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orangemittens
29th Apr 2011, 07:09 PM
It looks like the same one to me so he probably should just start over with a fresh copy of the rig it sounds like.

Thank you for the explanation :)

iDiru
29th Apr 2011, 08:05 PM
I use rotate to move my parts
actually, it's not as bad in game, but there are still some issues. Here are a few examples of what usually likes to screw up; shoulders. These are two different poses.
http://i949.photobucket.com/albums/ad332/KyoFetus/shoulderz.jpg
Knees, when the camera is positioned just the right way, can also look weird. Also elbows.
And dear GOD what happened here?
http://i949.photobucket.com/albums/ad332/KyoFetus/wtfhappenedhere.jpg
This was another pose but still. I did everything right. It was just fine, when I was done with it; looked NOTHING like that, surely. I set key frame, I clicked anim, exported as halflife smd as sequence, converted it back to a clip....and THIS happened.
I was using the clip described in this tutorial, also.
I should also mention that before this I had not done any modding of any sort
edit:
I just went and tested that pose I asked about in game. I'm a little less concerned with the floating and a little more concerned with the broken arm...
http://i949.photobucket.com/albums/ad332/KyoFetus/Screenshot-320.jpg

orangemittens
29th Apr 2011, 09:23 PM
iDiru, can you describe the process you used to create the pose you show from beginning to end? The issues you've illustrated here are not issues I've ever seen when using the CLIP from the tutorial, s3pe to export that CLIP and rename it, AnimTool to convert to .smd and back to CLIP, and s3pe to create a package for the CLIP.

I've seen issues like that but they didn't occur using the tools described in this tutorial.

Did you start over using a fresh copy of the rig and CLIP for each pose attempt and did you do each step as written with no extra steps added in?

iDiru
29th Apr 2011, 10:00 PM
I downloaded the clip from this thread because I'm blind and couldn't find it in the package, so what I do is export that clip from the package, rename it (with an a_name). Convert it with the AnimTool listed in this tutorial. Open the rig listed in this tutorial with milkshape, import half life smd (smd I am currently working on)click anim, click no for appending the animation do my rotating and whatnot to pose it, set key frame, click anim again, export as halflife smd, set to sequence, convert SMD back to clip, open a package I've been adding all these clips to already in the mods, import it into the package. Or if in the case of me fixing one of the poses, I replace a clip. Save. Test in game.
Version of Milkshape is MilkShape 3D 1.8.5

orangemittens
29th Apr 2011, 10:38 PM
Have you had any pose go in successfully?

Instead of using the clip from the thread please try doing the tutorial as written after starting out with a completely fresh version of the rig taken from the download rar. Let's see how that works out.

iDiru
29th Apr 2011, 11:10 PM
Have you had any pose go in successfully?

Instead of using the clip from the thread please try doing the tutorial as written after starting out with a completely fresh version of the rig taken from the download rar. Let's see how that works out.
I've had one but I'd rather not post it here.
And the problem is for the life of me I cannot find that one ):

Klinn2
30th Apr 2011, 02:11 AM
iDiru, I don’t know what happened in your second pic, but I’ve had shoulder and elbow problems similar to your other shots.

In my case, I was not following the correct sequence of rotations for a joint, e.g. trying to bend it on one axis before properly rotating the arm to put it in a position where it would naturally bend in that direction. So I was forcing the rig to do something it wasn’t set up to handle. I had to put the arm back into its neutral position and try again. After some experimentation, I could figure out a different arrangement that let me bend the arm without distortion.

It took me a while to start using the clavicle bones, but they are sometimes essential for putting the rest of the arm bones that follow into the proper position. Just don’t push them too far. Actually, I guess that’s true with all of the joints. Sometimes I’m sitting here at the computer moving my *own* arms around to figure out how to manipulate the model. :) Kind of like how animators make facial expressions in a mirror when they’re drawing.

And finally, don’t expect perfection from the Sims’ models. They’re pretty darn cool, but of course they’re designed for a game that has to run at a reasonable frame rate. We can’t expect CGI movie quality.

NR, I think people are using OMSP's to get their posed Sim to be at the correct height.I've just been selecting the "b_ROOT_bind_" joint and then moving it down to chair or floor height. Same thing if I want to rotate the whole model so it faces a different direction. Rotating that joint with Milkshape's rotate options set to "Origin" and "Local" as you suggested in your tut has worked out fine. If I used the first "b_ROOT_" bone or other rotation options, the model often rotated in unexpected directions, including underground. At first I wondered where the heck the sim guy went to!

orangemittens
30th Apr 2011, 03:53 AM
I've had no problem with the first ROOT joint but I don't use those settings when I rotate/move it.

Defnitely it isn't difficult to make a pose at whatever height you want. But for flexibility OMSP's can really help. :)

orangemittens
30th Apr 2011, 09:08 AM
PG, you should have the version of s3pe which is linked in my first post.

The name of your anim needs to begin "a_" if you're following the tutorial. If you name it as S3_6B20C4F3_00000000_04D7482BADBE0DD1%%+CLIP_a_pg_example.animation it very well might not work in-game.

cmomoney
30th Apr 2011, 12:26 PM
You got an UNKN tag because the name should be "S3_6B20C4F3_00000000_04D7482BADBE0DD_a_pg_example%%+CLIP.animation" in order for s3pe to recognize it as a resource.

cmomoney
30th Apr 2011, 02:56 PM
Your mistake is in step 3:
3. Scroll down to the CLIPs and select one of the clips that starts with a_xevt_. It doesn't matter whether you select a_xevt_701 or a_xevt_702. Right click on that line and click Export and rename.

This means you right click and select the option "Export and rename...", not "Export" and then rename the clip. This creates the correct hash for your clip. Your clip isn't working because it's still has the hash of the original clip(04D7482BADBE0DD1 when it should be 3043802669781D80).

cmomoney
30th Apr 2011, 04:55 PM
THANKS SO MUCH Cmomoney!! :D I'm in the most joyful state of my life!! It worked so well :) It was so helpful because I have exported it by 'export and rename'. I will never forget your helpful advice and thank you so so so so much!! This means a lot to me because my time got saved by you, yay!!

Thank OM, it's her tutorial and she helped you this far. I just pointed out a simple mistake.

orangemittens
30th Apr 2011, 06:16 PM
I'm glad you got this sorted out PG. Thank you for helping Cmo :)

I've updated the tutorial to more explicitly state that you need to choose the Export and rename option at the bottom of the dropdown list. The pictures are missing because my server is still down from the storms that hit my area a few days ago and the way I worded the tutorial could lead to just this kind of confusion if you can't see the picture.

Hygs
1st May 2011, 01:19 AM
The process is the same for animations except:
1. I would start with the a_idle_JazzUtility CLIP, and
2. before exporting it from s3pe, delete all the IK chains(in Grid)

Hey can you be more specific about the part when i can delete the IK chains, in s3pe I cant choose "Grid" or is there somewhere else where i can delete the IK chains?? cause when I play the animation only the first frame is animated but then nothing happends, they just stop doing it, and i guess its because I didnt deleted the chains that you said, PLEASE HELP :) ??

Hygs
1st May 2011, 01:44 AM
Hygs, don't delete the IK chains until after you've added the .animation to the new package. Once you bring the new .animation into the package you should be able to click on it and then open Grid.
Thats the point I cant open Grid, not even if i already added the .animation to the package. I still cant open grid

orangemittens
1st May 2011, 02:00 AM
Thats the point I cant open Grid, not even if i already added the .animation to the package. I still cant open gridHygs you need Atavera's wrappers to be able to open Grid on that. Get it here:

http://dino.drealm.info/den/denforum/index.php?topic=469.msg2914#msg2914

It's the one under this line: 3) Atavera's wrappers for the test version of s3pe

The wrappers need to go in your s3pe folder.

pyszny16
4th May 2011, 04:58 PM
Hi I want present you my fifth pose :)

http://i54.tinypic.com/25i6nsw.jpg

orangemittens
4th May 2011, 08:51 PM
:) ty for showing it...glad you're having fun with this :)

WesHowe
4th May 2011, 10:19 PM
Hi I want present you my fifth pose :)


I am curious about how you rendered that picture (with the black background)?

<* Wes *>

Hygs
5th May 2011, 04:11 AM
Hygs you need Atavera's wrappers to be able to open Grid on that. Get it here:

http://dino.drealm.info/den/denforum/index.php?topic=469.msg2914#msg2914

It's the one under this line: 3) Atavera's wrappers for the test version of s3pe

The wrappers need to go in your s3pe folder.
Yeah now it does open grid but when i try to play the animation my sim disappears for like 2 seconds then thats all XD, I still cant get that right, any idea what could it be? (Yes Im using an animation player not a pose player)

orangemittens
5th May 2011, 06:46 AM
Please re-do your animation taking careful step by step notes of exactly what you're doing Hygs. If the animation doesn't work in-game post your notes here. This is the only way to clear up whatever it is that's making this problem for you since I've never had that happen when playing one of my animations with the Animation Player :)

pyszny16
5th May 2011, 12:36 PM
I am curious about how you rendered that picture (with the black background)?

I use white wall and floor and change color on black and I use white pattern in miscellaneous :)

Hermi1
5th May 2011, 04:39 PM
thank you =) bookmarked it~
Hopefully I will have some free time to try this out soon :lovestruc

flajko
5th May 2011, 05:40 PM
Hi guys, after reading the whole thread I wasn't able to find out if there's a way to change poses you already made?
I've successfully made couple of poses and I have their resource files(.smd and .animation) and I would like to edit them and not re-make them from scratch!
Is there a way for this?

cmomoney
5th May 2011, 06:12 PM
Are you trying to make new poses from them? If so, you could just use the original pose like it's the a_xevt_701 and start from there. If not, you can just start with smd, change it, export, smd->clip, and so on.

flajko
5th May 2011, 06:51 PM
Well I tried this:
I imported am_body_4_anim.ms3d, imported .smd of my pose, change it the way I wanted and exported it, newly created .smd imported in AnimTool v0.04a(I tried also 0.04L) and got this error when I wanted to convert it to CLIP:
Unable to open file: S3_6B20C4F3_00000000_6C622523246A054F_a_flajko_LaraCroft_01%%+CLIP.animation
Error 2

I tried also to start with my .animation file, but when I tried to convert it to .smd I got error like this:
ERR:jtCount of 322 detected, limit is 256.

I saw in this thread that many people had trouble like this and Wes told them to change the number of keyframes in Milkshape to some small number like 30 or so but I don't know how to import .animation in MS without converting it to .smd!

orangemittens
5th May 2011, 07:01 PM
Well I tried this:
I imported am_body_4_anim.ms3d, imported .smd of my pose, change it the way I wanted and exported it, newly created .smd imported in AnimTool v0.04a(I tried also 0.04L) and got this error when I wanted to convert it to CLIP:
Unable to open file: S3_6B20C4F3_00000000_6C622523246A054F_a_flajko_LaraCroft_01%%+CLIP.animation
Error 2

I tried also to start with my .animation file, but when I tried to convert it to .smd I got error like this:
ERR:jtCount of 322 detected, limit is 256.

I saw in this thread that many people had trouble like this and Wes told them to change the number of keyframes in Milkshape to some small number like 30 or so but I don't know how to import .animation in MS without converting it to .smd!Error 2 occurs when you try convert the wrong smd to the clip or if the clip and smd are not in the same folder. The smd you want to convert back to a CLIP has to have been converted from that CLIP and they both need to be in the same folder.

The second error occurs if you try to re-use a CLIP that has already been overwritten while using Mesher's rig. I'm not sure if Wes' new rig has this issue but his old one did not. I still need to test that out.

cmomoney
5th May 2011, 07:02 PM
So which are you trying to do, change the original, or make a new one from the original?

flajko
5th May 2011, 07:20 PM
I must say I really love you smart guys/girls :)

I've fixed the problem with placing both .animation and .smd file in the same folder! :)

THANK YOU VERY MUCH :lovestruc:

WesHowe
7th May 2011, 02:47 PM
The second error occurs if you try to re-use a CLIP that has already been overwritten while using Mesher's rig. I'm not sure if Wes' new rig has this issue but his old one did not. I still need to test that out.

Try V05 (recently updated), it is attached below the older versions in my original thread.

<* Wes *>

WesHowe
7th May 2011, 02:57 PM
I use white wall and floor and change color on black and I use white pattern in miscellaneous :)

After a careful look, I can see a hint of the floor, it is not quite as black as the background. I was looking at that because with modest work it could be used to 'green screen' poses and animations in programs like PhotoShop and After Effects.

I neglected to mention before that I also thought the animation and overall look (composition) of the picture was good, you appear to have some talents for this.

<* Wes *>

orangemittens
7th May 2011, 03:33 PM
Try V05 (recently updated), it is attached below the older versions in my original thread.

<* Wes *>:) ...works like a charm with your new rig. Thank you for the update! :)

WesHowe
7th May 2011, 05:58 PM
I misinterpreted the error reports. The CLIP->SMD and the Info functions had a temporary buffer sized to 256 joints. However, CLIP files actually list most joints twice, once as a 'move' and once as a 'rotate' (even if only one actually is keyed). After reading the file, the joints are matched by name/hash, so the count is then no longer doubled, but the old definition of 256 was where it was getting stuck at.

