View Full Version : Tutorial: Creating S3 Custom Poses with Milkshape or Blender
orangemittens
3rd Jul 2011, 10:59 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 :Dhttp://www.modthesims.info/download.php?t=433882 downloads section here :)
wiqvonfrege
3rd Jul 2011, 11:09 PM
Thank U. Yeah, I downloaded it a while ago - same thing happens. Ewwwwww, I'm going gray. Is there any extra thing you should be aware of when cloning an object? I don't know, really. ._. I feel noobish.
orangemittens
4th Jul 2011, 12:15 AM
Thank U. Yeah, I downloaded it a while ago - same thing happens. Ewwwwww, I'm going gray. Is there any extra thing you should be aware of when cloning an object? I don't know, really. ._. I feel noobish.Not really...I think there is something goin on with how you have the Blender tools set up or something.
I know they work for this object because I have the old tools on version 2.57 and the new tools on version 2.58 and both are working for me with the s3pe helper/wrapper set added to the stable s3pe. I think you need to post about the problem in the tools download thread because you're past the point where what I know is going to be helpful for you. Cmo will be able to help a lot more than I can with this issue.
In the meantime I turned the guitar into a .obj for you so you can at least keep going with this prop pose project while you figure out the issue you're having with Blender. Sorry I can't really help more with this than that.
http://jaue.com/om/guitar.rar
wiqvonfrege
4th Jul 2011, 12:26 AM
It's already A LOT of help. Thank you very much, Orangemittens. I owe you some cookies. :-D
sunrae2483
4th Jul 2011, 04:57 AM
I want to thank you for this tutorial. It has been very helpful and I have been successfully making my own custom poses now. Except forming the hands correctly has been a big pain in the butt.. Anyways, to get my poses exactly the way I want them I've been going back and editing them in Blender after checking them out in game. Then I replace the animation file like before, but afterwards when I open the Anim Converter and do SMD -> Clip instead of "No Errors" I get "Memory Error Actor". What does that mean? Is there something different or extra I need to do when editing a pose?
stefizzi
4th Jul 2011, 09:32 AM
I finally did it!!!
And this is the result:
http://i51.tinypic.com/sm96v7.jpg
=DDD
But, how I can edit my poses without starting over every time??
MarkJS
4th Jul 2011, 11:08 AM
While some people working with another modelling tools besides Milkshape, I wanted to let you know that I am working on 3DS Max one.
sunhair found a working SMD plugin for 3DS last version (2012) so I thought I would try.
So far I was able to import all the skeleton and original meshes and I would say I am 40% done skinning the male mesh.
But I was able to make SMDs with it and export with no problems.
Here are some pictures ingame of the pose and pics of 3DS on attachment.
http://thumbs2.modthesims2.com/img/3/5/7/9/1/7/3/MTS2_MarkJS_1211120_Screenshot-2558r.jpg
http://thumbs2.modthesims2.com/img/3/5/7/9/1/7/3/MTS2_MarkJS_1211119_Screenshot-2557r.jpg
FREEDOM_55
4th Jul 2011, 12:12 PM
Either you don't have rights to access the file/path, or the file is being used by another process.
When I open S3PE and try to open "fullbuild0"
I get this message:
Could not open package:
C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\Packages\FullBuild0.package
Front-end Distribution: 11-0402-0951
Library Distribution: 11-0402-0951
Source: mscorlib
Assembly: mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Access to the path 'C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\Packages\FullBuild0.package' is denied.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at s3pi.Package.Package.OpenPackage(Int32 APIversion, String PackagePath, Boolean readwrite)
at S3PIDemoFE.MainForm.MainForm_PackageFilenameChanged(Object sender, EventArgs e)
I think I have full user rights and I exited the game. Is it the same problem as lilly's?
MarkJS
4th Jul 2011, 03:53 PM
When I open S3PE and try to open "fullbuild0"
I get this message:
...
I think I have full user rights and I exited the game. Is it the same problem as lilly's?
The problem is what it says it is.
Access to the path '...\FullBuild0.package' is denied.
As stated in this topic already, try making a copy of that package in another folder.
No matter if you are the admin, sometimes the system takes own of %ProgramFiles% / %ProgramFiles(X86)%
You can avoid that by trying to take ownership of the file, using the command:
TAKEOWN /F "<file path>"
It is easier to just copy it or create a hardlink of it though.
To create a hardlink:
MKLINK "<new link.package>" "<original path.package>"
orangemittens
4th Jul 2011, 04:29 PM
Sunrae you should be able to edit your .smd, overwrite the old version you want to change, and then convert that to a CLIP. Do you have the latest version of AnimTool?
Congrats Stefizzi :) See above for editing a pose. You will need the latest version of AnimTool.
It looks great Mark! :)
Freedom, if Mark's answer doesn't solve your issue please ask questions related to s3pe in the s3pe download thread at Simlogical. Peter and Inge are far more able to answer questions regarding their tool than I am :)
sunrae2483
4th Jul 2011, 06:08 PM
Yes, I have version 5.
stefizzi
6th Jul 2011, 12:03 AM
Thank you for everything, now I'm really into poses!!! =D
But I have some other question:
Is There some place where I can find the .obj of some items? Because I realized that I'm unable to convert the objects myself...
Thank you very much!!!
naho1712
8th Jul 2011, 05:04 AM
I'm really grateful to you Orangemitten for sharing this great tutorial. with your tutorial, I could make several poses and am sharing them with other Simmers. Thanks a lot.
By the way, I have a question about editting pose-animations in Milkshape. Do you happen to know how to make 2 poses at the same time in Milkshape? I recently built poses for couples, and it's quite rough for me to make each pose to be fit to each other as I had to make it one by one. (I hope you got what I mean.. I'm Korean and my English is not so good, sorry) I'm almost a beginner in handling Milkshape and can hardly find the way to make 2 poses simutaneously in Milkshape which would be much much easier for me to make poses for couples!
I hope you know the method and kindly let me know. Thank you for reading my message..! Have a great weekend!
orangemittens
9th Jul 2011, 08:33 PM
Sunrae, if you're still having difficulty converting your edited .smd could you post the steps you're taking to edit an old one and replace it?
Stefizzi, as far as I know there is no place where you can download pre-converted EA clones (ie. obj versions of them). I've posted instructions for how to go about converting your own in this thread.
Naho, the easiest way to make a pose set that involves 2 separate Sim poses is to convert one of the poses to a .obj and then import that into MS with the model before you start creating the second pose. I've posted instructions for the process in this thread.
stefizzi
10th Jul 2011, 12:08 PM
Hi oreangemittens, I tryed to follow your tutorial on creating a wavefront .obj in page 31, but I can't find the helper (to add the "to .s3asc" in the bottom of my sape) anywhere...
Could you help me?
Thank you for everything btw =D
orangemittens
10th Jul 2011, 02:07 PM
Hi oreangemittens, I tryed to follow your tutorial on creating a wavefront .obj in page 31, but I can't find the helper (to add the "to .s3asc" in the bottom of my sape) anywhere...
Could you help me?
Thank you for everything btw =DThey're posted at Simlogical with permission from Peter, Atavera, and Inge :) Link:
http://dino.drealm.info/den/denforum/index.php?topic=606.msg4102#msg4102
If you run into any issues getting the helper/wrapper set to work please post about it in that thread. If you have any problems with the process of converting EA objects into .obj form post about it in this one :)
stefizzi
10th Jul 2011, 03:27 PM
OK, I have another probem... (they never end!) when I open the .s3asc in blender I got this error: http://i53.tinypic.com/2hyj4w7.png
I think that appears because when I go to the .s3asc folder I can see the .s3asc file is 0kb big, instead the .3sacg file has a dimension...
