug 2005, 11:18 PM
so can you get to sim danceing then
or two sim "working" togther in one animation
and how did that get the pools srip to work
sorry im new at this things
play a round with simpe and recolor things
made tv pupler and in the nigth it blue lol i have to add a picy so i can show you guys it realy funny tho :taekwondo
No at the moment you can`t animate the sims themselves, just the objects (although it is possible that getting a sim to play one of these animations would moves them around and rotate them but there body parts wouldn`t move, just their whole body. )
The aimations for the sims mainly seem to work the same way as for objects, I just haven`t got to testing making animations for them yet. I know everyone wants new animations for the sims, but working uptowards by working on object animations first will be quicker than diving into trying to get those to work first.
JWoods
3rd Aug 2005, 11:18 PM
Miche was that file the one you sought?
Miche
3rd Aug 2005, 11:41 PM
Miche was that file the one you sought?
Yes it was, thanks for that. How long was the animation which you created and did you set any number of frames per second, because it seems like this is frame based as well , it has 30 frames in and the time for each one is just the frame number. So I guess it`s going to be harder to support smd files than I had hoped.
Sorry I didn`t relpy earlier saying it was the correct file. Have been trying to finish off the next version of the editor
Which can be downloaded from the first post (the version0_1_3 file). This gets rid of the limit of 5 keyframes and allows upto 30. I`ve also started to implement the 3d preview but this isn`t currently finished so it`s not really in a useable state at the moment.
Please can everyone take note that there is a change to how the rotations are entered. they are now entered in floats in the range -360.0 to 360.0 (these being degrees). The position entries are still in integers as before.
JWoods
4th Aug 2005, 12:53 AM
That's ok I just wanted to make sure you had what you needed to go on... :) 30 keyframes I think is perfect... Forgive me if we have touched on this already: Is there away to impliment time per animation? Example: If we create 15 frames, would it be possible to assign it to play at 15 frames per second or "3 seconds, 4 seconds and so on"?
I am getting more curious as this moves foward... :D
Miche
4th Aug 2005, 01:09 AM
That's ok I just wanted to make sure you had what you needed to go on... :) 30 keyframes I think is perfect... Forgive me if we have touched on this already: Is there away to impliment time per animation? Example: If we create 15 frames, would it be possible to assign it to play at 15 frames per second or "3 seconds, 4 seconds and so on"?
I am getting more curious as this moves foward... :D
Thats what I was thinking...allowing a total time to be set while importing a file, and then just dividing the frames evenly along that. Of course this isn`t perfect and makes the animation files longer than they might have been with pure time based keyframes (as there might be no rotation or movement during one "frame" but it would still have a frame in the smd file so therefore a keyframe in the animation file).
wiccadwitch
4th Aug 2005, 01:12 AM
Not yet, It shouldn`t be hard to add support for basic sim animations (as long as they don`t use inverse kinematics or trigger events. It`s just a matter of getting the program to support other bones than the root ones (which I don`t think will be too hard as they use the same format in the anim files as the root ones) and testing it.
It`s the testing what takes time, as we need to make sure that they don`t cause problems. So I need to find a object which makes a sim perform a small animation (like moving their arms or something) on command. If I don`t find one then I`ll have to make one myself which will take more time.
But hopefully it shouldn`t be long before we get to that stage.
Do you need an object that already does a small animation or are you looking for an object to which to add such an animation? If it is the latter then perhaps the wand object that was done recently could serve the purpose. As far as I know the wand is currently strictly decorative and many people would like to see sims pick it up and perhaps do a little "swish and flick" with it..
JWoods
4th Aug 2005, 01:17 AM
Hmmm sounds like a "catch 22"... If implimented by total animation seconds it's going to take some longer animation files to create the desired animation...
If it is done by time per frame it would just have to be timed at a bit less then a second, maybe .25 or something in that area... I like this way better personally because it would take less effort to create an animation. The other way is good for smoother more accurate animations I would think...
I will try and fit some more time in tonight to play around with the new version... :)
Miche
4th Aug 2005, 01:23 AM
Do you need an object that already does a small animation or are you looking for an object to which to add such an animation? If it is the latter then perhaps the wand object that was done recently could serve the purpose. As far as I know the wand is currently strictly decorative and many people would like to see sims pick it up and perhaps do a little "swish and flick" with it..
Ideally I`m looking for a object which already has a animation in and that animation can be played on demand. It`s been along time since I played the game, so can`t remember if there`s any such objects. I want the animation to be basic, ideally not a social animation nor having the object animated at the same time. I believe I read somewhere that there is a poser mirror in the expansion pack which allows the sim to take up a pose on demand. I don`t have the ep, so not sure what it`s like but that`s the sort of object which I think could help spend up the development. So I could just replace one of those animations with a new one and see if there are any problems when I get a sim to perform it.
mstram
4th Aug 2005, 02:07 AM
Hi Miche,
I've downloaded your program, and created a test animation.
Now how do I get the 'myanim.anim' file into the game?
I *have* installed simpe, but I haven't used it much yet. I looked through the tutorials for "import" or "animation", but didn't find anything
Any links / info would be great
Mike
nikita489
4th Aug 2005, 02:19 AM
Yay! So excited about this. I've been doing some playing around with animation myself. I'll test it out and see what I can do with it. Thanks Miche!
Miche
4th Aug 2005, 02:21 AM
Hi Miche,
I've downloaded your program, and created a test animation.
Now how do I get the 'myanim.anim' file into the game?
I *have* installed simpe, but I haven't used it much yet. I looked through the tutorials for "import" or "animation", but didn't find anything
Any links / info would be great
Mike
If you want to include it in your own object then you need to know how to edit BHAV`s so you can play the animation. If you don`t know how to do this. Then you can test the animation using the snow mans hat I uploaded (hat (http://www.modthesims2.com/showthread.php?t=80907) .
These instructions relate to SimPe classic. The new GUI version might be slightly different.
Download that and then open that package in Simpe and click on the animation resources. Goto the plugin display. Now look through the list untill you find the animation called "o-snowManHat-ayiy-ayiy" (I think it`s the 4th bottom one). Then right click on that entry and then select replace. A window will open allowing you to select a file (you will need to change it so it allows you to see all files not just ".simpe" ones) . Now select your file "myanim.anim" and then click commit, then save the package.
Now when you place the hat in a lot and use the fire action, your animation will be played. You could change the mesh so it`s not a hat which is being animated.
Note: for this to work you need to leave the internal file name as the default "o-snowManHat-ayiy-ayiy_anim".
Hopefully soon there will be tutorials on how to add and play new animations in other objects.
JWoods
4th Aug 2005, 02:53 AM
Miche, you mentioned needing a file with animation... I saw no mirror like the one your describing. I thought maybe the buble blower was animated in the same fasion but I see no animation file in the package...
EDIT: My bad the buble blower has animations alright... 147 of them!!! If you want that package I'll through a guid on it and send it... :) I am going to search for more.... Dumb me I forgot to check the "pull all animations" box.
EDIT2: I found something more reasonable the "Blossoming Heart" only 2 anim files... I registered a GUID for it, changed the catalogue name for locating it and, changed the "version" to non E.P. so you cn use it in your game possibly.
mstram
4th Aug 2005, 04:08 AM
Now when you place the hat in a lot and use the fire action, your animation will be played.
Thanks for the detailed instructions !
Umm, "placing the hat in a lot", seems to where I'm stuck now :)
I copied the "SnowMan_Hat.package" file to "My Documents ... The Sims 2 .." etc .. etc .... downloads\. folder
When I click the "buy" option, I don't see "SnowMan_Hat" anywhere.
I'm using the "PleasantVille" Neighborhood, and a lot and family of 2 sims that I created.
Do I somehow need to make the game advance to winter time ? :)
Mike
rjrobbie
4th Aug 2005, 09:29 AM
Thankyou so much!
bobandfish
4th Aug 2005, 09:51 AM
ok i got you now what your saying :confused:
but what do you need with this progam then ?
im sorry if you put up some were ,
how about the handhalld game thingy that has animation...
i know it sim animation tho.. ?
but it a object what sim have on them tho,
sorry if you havent got ep ..
i know when you use {move objest on }cheat on
that the sim are on one squer box like then you place things
if you know what im geting at :blink:
but then thay {the sim inter act } thay move in there boxs
us that inter act {like filting }
i know you have to start some were like the hat
but there some to think over ok :blah:
Miche
4th Aug 2005, 12:42 PM
I`ve uploaded the next update (version 0.1.4).
This has basic support in for convert smd files (the sequence files).
To use it, the object you animated must only have one bone/joint in it (with all the vertices assigned to that bone) .
At the moment you must not have more than 60 frames in your animation/smd file.
As smd animations seem to be framed based (rather than keyframed)...ie if you have a animation which lasts 1 second and you had set it up in your 3d program to play at 20 frames a second, the smd file would contain 20 frames.
To allow the conversion of these frames to time based keyframes, you need to enter the total time that the animation plays for in the edit box named "smd time" (ignore the old total time box when dealing with smd files).
The program will then divide this time by the number of frames in the file...so if you set it to 1000 milliseconds (1 second) and the file has 10 frames in it, a keyframe will be created for every 111 milliseconds (it`s not every 100 milliseconds as the first keyframe is always at time 0).
The first frame from the smd file is treated as a reference frame, so all movements and rotations are relative to this. So if you move you object to coords 1,0,0 for the first frame (frame 0) and then in the second frame the coords are 0,0,0 the movement will be -1,0,0. In the game for the first frame the object will always be at it`s original postion and rotation (no matter what you set in your animation, it will be just the other keysframes which take notice of the first keyframe in your animation.) (I hope this makes some sene.)
I`m also might need to change the scale of the movements, at the moment a smd unit (1.0) is translated into 1000 for the positions in the game file.
There might also be some problems with the rotation axis , if someone could do some tests with some rotations and yet me know if there is any problems.
Now I`ve tried to explain those things, onto how to convert a file.
First of all you need to set the save file name and the internal file name as before (or leave them as the defaults). Then you need to set the smd time in the box as descriped above.
Then click the "convert smd" button, pick your file in the dialog window which opens and then the file will be converted and saved. (Converting a smd file will overwrite anything which you had entered in the built in editor.)
eat my shorts
4th Aug 2005, 01:14 PM
Miche, don't be discoraged. I would download it, but I am having problems getting unique GUIDS at the mo. Also, I don't really know much about modding new objects, so I wouldn't be able to use it to its full potential.
Sunair
4th Aug 2005, 01:27 PM
Thank you Miche for your hard work, you are leading the modding into a new world!
I have download both zip packages (0.1.4), install and replace the exe file following your instruction, also edited the xml, but the progrom start then close itself, here is the log information:
[08:20:13] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.20182
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[08:20:13] *-*-* Axiom Intializing
[08:20:13] OverlayElementFactory for type 'BorderPanel' registered.
[08:20:13] OverlayElementFactory for type 'TextArea' registered.
[08:20:13] OverlayElementFactory for type 'Panel' registered.
[08:20:13] Loaded plugin: DirectX9 (Managed DX)
[08:20:13] Loaded plugin: Octree Plugin
[08:20:13] FileSystem codec for F:\Program Files\ToolsSim2\AnimationEditor created.
[08:20:13] Error in the application.
-2005530518 (D3DERR_NOTAVAILABLE)
at Microsoft.DirectX.Direct3D.Device..ctor(Int32 adapter, DeviceType deviceType, Control renderWindow, CreateFlags behaviorFlags, PresentParameters[] presentationParameters)
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem.InitDevice(Boolean isFullscreen, Boolean depthBuffer, Int32 width, Int32 height, Int32 colorDepth, Control target)
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem.CreateRenderWindow(String name, Int32 width, Int32 height, Int32 colorDepth, Boolean isFullscreen, Int32 left, Int32 top, Boolean depthBuffer, Boolean vsync, Object target)
at Axiom.Core.Root.CreateRenderWindow(String name, Int32 width, Int32 height, Int32 colorDepth, Boolean isFullscreen, Int32 left, Int32 top, Boolean depthBuffer, Boolean vsync, Object targetHandle)
at Axiom.Utility.TechDemo.Configure()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
I have try the non 3D version, it works, try to create something for testing:)
Thanks again!