Thanks for the quick feedback.

<* Wes *>

norusdog
9th May 2011, 03:14 PM
thanks for this. I'm having issues with posing however. I did everything you said. Got the model in Milkshake. I'm rotating joints..I can get legs/pelvic about right but then it starts goin bonkers...I try to rotate the arms or elbows (R_Upperarm for example) and it makes the arm get longer. Sometimes it's worse then others....and I can't seem to find how to rotate the elbow to bend (it totally explodes from the elbow to hand outwart..doesn't "bend" at all) also because of this how can I go about bending fingers/etc for the smaller details?

I'm usually pretty good at figuring things out but I haven't used a 3d modeler in years..and I can't for the life of me figure out why I can't simply rotate the basic joints before the skeleton goes wonky?

EDIT - when loading the Mesh into Milkshake after leaving checkboxes checked and saying no to appending animation and then go to load the actual skeleton it gives me severl errors.

*unknown subversion for vertex extra 3
*unknown subversion for joint extra 855637779
*unkown subversion for model extra 50

are the erros. Also when I check "show skeleton" instead of getting green/red dots like you describe (after choosing a joint..with red meaning don't move it) I don't see any dots or points down the skeleton..all view boxes are filled with blue/yellow lines in a kinda bubble/circular pattern....it's so bad I can't even SEE the skeleton..I have to turn "show skeleton" off to be able to see the skeleton while I move the joint...I'm assuming this is tied to the above errors?

help is greaty appreciated

I just downloaded everything said needed in first post so I got the most up-to-date versions of these things. Thanks in advance.

WesHowe
9th May 2011, 05:07 PM
Go here: http://www.milkshape3d.com/ and get the MilkShape 1.8.5 beta version. That is the version the file was saved with, with an older version it is not loading all of the skin weights.

Then, when that is installed, in MilkShape go to preferences, and set Joint Size to something like 0.01, or ever the 0.006 that Alex recommends.

<* Wes *>

norusdog
9th May 2011, 11:18 PM
Go here: http://www.milkshape3d.com/ and get the MilkShape 1.8.5 beta version. That is the version the file was saved with, with an older version it is not loading all of the skin weights.

Then, when that is installed, in MilkShape go to preferences, and set Joint Size to something like 0.01, or ever the 0.006 that Alex recommends.

<* Wes *>

thank you very much, that fixed it. I purposely avoided the beta, bad idea obviously.

thanks again.

norusdog
10th May 2011, 11:21 AM
Another quick question. how do you open up 2 seperate skeletons into milkshape to edit at one time (to do 2 person poses) so both sims line up right?

orangemittens
10th May 2011, 12:29 PM
You can accomplish this by creating 1 figure as an .obj and then bringing that in with the rigged mesh to use as a model. Once you have your first pose set you can first delete the .obj group, export your pose as a .smd in the typical way, then go back to Anim mode, select the Groups tab, select each group on the list so the entire model is highlighted in red, hit Regroup, and then export that as an .obj.

You'll probably get an error at that point asking if you really want to export the .obj while in Anim mode, just click yes to that. If you export while not in Anim mode all you'll get is an .obj of the model in bind pose which isn't what you necessarily want in order to use this .obj as a prop to help pose the second Sim for your two Sim pose.

Next move on to creating the second pose in the usual way. Once you have the fresh (unchanged) .smd applied to the rigged mesh import your saved .obj, ie. the one that is in the first pose. Create your second pose using that as your model. Once you have the second Sim pose created how you want, remove the .obj model from MS before exporting your .smd.

*Note that this really isn't allowing you to create a single pose that is going to work on two Sims at once. All it's allowing you to do is use a static model of your Sim in the first pose to help create the second pose.*

Miss Shao Huan
10th May 2011, 10:42 PM
Everything works fine for me, pose-wise but when trying to make a short animation and deleting the IK chains I can get into Grid and delete the chains but then I cannot exit the grid window at all. I have to use the task manager to get rid of s3pe as otherwise it's completely unavailable. Any idea why?

Thank you :)

orangemittens
10th May 2011, 11:15 PM
After you delete them you need to hit the Ok button and then when that window closes you need to hit the Commit button. That should close the next window leaving you back at your main list. Then you hit File and choose Save.

Miss Shao Huan
10th May 2011, 11:48 PM
Aha! Thank you very much it turns out the OK button was being hidden due to it being windowed. I maximised it and voila, there it is.

Many thanks :)

orangemittens
12th May 2011, 06:52 AM
Np MSH...glad you got it working :)

hannahjo1
12th May 2011, 07:38 AM
Sorry if this has been asked before, but how do I import another sim or a bed/couch into milkshape? I can't seem to figure it out I go to import-wave object whatever and the only thing there is a mesh I tried for a table before. Any hint as to getting the other sim or bed imported? Thanks in advance.

orangemittens
12th May 2011, 01:10 PM
Hannah to get an object into Milkshape with the rigged mesh you need to first clone the item you're looking for using s3oc. You then open the resulting .package and export the MLOD 00000 (or you can export the MODL 00001). You export this in much the same way that you've exported CLIPs except that you will not see the export/rename choice on the dropdown. Instead you pick "to s3asc". Then you save that into a folder. Open the s3asc in Milkshape and go to the Groups tab. Select all the groups one by one, leaving each selected as you go on to select the next. Once you have them all selected at once hit "Regroup" so they're all merged into a single group. Then go to file and select "Export" and from the dropdown menu pick Wavefront OBJ. Close Milkshape. If you do not close Milkshape any joints the EA item had will still be there unless you specifically delete them.

At this point you've cloned the EA item and converted the mesh of it to a .obj file. Now you're ready to use it. So next reopen Milkshape and open the rig. Import your .smd. Then choose file/Import/Wavefront OBJ. Navigate to where you saved the EA item before and pick it. It should then show up in MS with the rigged model.

Make your pose using the .obj as a prop. When the pose is complete go to the Groups tab and select the group which represents the EA object you saved...it will most likely be the last on the list. Once it's selected click the delete button.

To get you started I've attached a copy of the EA Brass Bed converted to .obj form. Import this into MS as a Wavefront OBJ. It should look like this (the black patches on the blanket are normal so don't worry that there's something wrong with your importation if you see them):

http://www.modyourpanties.com/hosting/27546_110512140757EABrassBed.rar

This is what it looks like in MS.

http://www.modyourpanties.com/hosting/27547_110512140829brassbed.jpg

norusdog
12th May 2011, 03:48 PM
Sorry to bug you again. I successfully created and imported several poses...most were test but in the end I had gotten 4 of them in-game (using a sim "object" as refernce to easier line up poses as you helped me with). But now, after keeping 4 sucessful poses, I can't get any to work. For some reason when I type in the pose name the sim diamond (thing above selected sims head) appears lower down as if the sim was clipping through the ground but the sim itself is invisible. (they're not below ground, I tried on every floor up to a 3rd w/basement to see if they were below ground)

Any idea what could be causing this? I was creating poses w/o having to reference your guide at all (the 4 I got working perfectly) but when this happened I went back and went step-by-step using your guide to be sure I wasn't screwing something up and I got the same results...

any help is appreciated, even if you can only offer "may-be's" with what may fix this problem. thanks.

orangemittens
12th May 2011, 04:03 PM
I can't think of a specific error you're making that would cause this to happen because I've never had it happen myself. But since you have 4 working poses in the game and now are unable to add another without the Sim becoming invisible it seems you've somehow changed what you're doing to make poses from a successful method to an unsuccessful one.

If you follow the tutorial instructions you should not have this issue. Please try them again, going exactly by the tutorial, and take notes of exactly what you're doing at each step. If the Sim still turns invisible when asked to perform this pose in-game, post your notes.

I wish I could be more helpful but, again, I've never seen this problem. I'm interested to know what's making it happen though :)

norusdog
12th May 2011, 04:10 PM
np, thanks anyway. I'll go step-by-step again. I'll do it w/o the object reference...maybe it's something there.

orangemittens
12th May 2011, 04:15 PM
If you're deleting the .obj prior to exporting the .smd it's hard to see how just having an object in MS to use as a prop could cause this. Let me know how it goes :)

norusdog
12th May 2011, 04:43 PM
If you're deleting the .obj prior to exporting the .smd it's hard to see how just having an object in MS to use as a prop could cause this. Let me know how it goes :)

lol yep..I believe that's exactly what I was doing..when I did it w/o using object it worked fine....so I thought about it and figured maybe because I was exporting the .smd right after deleting object that set keyframe was saving the no-longer-there object.

I haven't tried using object again..that's my next test but I believe that's exactly what is doing it since it works fine w/o using object and I was hitting save keyframe immediately after deletion of said object. Or at least that's the only thing I can think of since the 4 poses I got to work I tweaked some AFTER removing the object but the last one I've been having issues with was an immediate saving of the keyframe w/o touching anything else.

thanks much..see how it goes

norusdog
12th May 2011, 08:06 PM
ok...somethings going wrong when I use an object. It worked when I tested doing one w/o importing the object (a dummy sim in a pose for reference)...but when I then did one, imported the object, lined everything up. I then went to the groups tab, clicked on the objects group to highlight, then clicked delete. Then I finished the pose (tweaking eyes, lips, hands, etc.) hit select keyframe, clicked on animation button to turn animation back off (so model flung back to default pose) then exported...then followed instructions to package it...and it happened again.

I have no idea what I'm doing wrong here..but it's apparently tied to using an object. But I can't figure out what I'm doing differently because 2 of the 4 poses I got working perfectly used dummy-objects made from the other 2 of the 4.

animation is on when I delete the object, then i chose keyframe, turned animation off and exported...that right? did I do the proper thing deleting the object group? thanks again.

orangemittens
12th May 2011, 10:21 PM
ND, what kind of object were you using when the process didn't work?

norusdog
12th May 2011, 10:43 PM
ND, what kind of object were you using when the process didn't work?

I follow the instructions you give for getting an SMD into milkshake..(a_xevt_701). once in milkshape I pose it like I would if I was making a pose. then I go to group tab. double click on each thing so they're all red. then hit regroup. then I export it as a .obj.

then I reload everything for the 2nd pose. up to hitting animate in lower right. Then I import the .obj. course I need to hit animate again. once I line them up how I want I go to the group tab again and select the .obj's group (so it's red) and hit delete in the right menu under where you select the groups.

then I touch up anything on 2nd pose. hit select keyrframe. hit animate again (so it snaps back to default). then export the file as I would if I had worked on it by itself.

then go back through the importing processes to turn it into a .package. But once in game, again they're invisible.

I'm doing something wrong with this. I've made 3 more poses by themselves and they're fine game. Then I tried using that .package to get the file to convert (instead of using a_xevt_701 out of fullbuild0)..and go through above steps and still won't work.

but I dont' understand why it's doing it because I did this twice successfully yesterday. But obviously I'm doing something wrong while using a static .object while making poses..because that's only time the "disappearing sim" problem happens.

orangemittens
12th May 2011, 10:55 PM
The times that I've done this I've opened the rig, imported the .smd, then before doing anything else, imported the obj. Then I go to animate mode and make the pose, delete the obj and set my keyframe. Have you tried doing it that way?

norusdog
13th May 2011, 02:08 AM
The times that I've done this I've opened the rig, imported the .smd, then before doing anything else, imported the obj. Then I go to animate mode and make the pose, delete the obj and set my keyframe. Have you tried doing it that way?

ok unless it was a fluke. importing .smd, hitting animate, importing .obj, and then hitting animate again seems to be what is producing invisible sims because following that EXACT order (that you posted above) worked twice.

thanks so much!

orangemittens
13th May 2011, 02:22 AM
ND what was the object you used for that and what format was it in? Were you using the CLIP suggested in the tutorial? I'm trying to pin down the exact problem that you had. And I'm glad it's working for you :)

hannahjo1
13th May 2011, 03:05 AM
Hannah to get an object into Milkshape with the rigged mesh you need to first clone the item you're looking for using s3oc. You then open the resulting .package and export the MLOD 00000 (or you can export the MODL 00001). You export this in much the same way that you've exported CLIPs except that you will not see the export/rename choice on the dropdown. Instead you pick "to s3asc". Then you save that into a folder. Open the s3asc in Milkshape and go to the Groups tab. Select all the groups one by one, leaving each selected as you go on to select the next. Once you have them all selected at once hit "Regroup" so they're all merged into a single group. Then go to file and select "Export" and from the dropdown menu pick Wavefront OBJ. Close Milkshape. If you do not close Milkshape any joints the EA item had will still be there unless you specifically delete them.

At this point you've cloned the EA item and converted the mesh of it to a .obj file. Now you're ready to use it. So next reopen Milkshape and open the rig. Import your .smd. Then choose file/Import/Wavefront OBJ. Navigate to where you saved the EA item before and pick it. It should then show up in MS with the rigged model.

Make your pose using the .obj as a prop. When the pose is complete go to the Groups tab and select the group which represents the EA object you saved...it will most likely be the last on the list. Once it's selected click the delete button.