But I don't know how to fix this...
Sorry
orangemittens
10th Jul 2011, 06:14 PM
OK, I have another probem... (they never end!) when I open the .s3asc in blender I got this error: http://i53.tinypic.com/2hyj4w7.png
I think that appears because when I go to the .s3asc folder I can see the .s3asc file is 0kb big, instead the .3sacg file has a dimension...
But I don't know how to fix this...
SorryThe .s3asc you want to import into Blender should be 0 kb so that is not the cause of the error. I wish I could help more but I'm not sure what that error is from. The best thing to do is post about it in Cmo's download thread where you downloaded the Blender tools. He'll be able to help you with this better than I can. :)
WesHowe
11th Jul 2011, 03:00 AM
The only purpose for the .s3asc is for the name, used to find the various group files (.s3ascg); it never has any data in it. The files with the data in them are the .s3ascg files that have the (mostly) same name as the .s3asc file.
It would appear that you are using an international language version, where the decimal point character is a comma "," and that Blender is complaining because it expects a dot "." as the separator (as is US English). I'm not sure how you would change that, however the problem has shown up before in other programs.
<* Wes *>
Caradella
11th Jul 2011, 04:00 PM
Hi, I'm new to this whole posing thing.. And recently, I've planned to do couple poses in Blender, but I don't know how...
I've read OrangeMitten's discussion with momoflittlealis, but I'm afraid I don't understand it... I have no idea how to save as obj. or clone using s3oc, OR pull out the MLOD (00000)...
I'm really sorry if I ask too many questions, but please understand that this whole thing is new to me.. Any help given is truly appreciated.
P.S: How exactly do you pose your sim's eyeballs? I have no idea how to make them look at a specific angle..
Please excuse my dumbness...
momoflittlealis
11th Jul 2011, 07:20 PM
If you zoom up to the face of your model (at least in Blender) there is a tab that you can move that controls the eyeball's direction. I think you can find it best if you rotate so that you are looking straight at the face and it should be one (of the many) located just below each eye. You may have to toggle through them to find it as they are typically overlapping each other. *hope that helps*
MarkJS
11th Jul 2011, 07:22 PM
P.S: How exactly do you pose your sim's eyeballs? I have no idea how to make them look at a specific angle..
For that, rotate the joints b__LeftEye__ and b__RightEye__
But you need to attach a material (texture) to the eye meshes, it is easier to see how the iris is rotating with a texture attached to the mesh.
Caradella
12th Jul 2011, 02:36 PM
Thanks for replying, momoflittlealis and aWT.
aWT, where can I find these textures? And how can I put them in blender?
orangemittens
13th Jul 2011, 02:03 AM
I've posted a preliminary tutorial on using s3oc and s3pe to clone an EA object and export its .lods to an editor over at Simlogical. I included extra instructions for people wanting to use the tool set to create pose props with. Currently it isn't illustrated and it's for Milkshape only. I plan to post pics and a Blender version soon. But maybe it can help you as-is. It's here: http://dino.drealm.info/den/denforum/index.php?topic=614.0
If you have questions about it post them in that thread. I kinda banged it out and I'll definitely edit it if necessary based on questions in the thread.
friendlies
13th Jul 2011, 12:30 PM
Garrr. I read through all the comments on this thread but no one has had the same problem as me yet. =P
I'm trying to make a pose, and I do all the steps correctly, except when I go ingame to test the pose my game crashes. Attached is a shot of what the main menu looks like.
When I try to load any of my saves, the bar goes all the way then the screen goes black, and it says, "The Sims 3 has stopped responding." It even does that when I try to make a new world. I'm working in Milkshape, if that makes any difference, haha >_<
Thing is, my game works totally fine when I remove the .packages from my Mods folder. It loads up correctly, the thumbnails are back to normal and my saves load fine. I can get custom poses to work, from other people, but not my own.
Would anyone happen to know what's causing my game to act up like this? Thanks in advance. And sorry for over-explaining, as I tend to do. =)
orangemittens
14th Jul 2011, 01:02 AM
Np on the over-explaining...I tend to do it myself sometimes :P Could you list the tools you're using to make your pose with and then give details on the exact process you're going through as you make them?
sulim39
14th Jul 2011, 02:07 AM
Thank You! I'm so pleasure every time I see your posting ! :)
and.. When I create a pose, I'm difficult to modification eyes..
so.. If I saw pupils, I could create expression easily.. Can I find the way?
(Ah! I use a blender.)
friendlies
14th Jul 2011, 02:36 AM
I'm using S3PE, the most current version, AnimToolV05, Milkshape 1.8.5, and if there's any other programs I can't think of 'em. =P Also, I use the Adult Rig by Wes.
What I do? Ahhh.
1)Open S3PE, export and rename the a_xevt_701 from FullBuild0, save it as a_friendliellamatest
2)Open AnimTool, convert the CLIP to an SMD [No Errors message] and locate the rigfile.txt when it asks.
3)Open Milkshape, go to Open and open the am_body_4_anim. Once it's open go to Import>Half-Life SMD. Import the SMD. Click the Anim button, and the Rotate button, then go to the Joints tab and mess with the joints until I have my pose. Note-I do switch to Origin and Local when messing with fingers and such.
4)Save as, replace the first SMD.
5)Open AnimTool, click SMD -> Clip, get the No Errors message, and close AnimTool.
6)Open S3PE, click File>New, go to Resource>Import [From File], and import my CLIP, or .animation. Check to make sure nothing else is in there, and as I only want to test a pose, save the file as a_friendliellamatest in .package format, to my working folder. Exit S3PE, move the .package to my Mods/Packages folder, and delete my caches [habit.]
7)As I already have the Pose Player ingame, I open TS3 and it crashes as I said before.
I don't think I'm doing anything wrong...but I could be sorely mistaken. =P
Caradella
14th Jul 2011, 11:09 AM
I'm still rather confused as to how save a pose as an .obj and importing them as a prop...
orangemittens
14th Jul 2011, 11:50 AM
I'm still rather confused as to how save a pose as an .obj and importing them as a prop...I posted a tutorial on this topic at Simlogical. Here is the link:
http://dino.drealm.info/den/denforum/index.php?topic=614.0
If you have questions about the tutorial post them there :)
Friendlies could you post your working folder and .package?
Caradella
14th Jul 2011, 01:22 PM
I don't have milkshape, I only have blender...
Should I download Wes Howe's Milkshape msS3ObjPluginsV101.rar too?
I'm sorry if I asked too many questions... :(
friendlies
14th Jul 2011, 02:00 PM
Huh, that's weird. I made a brand new pose package today, to see if it would work, and alas, it did! Must've been something that went wrong last time haha. I've attached a pic xD Thanks for helping though, and great tutorial! =)
Caradella
14th Jul 2011, 04:50 PM
Wait... I think I've got it all figured out..
So, I make a pose, save it as .obj format. ( That is by clicking File>Export>Wavefront (.obj) Right?
And then Import it back to use as a prop tool, and create another pose?
The thing is, how do you import the .obj into blender?
orangemittens
15th Jul 2011, 12:04 AM
friendlies I'm glad to read that everything's workin for you now :)
Wait... I think I've got it all figured out..