SnowStorm
4th Aug 2005, 01:47 PM
This is awesome Miche and I intend to play around with it this weekend hopefully.
Do you think you will be able to handle items with multiple bones eventually?
Would it be possible to separate out just the portion of the mesh you want to animate to a separate gmdc, and animate just that gmdc?
Miche
4th Aug 2005, 01:58 PM
Thank you Miche for your hard work, you are leading the modding into a new world!
I have download both zip packages (0.1.4), install and replace the exe file following your instruction, also edited the xml, but the progrom start then close itself, here is the log information:
[08:20:13] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.20182
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[08:20:13] *-*-* Axiom Intializing
[08:20:13] OverlayElementFactory for type 'BorderPanel' registered.
[08:20:13] OverlayElementFactory for type 'TextArea' registered.
[08:20:13] OverlayElementFactory for type 'Panel' registered.
[08:20:13] Loaded plugin: DirectX9 (Managed DX)
[08:20:13] Loaded plugin: Octree Plugin
[08:20:13] FileSystem codec for F:\Program Files\ToolsSim2\AnimationEditor created.
[08:20:13] Error in the application.
-2005530518 (D3DERR_NOTAVAILABLE)
at Microsoft.DirectX.Direct3D.Device..ctor(Int32 adapter, DeviceType deviceType, Control renderWindow, CreateFlags behaviorFlags, PresentParameters[] presentationParameters)
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem.InitDevice(Boolean isFullscreen, Boolean depthBuffer, Int32 width, Int32 height, Int32 colorDepth, Control target)
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem.CreateRenderWindow(String name, Int32 width, Int32 height, Int32 colorDepth, Boolean isFullscreen, Int32 left, Int32 top, Boolean depthBuffer, Boolean vsync, Object target)
at Axiom.Core.Root.CreateRenderWindow(String name, Int32 width, Int32 height, Int32 colorDepth, Boolean isFullscreen, Int32 left, Int32 top, Boolean depthBuffer, Boolean vsync, Object targetHandle)
at Axiom.Utility.TechDemo.Configure()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
I have try the non 3D version, it works, try to create something for testing:)
Thanks again!
This looks like it is a directx problem, what graphic card do you have and have you download the updates for directx 9 (they come out every few months but as long as you have one from this year sometime then that shouldn`t be the problem).
I`m not really sure what would be causing this other than some directx problem.
I will update the non 3d version later (it`s still version 0.1.2) so then at least people can use that (as the 3d preview still hasn`t been finished anyway they is no difference.)
Edit: I`m including a zip file with a opengl rendering engine in it. You could try that. To use it, you need to delete the file called "Axiom.RenderSystems.DirectX9.dll" from your folder (the folder with the 3d version in) and then unzip the new files into that folder.
Note: you need to have the opengl drivers installed but most people have them installed.
Miche
4th Aug 2005, 02:09 PM
This is awesome Miche and I intend to play around with it this weekend hopefully.
Do you think you will be able to handle items with multiple bones eventually?
Would it be possible to separate out just the portion of the mesh you want to animate to a separate gmdc, and animate just that gmdc?
Yes I plan to add support for multiple bones (can`t stay when but it shouldn`t be long before there is at least some support for them).
And no you wouldn`t be able to animate different gmdc`s seperately if they were in the same object.
Sunair
4th Aug 2005, 02:17 PM
Thanks for your help:)
I do have the last Dx9 installed (as DateGen require one) and the graph card for the computer testing the animation editor is Geforce 2, 64Mb, maybe it is too old for the this:D
I'll try the OpenGl version, see what will going on:) and looking forward the new non 3D version. Would you please give me the information that does 0.1.2 non 3D version store rotations in floats as 0.1.3 does? if not, may I have an example what value means what angle etc...:D Thanks!
EDIT: The OpenGl version work on the same computer! only a little something... the dos prompt window won't close after the program started, is that normal?
Miche
4th Aug 2005, 02:28 PM
Thanks for your help:)
I do have the last Dx9 installed (as DateGen require one) and the graph card for the computer testing the animation editor is Geforce 2, 64Mb, maybe it is too old for the this:D
I'll try the OpenGl version, see what will going on:) and looking forward the new non 3D version. Would you please give me the information that does 0.1.2 non 3D version store rotations in floats as 0.1.3 does? if not, may I have an example what value means what angle etc...:D Thanks!
No the non 3d version still (at the moment) stores the rotations in integers , with a range from -23040 to 23040 . And how they relate to degree is 1 degree = 64, so if you set a rotation as 11520 that`s a 180 degree rotation.
You need to close the dos prompt yourself (or just close the dos prompt which will also close the window) it should really close once the window closes but that is a bug which I need to find.
Anshin Lanugo
4th Aug 2005, 02:33 PM
Thanks for the detailed instructions !
Umm, "placing the hat in a lot", seems to where I'm stuck now :)
I copied the "SnowMan_Hat.package" file to "My Documents ... The Sims 2 .." etc .. etc .... downloads\. folder
When I click the "buy" option, I don't see "SnowMan_Hat" anywhere.
I'm using the "PleasantVille" Neighborhood, and a lot and family of 2 sims that I created.
Do I somehow need to make the game advance to winter time ? :)
Mike
You need to have installed the Snowman Construction Set.
It is a free object supplied by Maxis at:
http://thesims2.ea.com/exchange/search.php?asset_type=object
Miche's Rocket hat will hack this snowman hat, so that when you click on it you have his new animation options.
Of course, you have to build the Snowman on a lot first!
Sunair
4th Aug 2005, 02:36 PM
No the non 3d version still (at the moment) stores the rotations in integers , with a range from -23040 to 23040 . And how they relate to degree is 1 degree = 64, so if you set a rotation as 11520 that`s a 180 degree rotation.
You need to close the dos prompt yourself (or just close the dos prompt which will also close the window) it should really close once the window closes but that is a bug which I need to find.
That help a lot! Thanks!
I'll try make a new animation, test it in game, then report to you the result:)
EDIT: It works!!!!! I tested on the same computer as mention above.
Tool Version:0.1.4 with OpenGl engine
Game Version: University
After press "fire", the animation start, in the middle
http://dev4.modthesims2.com/attachment.php?attachmentid=105907&stc=1
The animation ending:
http://dev4.modthesims2.com/attachment.php?attachmentid=105908&stc=1
After press "reset"
http://dev4.modthesims2.com/attachment.php?attachmentid=105909&stc=1
The hat did not return back it should be as the original animation after press "reset", is that normal or something wrong I have done, any way, I uploaded the animation file created by the tool.
Miche
4th Aug 2005, 04:20 PM
That help a lot! Thanks!
I'll try make a new animation, test it in game, then report to you the result:)
EDIT: It works!!!!! I tested on the same computer as mention above.
Tool Version:0.1.4 with OpenGl engine
Game Version: University
After press "fire", the animation start, in the middle
http://dev4.modthesims2.com/attachment.php?attachmentid=105907&stc=1
The animation ending:
http://dev4.modthesims2.com/attachment.php?attachmentid=105908&stc=1
After press "reset"
http://dev4.modthesims2.com/attachment.php?attachmentid=105909&stc=1
The hat did not return back it should be as the original animation after press "reset", is that normal or something wrong I have done, any way, I uploaded the animation file created by the tool.
I`m not sure what you have done, as the reset action plays a completely different animation (which just resets the position). So changing the snowmanhat-ayiy-ayiy animation shouldn`t have changed the reset action/animation.
Did you edit this animation in the editor or import a smd file. One thing which could be the problem is that your key frames don`t match up with the total time you set. Like the last keyframe time is 800 but you have total time set at 1100. Although I don`t think this should make a difference (as long as it`s not higher than the total time. )
Can you using the editor just make a basic two frame animation and not change anything on the first frame, and set the second frames time to be the same as you set the total time, and just move the it in one axis (say change the x position.) and see if that plays without any problems.
Sunair
4th Aug 2005, 04:57 PM
The animation was created by edior, I'm try to convert some smd, but still can't remember which object do only have on joint and all the vertiex assign to that joint, still finding...
I'll do the 2 frame test right now:) One question, it seems that there are two ANIN files in the hat package have same name o-snowManHat-atiy-atiy_anim, the 5th, and the 4th from the bottom, need I change them all or just the 4th? Thanks:)
Miche
4th Aug 2005, 05:02 PM
The animation was created by edior, I'm try to convert some smd, but still can't remember which object do only have on joint and all the vertiex assign to that joint, still finding...
I'll do the 2 frame test right now:)
For setting up the animation you can use any object (ie you can make a simple box and give it one bone and assign all the vertices to it) the mesh details aren`t stored in the smd sequence file (smd animation file) so it doesn`t matter what object was used. only the animation details are saved in that file.
Sunair
4th Aug 2005, 05:13 PM
For setting up the animation you can use any object (ie you can make a simple box and give it one bone and assign all the vertices to it) the mesh details aren`t stored in the smd sequence file (smd animation file) so it doesn`t matter what object was used. only the animation details are saved in that file.
I have tested the two frame animation, it works perfect in game, move smoothly to the destination (x=800) in 1 sec (1100).
Thanks for the explanation about the smd sequence file, I'll try to figure it out, then report to you:)
mstram
4th Aug 2005, 06:11 PM
You need to have installed the Snowman Construction Set.
It is a free object supplied by Maxis at:
http://thesims2.ea.com/exchange/search.php?asset_type=object
Miche's Rocket hat will hack this snowman hat, so that when you click on it you have his new animation options.
Of course, you have to build the Snowman on a lot first!
Thanks for the info !
I dl'd and installed it, but it doesn't show up in either the "buy" or "build" menu's.
So what's the trick? :) .... Do I need to use a particular neighborhood ? ... Start a new lot .... ? ... say "ABRACADABRA" 3 times while chewing gum and rubbing my belly ? :) :)
Mike
Miche
4th Aug 2005, 06:18 PM
Thanks for the info !
I dl'd and installed it, but it doesn't show up in either the "buy" or "build" menu's.
So what's the trick? :) .... Do I need to use a particular neighborhood ? ... Start a new lot .... ? ... say "ABRACADABRA" 3 times while chewing gum and rubbing my belly ? :) :)
Mike
if you go to the decorative section and then to all, you should see it in there.
mstram
4th Aug 2005, 06:29 PM
I`ve uploaded the next update (version 0.1.4).
When I run the program, it starts to draw the gui, then exits.
Here's the AxiomEngine.log :
[01:17:51] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.20182
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[01:17:52] *-*-* Axiom Intializing
[01:17:52] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
---
Mike
Miche
4th Aug 2005, 07:03 PM
When I run the program, it starts to draw the gui, then exits.
Here's the AxiomEngine.log :
[01:17:51] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.20182
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[01:17:52] *-*-* Axiom Intializing
[01:17:52] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
---
Mike
has it only just started doing this ? as you said earlier that you had created a test animation already?
Sunair
4th Aug 2005, 07:09 PM
Here are the two tests by smd files:
smd generated tool: Milkshape 3D 1.7.4
converting tool version: 0.1.4 OpenGl
TEST 1:
20 frames x moved (value arround 5.6 in MS3D)
As Miche mentioned, it seems that 1 unit for 1000
http://dev4.modthesims2.com/attachment.php?attachmentid=106023&stc=1
TEST 2:
30 frames x rotated (90 degree in MS3D)
The result seems right in game
http://dev4.modthesims2.com/attachment.php?attachmentid=106024&stc=1
For test 1, after I click "fire" and "reset" for more than 1 time, I remember I did that 4 times, then I want to quit the game, the game crashed:( I start the game again, only do that 1 time, no crash any more.