To get you started I've attached a copy of the EA Brass Bed converted to .obj form. Import this into MS as a Wavefront OBJ. It should look like this (the black patches on the blanket are normal so don't worry that there's something wrong with your importation if you see them):

http://www.modyourpanties.com/hosting/27546_110512140757EABrassBed.rar

This is what it looks like in MS.

http://www.modyourpanties.com/hosting/27547_110512140829brassbed.jpg

Thank you so much for your help!

norusdog
13th May 2011, 04:32 AM
ND what was the object you used for that and what format was it in? Were you using the CLIP suggested in the tutorial? I'm trying to pin down the exact problem that you had. And I'm glad it's working for you :)

I always start with a_xvet_701 from fullbuild0, unless I'm tweaking a pose I already did once I see it in game and feel it needs a little attention...in that case I just open up the .package from my mods folder.

Regardless it happened again. But this time it was on a pose that was clipping the "ground" plane of edit window. The pose is a Sim laying on it's back, face up. When I put it in game that sim was mirrored (ie face down and instead of going face->feet from left to right on ground he was feet->face.) So I'm thinking maybe the "invisible" sims were just mirrored in the same way, which caused them to seem invisible.

So any idea while using milkshake why it would mirror a model on save even though it's right-side-up in the view windows?

orangemittens
13th May 2011, 04:48 AM
What was the object and what format was it in on the pose you discussed above...the one that worked for you? :)

norusdog
13th May 2011, 05:08 AM
What was the object and what format was it in on the pose you discussed above...the one that worked for you? :)

the object was another Sim. I follow everything and first export it as a "Half Life SMD" to be converted back to .package. then I group tab, select all, regroup, and export that as Wavefront OBJ (while still in animation mode, hit yes at warning).

birdyfly
13th May 2011, 04:56 PM
Hi,

I am working on making a custom animation for my dining set (http://www.modthesims.info/showthread.php?t=442316) and the first time I made the sim kneel, it looked alright. (Attachment 1)

I wasn't satisfied with how the first animation looked because the sim wasn't kneeling like I wanted, so I redid the animation in milkshape (Attachment 2) and tested it out in game.
The sim is now disfigured and I have no idea what I did wrong (Attachment 3 and 4).

Could someone help me out please? :cry:

Odistant
13th May 2011, 07:16 PM
Birdy, did you directly replace the animation once you found it wasn't working? (The one that you newly created. Could be an overwriting issue) Maybe you should try re-doing it completely. Not just making it in milkshape, but having it go through the tools and such.

birdyfly
13th May 2011, 07:19 PM
Yes, This is a completely separate animation from the other one. I even took the other one out of the mods folder so I wouldn't have an override problem. I used the same exact clip from the fill build as the previous one as well. I am really stumped on what I did wrong.

Edit: Also, I redid the animation from start to finish and still have the same exact problem. :(

If It'll help, I'll add the clip in the attachment if anyone wants to look at it.

orangemittens
13th May 2011, 08:49 PM
Thanks for the information ND :) This is what I've been successful with too. What were you using when the pose failed to show up...the same thing?

Birdyfly, could you describe what tools and methods you're using that gave you that result? Are you making a pose animation or a sequence animation?

lenglel
13th May 2011, 09:45 PM
birdfly
I looked at the stuff you uploaded. The animation looks okay in your project file, but
when I imported your smd into af_body_4_anim_20110504.ms3d the animation was
as borked as it is in your game. I then noticed a bone in the joints list that is unlike
anything I've seen before. It's unparented and named 0xCD68F001. I'm guessing
the animation base you're using is the problem. I'd try re-extracting it and starting
over to get rid of that extra joint.

birdyfly
13th May 2011, 09:47 PM
I am using the steps from this video tutorial (http://www.youtube.com/watch?v=k5G80OTK6lM) to make the animation. I am using the sequence animation as well when exporting.

The tools I am using are the ones the guy is using in his video tutorial.


Milkshape 1.8.5
S3PE
Anim Tool


The original CLIP I used was from the one the guy in the tutorial used (I believe it was a2a_partyanimal_accept_x) or something along those lines.

If you still have more questions, please ask. :) I am determined to get this custom animation working so I can use it on the pillow I made.

EDIT: I will take a look at the project and see what happened.

I took a look at it and it acts as it should. I'll redo the entire animation again though.

Odistant
13th May 2011, 10:26 PM
I am using the steps from this video tutorial (http://www.youtube.com/watch?v=k5G80OTK6lM) to make the animation. I am using the sequence animation as well when exporting.

The tools I am using are the ones the guy is using in his video tutorial.


Milkshape 1.8.5
S3PE
Anim Tool


The original CLIP I used was from the one the guy in the tutorial used (I believe it was a2a_partyanimal_accept_x) or something along those lines.

If you still have more questions, please ask. :) I am determined to get this custom animation working so I can use it on the pillow I made.

EDIT: I will take a look at the project and see what happened.

I took a look at it and it acts as it should. I'll redo the entire animation again though.

I'd base the animation off of the sitting animation since you're sitting for your animation. Try that and see if it works.

birdyfly
13th May 2011, 10:30 PM
Sorry about the double post. For some reason, I can't edit my post.

Anyways, here is the attachment of version 2 of my animation. I am still getting the same exact problem, so I must be doing something wrong. I even downloaded a new adult body base to be on the safe side.

Also note that the arms have not be touched at all due to the fact that I am unsure if moving the arms will affect the custom animation when I add it to the dining pillow.

I am honestly stumped on what I'm doing wrong.

Odistant
13th May 2011, 10:34 PM
Birdy, it has to be the animation you're using. That's the only thing I can think of. Do what I said and base the animation off of the sitting animation. That should help things a ton.

orangemittens
13th May 2011, 10:54 PM
birdyfly...what is the animation_project.ms3d? Did you try this using either a rig made by Mesher or Wes?

WesHowe
13th May 2011, 11:05 PM
I then noticed a bone in the joints list that is unlike
anything I've seen before. It's unparented and named 0xCD68F001.

Good detective work.

That is the 'transform' bone, usually the root joint in Sims 3 object files. It is not a part of any of the Sim rigs.

This means it was likely imported from something other than a .obj file (maybe .s3asc). Because OBJ files do not support joints.

<* Wes *>

orangemittens
13th May 2011, 11:10 PM
Well the current one doesn't seem to have that but is completely borked in MS even without it. I notice that one or two of my recent tests have done what birdyfly's has done with the .ms3d...that is the .ms3d is renamed even though I never renamed it.

Birdyfly, have you tried the other method to make your sequence animation? That is make the animation in a usual way and then just remove the IK?

Also...I've had issues with simple poses I've made using an obj as a prop unless the obj was a regrouped model mesh. It wasn't quite like this issue though...my model came through buried in the ground.

birdyfly
13th May 2011, 11:17 PM
I did what you suggested and used the cross-legged floor sitting animation, but now the sim doesn't even perform the animation. She does the original a couple of times, then just stands there awkwardly until I exit out of the animation.


This current one has everything that I used, including the rig file, original CLIP file, original SMD file, and the original Adult base.

It seems as though I made it worse. :cry: I'm so confused as what to do.


Sorry, I just noticed there are more replies.

This is the only animation method I've used since it's the only way I know how to do animations. It's similar to how I make poses (which work fine) so I felt the most comfortable with it.

The animation names are in this order:

zip 1 (with the borked animation) is named kneel ;
zip 2 (Kneel Animation V.2) is named Kneel_Animation ;
zip 3 (the current one, Kneeling 3) is called Kneeling3 ;

Sorry if that is not what you were asking. :faceslap:

orangemittens
13th May 2011, 11:31 PM
birdyfly, unfortunately anims aren't quite the same as meshes are so it's difficult to figure out what's going on with just a quick look at your file. The other way of doing this is creating the animation using just the limb joints and then removing the IK from the CLIP package. Maybe give that a try...it's always worked for me.

The other alternative is to start completely over and try this again. If it worked for you once, if you're meticulous, it should work again :)

birdyfly
14th May 2011, 12:22 AM
Is there a tutorial on how to use just the limb joints and removing the IK from the clip package? I'm still new at all this and this is my first time attempting a custom animation. I'm having the hardest time with the legs and knees. I know I'm supposed to use the offset button with those to move them instead of rotating them like I can do with the arms and head, and that's where I'm getting stuck at.

jslanie
14th May 2011, 03:59 AM
Hi, I want to import a sofa into Milkshape, and got a problem. I first clone the item use s3oc, then open the resulting .package use s3pe. But when I want to export the MLOD 00000, I cant find "to s3asc", there are only "to file" and "to package".

cmomoney
14th May 2011, 04:47 AM
First, do you have the latest s3pe and the helper installed? If so, the 'to s3asc' option is at the bottom, not in the 'Export' submenu.

jslanie
14th May 2011, 05:15 AM
Thank you so much!! I just installed the lastest s3pe, and I saw the "to s3asc" at the bottom!!!

orangemittens
14th May 2011, 02:55 PM
Is there a tutorial on how to use just the limb joints and removing the IK from the clip package? I'm still new at all this and this is my first time attempting a custom animation. I'm having the hardest time with the legs and knees. I know I'm supposed to use the offset button with those to move them instead of rotating them like I can do with the arms and head, and that's where I'm getting stuck at.To create the animation the way I mentioned you move the thighs, legs, and etc. the same way you move the arms and head. The method of removing IK was discussed in this thread...read back through and you'll see it :)

birdyfly
14th May 2011, 07:08 PM
Thanks orangemittens! That sounds so much easier than trying to move the sim and doing trial and error in game. I was almost about to rip my hair out with trying get the sims to just move their legs. I'll try your method and tell you how it goes. :)

dylansauvetv
14th May 2011, 10:17 PM
ok so i did all this exxcept im using milshape and i am stuck at the putting it in game part i have it in my mods folder and everything and it looks exactly like the other poses i have but it just wont work in my game HELPPP

orangemittens
14th May 2011, 10:42 PM
When you say it just doesn't work what is it that's happening? Could you describe the steps you're using to make your pose exactly? I can't help you unless I know what it is you're doing. :)

Odistant
15th May 2011, 12:14 AM
ok so i did all this exxcept im using milshape and i am stuck at the putting it in game part i have it in my mods folder and everything and it looks exactly like the other poses i have but it just wont work in my game HELPPP

errr... did you try the pose player? If you don't provide enough info, we can't help you.

spladoum
15th May 2011, 04:49 PM
I'm having a problem that I haven't been able to successfully resolve. The last time it happened, I had to rebuild a pose from scratch. Desperately hoping not to have to do that again.

One of my poses accepted additional edits and fiddling--to a point. Then suddenly, no matter what I did with my model in Milkshape, the pose I got in game did not reflect those further changes. The Milkshape model has a dramatically angled neck and closed eyes, but the in-game pose hasn't adopted those changes: the model's eyes are still open, and her head is not meeting the mattress. Normally I'd let it go, but I've been asked to make changes to the pose for publishing, and I'm afraid that they won't take.

The pose works fine in Milkshape, it just doesn't work in the game. I've gone so far as to get a whole new animation file, re-import a rig, import the SMD, export all and build a whole new package. The model doesn't change.

Anyone experienced this? Anyone figured out how to beat it?

lenglel
15th May 2011, 07:05 PM
Experienced this?
Yes. The game plays overlays on my custom animations head and face.
I think it has to do with something called LookAt
How to beat it?
That's a toughy. I think you'd have to modify the script for the pose player,
to block the LookAt logic. That's my two guesses.

orangemittens
15th May 2011, 07:26 PM
Spladoum, I've had similar issues when trying to go back and edit a pose. It isn't clear to me yet why that happens.

Lenglel, what method are you using to create and play your custom animations? I and others have successfully made and played custom sequence animations using both Pose Player and Sequence Player and not had the look-at issue. The last time I saw it was when testing with CM's painting actually.

Buzzler
15th May 2011, 08:17 PM
I think you'd have to modify the script for the pose player,
to block the LookAt logic.The pose player already disables the LookAts.

orangemittens
15th May 2011, 08:19 PM
Exactly...it hasn't been since the CM painting that the LookAt has been an issue if you use the players. If you use something not coded that way to test with you would though.

birdyfly
16th May 2011, 01:46 AM
Hi,

I am not sure if this is the best place to ask, but it involves the poses and animations.

In S3PE, when I was looking for an a2a_ animation clip, I noticed something in the files.
There are a lot of files called a2o_eat_dining (ie: a2o_eat_diningIn_fork_cough_fork).
Are these the animations I should be focusing on instead of the regular sit interactions?
I would test them out on my own before asking, but their are a ton of a2o_eat_dining clips that I would have to convert.

I have yet to try your method OM because I just found the a2o_eat_dining files and want to make sure that these are the right clips before I go any further. :bunny:

orangemittens
16th May 2011, 02:50 AM
It's fine to ask here Birdyfly :) I'm still not sure what your exact project is though so I'm not sure how to answer you.

birdyfly
16th May 2011, 02:59 AM
Sorry, I was specific in my thread (http://www.modthesims.info/showthread.php?t=442316) in the object creations area, but completely forgot to explain what I'm doing here. :faceslap:


What I'm doing is creating a functional dining set for my fusion lounge bar.
http://www.themed-homedecor.com/image-files/japanese-dining-room1.jpg

What I'm wanting to do is make the sims kneel while eating instead of sitting. I already made the pillow and table, but the sim still floats while eating. (If you go to my thread, you'll see a thumbnail of this on my last post).