So, I make a pose, save it as .obj format. ( That is by clicking File>Export>Wavefront (.obj) Right?
And then Import it back to use as a prop tool, and create another pose?
The thing is, how do you import the .obj into blender?It's prolly best, before exporting as a .obj, to group all the separate model groups into one. Then you export it just how you said. To import a .obj into Blender you go to File/Import/Wavefront (.obj) and then navigate to where you saved the model .obj.
Caradella
15th Jul 2011, 01:41 PM
I did it! It worked! Thank you so so much for helping me, Orangemittens! You're the best!!! :beer:
MarkJS
16th Jul 2011, 02:53 PM
Thanks for replying, momoflittlealis and aWT.
aWT, where can I find these textures? And how can I put them in blender?
You can use the any texture you want, get it form contact eyes CC, for example.
But if you want base game texture I can't provide you here because of MTS rules.
However, if you run Delphy CTU and look for this key:
key:00b2d882:00000000:598325880b644f6e
You will get EA default Face Overlay texture, which you can use.
As for how to put that texture in the blender scene, I have no idea as I don't use blender.
jean8389she
18th Jul 2011, 10:32 AM
Oh, I am incapable to modify skeleton...
texturing in photoshop or modeling in Autodesk 3ds Max may be the things I can only mod...
That is, I can only mod something that is motionless...
DrVonDoktor
19th Jul 2011, 10:56 PM
Is there a way to get the model in Milkshape to have a full term pregnant bump? I'm working on a set of maternity themed poses and I want to make sure that my sim's arms and hands aren't clipping through the belly.
CmarNYC
20th Jul 2011, 02:54 AM
Is there a way to get the model in Milkshape to have a full term pregnant bump? I'm working on a set of maternity themed poses and I want to make sure that my sim's arms and hands aren't clipping through the belly.
Here's a set of pregnant meshes - your choice of top and bottom or full body. They're full meshes, not morphs, so you can just import them into Milkshape. The top and bottom conform to the EA nude pregnant shape and the full body to the swimsuit. :)
DrVonDoktor
20th Jul 2011, 05:02 AM
Awesome! This should be perfect!
:D
Mom2Elias
20th Jul 2011, 10:00 PM
I'm so excited for this! I write stories and this would be PERFECT! I've got everything I need, but when I try to go to open FullBuild(), I can't find it. I don't even have a folder labeled Game Data.
I'm in the Electronic Art-The Sims 3 folder, but no Game Data folder is present. The closest thing to it is CurrentGame and when I open it, it's empty.
Please help.
DrVonDoktor
20th Jul 2011, 10:02 PM
Okay, so, I have a bunch of poses pre-made with non pregnant bodies. Is there any way I can test those poses in Milkshape using the pregnant meshes?
DrVonDoktor
20th Jul 2011, 10:08 PM
I'm so excited for this! I write stories and this would be PERFECT! I've got everything I need, but when I try to go to open FullBuild(), I can't find it. I don't even have a folder labeled Game Data.
I'm in the Electronic Art-The Sims 3 folder, but no Game Data folder is present. The closest thing to it is CurrentGame and when I open it, it's empty.
Please help.
You'll find it under program files not documents.
Mom2Elias
20th Jul 2011, 10:10 PM
I'm so excited for this! I write stories and this would be PERFECT! I've got everything I need, but when I try to go to open FullBuild(), I can't find it. I don't even have a folder labeled Game Data.
I'm in the Electronic Art-The Sims 3 folder, but no Game Data folder is present. The closest thing to it is CurrentGame and when I open it, it's empty.
Please help.
Nevermind. I was in Documents, not Program Files. *blush*
Mom2Elias
20th Jul 2011, 10:12 PM
You'll find it under program files not documents.
I figured that out the same time you posted. Thanks. :lol:
DrVonDoktor
24th Jul 2011, 11:26 PM
Here's a set of pregnant meshes - your choice of top and bottom or full body. They're full meshes, not morphs, so you can just import them into Milkshape. The top and bottom conform to the EA nude pregnant shape and the full body to the swimsuit. :)
When I upload these meshes into Milkshape I can't get them to pose. What is the secret to editing poses with a pregnant mesh? :wtf:
CmarNYC
24th Jul 2011, 11:37 PM
Well, that's bizarre - the pregnant mesh appears to have no bone assignments, which would explain the no posing. Let me see what I can do.
Edit: Actually it's not surprising - morph meshes have no bone assignments or weights and they didn't transfer when I converted the morphs by copying the base mesh comments in Milkshape and exporting with the simgeom exporter. Fortunately TSRW exports all the morphs as full meshes including bone weights and I was able to copy the base mesh comments to the pregnant mesh in a WSO file and export that.
TLDR: Try these and let me know! :)
DrVonDoktor
25th Jul 2011, 12:30 AM
Well, that's bizarre - the pregnant mesh appears to have no bone assignments, which would explain the no posing. Let me see what I can do.
Edit: Actually it's not surprising - morph meshes have no bone assignments or weights and they didn't transfer when I converted the morphs by copying the base mesh comments in Milkshape and exporting with the simgeom exporter. Fortunately TSRW exports all the morphs as full meshes including bone weights and I was able to copy the base mesh comments to the pregnant mesh in a WSO file and export that.
TLDR: Try these and let me know! :)
Hmm, well the pose works now, but it is highly distorted...
A message popped up when I imported the mesh saying "Unable to locate bone file. Default skeleton used."
http://i24.photobucket.com/albums/c30/Nega_Link/Capture-1.jpg
Here is what it should look like...
http://i24.photobucket.com/albums/c30/Nega_Link/Capture2.jpg
CmarNYC
25th Jul 2011, 01:28 AM
I've heard TSRW handles bones differently, although I thought that was fixed in the new version. I can make a program to just take the game base mesh and move the vertices to the morph positions, but it'll take a couple of days. Would it be useful for everyone working with animations and poses to have posable morph meshes? I would think the same clipping problems could come up with the fat morph.
DrVonDoktor
25th Jul 2011, 01:40 AM
I've heard TSRW handles bones differently, although I thought that was fixed in the new version. I can make a program to just take the game base mesh and move the vertices to the morph positions, but it'll take a couple of days. Would it be useful for everyone working with animations and poses to have posable morph meshes? I would think the same clipping problems could come up with the fat morph.
It could be useful, however I managed to lay the pregnant mesh over one of the non-pregnant models to achieve the effect I wanted. Don't feel obligated on my account, ha ha. Thanks for all your help! :beer:
CmarNYC
25th Jul 2011, 11:16 AM
Good! Have to say I don't quite understand the complexities of the skeleton and why having bones in a different order - or whatever the problem is - would cause an effect like that, but I'm glad you resolved your immediate problem.
WesHowe
25th Jul 2011, 08:39 PM
why having bones in a different order would cause an effect like that
The skin weights are indexed to a particular joint, based on the order of the joints on a list. If you rearrange the joint order and not the index for the skin weight, then the wrong influences get used when the mesh is animated.