For test 2, everything seems ok:)
mstram
4th Aug 2005, 07:13 PM
has it only just started doing this ? as you said earlier that you had created a test animation already?
I created the test anim with the "no 3d engine" version of the program.
All of the 3d-eng vers have been crashing. I didn't capture the logs for the earlier versions.
As for the snowman ... I finally found him/it. I bought/placed it, the only menu option is "change face". I suspect that's because it's the "original" file from ea.exchange. It was a "sims2pack" file that I just double-clicked/installed, and it put files, who knows where :)
So I'm guessing that I need to re-do the animation / replace process?
How does your "snowman" file fit / relate to the "original" file? The process is very confusing. And I'm not a computer newbie (though I am a Sims2 / modding newbie :) :) )
Mike
Miche
4th Aug 2005, 07:19 PM
I created the test anim with the "no 3d engine" version of the program.
All of the 3d-eng vers have been crashing. I didn't capture the logs for the earlier versions.
As for the snowman ... I finally found him/it. I bought/placed it, the only menu option is "change face". I suspect that's because it's the "original" file from ea.exchange. It was a "sims2pack" file that I just double-clicked/installed, and it put files, who knows where :)
So I'm guessing that I need to re-do the animation / replace process?
How does your "snowman" file fit / relate to the "original" file? The process is very confusing. And I'm not a computer newbie (though I am a Sims2 / modding newbie :) :) )
Mike
Just copy my version of the snowmans hat into your downloads folder and it should overwrite the original maxis version. You also need to be clicking on the hat to get the options, you will get different options from clicking on different parts of it`s body.
As for the problem with it crashing I really don`t know what it is, most of the ones so far have been from either a wrongly edited config file or a directx problem (you could try downloading the opengl files I posted earlier , if you do make sure you follow the instructions in that post). Other than that I`m afraid at the moment all I can say is you`ll have to carry on using the non 3d version ( I will be updating that version soon).
mod_bv
4th Aug 2005, 07:24 PM
Can somebody answer my questions about the animation editor here?:
http://www.modthesims2.com/showthread.php?t=81573
mstram
4th Aug 2005, 07:43 PM
As for the problem with it crashing I really don`t know what it is, most of the ones so far have been from either a wrongly edited config file or a directx problem (you could try downloading the opengl files I posted earlier , if you do make sure you follow the instructions in that post). Other than that I`m afraid at the moment all I can say is you`ll have to carry on using the non 3d version ( I will be updating that version soon).
If you'd like to email me the source code, I could try compiling it on my system. I suspect that there's something wrong with my .net setup, although I *was* able to compile the sample c# examples.
Mike
simfantastic2
4th Aug 2005, 07:49 PM
Hi, thankyou so much for this tutorial! But i need help. am i doing something wrong? I can't start the actual animation editor! After i change the Engineconfig, it doesn't work for me.My folder is in C:/My Documents/Animation Editor. Can some one tell me how to get it to work?
mstram
4th Aug 2005, 07:57 PM
Hi, thankyou so much for this tutorial! But i need help. am i doing something wrong? I can't start the actual animation editor! After i change the Engineconfig, it doesn't work for me.My folder is in C:/My Documents/Animation Editor. Can some one tell me how to get it to work?
What happens when you run it? Does it "flash open " then close ? If so you're experiencing the same problem that I am. Go to the directory that you installed it in and find the "AxiomEngine.log" file and post the contents here.
You might have to run the "non 3d" version which is mentioned at the beginning of the thread.
Mike
simfantastic2
4th Aug 2005, 08:04 PM
Should i post all of it? Because it is a really big file.
mstram
4th Aug 2005, 08:04 PM
Here are the two tests by smd files:
Hi, since you seem to be "zooming along" with everything working, can you describe your system ?
windows version :
msnet version :
How did you install msnet?
(I dld' and installed SDK v 1.1, and framework version 2003 on XP pro).
Mike
mstram
4th Aug 2005, 08:06 PM
Should i post all of it? Because it is a really big file.
Shouldn't be that big, mine only has 20 lines in it and is only 674 bytes, how big is yours ?
Mike
simfantastic2
4th Aug 2005, 08:07 PM
Nevermind, i looked at the wrong one(the one that was too big) :
[02:51:25] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032
[02:51:25] *-*-* Axiom Intializing
[02:51:25] OverlayElementFactory for type 'BorderPanel' registered.
[02:51:25] OverlayElementFactory for type 'TextArea' registered.
[02:51:25] OverlayElementFactory for type 'Panel' registered.
[02:51:25] Loaded plugin: DirectX9 (Managed DX)
[02:51:25] Loaded plugin: Octree Plugin
[02:51:25] FileSystem codec for C:\my_documents\animation_editor created.
[02:51:25] System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\my_documents\animation_editor".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames(String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at Axiom.FileSystem.Folder.GetFilesRecursive(String path, String pattern, ArrayList files)
at Axiom.FileSystem.Folder.GetFileNamesLike(String startPath, String pattern)
at Axiom.Core.ResourceManager.AddCommonArchive(String name, String type)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
mod_bv
4th Aug 2005, 08:11 PM
Get the non 3D version.
mstram
4th Aug 2005, 08:13 PM
Get the non 3D version.
Well that's a temp (perm ??) fix/"bandaid", but it would be interesting to find out why the "3d" version is not running for some while it does for others :)
Mike
simfantastic2
4th Aug 2005, 08:15 PM
Thanks, yes i did download the non 3d version, but does that mean that i can't preview my animation or something? Or if i has a disadvantage of having this one then the 3d one? Thankyou everyone for your help.
Miche
4th Aug 2005, 08:42 PM
Even if i type the path in my internet it says it can't find it either so i know that is the problem.
copy what you have in your config file, and also what folder (path) you unzipped the file to, and did you make sure the sub folder "Media" (and some more subfolders in that ) were created.
simfantastic2
4th Aug 2005, 08:51 PM
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="c:/documents_and_settings/dad/my_documents/animation_editor/"/>
</EngineConfig>
Thankyou, if you need anything else, just tell me. I unziped it to:
C:\Documents and Settings\Dad\My Documents\Animation Editor
And yes i do have subfolders that were created.
Miche
4th Aug 2005, 09:10 PM
<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="c:/documents_and_settings/dad/my_documents/animation_editor/"/>
</EngineConfig>
Thankyou, if you need anything else, just tell me. I unziped it to:
C:\Documents and Settings\Dad\My Documents\Animation Editor
And yes i do have subfolders that were created.
You need to change the / in the path in the config file to \ so it should be:
<FilePath type="Folder" src="c:\documents and settings\dad\my documents\animation editor" />
(notice also there shouldn`t be \ on the end of the src path. )
Miche
4th Aug 2005, 09:19 PM
If anyone has any problems with this program (and haven`t already posted in this thread about it) can you from now on please use the help thread that I`ve created.
HELP THREAD (http://www.modthesims2.com/showthread.php?t=81626)
mstram
4th Aug 2005, 10:26 PM
If anyone has any problems with this program (and haven`t already posted in this thread about it) can you from now on please use the help thread that I`ve created.
HELP THREAD (http://www.modthesims2.com/showthread.php?t=81626)
Since there seems to be a problem with the "3d version", do you think you can add the "smd" features to the "non 3d" version?
Mike
Miche
4th Aug 2005, 11:08 PM
Since there seems to be a problem with the "3d version", do you think you can add the "smd" features to the "non 3d" version?
Mike
It seems strange why it won`t work for you, everyone else but you and one other person`s problems have been down to either a wrongly edited config file or a directx problem but yours seems to be some sort of .net problem with it not being able to load one of the dll (assembly files).
Anyway I`ve update the non 3d version (at this point there is no difference between it and the 3d version anyway because the 3d preview isn`t working yet.)
The instructions for using the 3d version 0.1.4 now apply to the non 3d version as well.
cardenrow
5th Aug 2005, 01:18 AM
Awesome job, Miche! :) I have still not mastered basic modding, like hair and clothing meshes, but have downloaded this because one day, as I grow more comfortable with SimPE, for instance, I will definitely give it a try. The trouble is finding the time...*sigh* :)
Thanks for all your hard work on this! :gjob:
mstram
5th Aug 2005, 04:03 AM
It seems strange why it won`t work for you, everyone else but you and one other person`s problems have been down to either a wrongly edited config file or a directx problem but yours seems to be some sort of .net problem with it not being able to load one of the dll (assembly files).
Anyway I`ve update the non 3d version (at this point there is no difference between it and the 3d version anyway because the 3d preview isn`t working yet.)
The instructions for using the 3d version 0.1.4 now apply to the non 3d version as well.
Thanks for updating the non-3d version ! I tried it and was able to import an smd animation into "the hat" :) Next step will be to apply some anim to other objects. I'll read up on simpe, and have found tutorials on how to import / create an object.
some Q's -
- Why is there a 60 frame limit? .. is that an internal limitation of the game, or an (arbitrary ???) limit of your program?
- Do you know where the sim's animation is stored ? (Does anybody ? :) )
I looked through the simpe program looking for "animation resources" or equivalent, and used the sim explorer / open sim file, but didn't see anything.
- Is the location of the "pie" functions for sim's known yet? I.e. 'walk to here", etc.
(I'm guessing no, or else they'd be in the simpe program :) )
Mike
JWoods
5th Aug 2005, 04:39 AM
60 frames is more then ample to me at this point since it is timed. It's all in how much you adjust your object versus time. I think with 60 frames we could make the hat do sumersaults and maybe hop around a bit... ;D
The animation are files are revealed when you clone an object and check the box "pull all animations.
The Pie Menu Functions" which I know nothing about are in the SimPE package as well as the "Pie Menu Strings" (walk here).
With the mention of "BHAV's". I wonder if someone could write a direct tutorial pertaining to adding "custom" animations. I know it is early in the "life" of the Animation Tool but a practical way of importing into custom packages is in dire need in my eyes. Inge? Carrigan? :)
juan
5th Aug 2005, 06:02 AM
its not openning more than 2 seconds here. :confused:
is it a bug or incompatibilityyy ?
StudioMaxRULEZ
5th Aug 2005, 07:33 AM
great, now I can make a kinky sex mod for the sims 2. yay for technology.
DjRuss
5th Aug 2005, 09:12 AM
Hey there i got your Program its not openning more than 2 seconds.Any de why it wont Open ?? Hope i can get it working want to try it out realy bad :)
Thanks for being so SMART to had come up whti this !!!!!!!!!!
Miche
5th Aug 2005, 09:47 AM
its not openning more than 2 seconds here. :confused:
is it a bug or incompatibilityyy ?
the most likely reason for this is the engine config file not being edited correctly. If you are still having problems paste the contents of your "AxiomEngine.log" into the help thread and I`ll have a idea of what the problem is.
Miche
5th Aug 2005, 09:58 AM
Thanks for updating the non-3d version ! I tried it and was able to import an smd animation into "the hat" :) Next step will be to apply some anim to other objects. I'll read up on simpe, and have found tutorials on how to import / create an object.
some Q's -
- Why is there a 60 frame limit? .. is that an internal limitation of the game, or an (arbitrary ???) limit of your program?
- Do you know where the sim's animation is stored ? (Does anybody ? :) )
I looked through the simpe program looking for "animation resources" or equivalent, and used the sim explorer / open sim file, but didn't see anything.
- Is the location of the "pie" functions for sim's known yet? I.e. 'walk to here", etc.
(I'm guessing no, or else they'd be in the simpe program :) )
Mike
The 60 frames is a limit that I`ve set (although I can`t find many maxis animation which use even that many keyframes. (although they make them as true time based keyframes rather than the pseudo frame/keyframe way I`m having to convert the smd files. ) It the future I might increase it, just right now I think it`s enough to be testing animations with.
the animation resources are in the subfolder called "Sims3d" in the sims folder. There are a number of packages in that subfolder and you`ll find the animations in a couple of those packages.