Right now, I'm at the step where I am making the custom animation where the sim kneels to eat. After I finally get that done, I then need to figure out how to add it to the object so the sim will kneel. That is why I was worried about moving the arms in milkshape before because I thought it would cause problems for me later down the road.

The fact that I saw the animations in the a2o_dining makes me think that these are the animations I need to use (which looks like I'm going to have to do a lot of clip modifications).

Hopefully that gives you a better idea of what I'm working on. :bunny:

orangemittens
16th May 2011, 03:19 AM
Sorry, I was specific in my thread (http://www.modthesims.info/showthread.php?t=442316) in the object creations area, but completely forgot to explain what I'm doing here. :faceslap:


What I'm doing is creating a functional dining set for my fusion lounge bar.
http://www.themed-homedecor.com/image-files/japanese-dining-room1.jpg

What I'm wanting to do is make the sims kneel while eating instead of sitting. I already made the pillow and table, but the sim still floats while eating. (If you go to my thread, you'll see a thumbnail of this on my last post).

Right now, I'm at the step where I am making the custom animation where the sim kneels to eat. After I finally get that done, I then need to figure out how to add it to the object so the sim will kneel. That is why I was worried about moving the arms in milkshape before because I thought it would cause problems for me later down the road.

The fact that I saw the animations in the a2o_dining makes me think that these are the animations I need to use (which looks like I'm going to have to do a lot of clip modifications).

Hopefully that gives you a better idea of what I'm working on. :bunny:I get what you're trying to do now :) The issue with those a2o anims is that they're all gonna be for a regular dining table. You're going to have to lower the Sim and alter the lower limbs so that they're kneeling instead of sitting. I'm sort of understanding that you were hoping to do this while leaving the arm/hand/face/mouth animations the same. Is this correct? I think in order to do this, with the current tool set up, you would have to go frame by frame through the animation matching the lower extremity changes you had made in the previous frame to the new position in the current one...if that makes sense. If you try to do it the way the tutorial you described previously does it you aren't gonna end up with what you're looking for I think. If I'm not mistaken there is an easier way available in S2 I think but atm not for S3.

birdyfly
16th May 2011, 03:31 AM
Yeah, I was thinking about that as well. I can't delete the frames due to needing the arm animations to stay the same. So I will have to go frame by frame will all those clips (I have no clue how many there are, but it looks tedious).
It looks like this is going to be more time consuming than challenging (if the leg animations work this time around :P ), but I'm up for the busy work.

So, if I'm understanding correctly, the a2o animations are the correct animations. I just need to go in by each frame in milkshape and rotate (not move) the legs of the sim to make it kneel. Will I be able to move the entire sim body to get it down to the area I want? I think it's called ROOT something in milkshape.

orangemittens
16th May 2011, 03:33 AM
I'm thinking the a2o ones are the ones you want although I'd have to test a few to be sure. Once you get a look at a couple you'll know if you're in the right place. What you're talking about is a tough undertaking though...I've done a few like that myself and it's no picnic. Rotating the lower limbs is right and you can move if you pick the Root joint. Also, I'm betting you could get by with just the Sim sitting (kneeling) and eating without all the cough stuff and etc. Good luck with it and please post to show how things are goin. :)

birdyfly
16th May 2011, 03:41 AM
Will do. :)

I am worried about how I am going to get the custom animations to the pillow, but I should focus on getting the actual animations to play in pose player first before thinking about that step.

I am still unsure if I'll upload this set because I don't know if this will be appealing to other members. Also, I'm worried that the quality will be less than great due to it being my first attempt at custom animations.



EDIT:

Okay, I ran into my first problem and first question:

My first issue is that when I go to rotate the left foot, it moves and gets bigger instead of rotating up. (See attachment)
My question is that I don't know what to do with the points that I circled in the second attachment. They are the points outside of the sim and I do not know if I should ignore them or what exactly they do.

orangemittens
16th May 2011, 05:10 AM
To deal with smaller joints like feet, forearms, hands, fingers, toes, you should change your rotation settings to Rotate Options: Origin and Local. If you're using the method of taking out the IK it's prolly best to leave the joints outside the Sim model alone.

birdyfly
16th May 2011, 05:17 AM
So, it's okay to delete the IK files for these? Will it mess up how EA has the arms moving? I wasn't going to delete them because I thought it would mess up the upper body, but if it doesn't, then I'll delete them. :)

Also, your suggestion worked. I have the kneel_get in done except deleting the IK files.

What do you think of the final pose?
:bunny:

orangemittens
16th May 2011, 05:21 AM
So, it's okay to delete the IK files for these? Will it mess up how EA has the arms moving? I wasn't going to delete them because I thought it would mess up the upper body, but if it doesn't, then I'll delete them. :)

Also, your suggestion worked. I have the kneel_get in done except deleting the IK files.

What do you think of the final pose?
:bunny:As far as what I've done as long as you've set a keyframe on every frame EA had you should be fine with deleting the IK chains. If you've chosen a CLIP that has IK if you don't delete those the lower body will prolly come in game borked.

And the final pose looks good for your purpose :) Although it should maybe be tilted just a tiny touch to match your pillow surface? You should be able to bring your pillow into MS as an obj so you can match the Sim's position to it.

birdyfly
16th May 2011, 05:35 AM
I tried bringing the pillow into MS, but whenever I do, the skeleton turns our strange. Here is an image of what I mean.

orangemittens
16th May 2011, 05:37 AM
What format are you using for the pillow?

birdyfly
16th May 2011, 05:57 AM
NVM. Got it working. I forgot to exit out of Anim mode. :P

But, I am worried about the second image from above. I am not seeing any problems in milkshape, but I remember having that same exact mesh in one of my other kneeling tests (should be in an attachment somewhere in this thread of what it looks like in game). Is this just the IK files?

Also, I was wondering. Can I import the newly created SMD for example of (Dining get in X) and rewrite it for (Dining get in Y)? If so, that would save me a lot of time.

orangemittens
16th May 2011, 02:06 PM
NVM. Got it working. I forgot to exit out of Anim mode. :P

But, I am worried about the second image from above. I am not seeing any problems in milkshape, but I remember having that same exact mesh in one of my other kneeling tests (should be in an attachment somewhere in this thread of what it looks like in game). Is this just the IK files?

Also, I was wondering. Can I import the newly created SMD for example of (Dining get in X) and rewrite it for (Dining get in Y)? If so, that would save me a lot of time.I can't tell from looking at that picture what it was you did that made that distortion occur. Milkshape doesn't handle IK though. If what you mean by rewrite the newly created smd of "dining get in x" for "dining get in y" is using the dining x CLIP's animations to overwrite the y CLIPs animations that should be doable although not having seen either of them play I can't say what the outcome would look like.

birdyfly
16th May 2011, 03:24 PM
I was looking at the other smd, and it may not be a good idea to rewrite them. Dining Y is the sim walking to the other side of the pillow and it just seems easier to redo the animations. :)

I just need to get rid of all the IK files. Do you by any chance know what page the discussion of the IK files are on? If you don't, then that's fine. :bunny: I went through the 15 pages and didn't see it, but I probably missed it.

EDIT:

So I saw the post about the IK Chains, but I don't understand what you mean by clicking on the grid. Is that in Milkshape or S3PE? In Milkshape, the only grid option I see is when I right click and it says "show grid".
In S3PE, the Grid area is shaded and I cannot use it for my CLIP file I imported.

orangemittens
17th May 2011, 12:27 AM
The info you need is in posts 85 and 94 :)

birdyfly
17th May 2011, 12:39 AM
So, all I need to do is update my S3PE? You said that's at Simlogical correct? I used to have the most recent version, but I didn't have the export and rename option, so I switched to an earlier version.

I updated the S3PE version to the most recent that they have, but I still cannot access the grid when I select a CLIP file. Am I missing a plugin?

orangemittens
17th May 2011, 12:44 AM
http://dino.drealm.info/den/denforum/index.php?topic=469.msg2914#msg2914 I'm unable to access the helper as it looks like it's been merged into the test version. This is a test version though.

birdyfly
17th May 2011, 12:53 AM
Thank you so much! I put the helper in the S3PE folder in program files. Is that the correct spot for it?

Edit: Appears not to be since the grid is still not available. I'm positive I have the most recent version, which is 11-0402-0951.

orangemittens
17th May 2011, 01:08 AM
Anything with the name .helper needs to go in a folder within your s3pe folder that is named Helpers.

birdyfly
17th May 2011, 01:34 AM
There must be something I'm doing wrong. I'll attach an image of what's going on.

I have S3PE version 11-0402-0951.

Hopefully with the attachment, the issue looks a little clearer. :bunny:

Note: Those are all the files in my helper folder.

orangemittens
17th May 2011, 01:48 AM
You're missing the RigEditor helper among other things. I know the helper has been merged into s3pe with the latest test version so it isn't a separate download to add anymore. But it appears to be unavailable for the time being unless you have the test version. If you download the test version of s3pe best follow the advice given and execute it from a separate folder.

birdyfly
17th May 2011, 01:55 AM
I didn't see the RigEditor helper when I was looking at this site: http://dino.drealm.info/den/denforum/index.php?board=19.0.
Since I don't seem to have it, is there a way I can download it so I do have it? Sorry for all the questions.

orangemittens
17th May 2011, 02:02 AM
Unfortunately, right now the only way seems to be to download the test version of s3pe. The link to that is here:

http://dino.drealm.info/den/denforu...msg2914#msg2914

The helper has been merged with this test version and the separately downloadable version is apparently not currently available for download. The advice posted along with that download suggests you execute it from a separate folder rather than replacing your current version with it.

birdyfly
17th May 2011, 02:34 AM
So, I am not downloading this: http://dino.drealm.info/den/denforum/index.php?topic=469.0

Is this the correct one? http://dino.drealm.info/den/denforum/index.php?topic=557.0 (The link you gave me gives me an error not found).

orangemittens
17th May 2011, 02:50 AM
This should be it http://dino.drealm.info/den/denforum/index.php?topic=566.0 :)

birdyfly
17th May 2011, 02:56 AM
Okay, I have it installed. Is the RigEditor in the plugin files somewhere, or do I have to use this test version whenever I want to delete the IK files?

orangemittens
17th May 2011, 02:58 AM
I think you may have had a link to an older version. But to check just open your s3pe and click on the CLIP. Then click the Grid button. If it still isn't coming up use the link posted directly above your post.

birdyfly
17th May 2011, 03:14 AM
It wouldn't even start, so I'll use yours. Should I just click the Windows Easy Installer version and not mess around with the un-pack it yourself link? I was afraid the easy installer would replace the current one, but I'm not sure.

orangemittens
17th May 2011, 03:28 AM
I would create its own folder for it and unpack it there. Use the exe from inside that folder to run it.

birdyfly
17th May 2011, 03:31 AM
I am still having the same problem with the grid. Are you sure there isn't a setting I have to put it on in order to get the grid to show up?

missroxor
17th May 2011, 06:13 AM
This is my first time on blender and playing with meshes and so far so good....but....how the hell do you zoom in on their face?! I saw a while back you said something about making it local though I think you were referring to milkshape. In Blender I did find the "manipulator widget" down the bottom which can be changed to local but I didn't notice any difference after selecting that....maybe that doesn't even have anything to do with it, I'm confused, lol. Please, sombody just put me out of my misery and tell me how to zoom in on specific body parts.

cmomoney
17th May 2011, 01:18 PM
This is my first time on blender and playing with meshes and so far so good....but....how the hell do you zoom in on their face?! I saw a while back you said something about making it local though I think you were referring to milkshape. In Blender I did find the "manipulator widget" down the bottom which can be changed to local but I didn't notice any difference after selecting that....maybe that doesn't even have anything to do with it, I'm confused, lol. Please, sombody just put me out of my misery and tell me how to zoom in on specific body parts.
In the User Preferences under Interface, you can check 'zoom to mouse position'. Then it will zoom in to where the cursor is in the window. You also may want to look at some beginner tutorials about the interface to save yourself future headache.

orangemittens
17th May 2011, 03:49 PM
This is my first time on blender and playing with meshes and so far so good....but....how the hell do you zoom in on their face?! I saw a while back you said something about making it local though I think you were referring to milkshape. In Blender I did find the "manipulator widget" down the bottom which can be changed to local but I didn't notice any difference after selecting that....maybe that doesn't even have anything to do with it, I'm confused, lol. Please, sombody just put me out of my misery and tell me how to zoom in on specific body parts.To move around your mesh you use the middle mouse button or scroll wheel. If you press the shift key while clicking the middle button it will allow you to move along the mesh to bring a part of it that you're interested in to the center of the window. Then you can hold the middle button again to zoom in and out on the part of the mesh that you've centered. I neglected to put this into the Blender part of the tutorial and I plan on adding it now that you've pointed that out :)

birdyfly
17th May 2011, 07:00 PM
The grid area still isn't showing up at the bottom. But, in the window box next to the clip, there is writing there that wasn't there before, so I assume that's an improvement. I've attached a complete screen of what my S3PE looks like so you can see if I have something clicked that I shouldn't have.