<* Wes *>
lexi7337
27th Jul 2011, 11:14 PM
Someone please help me!
everything is working fine except when i go to file>import i cant find source engine :(
the ts3 tools popped up in the import/export list though, please help! :help:
orangemittens
27th Jul 2011, 11:32 PM
Someone please help me!
everything is working fine except when i go to file>import i cant find source engine :(
the ts3 tools popped up in the import/export list though, please help! :help:To import .smd using Blender you will need to install the .smd plugin. Here is the link for that:
http://code.google.com/p/blender-smd/downloads/list
You install this plugin the same way you installed the S3 tools plugin.
lexi7337
28th Jul 2011, 04:08 AM
To import .smd using Blender you will need to install the .smd plugin. Here is the link for that:
http://code.google.com/p/blender-smd/downloads/list
You install this plugin the same way you installed the S3 tools plugin.
Omg THANK YOU SO MUCH! :D :D :D
lexi7337
28th Jul 2011, 05:38 AM
To import .smd using Blender you will need to install the .smd plugin. Here is the link for that:
http://code.google.com/p/blender-smd/downloads/list
You install this plugin the same way you installed the S3 tools plugin.
uhh sorry i have another problem :blink: when i go to export>source engine>.smd file
it say i have a traceback error :wtf:
any idea?
orangemittens
28th Jul 2011, 11:31 AM
uhh sorry i have another problem :blink: when i go to export>source engine>.smd file
it say i have a traceback error :wtf:
any idea?The .smd plugin version needs to match up with the Blender version it was made for. If you just downloaded the plugin recently you'll need Blender 2.58 in order for the plugin to work properly.
CmarNYC
28th Jul 2011, 12:30 PM
The skin weights are indexed to a particular joint, based on the order of the joints on a list. If you rearrange the joint order and not the index for the skin weight, then the wrong influences get used when the mesh is animated.
<* Wes *>
Thanks, Wes - I was wondering about this. I'm looking at some kind of conversion between geom and WSO that takes this into account.
lexi7337
28th Jul 2011, 08:48 PM
The .smd plugin version needs to match up with the Blender version it was made for. If you just downloaded the plugin recently you'll need Blender 2.58 in order for the plugin to work properly.
thx :D
WesHowe
29th Jul 2011, 12:32 AM
Thanks, Wes - I was wondering about this. I'm looking at some kind of conversion between geom and WSO that takes this into account.
The 'assignments' are the link between each joint and the weights. They are index values, the zero-based number of the joint, as it would appear in the MilkShape joints panel. So in theory, you could build a table, delete the old joint list, insert the new one, and update all the assignments (4 bytes per-vertex, packed as 1 longword) to the new index values and be converted.
Easier said than done.
One note: If you are doing this at the GEOM level, you need only perform this for assignments that have skin weights >0.0. Any index byte that has a corresponding weight of 0.0 should be considered garbage... usually they repeat some other value, but they could be any random value and might fall outside the array range, triggering an exception or a crash.
<* Wes *>
CmarNYC
29th Jul 2011, 12:46 PM
I was thinking of taking the existing joint list which is bone name hashes in geom files and a list of text joint names in WSO, and converting each to the other form. In other words, for geom -> WSO, look up the hash in a table and get the joint name; for WSO -> geom, either look up or hash the joint name. Then construct the converted file with the converted list, with the joints still in the same order so the indexes would still be correct.
Does the bone order make a difference if the bone hashes point to the right bones?
If I have to change the bone order, so be it - I'd also have to convert the bone weights which I believe add up to 1.0 in geom format and add up to 100.0 in WSO, and convert the indexes which are packed integers as you said in geom but are four longs in WSO despite their specification to the contrary, and maybe clean up the unused bone indexes as you said, and transfer the normals and UV to and from the faces (where WSO has them for some reason) so it's pretty much a matter of ripping the whole thing up and putting it back together anyway.
jdiddleymspot
29th Jul 2011, 08:18 PM
Hey, some questions.
1) Anyone know where I can get the tf rig for the Blender program?
2) In Blender, is there anyway you can have your default sims skin over the standard dull grey model when creating poses?
WesHowe
29th Jul 2011, 11:38 PM
Does the bone order make a difference if the bone hashes point to the right bones?
The game uses the hash instead of the full name, in the MilkShape importer plug-in I use a lookup table to retrieve the known names because they are user friendly, in the exporter I just hash whatever name a joint has. Were someone to rename the joint, the wrong hash will export and the game will sort of shrug and ignore it.
The order of the hash values is thus the order of the names. If you rearrange the joint list, then the assignment bytes values also need rearranged so that they will still reference the same joint. There are 4 assignments per vertex, each 1 byte packed into a long. If you move a joint to a position on the list ahead of the parent, it will crash MilkShape, but should be rejected by the GEOM plug-in before that happens. I would not be surprised if it also crashed Blender and the game, but I never tested that.
So, if the Pelvis was index 3 (4th joint) and is now index 6 (seventh joint), all the 3's need changed to 6's for each vertex. The corresponding weight would not need adjusted (noting that 0.0 weights indicate an unused assignment byte).
You could build a lookup table of new values referenced by the old index value when you compare the joint orders, and use the table to swap values.
<* Wes *>
orangemittens
30th Jul 2011, 12:23 AM
Hey, some questions.
1) Anyone know where I can get the tf rig for the Blender program?
2) In Blender, is there anyway you can have your default sims skin over the standard dull grey model when creating poses?Afaik no one has made a rig for the tf. You should be able to get a default sim skin over the model in Blender the same way you can put textures onto any object in Blender.
cmomoney
30th Jul 2011, 01:47 AM
You should be able to get a default sim skin over the model in Blender the same way you can put textures onto any object in Blender.
...except for that the head won't texture correctly unless you create a separate uv map for it. (OM, your inbox is full...)
orangemittens
30th Jul 2011, 02:19 AM
...except for that the head won't texture correctly unless you create a separate uv map for it. (OM, your inbox is full...)I always just work on pose stuff using an untextured model so I didn't know this...ty for pointing it out. :) (gah...inbox now clutter-free)
Fadhil
31st Jul 2011, 12:18 AM
Somebody help me please. My own poses and animation didin't work at all. But I've followed the instructions. Here are the problems, I uploaded a video to youtube Sims 3 pose and animation fail (http://www.youtube.com/watch?v=GwuDo7SlcoE) :help:
orangemittens
31st Jul 2011, 04:18 AM
Somebody help me please. My own poses and animation didin't work at all. But I've followed the instructions. Here are the problems, I uploaded a video to youtube Sims 3 pose and animation fail (http://www.youtube.com/watch?v=GwuDo7SlcoE) :help:Fadhil, could you post 1. what you're trying to make, 2. the tools you're using (and versions), and 3. the steps you're taking...all in text. I don't do YouTube for tutorial stuff.
Fadhil
31st Jul 2011, 10:50 AM
Fadhil, could you post 1. what you're trying to make, 2. the tools you're using (and versions), and 3. the steps you're taking...all in text. I don't do YouTube for tutorial stuff.
Oh yes. I want to make an animation, not a pose.
The tools that I used is sp3e (11-0402-0951), animtool v.5 (to convert from clip to SMD,) animtool v.4 (to convert from SMD to clip) Blender v.2.5.8.0
Here were the steps that I did (I followed from the tutorial) :
1. I open sp3e, and open C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\Packages\Fullbuild0.package
2. I searched for the a_xvert_701 and then export and rename, example "a_om_tutorialpose" and I saved it in a folder.
3. next I open animtool v.5 (because V.4 didn't work), and click clip -> SMD, I browsed the file "S3_6B20C4F3_00000000_6E2BAC9CE248A7E5_a_om_tutorialpose%%+CLIP.animation" and they asked for the rigfile, I browsed again for the rigfile "adult_rigfile.txt" No errors.