Todays task for me is to finish off creating new animations for the sims themselves. The main problem I have with adding support for them to editor is that every bone seems to have a ID number which doesn`t seem to show up in any other files than the animation files. So only way to find the ID of a bone is to look through the maxis animation files and make a database of these ID numbers. That`s what I have done with the two bones that the editor currently effects (root_trans and root_rot).
I think it`s likely that I will have to do that with the sims skeleton as well...make a database of the 65 bone ID`s.
It will be even harder to support multiboned objects for this reason, as at last all the sims share the same skeletons (well there is a different skeleton for children but I`m not sure if the ID`s are different) but each boned object has it`s own skeleton so therefore Id numbers.
Anyway hopefully later today, I`ll be able to upload the first new test animation for a sim. (if I don`t finish it today it will be monday before I can get back to it as I`m away for the weekend. )
Miche
5th Aug 2005, 10:24 AM
60 frames is more then ample to me at this point since it is timed. It's all in how much you adjust your object versus time. I think with 60 frames we could make the hat do sumersaults and maybe hop around a bit... ;D
The animation are files are revealed when you clone an object and check the box "pull all animations.
The Pie Menu Functions" which I know nothing about are in the SimPE package as well as the "Pie Menu Strings" (walk here).
With the mention of "BHAV's". I wonder if someone could write a direct tutorial pertaining to adding "custom" animations. I know it is early in the "life" of the Animation Tool but a practical way of importing into custom packages is in dire need in my eyes. Inge? Carrigan? :)
If no one else writes a tutorial soon, then I`ll try getting round to it, but it would really help if someone else could.
For now I`ll try to give instructions for the simplest way to do it.
these are for the SimPE classic version.
1: open up the snowmans hat and go to the Behaviour Functions, in the plugin view find the behaviour called "ct-animate" it should be the 5th to last one.
2: right click on it and extract it, saving to a file name you`ll remember and know what it is.
3: go to the animation resources and extract the animation called "o-snowmanhat-ayiy-ayiy.
4: if the package you are importing the animation to doesn`t already have animations in the package you will need to do this step: go to the text lists and right click on the last list (with a instance number of 086) and extract that file.
5: close the snowman`s hat and open up the object you want to import the animation into.
6: You now need to add the animation file and the behaviour file. With the behaviour file you might need to change the instance number once you have imported if there is already a behaviour function with the same number (0x00001009) , You can change this by click on the behaviour and going to the packed file tab.
7: now goto the text lists and see if there is already a list with a instance number of 0x00000086, if there isn`t you need to add the list you extracted from the snowman's hat.
8: now you should have the required text list (either the original or imported one) If it`s the imported one then you don`t need to do anything else to it. If it`s a original one you need to open it in the plugin view and add a entry with the name of the animation you added in..."o-snowManHat-ayiy-ayiy" (leave off the "_anim" part). Ideally you want to make this as entry number 0xC.
9: if you made the above entry any other number than 0xC you need edit one instruction in the behaviour. so go to the behaviour you added and in the plugin view find the instruction called "Parameters 0x0000 assign to literal value 0x000C" it should be the first instruction. click on that and then in the instructions setting part find the byte which has 0C in it, you need to change this to whatever entry number you added the animation name to in the text list. (remember to click commit after making changes). (and remember you can ignore this step if you either imported the text list or you added the entry to number 0xc)
10: now you need to add a pie function which uses the ct-animate behaviour. I`m sure there are tutorials out there which tell how to do this so unless no one can find one, I`m not going to cover that.
11: now you can replace the animation as you have been doing in the snowmans` hat.
Alusims
5th Aug 2005, 02:09 PM
Yes for the 3d version (which at the moment doesn`t use the 3d display, It`s likely to be tomorrow before I upload one which actually show the animation in 3d) does need graphics card (but then all computers have some form of graphics card even if it`s intergrated with the motherboard.) and it needs you to have directx 9 installed. If you open the file called AxiomEngine log and paste whats in there into this thread, then I`ll have a bit more of a idea what is causing your problem.
Umm... Not to sound a prude, but I ment an agp/pci graphics card... I have Intel extreme graphics (1), 8mb RAM allocated (plus on board whatever), and DirectX 9.0c (which the Sims 2 required me to install before I could play). This "AxiomEngine" is the error log? OK, here's where I actually get lost, though. Thanks for your help.
Copy of "AxiomEngine" text:
[07:55:46] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.30987
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[07:55:46] *-*-* Axiom Intializing
[07:55:47] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
Miche
5th Aug 2005, 02:38 PM
Umm... Not to sound a prude, but I ment an agp/pci graphics card... I have Intel extreme graphics (1), 8mb RAM allocated (plus on board whatever), and DirectX 9.0c (which the Sims 2 required me to install before I could play). This "AxiomEngine" is the error log? OK, here's where I actually get lost, though. Thanks for your help.
Copy of "AxiomEngine" text:
[07:55:46] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.30987
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[07:55:46] *-*-* Axiom Intializing
[07:55:47] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
this seems to be the same problem a couple of other people have had and seems a problem with the .net framework not being able to load one of the dll`s , I really am not sure why this happens. All I can suggest is you use the non 3d version for now. (see a few posts back for the updated non 3d version)
edit: just to check, no one has any other .dll`s (other than the ones in the zip files) in the same folder as the program do they, as it is possible the program is trying to load them, as it searches the folder for dll plugins.
Miche
5th Aug 2005, 02:40 PM
Just to let everyone know, I have posted a test animation for a sim...it just moves one of their arms around. But I need to know there are no problems with it before I can start trying to add support to the editor.
So if a few people could try it out , it would be very helpful.
Test sim animation (http://www.modthesims2.com/showthread.php?p=683554#post683554)
Alusims
5th Aug 2005, 03:25 PM
OK. Thanks. I have it already. Not going to miss this utility! That was the best I could get out of it too, well, not the .net framework, just not loading a dll. Thanks again, and if anyone fixes this problem, I'm right on it. Wish I knew why the mesh tool is doing what it's doing. Gonna try re-installing Milkshape next. Wonderful tools, still!!!
mstram
5th Aug 2005, 04:17 PM
the animation resources are in the subfolder called "Sims3d" in the sims folder.
Great ! Thank you for that info !
Todays task for me is to finish off creating new animations for the sims themselves. The main problem I have with adding support for them to editor is that every bone seems to have a ID number .....
See my comments in your "test animation" thread, about "re inventing the wheel" :)
Mike
Miche
5th Aug 2005, 04:24 PM
Great ! Thank you for that info !
See my comments in your "test animation" thread, about "re inventing the wheel" :)
Mike
The bit about not re-inventing the wheel doesn`t effect the need for these ID`s numbers, they need to be put in the animation file no matter how they are created. (I`m sure you weren`t actually replying to that part, but it`s the part you pasted so I was just checking)
JWoods
5th Aug 2005, 04:24 PM
Miche thank's... Seems it involves the same "actions" as inserting most any new files into SimPE. In most cases when adding files we need to look at the "Group" and "Instance" values. For the "Group" we need to be sure to enter "0xFFFFFFFF" and for the "Instance we need to just change the last number sequentially. IE: If the last BHAV file has an instance of "0x00001006" then changing the last digit to have a value of "0x00001007". This does apply to all "importing" of external files correct?
Miche
5th Aug 2005, 04:28 PM
Miche thank's... Seems it involves the same "actions" as inserting most any new files into SimPE. In most cases when adding files we need to look at the "Group" and "Instance" values. For the "Group" we need to be sure to enter "0xFFFFFFFF" and for the "Instance we need to just change the last number sequentially. IE: If the last BHAV file has an instance of "0x00001006" then changing the last digit to have a value of "0x00001007". This does apply to all "importing" of external files correct?
Someone else would be better able to give the correct answer (Numenor for instance) but yes in most cases the group should be 0xFFFFFFFF , except with files which are part of the scenegraph, and animation files I believe are part of that, I need to check what group they should be set at (you should be able to find out by looking at what group animations which SimPe pull into a object are ).
And yes with the instance numbers you need to make sure there aren`t two files (of the same type) with the same instance number. They don`t actually have to be in sequence, but it`s best to make it that way.
mstram
5th Aug 2005, 05:31 PM
Umm... Not to sound a prude, but I ment an agp/pci graphics card... I have Intel extreme graphics (1), 8mb RAM allocated (plus on board whatever), and DirectX 9.0c (which the Sims 2 required me to install before I could play). This "AxiomEngine" is the error log? OK, here's where I actually get lost, though. Thanks for your help.
Copy of "AxiomEngine" text:
[07:55:46] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.30987
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573
[07:55:46] *-*-* Axiom Intializing
[07:55:47] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
Looks like the same error that I'm getting. It seems to be a problem with the .Net Framework installation. I'm also getting an error in SIMPE when I click on the geometric data object in the right pane, the error message is ":
File or assembly name Microsoft.DirectX.Direct3D, or one of its dependencies, was not found."
Do you have SIMPE ? Do you get the same error message?
I'm looking into the cause of these errors and will report back when I find a solution.
Mike
Sunair
5th Aug 2005, 06:31 PM
Hi, since you seem to be "zooming along" with everything working, can you describe your system ?
windows version :
msnet version :
How did you install msnet?
(I dld' and installed SDK v 1.1, and framework version 2003 on XP pro).
Mike
I have post the information HERE (http://www.modthesims2.com/showpost.php?p=681479&postcount=102)
Have you try the OpenGl version, it works for me, you can get it HERE (http://www.modthesims2.com/showpost.php?p=681443&postcount=100), follow Miche's instruction about how to install it please.
mjetz
5th Aug 2005, 07:16 PM
The animation test works with The Mac of The Sims 2 Revision A just fine. I just tried it out, no troubles.
http://www.modthesims2.com/showpost...024&postcount=7
Mike
XxHalfBloodPrincexX
5th Aug 2005, 10:44 PM
when i open it it opens for 2 seconds and then closes...what am I doing or not doing?
Healix
6th Aug 2005, 12:15 AM
Open Engine_config.xml, edit it with note pad. Now look for a line that says
<FilePath type="Folder" src="D:\animation_editor\Release\sim_editoR"/>
Now, edit the filepath (D:\animation_editor\Release\sim_editoR) , Put in the directory where you put the program in.
mstram
6th Aug 2005, 04:24 AM
Open Engine_config.xml, edit it with note pad. Now look for a line that says
<FilePath type="Folder" src="D:\animation_editor\Release\sim_editoR"/>
Now, edit the filepath (D:\animation_editor\Release\sim_editoR) , Put in the directory where you put the program in.
That *might* fix the problem, but if the AximoEngine.log file shows a line like :
,,,: System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load."
then the fix is most probably :
http://www.modthesims2.com/showpost.php?p=684024&postcount=7
Mike
skankyboy
6th Aug 2005, 02:01 PM
I tried to follow the tutorial written by Miche to add an interaction "Move" to a chair but it doesn't work. If someone can help me : http://www.modthesims2.com/showthread.php?t=82059
thanks
Miche
6th Aug 2005, 06:53 PM
I tried to follow the tutorial written by Miche to add an interaction "Move" to a chair but it doesn't work. If someone can help me : http://www.modthesims2.com/showthread.php?t=82059
thanks
Just so everyone knows, we haven`t found the problem he is having yet (although I have a few ideas) but we have worked out that following my earlier instructions for adding a animation to another object will not work.
I`ll try to put up new instructions as soon as I can.
One note though, in any animation you make do not change the names of anything in that animation in SimPe (especially not names under the "content" list in SimPe), the only name you can change is the internal file name and please use the editor to change this. Changing other names is very likely to crash the game as parts of the file will no longer match up.