EDIT:

That's odd. The grid DOES show up with the clips I have yet to change.
Should I delete the IK files before I start playing with the animations on milkshape?

orangemittens
17th May 2011, 08:28 PM
The grid area still isn't showing up at the bottom. But, in the window box next to the clip, there is writing there that wasn't there before, so I assume that's an improvement. I've attached a complete screen of what my S3PE looks like so you can see if I have something clicked that I shouldn't have.


EDIT:

That's odd. The grid DOES show up with the clips I have yet to change.
Should I delete the IK files before I start playing with the animations on milkshape?Can I see one of the CLIPs that Grid isn't working on?...would you post one of them?

birdyfly
17th May 2011, 08:49 PM
It's the one in the first attachment. See the error in the window next to it? That is what I got for the particular clip.

Did you mean a pic of what S3PE says with the clip, or did you want me to attach the actual clip?

orangemittens
17th May 2011, 11:01 PM
The actual CLIP. :)

birdyfly
17th May 2011, 11:30 PM
Here you go. :turtle:

Also, I have a question involving the actual animation.

There are parts where the sim looks to be walking to the object. Will I be able to take that part out? With the pillow, it's not a huge issue, but with my shower in the second set I'm working on, I would like to take the walking out so the sim just sits down.

orangemittens
18th May 2011, 12:08 AM
I checked the CLIP with my s3pe just to be sure this wasn't an issue with the files you received and it wasn't...it's doing the same thing for me. I played the .smd and I can't see anything just by looking that tells me why s3pe is objecting to opening the Grid for this CLIP. Nice work by the way...I know from personal experience it's not easy going frame by frame like that but your persistence paid off :)

I copied your smd onto a different clip. I see you used an a2o clip...I've used an a_ clip. It went fine and s3pe is accepting it. Give it a try and see if your s3pe will open the CLIP in Grid:

http://jaue.com/om/birdytest.package

birdyfly
18th May 2011, 12:26 AM
Thank you. :) The shower I am going to do next is even more of a fuss due to figuring out if I can get rid of the walking animation and just have the sim sit.

Here is the original clip. It was the first dining chair interaction in S3PE.

Edit: Thanks.
For the testing in game, do I just use the pose player like normal?

EDIT 2:

Never mind, the package opened up to the wrong s3pe, but I have it fixed now. :faceslap:

orangemittens
18th May 2011, 12:34 AM
I also tested by copying your .smd onto the same CLIP that you originally converted which I exported and renamed. And that worked fine too. So I'm thinking maybe it's possible this is something in your s3pe or that when you saved it to overwrite the .smd something went wrong.

http://jaue.com/om/birdytest2.package

My suggestion to you is, that if you're interested in sequence animation more than poses, you download Cmo's Animation Player. The Pose Player will play short sequences but Animation Player was designed to do what you're doing...test animations meant for machinima or adding to objects.

birdyfly
18th May 2011, 12:37 AM
Okay, thanks. :)

Also, do you know if I can get rid of the walking animation and just have the sim sit down? For example, since the sim kneels in a different location than the chair, I have to move the sim back just to walk to the pillow. Is the walking part necessary? (I am not sure due to this being the first time I've made a custom object animation.)

orangemittens
19th May 2011, 01:20 AM
You mean you want to delete the frames with the walking part? The only way I know of to do that is using Notepad.

birdyfly
19th May 2011, 01:47 AM
Sorry, I realized that the sim was only stepping into the shower. When manipulating it frame by frame, it looked like he was walking. Sorry. :faceslap:

There is another question I have about custom animations involving objects, like when a sim is doing the mixology animation (with pulling out the glasses and such) and manipulating that object to fit the custom object I am creating, but I already have two complicated sets going on at the same time so I'll hold off on that and I think that is more a script mod than anything else. :bunny:

Thank you so much for your help though. You helped me so much on the custom animations. Once I find out how to do the recoloring on objects, I'll work on the pillow animation again and keep you updated.

birdyfly
19th May 2011, 04:54 PM
Update:

Everything is going well with making the custom animations. I am going to delete the IK chains last after getting the adult and child animations done so I don't get confused.
There is one question I have though. In a couple of the SMDs I import into Milkshape, they are just one frame and act as if they don't have any animation in them at all, meaning the Sim stays in the same position.
Do I need to manipulate those? Or did the SMD somehow get corrupted?
Here is an attachment of what the SMD file is. It's the original clip and I haven't done anything to manipulate it.

orangemittens
19th May 2011, 06:48 PM
It sounds like you got your Grid issue taken care of...what was the problem?

I looked at the .smd you posted and exported the original CLIP from FullBuild0 to look at it. The CLIP is a single frame CLIP so your .smd is not corrupted.

The pose the model is in is the bind pose and my bet, although I can't be sure, is that these play some role in playing a group of animations one after the next so that the Sim walks to the table, pulls out the chair, sits, scootches in, and then eats or does whatever. If this is the case, they may serve the purpose of allowing a different animations to be substituted seamlessly in that sequence depending on what the Sim is supposed to be doing...but this is all speculation...they may just be garbage that EA left behind.

FYI, the AnimTool has an info button that you can use to examine your CLIPs with. Click that button and navigate to the CLIP you want to know more about. The information will appear on the right hand side of the screen. If you look at the CLIP before you overwrite it you can see how many frames it has and etc. :)

birdyfly
19th May 2011, 07:35 PM
Thank you OM. I was confused as to why there are some clips that just had one frame. Should I make that sim go into the kneel pose to be on the safe side, or leave it as is?

Lustuu
20th May 2011, 08:17 PM
Hi,

First of all I really wanted to thank you all for the job, it's amazing.

I'm making some poses (Milkshape), and it works - sometimes it doesn't appear in the game, but I re-save it and it works .. My problem isn't here - I just CAN'T make a decent mouth. I don't know how, but if I "move" right up, left up & up lips, it looks not very bad in Milkshape, but in the game it's really ugly and not natural. If I "Rotate" it, it looks better even in Milkshape, but I can't close the mouth and "stick" the lips.
I hope somebody could help me, this is all I need - I've read some pages, but not the three or four last, so I already apologize if someone asked ?

Ps - I'm french ! Hope I'm understandable.

orangemittens
20th May 2011, 09:26 PM
birdyfly, if I'm understanding your project correctly it shouldn't be necessary to do that. Your plan is to make a single animation that is triggered by your object isn't it?

L, without being able to see what you mean I'm not sure what to say. Could you show some pictures of the MS and in-game difference you're seeing?

birdyfly
20th May 2011, 09:45 PM
Yes. I plan to make it act just like the dining chair, but with my own custom animation.

With one of my later projects, I am going to be changing the actual object the sim holds (such as the glass from the mixology bar frame late night). When I get to that project, should I ask questions about the object manipulation in this thread, or create my own thread in the modding section?

aesdeeefjaykayel
20th May 2011, 10:40 PM
First off, I'd like to say that this is a great tutorial and it has helped me so much~ Love y'all for that~ But whenever I try to export my pose from blender, I get an error message that says:

"WARNING: Source only supports 128 bones."

At first I figured it probably wasn't a big deal, and just went ahead and tried to complete the rest of the steps. But the pose won't show up in the game, and I'm guessing the warning message is my issue. Can anyone here help me out? :)

Lustuu
20th May 2011, 10:49 PM
Oh right OM, right.

There are two examples from milkshape and a picture from the game.
The one with the hand under her face is the better I can have, otherwise it doesn't close like real lips.

cmomoney
20th May 2011, 10:59 PM
...whenever I try to export my pose from blender, I get an error message that says:

"WARNING: Source only supports 128 bones."

At first I figured it probably wasn't a big deal, and just went ahead and tried to complete the rest of the steps. But the pose won't show up in the game, and I'm guessing the warning message is my issue. Can anyone here help me out? :)

It is just a warning, and would have nothing to do with you pose not showing up in-game. Your issue is something else...

orangemittens
20th May 2011, 11:04 PM
aesdeeefjaykayel...as Cmo says that message is just a warning. I'll add that to the tutorial since it is confusing when it happens. In the meantime can you describe the steps you're using to create your new pose in detail. I can't tell what's going wrong for you unless I know exactly what you're doing and with what tools.

L, I'm taking a look at your pictures now :)

aesdeeefjaykayel
20th May 2011, 11:08 PM
aesdeeefjaykayel...as Cmo says that message is just a warning. I'll add that to the tutorial since it is confusing when it happens. In the meantime can you describe the steps you're using to create your new pose in detail. I can't tell what's going wrong for you unless I know exactly what you're doing and with what tools.

L, I'm taking a look at your pictures now :)

Sure, no problem~ I'm about to go somewhere now, but I can do it straight away when I get back. Should I list all the steps I've taken total, or just after creating the pose?

And if it helps, when I type the name of my pose into the pose player, my sim poses in what I think is the pose the female rig is set to start in, with her body completely straight and arms out.

orangemittens
20th May 2011, 11:12 PM
Sure, no problem~ I'm about to go somewhere now, but I can do it straight away when I get back. Should I list all the steps I've taken total, or just after creating the pose?

And if it helps, when I type the name of my pose into the pose player, my sim poses in what I think is the pose the female rig is set to start in, with her body completely straight and arms out.That kind of issue usually comes from one of the following issues:

1. you forgot to set a keyframe OR

2. you didn't successfully overwrite the .smd OR

3. you didn't actually convert your .smd back to a CLIP

Double check those issues and if it wasn't one of those things post details :)

Lustuu
20th May 2011, 11:18 PM
Thanks you OM \o/

orangemittens
21st May 2011, 03:31 AM
L, I looked at your pics and read the issue. There's a couple things you can try to get the perfect smile. First when you're moving the mouth it helps if you move the model into the center of your MS screen so you can zoom in on the face. The middle mouse button or scroll will allow you to do that. Second, you can make changes on the model using the X Y Z option buttons in the Model tab by putting in numbers above the x y z. This will allow you to make smaller changes than can be made by hand. If you're familiar with MS and already knew that I apologize for telling you something you already knew. :)

If all else fails, you can look through the available poses EA has to find one that has a smile you like. There are several in there that have smiles. There's a list of poses posted in Cmo's Pose Player download thread to help out with finding one that suits. You can export that, convert to .smd, pose it, and use it to overwrite the .smd you've made from the CLIP the tutorial suggests.

I hope this helps and if it doesn't please post again. :)

missroxor
21st May 2011, 04:49 AM
That kind of issue usually comes from one of the following issues:

1. you forgot to set a keyframe...
I was just gonna reply about that. I keep getting the same error message but I realised that it only happens when I forget to do the 'a' and 'i' bit at the end or press it once but the dots didn't turn blue. In the end I decided I had to keep the tutorial page open behind blender when I'm doing poses because I keep forgetting little bits here and there.

aesdeeefjaykayel
21st May 2011, 06:05 AM
Yes! Got it! :D

I mis-packaged the clip file, but it's all fixed and working now. ^^ Thank you so much for all your help; I really appreciate it~

IndycentSimCreations
21st May 2011, 06:04 PM
So, as I have said before, I made the pose, did the 'a' and then 'i' and exported, but It's really unclear to me, do just export the file, or do you overwrite another file. Also, My sim appeared mangled in game, or dropped down a level. In blender, which colored line resembles the floor, green or blue, because after importing the skeleton, it flips the rig with it. Thanks for replying(when you do)

:EDIT: I tried again, and guess what, the sims got flipped horizontaly, then, went into the Female rig position.

orangemittens
21st May 2011, 06:48 PM
So, as I have said before, I made the pose, did the 'a' and then 'i' and exported, but It's really unclear to me, do just export the file, or do you overwrite another file. Also, My sim appeared mangled in game, or dropped down a level. In blender, which colored line resembles the floor, green or blue, because after importing the skeleton, it flips the rig with it. Thanks for replying(when you do)

:EDIT: I tried again, and guess what, the sims got flipped horizontaly, then, went into the Female rig position.When you export the .smd you should navigate to the folder where you saved the .smd which you got when you converted the CLIP. Note though, that when you click save a new folder will be created within your working folder. This folder will be named anims. Look in the anim folder after you've saved and you will see a .smd in it. You need to rename this .smd so that it has the name of the .smd you got when you converted the CLIP. Then you use AnimTool to convert this to a CLIP. This will require that you move the new .smd out of the anim folder and into the folder where you have the CLIP. Whether you click on the old .smd during your export doesn't matter...the anim folder will be created and a new .smd saved into it.

When you open the .blend in Blender the model will show up on the right hand side of the screen with the feet on the "floor".

Please describe in detail, step-by-step exactly how you made the pose which came ingame mangled. It's difficult to know why your pose isn't working if I don't know how exactly you made it :)

IndycentSimCreations
21st May 2011, 08:28 PM
When you export the .smd you should navigate to the folder where you saved the .smd which you got when you converted the CLIP. Note though, that when you click save a new folder will be created within your working folder. This folder will be named anims. Look in the anim folder after you've saved and you will see a .smd in it. You need to rename this .smd so that it has the name of the .smd you got when you converted the CLIP. Then you use AnimTool to convert this to a CLIP. This will require that you move the new .smd out of the anim folder and into the folder where you have the CLIP. Whether you click on the old .smd during your export doesn't matter...the anim folder will be created and a new .smd saved into it.

When you open the .blend in Blender the model will show up on the right hand side of the screen with the feet on the "floor".