4. Because I wanted to make my own animation / pose, I used blender v.2.5.8.0. I've installed the plug in for TS3 so it can Imported the source Engine like .SMD etc...
5. In blender, I opened a file "am.blend" and appeared a man's model.
6. Then I imported SMD file "S3_6B20C4F3_00000000_6E2BAC9CE248A7E5_a_om_tutorialpose%%+CLIP.smd" so there was a skeleton in the blender.
7. I made the animation (you can see the animation in the video that I posted before) then I exported it to SMD, SMD mode "S3_6B20C4F3_00000000_.smd"
8. After that, I replaced it to the old SMD file.
9. I converted the SMD to CLIP with animtool v.4 (because V.5 didn't work)
10. Then I opened sp3e again and click new>Import>from file... i chose "S3_6B20C4F3_00000000_6E2BAC9CE248A7E5_a_om_tutorialpose%%+CLIP.smd" the last file that I converted. I didn't know whether it was right or not. Then showed a dialog box resource details. I didn't make any changes and click OK.
11. After that, I saved it as DBPF package and saved it into the packages folder.
12. I ran The Sims 3 Generations, load my game, buy a pose player or animation player. And I click pose with a name "a_om_tutorialpose" but didn't work.
Is there any problem? I beg to you :help:
orangemittens
31st Jul 2011, 01:38 PM
Oh yes. I want to make an animation, not a pose.
The tools that I used is sp3e (11-0402-0951), animtool v.5 (to convert from clip to SMD,) animtool v.4 (to convert from SMD to clip) Blender v.2.5.8.0
Here were the steps that I did (I followed from the tutorial) :
1. I open sp3e, and open C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\Packages\Fullbuild0.package
2. I searched for the a_xvert_701 and then export and rename, example "a_om_tutorialpose" and I saved it in a folder.
3. next I open animtool v.5 (because V.4 didn't work), and click clip -> SMD, I browsed the file "S3_6B20C4F3_00000000_6E2BAC9CE248A7E5_a_om_tutorialpose%%+CLIP.animation" and they asked for the rigfile, I browsed again for the rigfile "adult_rigfile.txt" No errors.
4. Because I wanted to make my own animation / pose, I used blender v.2.5.8.0. I've installed the plug in for TS3 so it can Imported the source Engine like .SMD etc...
5. In blender, I opened a file "am.blend" and appeared a man's model.
6. Then I imported SMD file "S3_6B20C4F3_00000000_6E2BAC9CE248A7E5_a_om_tutorialpose%%+CLIP.smd" so there was a skeleton in the blender.
7. I made the animation (you can see the animation in the video that I posted before) then I exported it to SMD, SMD mode "S3_6B20C4F3_00000000_.smd"
8. After that, I replaced it to the old SMD file.
9. I converted the SMD to CLIP with animtool v.4 (because V.5 didn't work)
10. Then I opened sp3e again and click new>Import>from file... i chose "S3_6B20C4F3_00000000_6E2BAC9CE248A7E5_a_om_tutorialpose%%+CLIP.smd" the last file that I converted. I didn't know whether it was right or not. Then showed a dialog box resource details. I didn't make any changes and click OK.
11. After that, I saved it as DBPF package and saved it into the packages folder.
12. I ran The Sims 3 Generations, load my game, buy a pose player or animation player. And I click pose with a name "a_om_tutorialpose" but didn't work.
Is there any problem? I beg to you :help:Could you describe what you mean when you say the AnimTool isn't working?
I think one big issue you're having is taking place in Step 8 of your written process and at 1:40 in your YouTube video. You don't want to replace the new .smd with the old one...you want to rename it so that it has the exact same name as the old one. As it is, from what you've shown and described, what you're doing is making a pose/short anim and then replacing it with the old, unchanged pose you copied from FullBuild0. In game your new pose/short animation is not playing because you've overwritten it with the original before importing it into the package.
A second issue, and one which might be related to your problems with the AnimTool, is that you seem to have lots of .smds, CLIPs, and folders all sort of scattered randomly. One helpful thing you can do is create a working folder for each new pose you make and don't put anything in that folder unless it's for that pose.
My suggestion to you is that you start over from the beginning with a new working folder. Follow the tutorial exactly and make a 1 frame pose to start with. Do that a couple of times until you're comfortable with the process and have successfully put a few poses in the game which work. Then move on to experimenting with short animations.
jdiddleymspot
31st Jul 2011, 07:20 PM
Afaik no one has made a rig for the tf. You should be able to get a default sim skin over the model in Blender the same way you can put textures onto any object in Blender.
Okay, so how do I go about making poses for tf's? Or can I just use the af rig? I'm new, please help.
orangemittens
31st Jul 2011, 07:45 PM
Okay, so how do I go about making poses for tf's? Or can I just use the af rig? I'm new, please help.You can use the af rig although, depending on the pose, you might need to tweak it a little to avoid clipping issues. Look at this thread here: http://www.modthesims.info/showthread.php?t=441722&c=1&ht=&page=4&pp=25#startcomment at posts 86 and 87 to see what I mean.
Fadhil
1st Aug 2011, 03:36 AM
Could you describe what you mean when you say the AnimTool isn't working?
I think one big issue you're having is taking place in Step 8 of your written process and at 1:40 in your YouTube video. You don't want to replace the new .smd with the old one...you want to rename it so that it has the exact same name as the old one. As it is, from what you've shown and described, what you're doing is making a pose/short anim and then replacing it with the old, unchanged pose you copied from FullBuild0. In game your new pose/short animation is not playing because you've overwritten it with the original before importing it into the package.
A second issue, and one which might be related to your problems with the AnimTool, is that you seem to have lots of .smds, CLIPs, and folders all sort of scattered randomly. One helpful thing you can do is create a working folder for each new pose you make and don't put anything in that folder unless it's for that pose.
My suggestion to you is that you start over from the beginning with a new working folder. Follow the tutorial exactly and make a 1 frame pose to start with. Do that a couple of times until you're comfortable with the process and have successfully put a few poses in the game which work. Then move on to experimenting with short animations.
Yes. I've made my own working folder so I could manage the files easily.
I've renamed the file (not replaced the old file) in the anims folder, with the same name. I mean when I tried to convert the smd back to clip, it didn't work. It said:
"Unable to open file: S3_6B20C4F3_00000000_388EF05833A1E32D_a_om_tutorialpose%%+CLIP.animation
Error 2"
Is there any problem with the animtool or my file? I'm confused :(
orangemittens
1st Aug 2011, 03:52 AM
Yes. I've made my own working folder so I could manage the files easily.
I've renamed the file (not replaced the old file) in the anims folder, with the same name. I mean when I tried to convert the smd back to clip, it didn't work. It said:
"Unable to open file: S3_6B20C4F3_00000000_388EF05833A1E32D_a_om_tutorialpose%%+CLIP.animation
Error 2"
Is there any problem with the animtool or my file? I'm confused :(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.
Also, you should use your own creator name when naming your poses. I'm om...you should name yours based on your name :)
Fadhil
1st Aug 2011, 04:11 AM
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.