Miche
8th Aug 2005, 01:20 AM
Just a quick annoucement:
Tomorrow I should hopefully be releasing the first version of the converter for animations of the sims themselves. This early version is likely to be restricted in how many bones can be animated, with it at first restricted to maybe just the arms. It is quite a bit of work to add support for each bone so it could be a couple of days before the full skeleton can be animated.
This program at first will just be a converter for SMD files, at a later stage it, along with the current version of the editor, will develop into a editor/converter for both objects and sims.
Okay, now I`m going into rant mode:
While I am at this point planning to make it available to everyone, I am still dissapointed in the amount of feedback I`ve got from the current version (over 500 downloads and maybe 10 people (at the most) have gave any sort of feedback), so I have considered making it into a closed beta testing, in which only people who are truely willing to help with the testing will be allowed to take part. (for a example of the help someone could give and which shouldn`t take up more than say 15 minutes of their time... has anyone tested that the rotations from a smd file are correct (that the direction of the rotation and the axis are correct) as I`m still not sure they are, but I was hoping someone would check such things as that so I can move on and add support for the sim`s animations.)
It`s only been less than a week since I released this program so I don`t expect massive amounts of feedback, but just a little bit from say a tenth of the people who downloaded it would be a massive amount and help speed up the progress so much.
Sorry for the rant, I`m just remembering one of the reasons why I lost the drive to continue developing the mesh tool (other than a lack of time).
JWoods
8th Aug 2005, 01:50 AM
You have a valid "complaint"... I am flooded with work here but still I have been working on an object to add animation to... It is a simple little rocket I created but the BHAV's are killing me. I have started reading some of the BHAV tutorials at the SimPE site to get a grasp on it. I understand your discouragement, what you may not know is a lot of these "advanced" techniques are scary to so many. I think a lot download with the thought that it is an instant animation maker... ;)
I will read through the thread tonight to catch up... Between writting guides answering threads and so on, I confess to have fallen behind a bit... :(
Alusims
8th Aug 2005, 06:42 AM
Have SimPE. No errors. I am having an error with the mesh tool. Well, I've been told that it can't be the mesh tool, but, my meshes are falling to the ... what was that ... "Y" plane. Anyway, could that be all related, by chance? Could it be the computer's chipset? I have a HP Pavilion a305w with Win XP SP1 .net framework ver. 1.1, intel chipset, itergrated graphics, creative soundblaster pro sound (like that matters), 2.7 gig intel celeron, 256 ddr ram 2300. Just some stats, in case there's some conflicts here... I don't know. But, mstram, I have had to re-install Sim Pe because of some error while working on meshes. I forgot what it was. It has to be my system... :( Anyone have any idea what I can update? And, no, I refuse to use SP2... Spywear-pack 2... if you ask me... If I need that, I just will not create.
Crammyboy
8th Aug 2005, 08:48 AM
I have created a testfile which is much simpler than the snowman hat.
The package contains a self contained object with 2 actions: Bounce and spin. (found in decorative - sculptures)
The Bounce action works perfectly, but the spin action is supposed to spin on a corner, which leads me to believe that the x or z translation needs to be inverted.
Some notes:
The GMDC must not contain any joints. The joint hierachy is defined in the resource node.
Although only one joint is manipulated in the smd. There are actually 3 joints used in the resource node. They are snowmanhat which is the root node, root_rot for rotation and root_trans for translation. The GMDC is attached on the root_trans node which is attached to the root_rot and in turn to the snowmanhat. The animation resource would seem to refer to all three joints.
The animation resource can not be in group 0x1c050000. it just refuses to find it.
the zip file contains both smd files and the package.
Miche
8th Aug 2005, 09:19 AM
You have a valid "complaint"... I am flooded with work here but still I have been working on an object to add animation to... It is a simple little rocket I created but the BHAV's are killing me. I have started reading some of the BHAV tutorials at the SimPE site to get a grasp on it. I understand your discouragement, what you may not know is a lot of these "advanced" techniques are scary to so many. I think a lot download with the thought that it is an instant animation maker... ;)
I will read through the thread tonight to catch up... Between writting guides answering threads and so on, I confess to have fallen behind a bit... :(
I wasn`t including you in the people who haven`t helped, you have been a great help. If you upload your rocket sometime I`ll try to take a look at the BHAV`s and see if I can help.
Anyway last night when I posted that post, wasn`t a good time, so I could have been taking things out which weren`t at all related to the editor. Sorry for this.
Miche
8th Aug 2005, 09:27 AM
Have SimPE. No errors. I am having an error with the mesh tool. Well, I've been told that it can't be the mesh tool, but, my meshes are falling to the ... what was that ... "Y" plane. Anyway, could that be all related, by chance? Could it be the computer's chipset? I have a HP Pavilion a305w with Win XP SP1 .net framework ver. 1.1, intel chipset, itergrated graphics, creative soundblaster pro sound (like that matters), 2.7 gig intel celeron, 256 ddr ram 2300. Just some stats, in case there's some conflicts here... I don't know. But, mstram, I have had to re-install Sim Pe because of some error while working on meshes. I forgot what it was. It has to be my system... :( Anyone have any idea what I can update? And, no, I refuse to use SP2... Spywear-pack 2... if you ask me... If I need that, I just will not create.
Please post questions related to the mesh tool in it`s thread, nothing what the mesh tool does is related to what this animation editor does. I really don`t know what is causing the problem you are having. As you are using obj files (although I`m still not sure what sort of object you are creating or what process with the mesh tool you are using, it could be you are doing something wrong while importing but if it was a general problem with the mesh tool then other people would have had it), but I would suggest that you use smd files or use the export/import functions now built into SimPe. You could post your object in the object workshop and repair thread which JWoods has so kindly (and very bravely) set up.
Miche
8th Aug 2005, 09:35 AM
I have created a testfile which is much simpler than the snowman hat.
The package contains a self contained object with 2 actions: Bounce and spin. (found in decorative - sculptures)
The Bounce action works perfectly, but the spin action is supposed to spin on a corner, which leads me to believe that the x or z translation needs to be inverted.
Some notes:
The GMDC must not contain any joints. The joint hierachy is defined in the resource node.
Although only one joint is manipulated in the smd. There are actually 3 joints used in the resource node. They are snowmanhat which is the root node, root_rot for rotation and root_trans for translation. The GMDC is attached on the root_trans node which is attached to the root_rot and in turn to the snowmanhat. The animation resource would seem to refer to all three joints.
The animation resource can not be in group 0x1c050000. it just refuses to find it.
the zip file contains both smd files and the package.
Thanks for doing this.
When you say the object can`t have any joints do you mean you have tested animations on other object which have joints and they don`t work. If so this is something I need to look into as it wasn`t my experience. As long as they have a root_trans and a root_rot they should work (although it is possible that chairs don`t).
As for the number of joints, yes they need a root_rot and root_trans ( it shouldn`t matter what the name of your object is...ie it shouldn`t need to be called snowmanhat, as maxis animations can have completely unrelated names here and will work with various objects, and you can change the name inside these animations (using a hexeditor) to something completely different and they still work.)
Miche
8th Aug 2005, 10:05 AM
You can define the joints in the gmdc, but the vertices must be assigned the the third joint and not the first. If no joints are defined in the gmdc all the vertices are assigned to the joint to which the gmdc is attached in the resource node, giving the same result.
I wasn't sure about the names, but at least I don't have to test that not.
okay I miss understood what you meant, I thought you meant the animations wouldn`t work on objects with more joints than just root_trans and root_rot.
Thanks again for your help, I`ll look into the rotation axis, I did have a feeling there was a problem with them.
Also is it okay if I use your object as a basis of a mini tutorial on how to add animations to other objects?
Crammyboy
8th Aug 2005, 10:09 AM
You can define the joints in the gmdc, but the vertices must be assigned the the third joint and not the first. If no joints are defined in the gmdc all the vertices are assigned to the joint to which the gmdc is attached in the resource node, giving the same result.
I wasn't sure about the names, but at least I don't have to test that now.
Crammyboy
8th Aug 2005, 10:16 AM
Yes. I tried to make it as simple a package as possible for that reason.
I have another version with the GMDC joints and the milkshape project with the spin animation if you want them.
EDIT: It would seem that the rotation is locked to the root joint, which is why any rotation of the object doesn't work. Perhaps the animation must be made with the 3 joints in place and the rotation applied around the 2nd joint (root_rot) and then moved into position using the 3rd joint.
Miche
8th Aug 2005, 11:48 AM
Yes. I tried to make it as simple a package as possible for that reason.
I have another version with the GMDC joints and the milkshape project with the spin animation if you want them.
One quick thing about your animations, the name of them (like you have used o-testbox-bounce_anim) really should be 27 characters long as I can`t guarantee there won`t be problems with other lengths, as the different parts of the file need to be padded so that they end on either words or dwords (although I`m not quite 100% certain of the pattern of padding in some of the animations).
Although it seems that this isn`t as big a problem as I thought it might be, I`m not sure if the length of the name wasn`t odd (like both your`s are) if it would be more of a problem though.
peter_halland
8th Aug 2005, 12:24 PM
Miche. I realy would like to hang on the animation train from the very beginning allthough i don t know how to catch up all the time i need to manage my life. I never worked with animations before, and i am glad to see that you are posting elementary info about how to use simpe. Like JWoods i am totally lost when it comes to manipulate behaviors.
I installed your program successfully and it works fine, i can save the animation sequence i make there. Tonight i will try to add this into a package.
What didn t worked for me is the converting of a smd file. I tried to load one of these, posted here by Sunair and some i created myself in milkshape. Is there anything more needed, i even installed the latest directX9 c? The failure was something like "invalid fileformat". I can post it later in the evening if you want.
Miche
8th Aug 2005, 12:37 PM
Miche. I realy would like to hang on the animation train from the very beginning allthough i don t know how to catch up all the time i need to manage my life. I never worked with animations before, and i am glad to see that you are posting elementary info about how to use simpe. Like JWoods i am totally lost when it comes to manipulate behaviors.
I installed your program successfully and it works fine, i can save the animation sequence i make there. Tonight i will try to add this into a package.
What didn t worked for me is the converting of a smd file. I tried to load one of these, posted here by Sunair and some i created myself in milkshape. Is there anything more needed, i even installed the latest directX9 c? The failure was something like "invalid fileformat". I can post it later in the evening if you want.
I understand that people don`t have the time to do a lot of testing, and that some of the things which need to be done scare people. I really shouldn`t have posted that comment, just a bad time personally for me this last weekend and I was letting of steam (which I shouldn`t have).
I do hope in time more people do help testing though, as it really is one of the things which lead me to losing the drive to develop the mesh tool further. If I hadn`t have lost that drive then this program (the animation editor) would have been around at least 3-4 months ago as there is very little more I know about animations than I did then it was just a matter of testing them and writing a program.
As for you problem importing smd files, which version are you using the 3d version or the non 3d one. It would help if you post some of the files that you can`t import.
Miche
8th Aug 2005, 12:51 PM
what would be very helpful if anyone has a bit of spare time is a smd animation of a sim moving it`s right arm .
To do this I`ve found the best way is to use simpe to export a mesh of a sim as a milkshape text file so that it includes to bones with the correct linkage. (although I did find that one of the arms was out of position to the mesh, though I don`t know if this was something I did or not , anyway a quick rotate fixed this problem.)
For the first frame, you need to leave the bones in the default position (ie with the arm stretched out) as this is used as a reference frame but not included in the animation. So the next frame will be the starting position, so if you want the arm to start the animation down at the side of the sim, then set it in this position in frame 2.
Try not to use more than say 15- 20 frames for now and save the animation into a smd sequence file.
As I said this would be really helpful, and as long as there are no problems with my converter I`ll even post the animation back on here, so you can be one of the first people to have created a new animation for a sim.