Please describe in detail, step-by-step exactly how you made the pose which came ingame mangled. It's difficult to know why your pose isn't working if I don't know how exactly you made it :)

Well, First I made the pose, I did as you said(I guessed thats what you ment) Renamed that smd to match the original, and replaced the old with the new, then opend S3pe made a new package, and imported from file the animation (.animation) saved the packed in my packages folder (Documents:Electronic Arts: The Sims 3: Mods: Packages) and then went in game, and the sim appeared mangled.

orangemittens
21st May 2011, 08:37 PM
The list of steps you're describing after the creation of the pose sounds right. I don't think the issue lies there. Could you give more details about the first part of your process?...again, I can't tell what's going wrong if all you tell me is I make a pose. :) Also, could you post a picture of your mangled pose in Blender and in the game?

Lustuu
21st May 2011, 10:07 PM
L, I looked at your pics and read the issue. There's a couple things you can try to get the perfect smile. First when you're moving the mouth it helps if you move the model into the center of your MS screen so you can zoom in on the face. The middle mouse button or scroll will allow you to do that. Second, you can make changes on the model using the X Y Z option buttons in the Model tab by putting in numbers above the x y z. This will allow you to make smaller changes than can be made by hand. If you're familiar with MS and already knew that I apologize for telling you something you already knew. :)

If all else fails, you can look through the available poses EA has to find one that has a smile you like. There are several in there that have smiles. There's a list of poses posted in Cmo's Pose Player download thread to help out with finding one that suits. You can export that, convert to .smd, pose it, and use it to overwrite the .smd you've made from the CLIP the tutorial suggests.

I hope this helps and if it doesn't please post again. :)

Hi !! Thanks for your answer. I've already tried to make a pose with another pose, ( 2 different, and 3 poses tried ) which were both "Neutral", but it doesn't work in the game. My sims just sit on the floor in a weird position .. Or doesn't do anything special. It just doesn't work.
I'm going to try your another issue ! Thanks you anyway (:

IndycentSimCreations
22nd May 2011, 02:50 AM
The list of steps you're describing after the creation of the pose sounds right. I don't think the issue lies there. Could you give more details about the first part of your process?...again, I can't tell what's going wrong if all you tell me is I make a pose. :) Also, could you post a picture of your mangled pose in Blender and in the game?

What ever I was doing wrong, I fixed it. lol

orangemittens
22nd May 2011, 03:02 AM
Sometimes just going back and focusing on each step helps...I'm glad you got it working. :)

birdyfly
23rd May 2011, 09:41 PM
Hi,

I have a new minor, but annoying issue.

Is there a way to only copy part of the keyframe? When I redo the keyframes frame by frame (since I can't manipulate the arms), the legs look all jagged when I animate it because I can't get the legs to match up exactly. When kneeling to the pillow, it is not a big issue, but when the sim is eating and not supposed to move their legs, it looks really strange.

So, is there a way to copy the lower half of one keyframe and paste it to another keyframe so the upper half doesn't get affected? It's really annoying to see how it looks in animation mode.

orangemittens
23rd May 2011, 11:34 PM
Hi,

I have a new minor, but annoying issue.

Is there a way to only copy part of the keyframe? When I redo the keyframes frame by frame (since I can't manipulate the arms), the legs look all jagged when I animate it because I can't get the legs to match up exactly. When kneeling to the pillow, it is not a big issue, but when the sim is eating and not supposed to move their legs, it looks really strange.

So, is there a way to copy the lower half of one keyframe and paste it to another keyframe so the upper half doesn't get affected? It's really annoying to see how it looks in animation mode.In MS you can click on Animate and then Operate On Selected Joints Only for your copy and paste. Thing is, as far as I can tell, that option only works well some of the time...MS can be a little funny at times. If you're really interested in animating for S3 you might want to take another look at Blender. It's far more capable.

birdyfly
24th May 2011, 12:23 AM
Thanks OM. :bunny:
This should make things so much easier. I'm going to stick with Milkshape a little bit more since I'm most familiar with it, but if what you suggested doesn't work out, then I will switch to Blender. :)

lenglel
24th May 2011, 01:18 PM
I like to use both. What I do is set up a few keyframes with 15-30 frames in between and
let blender interpolate and export the new smd. Then I load that into blender and use the
graph editor to fine-tune the individual frames. After exporting from blender I load it into
milkshape again to set all the keyframes and see how it looks.

orangemittens
24th May 2011, 02:13 PM
What do you perceive is the benefit of bouncing between the two tools this way lenglel? If you know how to use Blender it's unclear why you need to use Milkshape at all since Blender is the superior tool and completely capable of handling any animation task on its own.

lenglel
25th May 2011, 02:28 AM
The milkshape UI isn't as complex, and it has a GEOM importer plug-in (written by Wes Howe).

After experimenting with AnimTool and TS3Animator, I'm sticking with AnimTool and only using
blender for the graph editor. I expect that will change after I'm more familiar with blender and
TS3Animator is more complete. But, I envy the guys doing FBIK with maya.

orangemittens
25th May 2011, 05:02 AM
The milkshape UI isn't as complex, and it has a GEOM importer plug-in (written by Wes Howe).

After experimenting with AnimTool and TS3Animator, I'm sticking with AnimTool and only using
blender for the graph editor. I expect that will change after I'm more familiar with blender and
TS3Animator is more complete. But, I envy the guys doing FBIK with maya.lenglel, the GEOM importer is for making clothes not for animations :)

The Blender UI for animation is very easy to use once you learn where everything is and there are several very good tutorials out there to help with that. In any case, as I've said elsewhere, Blender is really the better editor for Sims 3. It's capable of handling IK, which MS is not, and that alone is reason for anyone who wants to do sequence animation to bite the bullet and make the switch from MS imo. Right now it's possible to create your own animations and put them into the game. There's no need to wait on a tool that may or may not become viable. ;)

steviefischer
26th May 2011, 05:32 PM
Alright, I hope someone can help me.
I can't seem to get my pose to show up in game, all my sim does when I enter in my pose name is stand there with her arms out to her side. I'm going to give a semi detailed list of the steps I've taken when creating my pose.

All programs and files have been updated and downloaded fresh from the original tutorial. I have tried to get my poses to work in game several times, but each time I made a new one, I used new files.

1. Open S3PE and dragged & dropped the a_xevt_701_clip posted on page 1 by cmomoney.
2. Right clicked on clip file, clicked "Export and rename...", named clip: a_evie_1
3. I then put "af_body_4_anim_20110504.ms3d" and "adult_rigfile.txt" into my new folder where I just saved my new clip.
4. Opened S3 Anim Converter V0.04 and clicked "clip - > SMD", selected my new clip (I'm not sure if this matters but my new clip that I exported and renamed from S3PE now has this name: S3_6B20C4F3_00000000_3BE070110354C076_a_evie_1%%+CLIP I really don't know if it matters, but I'll still post it just in case it does). I then get a prompt that says "rigfile.txt not located. Do you want to locate a rigfile manually?" I then click okay and locate my "adult_rigfile.txt" and click it and minimize the anim program.
5. Now I open blender version 2.57 and open the AF.blend file I downloaded from page one and then import my new SMD.
6. I then created my new pose. You can view it here: http://tinyurl.com/3dddkyn
7. Once I finished my pose, I then pressed a, everything highlighted blue, pressed i on my keyboard and selected "LocRot". I then selected File/export/SMD and exported without renaming anything. I did get the warning that said "Source only supports 128 bones" but ignored it as the tutorial says and closed blender
8. Next I opened my folder containing my new SMD, opened the new folder titled "anims" which was created within my project folder, renamed the SMD in there to match my original SMD, I then moved and replaced my old SMD.
9. Next I opened the Animtool which has been minimized, clicked "SMD - > Clip" Selected my new SMD, and closed the Animtool. Now a new file has been put into my project folder called "S3_6B20C4F3_00000000_3BE070110354C076_a_evie_1%%+CLIP.animation.bak00" , I placed this new file in S3PE and exported to package named "EviePose001", placed the pose in game, and this is what I get when I test it out: http://tinyurl.com/42z9678

Alright, I hope someone can help me here, most likely I'm just doing a minor thing wrong but what that minor thing is, I don't know.

-Evie-

orangemittens
26th May 2011, 05:37 PM
You want to use the .animation file not the .bak file. Also, AnimTool is updated to Version 5 now :)

steviefischer
26th May 2011, 05:50 PM
You want to use the .animation file not the .bak file. Also, AnimTool is updated to Version 5 now :)

Oh wow... I feel dumb lol. I knew it was something small!
Thanks for the help, it works now, also thanks for letting me know about version 5. :P

Mystic_lily
4th Jun 2011, 12:25 AM
Okay, so I've done everything said for the Blender tutorial, but for some reason the .smd add on isn't showing up in Files?
Is there any way to fix that?

orangemittens
4th Jun 2011, 01:02 AM
Okay, so I've done everything said for the Blender tutorial, but for some reason the .smd add on isn't showing up in Files?
Is there any way to fix that?ML, I'm not sure exactly what you mean. Could you explain a little bit more about where you are in the tutorial and which tutorial you mean? Do you mean this tutorial or the one for adding the .smd tools to Blender?

Mystic_lily
4th Jun 2011, 02:55 AM
ML, I'm not sure exactly what you mean. Could you explain a little bit more about where you are in the tutorial and which tutorial you mean? Do you mean this tutorial or the one for adding the .smd tools to Blender?

This tutorial.
I'm up to the point in the tutorial where I have made a pose, but the Source engine isn't showing up in Files - Import - Source engine (.smd, .vta, .dmx, .qc)

orangemittens
4th Jun 2011, 03:10 AM
This tutorial.
I'm up to the point in the tutorial where I have made a pose, but the Source engine isn't showing up in Files - Import - Source engine (.smd, .vta, .dmx, .qc)Did you get the smd tools I linked to in the first post of this thread? If so, did you follow Cmo's tutorial to install them into Blender?

Mystic_lily
4th Jun 2011, 07:26 AM
Did you get the smd tools I linked to in the first post of this thread? If so, did you follow Cmo's tutorial to install them into Blender?

Yep, I followed those.
I'll try again, though. If it doesn't work I'll figure out the problem and report it back to here.

hajimete
4th Jun 2011, 01:45 PM
some help here:

whenever i open my af.blend on blender and then select import, the only thing that it says its "Sims 3 mlod/modl(.s3asc), there is no source engine option!

please help

Odistant
4th Jun 2011, 03:11 PM
Make sure you enable them in the add-on panel too. Otherwise they won't show.

altrax
4th Jun 2011, 03:22 PM
Hi ppl!

I have a problem with custom pose i try to make. Tutorial is great but unfortunately problem appears when i try to rotate b_root_ in order to change body position towards ground. let's say i want sim not to stand but to lie on the ground on his right side. when i rotate and move whole b_root_ in Milkshape it looks as i planned,but in game sim always lie on back never on left side or right side. What am i doin wrong? here is sample how the pose should look like more or less:

Cruzy
4th Jun 2011, 03:54 PM
Great tutorial, I slipped up along the way by misreading the instructions but got back on the right track and was able to get the pose into the game. I just need to perfect my Blender skills now :D

orangemittens
4th Jun 2011, 05:18 PM
Hajimete if you're using Blender to make your poses with you will need to get the smd tools plugin and install it. I gave a link to the plugin and to installation instructions in the first post of this thread just before the instructions for how to make a pose with Blender. Try that and if you continue to have problems post again :) It looks like what you have installed is Cmo's Blender tools. That isn't the plugin you need to in order to import .smd's.

Altrax, I know that some people have had success using b_ROOT_bind for that purpose. Have you given that a try?

Glad it's working for you Cruzy :)

hajimete
4th Jun 2011, 05:30 PM
Which ones odistant? The am.blend and af.blend files?

orangemittens
4th Jun 2011, 05:33 PM
Which ones odistant? The am.blend and af.blend files?Odistant is referring to the smd plugin Hajimete. Read my post to you just above.

hajimete
5th Jun 2011, 02:03 AM
oh my! thanks a lot orangemittens! you made my day

hajimete
5th Jun 2011, 03:57 AM
i followed every step but at the end, where the instructions says:

"Now replace the old .smd in your working folder with this new one. It must be in the same folder as the CLIP for conversion. After that you're ready to convert it to
CLIP and package the new CLIP."

How to convert that smd to clip and then to package?

thanks in advance

orangemittens
5th Jun 2011, 08:58 AM
To convert you need to open AnimTool and click the CLIP-->smd button. Navigate to your working folder and select the smd you want to convert to a clip. Packaging the clip instructions are in the tutorial. The directions are the same for both Blender and MS. :)

hajimete
6th Jun 2011, 04:43 AM
THANKS!
now:

is it possible to edit an existing package format pose? i dont want to re edit the whole pose... i just want to create another pose from the one i have created

thnks in advance

orangemittens
6th Jun 2011, 05:04 AM
If you have the current version of AnimTool you should be able to :) The link is in the first post of this thread.