Also, you should use your own creator name when naming your poses. I'm om...you should name yours based on your name :)
YES! It worked now.. I love this! Thank you so much :anime:
Caradella
1st Aug 2011, 09:39 AM
How can you make the facial expressions in Blender look more natural? And how do you zoom in and out, as well as change angles in milkshape? Thanks!
jdiddleymspot
1st Aug 2011, 01:34 PM
I went through the tutorial word for word, but I can't manage to get my pose to play?
The pose is for an af, and it shows on the pose list, so I assume the list I made works correctly, but she won't enter the pose when I use the pose player. :(
Any help?
orangemittens
2nd Aug 2011, 12:26 AM
How can you make the facial expressions in Blender look more natural? And how do you zoom in and out, as well as change angles in milkshape? Thanks!The model has joints that change the eyes, mouth, etc. You can work with those to change the expression. There are other ways but that's the easiest for someone who's new to creating poses. To zoom in and out in MS you can click in the window you want to zoom and then roll the scroll wheel. If you don't have a scroll wheel you can press the Shift key and then hold the left mouse key down...moving the mouse will allow you to zoom then. You can pan by holding the Ctrl key and holding the left mouse key down while moving the mouse. To change angles you click your mouse in the blue view box, hold the left mouse button and move the mouse.
The pose is for an af, and it shows on the pose list, so I assume the list I made works correctly, but she won't enter the pose when I use the pose player.When you say pose list are you using the tutorial by Buzzler to make your pose show up on the list?
jdiddleymspot
2nd Aug 2011, 06:12 AM
When you say pose list are you using the tutorial by Buzzler to make your pose show up on the list?
I'm using the list creator download that is on the pose player page.
I'll try and go through the process step by step as the other poster did above.
Caradella
2nd Aug 2011, 09:52 AM
Do you mind telling me those other ways? I've tried doing it manually many times, but the expressions always end up weird or disfigured. :cry:
jdiddleymspot
2nd Aug 2011, 10:49 AM
I'm using the list creator download that is on the pose player page.
I'll try and go through the process step by step as the other poster did above.
I think I might be doing something wrong here....
When I edit the list files, should I put the entire file name in the "Key" section? See below...
<?xml version="1.0" encoding="utf-8"?>
<PoseList>
<Pose>
<Key>S3_6B20C4F3_00000000_1B5C829249BF7E1E_a_testpose%%+CLIP</Key>
<Name>Test Pose</Name>
<Creator>j</Creator>
<IconKey></IconKey>
<Description>a test pose</Description>
</Pose>
</PoseList>
or should it be this...
<?xml version="1.0" encoding="utf-8"?>
<PoseList>
<Pose>
<Key>S3_6B20C4F3_00000000_1B5C829249BF7E1E_a_testpose%%+CLIP.animation</Key>
<Name>Test Pose</Name>
<Creator>j</Creator>
<IconKey></IconKey>
<Description>a test pose</Description>
</Pose>
</PoseList>
I think this is where I may be going wrong.
orangemittens
2nd Aug 2011, 11:54 AM
Caradella, if you're changing the face in Blender and not getting something you like it may be that you're changing the joints too much. It seems that very small changes to the face joint translate into larger appearing changes to the expression in-game. Have you tried more subtle alterations to the joints? Another way of getting a different facial expression is to find an EA animation that has the facial expression you're trying to achieve and borrowing that for your pose.
JDMSpot, the resource name you gave your pose goes in the <Key> line. It should have a format something like <Key>a_JDMS_MyNewPose</Key>
Have you successfully made a pose using just the instructions from this tutorial first? If not, it might help to do that first to be sure you have that down before moving on to creating the pose list package. Otherwise it may be the case that you have problems in more than one place that are causing your issue.
Caradella
2nd Aug 2011, 01:13 PM
Thank you for replying OM. How exactly do I borrow from EA animations? Can you please provide the basic steps? Thanks!
jdiddleymspot
2nd Aug 2011, 01:20 PM
JDMSpot, the resource name you gave your pose goes in the <Key> line. It should have a format something like <Key>a_JDMS_MyNewPose</Key>
Have you successfully made a pose using just the instructions from this tutorial first? If not, it might help to do that first to be sure you have that down before moving on to creating the pose list package. Otherwise it may be the case that you have problems in more than one place that are causing your issue.
I haven't successfully managed to get a pose IG yet. Do I name the pose to a shorter name in the package editor? I.e double click the respource and enter something in the name field?
jdiddleymspot
2nd Aug 2011, 05:19 PM
I haven't successfully managed to get a pose IG yet. Do I name the pose to a shorter name in the package editor? I.e double click the respource and enter something in the name field?
Managed it :)
Thanks for all the help btw! :)
Messana
2nd Aug 2011, 07:48 PM
:) this is great tutorial, very helpfull. My pose is created, now i hope it's gonna work
jdiddleymspot
2nd Aug 2011, 09:26 PM
:) this is great tutorial, very helpfull. My pose is created, now i hope it's gonna work
I managed to view your pose before you edited the post. It was pretty good. :) I'd like to see more of your stuff on here.
jdiddleymspot
2nd Aug 2011, 09:28 PM
Sorry for all the questions. How can I edit a pose I have previously made and packaged? Edit:Answered my own question :)
Can I, for the purposes of modelling two sims together, have two models in blender and pose them together, then saving them as two separate clips for use IG?
Messana
2nd Aug 2011, 10:24 PM
jdiddleymspot: i must edit my post again :(
i was pretty sure that it's going to work, but my poses still don't appear in pose player list.... I don't know why. Does anybody know what do I do wrong?
here is what i created in blender: http://www.pictureup.cz/media/images/02082011/1ebf4bb1e8c718a9d2c851337cd5843b629ab721.jpg
and here is my working folder: http://www.pictureup.cz/media/images/02082011/b86f8cfefb4e44dc20becc838e413a32e8e7e234.jpg (after i replaced the old .smd file with the new one from blender)
after it i created the package using S3PE and then I used this tutorial: http://cloudwalkernz.blogspot.com/2011/06/adding-pose-tags-to-your-pose-tutorial.html
But in game? none of my poses :( .... (it's my first work like this ever)
orangemittens
3rd Aug 2011, 01:26 AM
Caradella: you can look through the available EA poses to find one that has an expression that you like and use that as your base instead of the one used for the tutorial. To get it in-game you will need to remove IK chains as is described above (in the thread not in the tutorial). To write the basic steps formally would require another tutorial but the information you need is all in the thread posts. Have you tried a more gentle alteration of the facial joints and had that not work?
JDMSpot: I've discussed how to make couples poses using a fairly straightforward method in the thread posts. It requires making your first pose, saving it as both .smd and .obj, and using the .obj as a prop for the second.
Blender allows both models to be in there and posed at once but I'm pretty new to this editor and I haven't looked into how to save them separately. If you're interested in that Blender has several very friendly forums for help that might know the answer. If you get an answer on that please post about it here or in a thread you start...a lot of people would like to do this. Milkshape doesn't allow this option at all because of limitations that editor has.
Messana: when you copied the name of your .dll did you include the extension...the .dll part? Also, have you been able to get a working pose in-game before you tried making the pose list? If not, I suggest you try that first and work with it until you can reliably get a pose in-game using the method described in the tutorial. Then move on to the pose-list tutorial :)
Messana
3rd Aug 2011, 05:14 AM
yes, i included the extension, and no , i haven't been able to get a working pose in game before,(i though it was because Pose player wasn't able to detect my posebox :D )..but i still don't know what do i do wrong, i've followed all instructions and i tried 3times at least :rolleyes:
edit: hmm i think i just figured it out :p now my pose works, but...
edit 2: finally i've got my pose in game! :)
jdiddleymspot
3rd Aug 2011, 10:43 AM
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.*
Found it :) Would this work in a similar way in Blender?