Miche
8th Aug 2005, 01:04 PM
After creating 2 more animations, It would appear that the rotation is being applied to the wrong joint. The rotation seems to rotate the axis rather than the object, so an object which should be spinning while going upwards will rotate about the axis while moving further away from the start point.
In a simple animation such as this, do you think the rotation and translation should be applied to the 3rd joint?
While I`m sure some of the problems are with the way the rotations are converted from the smd file (I think I should be inverting the x rotations and swapping the y and z axis). I also think part of your problem, if I understand what you mean correctly is the way you have the joints linked , you have the root_trans one as a child of root_rot. If you look at other objects like the alarm clock (which I know the animations do work on as well) the root_rot should be a child of root_trans.
I think what is happening with your object is the root_trans joint is getting rotated with the root_rot. (but root_rot is most likely not moving with root_trans so it`s always at the start position).
Crammyboy
8th Aug 2005, 01:04 PM
After creating 2 more animations, It would appear that the rotation is being applied to the wrong joint. The rotation seems to rotate the axis rather than the object, so an object which should be spinning while going upwards will rotate about the axis while moving further away from the start point.
In a simple animation such as this, do you think the rotation and translation should be applied to the 3rd joint?
Crammyboy
8th Aug 2005, 01:37 PM
That was the problem. All animations now seem to work correctly. I have uploaded a new version with the new animations.
Crammyboy
8th Aug 2005, 02:07 PM
Here is the smd with the sim animation. 15 frames. very simple. (not very good though)
Crammyboy
8th Aug 2005, 02:38 PM
I've been using milkshape. It at the moment is good enough to test with, although the joint positions exported with simpe seem to be slightly off.
Miche
8th Aug 2005, 02:39 PM
Here is the smd with the sim animation. 15 frames. very simple. (not very good though)
Thanks I`ll try it out, what program did you use to create it in.
As I`ve been using Fragmotion to create some but it`s either something with that program or something I`m doing wrong, as every time I rotate a joint/bone around just one axis, the smd file has the rotations around the other axis for that joint/bone as well.
Miche
8th Aug 2005, 02:59 PM
I've been using milkshape. It at the moment is good enough to test with, although the joint positions exported with simpe seem to be slightly off.
Here`s the animation, (it`s the same mirror I used in the test I posted before, but with your animation as the animate option). It seems to be nearly right, except maybe the movement of the hand on the second wave is more than the movement in smd animation (as played back in Fragmotion). I`m not sure what would be causing this, unless I haven`t done the rotation float conversion right (but I think I have).
PLEASE NOTE: that this animation overwrites a maxis animation (I did it this way so it`s quicker and easier for me to test new animations.) so if anyone downloads this, once they have finished testing it they should delete the file called "testanim.package".
Crammyboy
8th Aug 2005, 03:13 PM
No. The animation I uploaded does have a more exaggerated hand movement on the second wave. It was hard to see, because the animation speed is fast and the joints aren't positioned properly in the arm. Good job though. Well done.
Hellmaster
8th Aug 2005, 04:09 PM
I don't know how to do anything with this program, but I finally got it to work with that managed directx-update.
I can see the test animation as well...
Great tool, and keep on the development!
I'll search your tutorial now to get a start...
mstram
8th Aug 2005, 04:28 PM
Here is the smd with the sim animation. 15 frames. very simple. (not very good though)
Did you load this into the TS2 game using Miche's program ?
If so, please explain how, because I get an error, "invalid file format", when I try to convert it using the animation editor.
I *thought* I had figured out what the problem was, (more than 29 frames in file), but I reduced it to 29 frames and it still doesn't load.
Mike
mstram
8th Aug 2005, 04:31 PM
Here`s the animation, (it`s the same mirror I used in the test I posted before, but with your animation as the animate option).
When i tried to convert Crammy's smd file, the editor gave an error "invalid file format". How did you manage to load it?
Mike
Miche
8th Aug 2005, 04:34 PM
When i tried to convert Crammy's smd file, the editor gave an error "invalid file format". How did you manage to load it?
Mike
the files that Crammyboy uploaded will not work in the current version of the editor/converter. IT`s a animation for a sim, and the current version only does object animations. (so a smd file can only have one bone for the current version).
I will be uploading the next version soon, which will allow at least the arm( not sure if it will be both or limited to one arm at first) to be animated. I will then start adding support for the other bones which will take a few days for all of them to be added.
mstram
8th Aug 2005, 04:35 PM
what would be very helpful if anyone has a bit of spare time is a smd animation of a sim moving it`s right arm .
To do this I`ve found the best way is to use simpe to export a mesh of a sim as a milkshape text file so that it includes to bones with the correct linkage.
I'm interested in this, and have the time, if you can post instructions or a link to how to "export a mesh of a sim", I can give it a go.
Mike
mstram
8th Aug 2005, 04:36 PM
What didn t worked for me is the converting of a smd file. I tried to load one of these, posted here by Sunair and some i created myself in milkshape. Is there anything more needed, i even installed the latest directX9 c? The failure was something like "invalid fileformat". I can post it later in the evening if you want.
Which smd file did you use?
I was getting the same error when I used 3dsmax and an SMD exporter.
I *thought* the problem was because there were more than 29 frames in the file, which fixed the problem at the time, but when I just edited an smd file posted by crammyboy, it still didn't work.
The problem though is almost certainly only with the particular smd file you are testing, it shouldn't have anything to do with your directX or anything like that
Mike
Crammyboy
8th Aug 2005, 04:40 PM
Here is another sim test file for when you get more bones added. A bit more complex. still only 15 frames. Uses both arms from the spine, the right leg from the pelvis and the neck.
No rush though. just thought you might like one handy for when your ready.
Miche
8th Aug 2005, 04:42 PM
I'm interested in this, and have the time, if you can post instructions or a link to how to "export a mesh of a sim", I can give it a go.
Mike
If you open a package with a sims body gmdc (you could download one of the packages from the download section of this site), in Simpe then go to the plug in view for the gmdc, you will see a button called export. Click this and then select "Milkshape 3d Ascii exporter" as the "save as type".
You will then be able to open this in milkshape. Next to the export button is a drop list called "order" with it defaulting to "XYZ", I think for the model to actually stand up correctly in milkshape you need to change this to "XZY" before exporting.
Edit: what smd file are you trying to convert? the one Crammybody posted where he say`s it simple and has 15 frames? That one is as I said for a sim`s body so won`t work, if you are having problems with other smd files, can you post them so I can look.
If I remember correctly from when I did the mesh tool, 3d max has a habbit of adding a extra "root" bone to a smd file and this could be the problem.
mstram
8th Aug 2005, 05:09 PM
Okay, now I`m going into rant mode:
While I am at this point planning to make it available to everyone, I am still dissapointed in the amount of feedback I`ve got from the current version (over 500 downloads and maybe 10 people (at the most) have gave any sort of feedback),
Well let me give you some reasons why there might be a lack of feedback.
First, I partcipate on many discussion boards, and even with those boards who might have 500-1,000 members, you usually only have 15-20 "hard core" particpants that post regularly. I'm new here, so I don't yet know if the same thing is true.
Secondly, and probably more relevant to this specific topic.
I consider myself above average in "computer savyness". Been working with computers, and programming, playing with all kinds of 3d programs, etc for more than 20 years.
I just bought the sims2 a couple of weeks ago, not knowing much about the program. My interest was to see if I could use it to create movies, using the high level commands, i.e. "go here", "pick that up", instead of having to do the "low level" anim work that's necessary in 3dsmax, Milshape ...etc.
I was a bit dispointed when I saw that game basically had "hard coded" actions, and that my original idea wasn't going to work it seems.
Then I found this thread, and became very interested in the idea of creating custom animations with hopefully less work than in the dedicated anim programs, or at least being able to take advantage of the sim2 already setup framework.
You are getting feedback from 2 or 3 people that obviously have spent a lot of time with the game, and who are very technically savvy with the tools to hack the game, and probably with programming / computers in general.
I'm guessing though that many (most ??) of the 500 dld'rs are more "end user" types who took a couple of minutes to play with the program and gave up.
The SIMPE program, which is a major tool right now in the "animation pipeline", is in my opinon, a *very* technical and "low level" tool. I'm going through the tutorials for the BHAV/TTAB and even with my technical background I'm finding it very complex. I can only think that many other people give up, or don't even attempt to use that program.
You are obviously very technically proficient with the programming side, and have an intimate knowledge of the internals of TS2, and how to use simpe. But I think if you want more people to contribute, including me, you need to realize that *most* users have nowhere near your expertise or knowledge, and we need clear instructions or links to tutorials etc on how to perform even the "simple" tests. Otherwise, I think you *will* only be getting feedback from the 10-12 "hard core" TS2 hackers.
just my .02
Mike
Miche
8th Aug 2005, 05:17 PM
Well let me give you some reasons why there might be a lack of feedback.
First, I partcipate on many discussion boards, and even with those boards who might have 500-1,000 members, you usually only have 15-20 "hard core" particpants that post regularly. I'm new here, so I don't yet know if the same thing is true.
Secondly, and probably more relevant to this specific topic.
I consider myself above average in "computer savyness". Been working with computers, and programming, playing with all kinds of 3d programs, etc for more than 20 years.
I just bought the sims2 a couple of weeks ago, not knowing much about the program. My interest was to see if I could use it to create movies, using the high level commands, i.e. "go here", "pick that up", instead of having to do the "low level" anim work that's necessary in 3dsmax, Milshape ...etc.
I was a bit dispointed when I saw that game basically had "hard coded" actions, and that my original idea wasn't going to work it seems.
Then I found this thread, and became very interested in the idea of creating custom animations with hopefully less work than in the dedicated anim programs, or at least being able to take advantage of the sim2 already setup framework.
You are getting feedback from 2 or 3 people that obviously have spent a lot of time with the game, and who are very technically savvy with the tools to hack the game, and probably with programming / computers in general.
I'm guessing though that many (most ??) of the 500 dld'rs are more "end user" types who took a couple of minutes to play with the program and gave up.
The SIMPE program, which is a major tool right now in the "animation pipeline", is in my opinon, a *very* technical and "low level" tool. I'm going through the tutorials for the BHAV/TTAB and even with my technical background I'm finding it very complex. I can only think that many other people give up, or don't even attempt to use that program.
You are obviously very technically proficient with the programming side, and have an intimate knowledge of the internals of TS2, and how to use simpe. But I think if you want more people to contribute, including me, you need to realize that *most* users have nowhere near your expertise or knowledge, and we need clear instructions or links to tutorials etc on how to perform even the "simple" tests. Otherwise, I think you *will* only be getting feedback from the 10-12 "hard core" TS2 hackers.
just my .02
Mike
I agree with what you have said, although I do think most people could make a simple animation ..such as testing the rotations and then reported back (Crammyboy has already done that now so there is no need.)
Part of the reason why I posted that was just it had been a bad weekend and I was in a "why am I bothering" (with a few deleted words in there) mood. And part from my experience of what people were like with the mesh tool, with that a lot of people would moan that it didn`t support such and such a format, or that they couldn`t do something with it or there was some problem, but when it came to trying to track down problems or just not moaning about it and accepting that it had limitations. You get this with any program you make, just I stopped enjoying working on the mesh tool and it became more like a job that I didn`t like and wasn`t even getting paid for. It`s not even like I play the game, apart from testing objects/ meshes/animations in it, I haven`t played it since before christmas.
One thing what does interest me about it, is the same as does you...using it to make movies, but not just the type you see currently made with it. When I started getting back into doing the animations last week, it was as a break from working on another program which is a 3d movie maker thing, similar in some ways to the sims except just for making movies.
You asked in another post why I was going to make a editor instead of just a converter, part of the reason is because the type of programming I enjoy is 3d graphics related stuff, also because a large part of the code base for the 3d version of the editor is based on this other program just with a lot disabled and a new GUI (okay it`s a bad temporay GUI). So in the future I might combine the two programs. so that animations people make could be used in either the game or the movie maker.