WhoMe331
6th Jun 2011, 05:27 AM
Confused by the "12. Now replace the old .smd in your working folder with this new one. It must be in the same folder as the CLIP for conversion. After that you're ready to convert it to
CLIP and package the new CLIP." bit... Am I suppose to go back to the AminTool and change it back to CLIP or leave it the way it is? :wtf:

orangemittens
6th Jun 2011, 05:58 AM
Confused by the "12. Now replace the old .smd in your working folder with this new one. It must be in the same folder as the CLIP for conversion. After that you're ready to convert it to
CLIP and package the new CLIP." bit... Am I suppose to go back to the AminTool and change it back to CLIP or leave it the way it is? :wtf:For step 12: When you open your working folder you should see a new folder. This folder should have a .smd in it. You need to take that .smd and rename it so it has the exact name as the .smd you converted from the CLIP you exported. Then delete or move the old .smd in your working folder...the one which was created when you converted the CLIP. Move your newly renamed .smd into that folder. Then open AnimTool and convert your newly renamed .smd to a CLIP and package it as the instuctions in the tutorial show.

Hope that helps...if not post again.

hajimete
6th Jun 2011, 08:54 AM
Hey i have the newest version of animtool but when i try to go ahead and unpack the package file, it says something about a 256 or 300 limit and it wont let me edit...

orangemittens
6th Jun 2011, 03:09 PM
The most current version is AnimToolV05. Is this the version you're using?

hajimete
6th Jun 2011, 07:59 PM
oh wow, my bad Orange! thanks for reminding me that, it works great! thanks! have a nice week

hajimete
7th Jun 2011, 07:43 AM
hey orange!

is it possible (on blender) to save, for example, a face expression ? like a preset for the head section? just to make it easier and fast when creating new poses...
thanks

lenglel
7th Jun 2011, 10:28 AM
I tried that once. I opened the smd file in notepad++ and deleted all but the facial bones from the "time" sections.
It seemed to work in milkshape when I tried it on various poses. I think it works because the numbers describing
the positions and rotations of the bones in the smd are relative to that bone's parent bone. :heyhey:

orangemittens
7th Jun 2011, 12:35 PM
hey orange!

is it possible (on blender) to save, for example, a face expression ? like a preset for the head section? just to make it easier and fast when creating new poses...
thanksI'm not sure if I'm understanding what you want to do correctly. If I am the answer is yes. You should be able to bring in your .smd and alter only the face and save it to reuse over again. If you try the editing method discussed above you will need to leave any joint referenced by the facial joints as well as the facial joints themselves.

hajimete
9th Jun 2011, 02:50 AM
urmmm i tried editing and deleting evverything but facial bones but it doesnt work, at least for me on blender, the skeleton stays intact

orangemittens
9th Jun 2011, 12:28 PM
When editing this way you aren't trying to get rid of the skeleton itself just the animations assigned to the parts of it that aren't the facial bones.

Buzzler
9th Jun 2011, 06:14 PM
om, could you please add a little bit about making the pose names unique? It's not terribly important, because a collision won't cause any actual harm in the case of custom poses. Still, we see very "collision-prone" pose names on the queue now and then, and that could probably be avoided if pose makers were more aware.

orangemittens
9th Jun 2011, 09:43 PM
om, could you please add a little bit about making the pose names unique? It's not terribly important, because a collision won't cause any actual harm in the case of custom poses. Still, we see very "collision-prone" pose names on the queue now and then, and that could probably be avoided if pose makers were more aware.No problem...I should have done that in the first place. Taking care of it now :)

hannahjo1
15th Jun 2011, 05:34 AM
Are there any tips for editing the faces. I can't seem to get mine right.

orangemittens
15th Jun 2011, 11:03 PM
HJ1, could you give a little more detail about what it is you're trying to do and what is happening that makes you dissatisfied with how things are turning out?

hannahjo1
16th Jun 2011, 07:01 AM
I'll post some pics and show you what I mean.

http://i141.photobucket.com/albums/r41/here4fun6/4-1.jpg
I want more like this but I only get this:
http://i141.photobucket.com/albums/r41/here4fun6/Screenshot-21-3.jpg

In which it changes the whole face of my sim. She usually looks like this:
http://i141.photobucket.com/albums/r41/here4fun6/editornote.jpg

I can't figure it out without clearly messing up her facical features or what not. She doesn't even look like the same sim to me.

Is there maybe a better Half-life SMD i can import that has a better premade face applied with a good smile instead of the one.

Here are other poses I have made if you care to look through to tell me if u see what I'm doing.

Poses (http://hannahjo-ts3sims.blogspot.com/2011/06/my-first-pose-pack.html)




EX of first poses from Tum Tum

orangemittens
16th Jun 2011, 12:19 PM
One thing to be aware of is that often a slight change to the expression in MS translates into a greater change on the Sims face in-game. If you're altering the face joints by hand in MS it might be that you're simply making changes that are too big to achieve the more subtle face changes you would like to see in-game.

One thing you can do is make changes to the joints using the numbers in MS rather than doing it by hand. This allows you to make very precise changes to achieve exactly the position of the joint you want.

A second option is, as you say, to borrow a premade expression from one of the other EA poses. If you look in FullBuild0 there are plenty of CLIPs to choose from to find an expression you might like better than the one on the tutorial CLIP.

lorenrose1013
18th Jun 2011, 01:08 AM
When I export using Blender, I get a lot of warning and stuff. It only stays solid if the mouse if moving, and it didn't say anything about 128 bones. There was also no anims folder, either. So where did the export go?

orangemittens
18th Jun 2011, 01:17 AM
When I export using Blender, I get a lot of warning and stuff. It only stays solid if the mouse if moving, and it didn't say anything about 128 bones. There was also no anims folder, either. So where did the export go?hi LR :) Could you describe the process you're using to make your pose? If you give step by step details of how you're doing things it makes it easier to figure out why things aren't working for you.

lorenrose1013
18th Jun 2011, 02:00 AM
hi LR :) Could you describe the process you're using to make your pose? If you give step by step details of how you're doing things it makes it easier to figure out why things aren't working for you.

Sure thing! I open blender, open the am_body_4_anim, import the .smd (S3_6B20C4F3_00000000_1C21146D78C0D157_a_LRosePoseSetTest%%+CLIP.smd) change the points to make it look like he is mid-way through the robot, then click 'a' and then 'i' then loc rot and then export as source engine, and then click the option ending in .smd. Then all the errors come up.

altrax
18th Jun 2011, 06:37 AM
Hello there :)

My question is: Is it possible to import second body rig into milkshape so i can have both bodies during pose making? I am trying to do dancing anim.,but it's hard to make ideal pose only by seeing one sim. Of course after making pose i would remove second rig and export pose to smd.
Anyone?

SeeMyu
18th Jun 2011, 07:22 AM
Hello there :)

My question is: Is it possible to import second body rig into milkshape so i can have both bodies during pose making? I am trying to do dancing anim.,but it's hard to make ideal pose only by seeing one sim. Of course after making pose i would remove second rig and export pose to smd.
Anyone?

there is, but you cant edit the obj pose. Follow this sims 2 tutorial for it.. i've tried it and it works "almost" the same http://www.youtube.com/watch?v=FD_1wDrU0BM ;)

altrax
18th Jun 2011, 08:03 AM
Thanks :) It works!! The only problem i have now is how to remove the obj. i imported so i can save pose without it? :)

orangemittens
18th Jun 2011, 01:21 PM
If you're trying to use this technique to make a pose with it's probably easier to export your first model after it's in the pose you want it to have and while it is in animation mode. This way when you bring it back into MS it will be in the pose you want it to be in rather than in the bind pose. If you do it this way, pose the model, set your keyframe, click out of anim mode and export as smd. Then go back into anim mode and export as an obj. You'll get a warning message when you do the export as obj in Anim mode but you can ignore that. When you reimport that obj back into MS it will be in the pose you gave the model so it's a perfect template for making the next model's pose with.

Also, once you've exported the model as an obj you can bring the obj into MS by itself. Go to the Groups tab and select all the groups so that the entire model lights up red. Then hit the Regroup button. Then export it again as an obj to overwrite your first instance. Now when you import this in with the working rig it will not be sharing group names with the rig and is easily deleted by going back to the Groups tab, selecting it on the list and hitting Delete.

momoflittlealis
20th Jun 2011, 02:27 AM
I have made several (single sim) poses with Blender (2.57) and had no issue. I would like to try couple poses or prop poses but I am unsure how to do this. If I wanted to set the first sim in a pose, is there a tutorial for saving it as an object and then reimporting it into Blender to use as a reference to pose the second sim? I have completely confused myself on what programs I would need for this and I have no idea what to do with s3asc helper or if I need it for what I wish to do. If I have missed these instructions, could someone please point me back in the right direction?

TheLuckySims
20th Jun 2011, 03:15 PM
Hi,

I am using this tut working with blender. But i can´t get past this;

1. Click File in upper left hand corner, choose Open and browse to Cmo's am.blend (or his af.blend). Click on it and choose Open Blender File.

Where is this file? Do i have to download it?

momoflittlealis
20th Jun 2011, 03:26 PM
You have to get the files from here http://www.modthesims.info/showthread.php?t=390523&c=1&ht=&page=1&pp=25#startcomments
I think it is post #52 iirc.
you will still need to download one of the Milkshape rigs to get the .txt file that goes with the rig. Both editors use the same .txt file.

WesHowe
20th Jun 2011, 05:50 PM
you will still need to download one of the Milkshape rigs to get the .txt file that goes with the rig. Both editors use the same .txt file.

I can't speak for mesher (who made that particular rig), but any of the rig files I made (including the .txt file) are free to be copied to a location that makes it easier for people to find all the parts-pieces they need to get animation working. Since I did not write any animation tutorial, I have no where to put them other than as an attachment to some post.

But it might be a lot easier to get started if they were attached to a tutorial, maybe all in one big package that required just one download.

<* Wes *>

orangemittens
21st Jun 2011, 12:38 AM
I can't speak for mesher (who made that particular rig), but any of the rig files I made (including the .txt file) are free to be copied to a location that makes it easier for people to find all the parts-pieces they need to get animation working. Since I did not write any animation tutorial, I have no where to put them other than as an attachment to some post.

But it might be a lot easier to get started if they were attached to a tutorial, maybe all in one big package that required just one download.

<* Wes *>Darlin', if it's ok with you then, I can post your rig file as a download here along with a link to your thread for those who would like to learn more. It's very sweet of you to suggest it :) And you know you did write an animation tutorial...the only reason this one is here is because of what you've posted that I learned from.

momoflittlealis, there is no tutorial as yet for what you're wanting to do with Blender. But it is possible to save the model as a .obj and bring it back into Blender to use as a reference. You don't need s3pe or a helper to do that...saving as an obj is in the same area as saving to .smd. To use a prop...I'm assuming you mean an object prop here...you will need s3oc to clone the item and s3pe to pull out the MLOD (00000). I think I gave instructions on how to do that above in this thread. If I'm mistaken or you can't find those instructions please post again :)

momoflittlealis
21st Jun 2011, 01:04 AM
Oh my! I am so very blind. I have been looking right at the .obj for two days now and did not realize it. I was completely confused on importing an object prop but I will find your instructions on it. I am sure that I will have no further problems with it. Your direction has always been very clear for me. Thank you so much for your patience.

orangemittens
21st Jun 2011, 01:16 AM
Oh my! I am so very blind. I have been looking right at the .obj for two days now and did not realize it. I was completely confused on importing an object prop but I will find your instructions on it. I am sure that I will have no further problems with it. Your direction has always been very clear for me. Thank you so much for your patience.I'm now thinking the instructions I gave for object props were for MS. If you have any difficulty translating them for Blender please post again...and I'll then thank you for your patience with me :) You'll need Cmo's Blender Tools to import the 00000 into Blender...they're in the downloads section.

momoflittlealis
21st Jun 2011, 01:31 AM
I have the couple poses, with one saved as .obj working just wonderful! Everything shows up as it should. Working now on posing with object props. I think that the directions from MS to blender will be clear enough but the 'to s3asc' I am unsure which wrappers I need and can't read where to put the s3asc helper. (needed with the tools) When I go 'to s3asc" I get a pop up saying that it has stopped working. I think this is more a problem that I don't know how to /install/use the Blender tools available to me correctly than the tutorial not being clear though. I will set about fussing it. As with the couple poses, I am sure that the answer is right in front of me. :)

orangemittens
21st Jun 2011, 02:20 AM
I have the couple poses, with one saved as .obj working just wonderful! Everything shows up as it should. Working now on posing with object props. I think that the directions from MS to blender will be clear enough but the 'to s3asc' I am unsure which wrappers I need and can't read where to put the s3asc helper. (needed with the tools) I think this is more a problem that I don't know how to /install/use the Blender tools available to me correctly than the tutorial not being clear though. I will set about fussing it. As with the couple poses, I am sure that the answer is right in front of me. :)Cmo gave directions for how to install the Blender tools and it's basically like installing the .smd tool. Is this not working for you? The s3asc helper goes into the Helper folder inside the s3pe folder. But if all you're doing is opening a cloned object and saving it as an obj you prolly shouldn't need anything but s3oc and s3pe. In the context of this subject the helper and wrappers should only be needed if you're meshing new objects.

momoflittlealis
21st Jun 2011, 02:27 AM
If the helper is not needed for my purposes, then I am certainly making this harder than it needs to be. I am going back and rereading through what I need and for what.

orangemittens
21st Jun 2011, 02:35 AM
If the helper is not needed for my purposes, then I am certainly making this harder than it needs to be. I am going back and rereading through what I need and for what.If all you're doing is cloning an item and exporting the MLOD I don't think you should need helper for that. If you continue to have issues please post so we can work it out...if you're having problems other people are too...best to get it straightened out. :)

momoflittlealis
21st Jun 2011, 02:52 AM
So I cheated and just grabbed the file (of the brass bed) from page ...13 I think. I imported it into blender just fine along with the sim saved as .obj. Boy, I made this as hard as possible. :lol: I have it now, I will learn how to clone and export game objects now on my own but I do understand what to do with each thing once I have done that. Thank you so very much for your help (and the bed file). I could have never learned to do this without your help.