I tried saving exporting as wavefront.obj and then importing it, but it didn't seem to work :(
I'm hopeless, sorry.
Caradella
3rd Aug 2011, 03:10 PM
Thanks Orangemittens. I've tried more subtle alterations and thankfully it worked! Though I have some difficulty into making my model look at a specific angle. I know I've asked before, but I just couldn't figure it out. I've tried moving the tabs, but my model always end up cross-eyed or with their eyeballs poking out.
Messana
4th Aug 2011, 12:43 AM
so i finally made some poses :) thank you very much for tutorial ♥
http://the-sims2.blog.cz/1108/poses-by-me-1-broken-hearted-girls
orangemittens
4th Aug 2011, 12:47 AM
Congrats Messana :)...they look great :up:
JDMSpot, could you describe what you mean when you say exporting your model as a .obj and then reimporting didn't work?
Caradella, could you post a picture of the results you're getting in-game? You should be able to get the eyes so that they're both looking in the same direction (and not poking out) if you alter the right joint(s) gently.
jdiddleymspot
4th Aug 2011, 10:48 AM
Edit: I believe I have solved this problem :)
The model was appearing, just in the exact same place as the pose.
Another question (embarrassed), how can I move the object more freely, i.e having it set back a little more from my posing model, instead of having it rooted to one place, which joint allows me to do this?
Caradella
4th Aug 2011, 11:12 AM
Sure! This is taken a few days ago. Don't mind her weird smile. :p
As you can see, her eye looks disfigured.. :/
http://i1110.photobucket.com/albums/h449/CaradellaJane/Screenshot-180.jpg?t=1312452689
wiqvonfrege
5th Aug 2011, 02:36 PM
I finally did it!
http://i843.photobucket.com/albums/zz357/galeriazwass/Sims/th_Screenshot-1130.jpg (http://s843.photobucket.com/albums/zz357/galeriazwass/Sims/?action=view¤t=Screenshot-1130.jpg)
jdiddleymspot
5th Aug 2011, 03:20 PM
Does anyone know a good tutorial for facial expressions in blender? I can't for the life of me get her to smile :(
orangemittens
6th Aug 2011, 12:05 AM
Caradella, I think you worked on a joint you shouldn't have or worked on a correct joint too much. With facial expression joints it's basically just trial and error until you get what you want and get the knack of them.
JDMSpot, I don't know of a tutorial specific to that topic but it has come up several times in this thread and ways of doing it discussed here. Read through the thread and post again if you still have questions :)
Congrats wiqvonfrege...it looks great :gjob:
Caradella
6th Aug 2011, 05:57 AM
Okay, thanks OM! And what exactly are IK chains? And how do I remove them?
orangemittens
6th Aug 2011, 02:13 PM
JDMSpot, I missed your question about how to move the model .obj in Blender before. When you saved it as a .obj you took all the joints off of it...which is what you want to do. To move it you can select it, hit the "g" key on your keyboard, and then move your mouse. If you want to constrain movement along only one axis you can hit "g" and then x, y, or z depending on which axis you want to move it along.
Caradella, there is a discussion of IK chains throughout this thread which might help you. I posted the basic method of deleting them in post 85: "To delete the IK chains open the CLIP in Grid, choose IKTargetInfo/IKChains. Hit the little box on right and delete the IKChains." A few people after that asked some more questions about it and I answered them in this thread. :)
jdiddleymspot
6th Aug 2011, 03:23 PM
JDMSpot, I missed your question about how to move the model .obj in Blender before. When you saved it as a .obj you took all the joints off of it...which is what you want to do. To move it you can select it, hit the "g" key on your keyboard, and then move your mouse. If you want to constrain movement along only one axis you can hit "g" and then x, y, or z depending on which axis you want to move it along.
Brilliant! Thank you so much for all the help, OM! I'll post some of my poses as soon as I get something half decent. :)
I'm using Blender, because it's free, but I would much rather pay 25 Euros if Milkshape is easier to use.
What do you, and others prefer?
orangemittens
6th Aug 2011, 03:54 PM
Brilliant! Thank you so much for all the help, OM! I'll post some of my poses as soon as I get something half decent. :)
I'm using Blender, because it's free, but I would much rather pay 25 Euros if Milkshape is easier to use.
What do you, and others prefer?NP :) Blender is the far superior tool for animation and learning to use it for animation is no more difficult than learning to use Milkshape for this purpose. If you plan on doing anything with Sims 3 animation other than one keyframe poses then Blender is the tool to stick with. If you're sure you're never going to want to do anything other than single keyframe poses, and want to see for yourself if MS is easier, I think it still has a free 30-day trial although I'm not sure it allows you to actually export anything made with that free trial version.
jdiddleymspot
6th Aug 2011, 08:43 PM
Brilliant! Thank you so much for all the help, OM! I'll post some of my poses as soon as I get something half decent. :)
One last question, believe that and you'll believe anything :D
If I want to place my posing model, i.e the one I'm making, how to I put them closer to the ground so that they won't "hover" when I bring their legs up and then finally put them in game? I've managed it up to now by manipulating the "b_root_" and "b_root_bind_" parts in the skeleton until I get it right, but it is quite difficult and I think there must be an easier way.
Can I use the "g" key and "x,y,z" commands then too?
orangemittens
7th Aug 2011, 12:30 AM
You can move the entire model that way by using the g on the joints you named. You won't get good results from using g on most of the others though.
shelwass
7th Aug 2011, 05:29 AM
I apologize if this question has been asked and answered somewhere, but when I attempt to export and rename the a_xevt files, I get the attached error message.
Any ideas? Thanks so much!
orangemittens
7th Aug 2011, 05:34 AM
I apologize if this question has been asked and answered somewhere, but when I attempt to export and rename the a_xevt files, I get the attached error message.
Any ideas? Thanks so much!Which version of s3pe are you using?
shelwass
7th Aug 2011, 09:23 AM
Which version of s3pe are you using?
11-0402-0951-1.7z
orangemittens
7th Aug 2011, 03:37 PM
11-0402-0951-1.7zThat version shouldn't have any issues. The best thing to do would be to post about it at Simlogical so Inge and Peter can help you. The appropriate forum for s3pe-related questions is this one:
http://dino.drealm.info/den/denforum/index.php?board=19.0
Caradella
7th Aug 2011, 04:34 PM
Ah ok thanks OM! Thank you so so much for all of the help you've given me! Just curious, what does deleting the IK chains do?
shelwass
7th Aug 2011, 07:01 PM
That version shouldn't have any issues. The best thing to do would be to post about it at Simlogical so Inge and Peter can help you. The appropriate forum for s3pe-related questions is this one:
http://dino.drealm.info/den/denforum/index.php?board=19.0
Thanks, will do! :)
jdiddleymspot
8th Aug 2011, 06:55 PM
Hmmm..
I could do with some help with adjusting the eyes of my models. They are a real pain to get right.
I've heard that importing a texture can help, but I am very uncertain of how to do this in blender, if someone could point me in the right direction, that would be great :)
martatuki91
8th Aug 2011, 07:46 PM
Hey! :D
I created my first set of poses. The set contain 13 poses , and two of them don't work ...