PS. another reason why a dedicated editor or at least plugins for the higher quality 3d programs is need, is because eventually to have true custom animation which interact with the objects in the game (such as picking a object up or something) then there needs to be support for inverse kinematics to be used in a animation. Smd files aren`t going to be of any use when it comes to these, but this is all further in the future.
mstram
8th Aug 2005, 06:43 PM
If you open a package with a sims body gmdc (you could download one of the packages from the download section of this site), in
Edit: what smd file are you trying to convert? the one Crammybody posted where he say`s it simple and has 15 frames? That one is as I said for a sim`s body so won`t work, if you are having problems with other smd files, can you post them so I can look.
The smd file that I couldn't load :
http://www.modthesims2.com/showpost.php?p=689323&postcount=176
Will your "mesh tool" work to extract a "body gmdc package" ?
Mike
Miche
8th Aug 2005, 06:45 PM
The smd file that I couldn't load :
http://www.modthesims2.com/showpost.php?p=689323&postcount=176
Will your "mesh tool" work to extract a "body gmdc package" ?
Mike
It would convert one to a smd file, except I never finished of the bone linkage, so none of the bones are connected, for this reason you are better of using SimPe`s export function.
edit: as I said that smd file that Crammyboy uploaded is for the animation of a sim, the current version will not read or convert this.
Miche
8th Aug 2005, 07:03 PM
Edit: I believe some of the rotations are messed up in conversions this version does. I`ll be uploading a new version soon.
Okay I was going to wait until I had support for more bones included but just so people can try out a few animations (and hopefully report back if any of the rotations seem to be converted wrongly). I`m releasing a early version of a animation for the sims body`s converter.
Currently it will only convert the animations for the right arm (although when being played back these could be played on the left or right arm as the animation BHAV`s allow for the animation to be mirrored.)
At the moment it is a standalone program rather than part of the earlier editor (although it will be combined with the editor once I have finished adding all the bones).
When making a animation to convert, the first frame must be in the default position of the mesh (ie arms stretched out to the side), and the animation which is converted will start from the second frame. (There can be a maximum of 60 frames).
To use it, set the total time as was required before for smd files, change if needed the internal file name. And then click the convert button. Select the smd file to convert and it will be converted and the new anim file saved in the same folder as the original smd file with the same file name except it has ".anim" added to the end.
To try out a animation created with it, the easiest way is to download the mirror I have been using as a test object (see one of my posts above and the Wave.zip file). Then in the "testanim.package" in that zip file replace the animation with your new one (make sure you leave the default internal file name when converting a animation).
TERMS OF USE: by downloading and using this program you are agreeing to the following terms:
While it is very unlikely that it will cause any problems to any of your game's files, there is always a chance with software which modifies the game, so you are downloading and using at your own risk.
This software is copyright ©2005 and can not be hosted on anyother websites or redistrubuted without permision.
As this software is still in a early alpha state, no animation files created with it can be redistrubuted neither as standalone files nor as part of a package or in any other form without permision.
Max3D
8th Aug 2005, 07:58 PM
this is another realy intresting field :)
like exporting / importing meshes that will require a bit of time but i'm pretty sure that u'll done
.... i realy wish to add some animation to my object .. if that will be easy ^_^
Miche
8th Aug 2005, 08:05 PM
I have no idea (at this point) why sunair`s one isn`t working for you. I`ve tried exactly the same file and it works for me. I was thinking maybe your computer had changed the "."`s to "," but from your posting it hasn`t.
Just to check you have tried converting this file as the first file you attempt to convert when first starting the program? Not after you have tried a different file? I`m just trying to think of things, and thought maybe some data from a different file had been kept.
I need to do a bit of thinking and look into this further.
As for the smd file you created, when exporting it from milkshape you need to select the sequence option as there are two types of smd files , one has the mesh in (the reference file) and the other has the animation in (the sequence file).
mstram
8th Aug 2005, 08:37 PM
It would convert one to a smd file, except I never finished of the bone linkage, so none of the bones are connected, for this reason you are better of using SimPe`s export function.
edit: as I said that smd file that Crammyboy uploaded is for the animation of a sim, the current version will not read or convert this.
Do you know where the file(s) is/are that have the sim's meshes in them (to export from simpe) ?
Mike
peter_halland
8th Aug 2005, 08:38 PM
I have a feeling this is what it is, I don`t know what the swedish version uses. I use the uk version and it uses ".".
So I need to look into this (for now you could change your setting to "." and see if it works then. )
Sorry but i don t no where to change the decimal settings from , to .
Miche
8th Aug 2005, 09:03 PM
Do you know where the file(s) is/are that have the sim's meshes in them (to export from simpe) ?
Mike
Save looking through all the game files for a gmdc, I`d suggest you download one of the packages which you can download on this site in this forum (http://www.modthesims2.com/forumdisplay.php?f=172) .
Edit: I gave the wrong link for instructions on exporting from Simpe. Try here (http://www.modthesims2.com/showpost.php?p=689559&postcount=187).
Miche
8th Aug 2005, 09:06 PM
Sorry but i don t no where to change the decimal settings from , to .
You need to go to the control panel and then click on Regional and language options. Then click on the customise button. In that window you can then change the settings.
peter_halland
8th Aug 2005, 09:21 PM
Thanks a lot. It now works :) :) :)
Edit: I am soooo happy. I got your hat rotating on an endtable. This is going to be a very exciting time with your tiny program ;)
I tested your mirroranimation, it works great. Both right and left arms are rising and make a hand sign which means to me the sim is saying: Hi Miche, come on, very soon you make me doing everything for you ;)
borsaci06
9th Aug 2005, 09:00 AM
Miche,
first i have to congratulate you with all my heart... :) i have been working 3d graphics design for more than 10 years now and i will sure use and test your program. however my wife, who is my helper in sims designs had a serious surgery this month and i am hardly finding enough time on sims creations. i downloaded it today and i will hopefully get it installed this night. please be sure that i will supply you with feedback after trying on some simple animations on 3d max. for the beginning i will try to add some anims to objects rather than sims.. thanks again for your hard work...
dincer hepguler
http://dh-sims-site.com
Max3D
9th Aug 2005, 11:45 AM
What i wish to do atm is to change the animation for the Flush Down Toilet :)
i've cloned the object, i've extracted the animation (.an)
but when i try to import the file in anim-edit it will crash :-\
so i've tried to import the .package directly but it crash again :umm: so what a kind of file i've to open to have the "flush" animation ? :(
Miche
9th Aug 2005, 12:07 PM
What i wish to do atm is to change the animation for the Flush Down Toilet :)
i've cloned the object, i've extracted the animation (.an)
but when i try to import the file in anim-edit it will crash :-\
so i've tried to import the .package directly but it crash again :umm: so what a kind of file i've to open to have the "flush" animation ? :(
None of the program I`ve made (neither the converter or the editor) support reading animation files from the game. It will be quite some time before they support this, as there are so many different variations of the animation files.
What the converter does is reads smd files (Created in a 3d program such as milkshape or XSI mod tool) and converts them into animation files that the game can use. But at the moment the converter is not finished in that it only converts the animations of the bones in the right arm.
I`ll be adding support for the rest of the bones over the next few days, I`ve currently got the top half of the body finished (in my test version) and am starting to try to add the legs.
Crammyboy
9th Aug 2005, 02:18 PM
Miche.
I don't really understand why you have to hardcode values into the program for some sort of translation. Perhaps if you could give us an idea of what exactly it is you are looking for with an example of what you have found, there could already be something within the game itself for doing this that would make your life a whole lot easier.
Miche
9th Aug 2005, 02:23 PM
Miche.
I don't really understand why you have to hardcode values into the program for some sort of translation. Perhaps if you could give us an idea of what exactly it is you are looking for with an example of what you have found, there could already be something within the game itself for doing this that would make your life a whole lot easier.
Are you talking about the bone ID numbers I was talking about earlier? If so then I`ve worked out what they are and how to generate them so they don`t need to be hardcoded now. The biggest problem there could be in adding support for animations of the whole body is that in no animation included with the game (or at least the ones I`ve looked at, which now must be in the hundreds) do they directly animate the legs of the sims, they always use IK control points.
As at the moment the converter isn`t going to be support IK movements, I`m just hoping that they work when I try to animate them directly. This is what I will be trying this afternoon, if it fails then we could be stuck (for now at least) with just being able to animate the top half of a sim`s body.
If that`s not what you mean( the bone Id`s) then I`m not sure what you mean as there is nothing else that needs to be hard coded.
Crammyboy
9th Aug 2005, 02:29 PM
Yes. that was what i was talking about. Just thought I could help out a bit. I'm am glad you found it out, it will make aminations for custom objects easier.
Alusims
9th Aug 2005, 02:37 PM
Please post questions related to the mesh tool in it`s thread, nothing what the mesh tool does is related to what this animation editor does.....
Umm... My post was in response to Post #151 by Mstram, and, since he was having the same error with the animator,and ask me if I had a problem with Sim PE, I mearly thought that somehow all of these problems could be related to some way that MTS2 tools, .net framework, and certain people's computer's were conflicting. It wasn't a question, I was answering a question, and putting some information up so that maybe someone with more computer knowledge than me could find out if it WAS a bug, and fix it, so that people who have the same problem can create, instead of stare at their screen in disgust when hours of work goes *blink.* But, I appoligize for any incovence I may have caused in this thread.
:banned:
Good luck to all of you talented creators.
Miche
9th Aug 2005, 03:04 PM
Yes. that was what i was talking about. Just thought I could help out a bit. I'm am glad you found it out, it will make aminations for custom objects easier.
Okay thanks, If I can think of anything I need checking I`ll be sure to ask. :)
One thing which if you really feel up to a tedious task is you could use simpe or datgen to look through some of the animation files (stored in objects00.package and sims00.package in the sims3d folder) for any animations which make use of any of the leg bones...like l_thigh, r_thigh, r_calf, l_foot, etc.
I`ve been unable to find any, they all make use of Ik controls like l_foot_ikctr or something similar.
If you don`t feel like it then it`s not important, as I can add the bones and just see if it works.
Miche
9th Aug 2005, 03:09 PM
Umm... My post was in response to Post #151 by Mstram, and, since he was having the same error with the animator,and ask me if I had a problem with Sim PE, I mearly thought that somehow all of these problems could be related to some way that MTS2 tools, .net framework, and certain people's computer's were conflicting. It wasn't a question, I was answering a question, and putting some information up so that maybe someone with more computer knowledge than me could find out if it WAS a bug, and fix it, so that people who have the same problem can create, instead of stare at their screen in disgust when hours of work goes *blink.* But, I appoligize for any incovence I may have caused in this thread.
:banned:
Good luck to all of you talented creators.
Okay, no worries, it`s just there are getting too many posts in this thread and it`s getting so long and I didn`t know you were answering someones question (if you quote the question you are answering in future)
I really don`t think your problem is related to the mesh tool or SimPe. As I said I`m not sure exactly the process you are using to import or if it`s a body mesh or a object, but if it`s body mesh and you are using obj files and trying to replace a existing one then it could be some of the options you have checked in the options window of the mesh tool. OR it could be some problem with the mesh you are trying to import, have you checked it`s got uv coords ?
PS. If you have left this site, I hope it wasn`t because of this missunderstanding. As I said I was just trying to keep the number of off topic posts down.
VampCat
9th Aug 2005, 03:25 PM
Question:..Why are we not allowed to redistribute animations made by ourselves without your permission?
If I create something I like to be able to do what I like with it. I am sure you would too. I am very close to completion of a new mesh with new anims and am now a bit upset that I have to ask permission to post it.......VampCat.
Miche
9th Aug 2005, 03:27 PM
Question:..Why are we not allowed to redistribute animations made by ourselves without your permission?