TheLuckySims
21st Jun 2011, 07:27 PM
I got a problem with getting the shoulder right. I looked at the post of Klinn2 but that was for milkshape and i am using Blender. I did try to make it work, what was explained in that post but i just can't get it to work.

I posted a picture so you know with what i mean about getting the shoulder right.

http://i52.tinypic.com/ndtptt.jpg

Her shoulder just disappeared....

And another question. How can you move the hips? Is that even possible?

Thanks for all the tips, tricks and advice!

WesHowe
21st Jun 2011, 07:37 PM
It would appear that your issue is skinning related. I don't think the Blender rig you are using has multiple skin weights, so it would look better in the game.
That said, it would be almost impossible for anyone short of a circus performer to raise their arm that high without raising the shoulder, too.

<* Wes *>

orangemittens
21st Jun 2011, 09:09 PM
TLS, as Wes has pointed out, the issue you're having is that you're trying to raise the arm over the model's head without moving the shoulder up first. Try doing this yourself...raise your arm up just how you want the model's arm to look. You'll notice that it's impossible unless you also move your shoulder up causing your collarbone to be tilted. In Blender the joint you want to rotate first is the clavicle joint. Once you've rotated that up then rotate the arm joints. To move the hips you move the pelvis joint.

orangemittens
23rd Jun 2011, 01:58 AM
Updated to post the Milkshape rigs with permission from Wes and Mesher. Thank you both for allowing your work to be shared in this tutorial...it's much appreciated :)

WesHowe
23rd Jun 2011, 02:12 AM
That said, it would be almost impossible for anyone short of a circus performer to raise their arm that high without raising the shoulder, too.


I think I could have expanded on this a little more. While it is impossible to raise an arm that far above the clavicle when the arm is straight out (due to the shape of an actual upper arm) you can raise it higher if you rotate the elbow toward the front (or the back) and then rotate the upper arm. You will see this if you emulate a motion such as reaching up to a shelf... the elbow will point forward, and the lower arm will rotate to allow the hand to face forward. Still, it is natural to also raise the shoulder, as it spreads the lifting between two different muscles, reducing the overall effort required.

While in the end this is just a pixel creation, a good animation should be done within the limits of real flesh in order to remain believable. Otherwise, you will convey a surreal atmosphere; fine for robots, cartoons and alien lifeforms, but not in keeping with the general theme of Sims.

<* Wes *>

alissaya
23rd Jun 2011, 05:13 AM
Hopefully this is the right posting area... I got up to step 9 in the Blender section. Everything worked fine until I tried to export it. The tutorial says that a larger export box is supposed to come up after the original two. The large export box showed up, I exported and then closed the window to go to my folder. The anim folder wasn't there. I went back and reopened the pose in Blender, did the first two parts of the export, but now the third and largest box won't show up at all.

orangemittens
23rd Jun 2011, 02:11 PM
Did you have all the components in the same working folder and you imported the .smd you had converted from the CLIP into Blender after you imported the .blend model?

sunrae2483
28th Jun 2011, 06:10 PM
I was going to attempt making my own poses, but I can't even get s3pe to open. It crashes whenever I try. I am running Windows XP 32 bit service pack 3. Here is what my error report says:

EventType: clr20r3 P1: s3pe.exe P2: 1104.2.9.15835 P3: 4d96e2b6
P4: mscorlib P5: 2.0.0.0 P6: 4333ab80 P7: f25 P8: 80
P9: system.io.filenotfoundexception

Any help would be appreciated. Thanks.

orangemittens
28th Jun 2011, 09:26 PM
I was going to attempt making my own poses, but I can't even get s3pe to open. It crashes whenever I try. I am running Windows XP 32 bit service pack 3. Here is what my error report says:

EventType: clr20r3 P1: s3pe.exe P2: 1104.2.9.15835 P3: 4d96e2b6
P4: mscorlib P5: 2.0.0.0 P6: 4333ab80 P7: f25 P8: 80
P9: system.io.filenotfoundexception

Any help would be appreciated. Thanks.I'm having trouble posting so hopefully I don't end up posting this multiple times :P Anyway, if you have questions about s3pe the best place to ask them is at Simlogical. Inge and Peter can answer questions about their tool much better than I can :) Here's a link to the appropriate thread to ask about s3pe in:

http://dino.drealm.info/den/denforum/index.php?topic=189.0

stefizzi
3rd Jul 2011, 02:56 PM
Hi, I have the same problem as lorenrose1013 with blender:
"When I export using Blender, I get a lot of warning and stuff. It only stays solid if the mouse if moving, and it didn't say anything about 128 bones. There was also no anims folder, either. So where did the export go?"
and I do the same process as her:
"Sure thing! I open blender, open the am_body_4_anim, import the .smd (S3_6B20C4F3_00000000_1C21146D78C0D157_a_LRosePoseSetTest%%+CLIP.smd) change the points to make it look like he is mid-way through the robot, then click 'a' and then 'i' then loc rot and then export as source engine, and then click the option ending in .smd. Then all the errors come up."

But if I close blender I lose also my pose, and I have to redo everything from scratch... -.-
Please, would you help me??

S.

wiqvonfrege
3rd Jul 2011, 03:24 PM
Could someone be kind enough to explain to a retard like me, step by step, how to import an obj. into blender - just like the ea bed posted back in the thread? I mean extacly the EA base game guitar :D I want to use it as a model for my pose but somehow I cannot do it (I followed the instructions and failed)
Pretty pretty please and thanks a priori :D

orangemittens
3rd Jul 2011, 03:59 PM
Stefizzi, I'm not sure what you mean by, "it only stays solid if the mouse is moving..." Could you post what errors you're receiving?

Wiqvonfrege, to get the guitar into Blender you'll have to first clone it using s3oc and then export the .s3asc out of the package using s3pe. Then you import that .s3asc into Blender. Which of these steps are you stuck on?

wiqvonfrege
3rd Jul 2011, 04:09 PM
Well, I cloned the guitar and then in S3PE I selected the MODL file and then I went export->to a file->exported files( S3_*.*) (the only option possible), then tried to import it in blender (I have the s3asc plugin installed) and nothing was seen. I suppose I didn't really exported it into s3asc :D <blonde face>

lilmamasims
3rd Jul 2011, 04:17 PM
Sorry if this is a stupid question but I just wanted to ask if is possible to create custom animations using a MAC - Is the software available on this platform? Thanks

stefizzi
3rd Jul 2011, 04:21 PM
Sorry orangemittens, for error "it only stays solid if the mouse is moving..." I mean this: http://i56.tinypic.com/154c3rs.png
ç.ç
I followed the tut literally... I don't know... =(

orangemittens
3rd Jul 2011, 05:49 PM
Wiqvonfrege you need to right click the MLOD or MODL line and choose "to s3asc" from the dropdown menu. It's near the bottom of the list.

LMS, I apologize but I know absolutely nothing about MAC's. All I can tell you is if Blender or Milkshape can work on a MAC you *should* be able to try making poses. I can't guarantee it though since I've never tested this on a MAC. If someone else doesn't come along with a more definitive answer I would try posting my own thread about it where maybe another MAC-user might see it. Hmm...on second thought, I'm not sure about the other tools you would need. I don't know if s3pe or AnimTool will run on a MAC.

Stefizi, I just updated my Blender to 2.58 and got the new 2.58 .smd plugin for it and it worked fine for me. The only difference was that, instead of creating the Anim folder in my working folder as it did with 2.57, it created the Anim folder in C:\Users\Owner\Documents\tests\pose. Are you sure you have the correct .smd plugin for the new Blender version?

stefizzi
3rd Jul 2011, 05:52 PM
NO!! I have the wrong one!!!!
Can I find the right plug in in the main topic?? =D
Thank you very much for your patiente and for your help!!
And sorry for my bad english, I'm italian .. ^^

orangemittens
3rd Jul 2011, 05:57 PM
NO!! I have the wrong one!!!!
Can I find the right plug in in the main topic?? =D
Thank you very much for your patiente and for your help!!
And sorry for my bad english, I'm italian .. ^^Yes...the link in the tutorial post goes to the new 2.58 version. Which I should point out since if people try to use it with 2.57 they may have issues similar to what happened to you.

Your English is much better than my Italian I can guarantee you that :P Give the new plugin a try and if you still have issues post again :)

stefizzi
3rd Jul 2011, 06:10 PM
I was thinking... There is a way that I can change this path "C:\Users\Owner\Documents\tests\pose"???
Because documents is in a folder that is not named owner, and vista is an annoying s.o.

orangemittens
3rd Jul 2011, 06:26 PM
You can change it through Scene tab. When you first open Blender, if you still have factory default set-up, you should see a button over in the right upper corner that looks like a little ball in front of a cylinder. It is sitting between a button that looks like a camera and a button that looks like a globe. Click that button, the one with ball and cylinder (it's the Scene button) and look more toward the bottom for the SMD export section. You can change the output folder there. You might have to save this as default again in order to have the change stick...I'm not sure since I've only tried it once.

wiqvonfrege
3rd Jul 2011, 06:31 PM
Orangemittens, I cannot see it. Maybe it would be easier to find out what I'm doing wrong when I post a screenshot:

http://img143.imageshack.us/img143/9336/wtfkt.th.jpg (http://imageshack.us/photo/my-images/143/wtfkt.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

orangemittens
3rd Jul 2011, 06:33 PM
Orangemittens, I cannot see it. Maybe it would be easier to find out what I'm doing wrong when I post a screenshot:

http://img143.imageshack.us/img143/9336/wtfkt.th.jpg (http://imageshack.us/photo/my-images/143/wtfkt.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)What version of s3pe do you have?

wiqvonfrege
3rd Jul 2011, 06:35 PM
I believe it's 11-0402-0951.

orangemittens
3rd Jul 2011, 06:45 PM
I believe it's 11-0402-0951.You didn't put the helper and wrappers in your s3pe folder then. You'll need those to be able to export using the .s3asc extension. Thing is s3pe is under rapid development these days and I'm not sure the helper/wrappers for the 0951 version are still available for download. Let me check around and see if I can find any link for them.

wiqvonfrege
3rd Jul 2011, 06:51 PM
Thank you so muuuuuuuuuch :lovestruc
This is the first thing I ever do with s3pe apart from merging packages, so I don't even know what it is : D

orangemittens
3rd Jul 2011, 07:15 PM
Inge has kindly allowed the helpers/wrappers to be posted at Simlogical. Here is the link:

http://dino.drealm.info/den/denforum/index.php?topic=606.msg4102#msg4102

Please post in that thread if you have any problems at all getting things installed correctly. I need to make sure the instructions are clear so there are no issues.

wiqvonfrege
3rd Jul 2011, 07:20 PM
I downloaded it and now it's working. Thank you so much for your help and for the amazing tutorial. And sorry for taking your time :( Now nothing's gonna stop me! ]:->

orangemittens
3rd Jul 2011, 07:40 PM
I downloaded it and now it's working. Thank you so much for your help and for the amazing tutorial. And sorry for taking your time :( Now nothing's gonna stop me! ]:->Np :) Hope it works...post again if not.

wiqvonfrege
3rd Jul 2011, 08:41 PM
Oww, it's me again. Hm. Probably I messed something again. My exported S3asc file is always 0 kb and I got error when I try to import it in blender... <facepalm>

orangemittens
3rd Jul 2011, 09:06 PM
Oww, it's me again. Hm. Probably I messed something again. My exported S3asc file is always 0 kb and I got error when I try to import it in blender... <facepalm>It should be 0 kb so that part is ok :) What are you cloning and what error are you getting?

wiqvonfrege
3rd Jul 2011, 09:11 PM
It is base game guitar. And the error is:


http://img838.imageshack.us/img838/5015/errorxrb.th.jpg (http://imageshack.us/photo/my-images/838/errorxrb.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

orangemittens
3rd Jul 2011, 09:48 PM
It is base game guitar. And the error is:


http://img838.imageshack.us/img838/5015/errorxrb.th.jpg (http://imageshack.us/photo/my-images/838/errorxrb.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)I tried this with Blender 2.58 and the build of s3pe I made to test the download posted at Simlogical and the guitar is coming into Blender with no problems. I also tried it with Blender 2.57 and there were no problems there either. When is the last time you upated your Blender tools? I just updated mine today. If yours are older than that try again after installing newest version (7/3 version). :) If that doesn't work post again.

wiqvonfrege
3rd Jul 2011, 10:01 PM
You mean the import/export tools? I guess it's the problem. Could you tell me where I can find the 7/3 version? My blonde brain is about to explode :D