If I create something I like to be able to do what I like with it. I am sure you would too. I am very close to completion of a new mesh with new anims and am now a bit upset that I have to ask permission to post it.......VampCat.
The main reason for this is because the program is still in a early state and animations haven`t been fully tested yet. So It`s best for there not to be lots of objects going around with animations in them which might cause problems.
But the second point about you wanting to do what you want with them. Sorry things don`t always work like that. A lot of free programs have restrictions on what you can do with things you have created/or whatever with that program. A lot have a restriction of no commercial use. Look at the free version of maya for a example of this (they even do all they can to stop you using things you created in the free versions.) IF someone creates a mod for a game like half life there can be restrictions on what they do with it, even though they created it. It`s a very common thing.
I don`t want to put restrictions on what you can do with animations created with this program (other than I may restrict commercial use...ie not being able to put animations (or objects with them in) on pay sites.) As you said I would like to do what I want with animations that I made, do you not think I also have a right to set certain conditions to what people can do with a program that I have created and put a lot of time and effort into and am giving away free. Although I`m undecided if I will say that it can`t be used for commercial use, do you not think I should be able to decide that people shouldn`t make money from using a program which I don`t make any from. What if you make a object/animation and give it away free and then someone takes it and puts it on a pay site and makes money from it ?
But at this time the reason is with the state the program is in, I don`t think animations should be distrubuted until further testing. We did the same thing with the mesh tool when it was first being tested (although that was in a closed beta testing group). What if it`s found there is some problem with the animations and they can cause a game to crash or worse. That`s why I`ve been saying about how I want more people to test creating animations so we know for sure there are no problems.
Delphy
9th Aug 2005, 04:02 PM
Until Miche gives the go-ahead that he is happy with the animations produced using his tool, *any* animations found outside of this thread will be removed.
He's the creator of the tool, and I fully support any decision he needs to make regarding it's usage.
Regards,
Delphy
Crammyboy
9th Aug 2005, 05:05 PM
Also the animations made this way at the moment are global and there is a possibility of overwriting animations in the game. Until such time as this is sorted out, such as the way scenegraph files are made with simpe when cloning or recolouring, it would not be wise to have a animations being packaged up for distribution.
Miche.
I will look though then a bit later to see what I can find. I have a good idea of what animations need looking at. I'll let you know.
elmos_911
9th Aug 2005, 06:05 PM
Also the animations made this way at the moment are global and there is a possibility of overwriting animations in the game. Until such time as this is sorted out, such as the way scenegraph files are made with simpe when cloning or recolouring, it would not be wise to have a animations being packaged up for distribution.
Miche.
I will look though then a bit later to see what I can find. I have a good idea of what animations need looking at. I'll let you know.yeah cause when my sim take the trash out one of the animation are wrong
Miche
9th Aug 2005, 06:28 PM
yeah cause when my sim take the trash out one of the animation are wrong
Thats because the animation on the test mirror overwrites one of maxis ones on purpose, used when taking the trash out (to get back the original delete the package called "testanim.package"). I did say this in the post when I uploaded the mirror, it was done this way just for quickness.
What Crammyboy was talking about is slightly different in that he means we are unsure of what the group ID`s should be for the animations when they are packed into a object, so the group id we are using at the moment could possible lead to conflict or overwrites of other animations accidentally. (Not overwriting a maxis one on purpose like the mirror does.)
Mr.Box
9th Aug 2005, 06:32 PM
You have made a Sims 2 animation based on FLASH! IT'S TOO WONDERFUL!!!
:jaw: I see great things emerging from this. I can finally expect new objects!
I BOW TO YOU miche!
elmos_911
9th Aug 2005, 06:40 PM
Thats because the animation on the test mirror overwrites one of maxis ones on purpose, used when taking the trash out (to get back the original delete the package called "testanim.package"). I did say this in the post when I uploaded the mirror, it was done this way just for quickness.
What Crammyboy was talking about is slightly different in that he means we are unsure of what the group ID`s should be for the animations when they are packed into a object, so the group id we are using at the moment could possible lead to conflict or overwrites of other animations accidentally. (Not overwriting a maxis one on purpose like the mirror does.)o my bad i was not sure
Crammyboy
9th Aug 2005, 07:38 PM
Miche.
Here are some anims that have references to thigh, calf, foot and toe (both legs)
a-exercisefloor-active-leglift-trans-sidelegstart_anim
a-dance-shy-loopstepside_anim
a-dance-shy-loopstep_anim
Hope this helps
Miche
9th Aug 2005, 10:09 PM
Miche.
Here are some anims that have references to thigh, calf, foot and toe (both legs)
a-exercisefloor-active-leglift-trans-sidelegstart_anim
a-dance-shy-loopstepside_anim
a-dance-shy-loopstep_anim
Hope this helps
Thanks for that.
Well I have the legs moving, just have a problem with converting the smd rotations, as the game uses different "resting" rotations to those set in the skeletons exported from simpe so if you leave the legs as they should be in milkshape (or anyother 3d program) the legs in the game when the animation start are pointing into the air, with the body folded in half. So I need to sort this out and work out a way to fix it.
VampCat
9th Aug 2005, 11:20 PM
The main reason for this is because the program is still in a early state and animations haven`t been fully tested yet. So It`s best for there not to be lots of objects going around with animations in them which might cause problems.
But the second point about you wanting to do what you want with them. Sorry things don`t always work like that. A lot of free programs have restrictions on what you can do with things you have created/or whatever with that program. A lot have a restriction of no commercial use. Look at the free version of maya for a example of this (they even do all they can to stop you using things you created in the free versions.) IF someone creates a mod for a game like half life there can be restrictions on what they do with it, even though they created it. It`s a very common thing.
I don`t want to put restrictions on what you can do with animations created with this program (other than I may restrict commercial use...ie not being able to put animations (or objects with them in) on pay sites.) As you said I would like to do what I want with animations that I made, do you not think I also have a right to set certain conditions to what people can do with a program that I have created and put a lot of time and effort into and am giving away free. Although I`m undecided if I will say that it can`t be used for commercial use, do you not think I should be able to decide that people shouldn`t make money from using a program which I don`t make any from. What if you make a object/animation and give it away free and then someone takes it and puts it on a pay site and makes money from it ?
But at this time the reason is with the state the program is in, I don`t think animations should be distrubuted until further testing. We did the same thing with the mesh tool when it was first being tested (although that was in a closed beta testing group). What if it`s found there is some problem with the animations and they can cause a game to crash or worse. That`s why I`ve been saying about how I want more people to test creating animations so we know for sure there are no problems.
No problem. I didn't mean my original question to sound as harsh as it did, I just didn't see the point in a tool we couldn't use, but I understand your reasons. I also have no intention of posting any sims stuff on a paysite, I keep that for my 3D meshes. I mesh for money but mod for fun! Hey, thats a pretty catchy slogan.
Thanx for the reply,
VampCat
Miche
10th Aug 2005, 12:14 AM
I now have full skeleton conversion of smd files (except for the left fingers which I still have to add) but still need to check all the rotations are correct. So it would really help if a few people could create a few animations of movements of various bones (not all bones together) so maybe one person could do a animation with the bones in left arm moving (minus the fingers and thumb) and another the right arm and another the legs etc.
One thing which I do need to point out is because of the way the smd files handle the starting rotations of the bones compared to the game, you need there to be one extra frame in your animation than you actually want. This needs to be the first frame and in this you need to leave all the bones in the position that they are when you first import a body... ie the arms need to be streched out to the side of the sim etc.
Your actual animation should start from the second frame, so in this you can move the various bones to how you want them to start the animation.
I know this is a non standard way of making animations but at this time it`s the best I could work out, as I need to use that first frame as a reference frame (but it won`t be included in the animation in the game).
peter_halland
10th Aug 2005, 12:53 AM
Miche. Did you update the first file which included only the right arm? Or do you mean we should test only the arm? Nowbody reported about testing it here?..maybee in another thread? However, i don t know anything about animations but i am not scared so i tried, but didn t succeed. Maybee somebody with knowledge about milkshape can help me out in this thread:
http://www.modthesims2.com/showthread.php?t=82852
Miche
10th Aug 2005, 01:29 AM
Miche. Did you update the first file which included only the right arm? Or do you mean we should test only the arm? Nowbody reported about testing it here?..maybee in another thread? However, i don t know anything about animations but i am not scared so i tried, but didn t succeed. Maybee somebody with knowledge about milkshape can help me out in this thread:
http://www.modthesims2.com/showpost.php?p=692230&postcount=1
I meant if people could just post a few smd files, I have a new version of the converter nearly ready to be posted which supports nearly all the bones in the sims skeleton but am still not sure all the rotations are correct (have been having some problems getting certain bones to perform correctly, I`m not sure if this is a issue with the smd files or Milkshape (or I think most likely) the way SimPe exports the skeleton out into a milkshape file.)
So before I release the new version, I want to do some more tests on it and am having trouble myself making animations (half the time when I see a problem I`m not sure if it`s with the conversion or just I messed up making the animation.)
Max3D
10th Aug 2005, 09:01 AM
maybe that can be usefull maybe not but...
btw i've imported the simtest.smd in 3D studio and i note that the skeleton is rotated about -90° (that usual for .obj maya,wavefront files)
another problem is about the bones..
the skeleton are realy small an the bone are huge so, for me it's impossibile atm to animate in 3dmax :(
http://www.max3d.it/temp/sShot/smdBones.jpg
Miche
10th Aug 2005, 09:09 AM
maybe that can be usefull maybe not but...
btw i've imported the simtest.smd in 3D studio and i note that the skeleton is rotated about -90° (that usual for .obj maya,wavefront files)
another problem is about the bones..
the skeleton are realy small an the bone are huge so, for me it's impossibile atm to animate in 3dmax :(
http://www.max3d.it/temp/sShot/smdBones.jpg
The rotation thing could be that smd files are set up for z to be upwards while a lot of programs treat y as upwards. I know milkshape treats y as upwards but I think it does a automatic conversion when dealing with smd files.
Also I would think you can change the size of the bones, I have no idea how but I know you can with milkshape.
Btw what is the picture of?
Max3D
10th Aug 2005, 09:17 AM
ok i'll do some other tests...
the picture is token from 3Dsmax i've just imported the simtest.smd file
in milkshape i see it correctly, but on max do that disaster.
skankyboy
10th Aug 2005, 04:12 PM
max3D,
you can change bones size in max in the top menu Characer/bone Tool but the bones(in smd files) created by the MeshTool are not linked (each bone move separately).
So, I would like to know if Miche can correct this problem (as Max Animators can create -and test- animation).
Miche
10th Aug 2005, 05:19 PM
max3D,
you can change bones size in max in the top menu Characer/bone Tool but the bones(in smd files) created by the MeshTool are not linked (each bone move separately).
So, I would like to know if Miche can correct this problem (as Max Animators can create -and test- animation).
I`ve been using the skeleton from the meshes that simpe export in the ascii milkshape files. (if you are using a different program then you can use milkshape to convert the mesh with the skeleton into a smd file) They aren`t perfect but they do for now. Some of the bones are in slightly wrong positions and the rotations on some of the bones (the intial rotation) are wrong, but I`ve allowed for this in the lastest version of the converter which I should be uploading very shortly. (some time tonight, it supports nearly all the bones in the skeleton)
Miche
10th Aug 2005, 06:19 PM
I`m closing this thread for now as it`s getting so long and at the moment I`m working on just the smd converter rather than the 3d editor. If you are working on making animations for objects then for now you need to continue to use version 0.1.4 of the editor and if you have any problems please post them in the help thread (http://www.modthesims2.com/showthread.php?t=81626) .
If you are interested in making animations for the sims then I will be posting a new version of the converter shortly in a new thread.
Edit: you can find the new version of the converter here (http://www.modthesims2.com/showthread.php?p=693418#post693418)
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