The tester is Loch , here is what she said to me:
"One: Pose 8 - The ring is too high and the sim is too low. I used the OSMP mod but I still cant get them to match up. (I have attached a picture)
http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/264056_141707955906521_100002019520315_260456_6447512_n.jpg
Two: Pose 10 does not work. I entered it multiple times and the sim stands there and does not pose."
__________________________________________
I don't know why the pose N10 doesn't work ... I did it like the others. Or at least I think so ...
And I don't know why the pose N8 doesn't work properly ... I did it like the others (or at least I think so) too. Here is the piccie of the pose N8 in Blender:
http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/261843_219891871383120_100000869258391_578058_2324254_n.jpg
I asked Evie for help , here is what she said to me:
"As for pose 10, I would re-create it, it's probably just an accidental missed step."
And I said this:
"I don't think so ... I am very careful. And the programs don't have given any errors (like you said in the tutorial). And I've done again the pose from the step where I end making the pose , so ... :/"
Help please! T.T
Greetings! :D
jdiddleymspot
8th Aug 2011, 08:09 PM
I can't help you unfortunately, but I just would like to say that I really like your poses and look forward to when they will released. :)
martatuki91
8th Aug 2011, 09:36 PM
Thanks honey :D
jdiddleymspot
9th Aug 2011, 05:00 PM
Hmm.. sometimes when I take an existing pose from the massive collection of those available from this site, and use it for a base for a new model, I can adjust the pose so that it is correctly aligned with the "floor" in blender, but then when I open it in Sims, the pose tilts. Any one know how to fix this? It's as if the pose is anchored a certain way.
ausagi
11th Aug 2011, 06:25 AM
How do I update my s3pe? I've downloaded the april 2011 version but the Grid and hex are still disabled. I wanted to delete IK chains to save me from re-animating running animations... hehe... So are there any plugins for it? I'm having a hard time trying to find links... :(
c1rca
11th Aug 2011, 07:37 AM
Hi ! Just have a little issue :(
Everything is fine when i create pose but when i wanna save it i just got this stupid pop up message
http://img268.imageshack.us/img268/1930/errorjh.png
What's wrong ? :S
Thanks!
orangemittens
11th Aug 2011, 11:33 AM
ausagi you can get the required helpers/wrappers here:
http://dino.drealm.info/den/denforum/index.php?topic=606.0
c1rca, try updating your Milkshape to the most current version and then creating your pose again following the directions exactly. If that doesn't work, post the steps you're taking to make your pose here in the thread.
martatuki91
11th Aug 2011, 07:04 PM
And my problem Orange? ._.
orangemittens
11th Aug 2011, 10:19 PM
Martatuki, you did not give me enough information to know what to tell you. In order to work on figuring it out I need to know step by step what you're doing for each of the poses you're having trouble with :)
c1rca
12th Aug 2011, 03:26 AM
Thanks Orangemittens !
But i got another issue, since i've created a pose and put the package file on my MODS folder, everything works but my game quality has diminished...If i remove the file and return in game, the good quality returns.
I really don't understand because i have alot of poses already in my games..
Thanks !!
jdiddleymspot
12th Aug 2011, 10:33 PM
In Blender, which connections in the pose tab, where you manipulate and create new poses (i.e. b_root_, b_spine_0 etc), controls the anchoring of the sims when you run it in game? I.e. So that, if the sim is standing straight in a pose, the legs will be on the ground and not upside down.
I spent ages on a pose, only to find that I had moved something I shouldn't, and the sim was then sideways when I ran it through pose player IG. I couldn't get him back to normal again, even after 3 hours.
orangemittens
13th Aug 2011, 02:31 PM
In Blender, which connections in the pose tab, where you manipulate and create new poses (i.e. b_root_, b_spine_0 etc), controls the anchoring of the sims when you run it in game? I.e. So that, if the sim is standing straight in a pose, the legs will be on the ground and not upside down.
I spent ages on a pose, only to find that I had moved something I shouldn't, and the sim was then sideways when I ran it through pose player IG. I couldn't get him back to normal again, even after 3 hours.Which clip are you using?
c1rca
13th Aug 2011, 07:11 PM
Does anybody can help my problem ? :s
orangemittens
14th Aug 2011, 04:10 PM
Can anyone help me? I need a full complete guide on how to make poses in milkshape. Is there one out there for the sims 3?Iomai, the first post in this thread is a complete guide on making poses for Sims 3 using Milkshape.
C1rca are you sure your pose is the issue? What exactly is happening when you put it in-game?
c1rca
14th Aug 2011, 07:23 PM
I guess is the poses Orange, cause my game quality is always good !
I have ATI Catalyst control center, to control my graphic settings and i put my graphic to the best quality. So what's happening is that when my pose is done and converted to a package file, i just put the package in my mods folder (As i always put any poses downloaded). Then in game, my game quality is not the same. Is that possible that i have to do something in milkshape to fix it or anything, that's really annoying :(!
Iomai
15th Aug 2011, 05:03 AM
I suppose it is... but i have another problem i'm trying to do child poses and when i click the Anim button it goes to thishttp://i56.tinypic.com/2e1gjtt.jpgand i cannot move any joints also, i cannot get the pose to show up in game no matter how many times i save over the file and place it in the mods folder... am i doing something wrong?
3cherry3
15th Aug 2011, 07:42 AM
Hello, I did some poses and they are perfect, but you know, how to create couple poses? Do you know some tutorial? Thank you.
jdiddleymspot
15th Aug 2011, 05:02 PM
Hello, I did some poses and they are perfect, but you know, how to create couple poses? Do you know some tutorial? Thank you.
I'll try and take some of the burden from OM, but I have limited experience :) What I have, I shall share.
What program are you using?
jdiddleymspot
15th Aug 2011, 08:24 PM
Which clip are you using?
I'm just using the standard "a_xevt_701 / 702" clip for most of my poses.
That's not so important, though. I've found another way of ensuring it doesn't happen.
Another question...
How do I convert .object files from s3pe to .obj so I can use them in Blender?
orangemittens
16th Aug 2011, 12:15 AM
3C3, if you look in this thread there are several places where couples posing have come up that will provide more details...but basically the easiest way is to convert your model to a .obj after you've saved it as a .smd. Then you can bring that in with the next model to use as a prop for the second pose. Read back through the thread and if you're still having questions post again.
JDMSpot I'm curious to know how you fixed your issue...if you had it others prolly are too so any information you can share is helpful :)
Converting files from .packages to Blender isn't difficult. I wrote a tutorial on how to do this with MS but the process for Blender is essentially the same. The only difference is that you'll need Cmo's Blender tools (available in the downloads section here) in order to get the EA mesh into Blender. Once it's there you just save it as a .obj.
The tutorial I wrote is at Simlogical here:
http://dino.drealm.info/den/denforum/index.php?topic=614.0
jdiddleymspot
16th Aug 2011, 12:17 PM
JDMSpot I'm curious to know how you fixed your issue...if you had it others prolly are too so any information you can share is helpful :)
Oh, it's nothing fancy really.
I just avoid rotating (shortcut "r") and translate (shortcut "g") tools on the "b_root_" overly much. I normally stick to moving the model up or down and horizontally in the world and avoid rotating, which is not an issue when making single model poses. I can't see a reason to manipulate them in these ways on single models if you use OMSP, other than to set various horizontal positions in the world to avoid crashing/clipping OMSP's, and aligning a model to the floor (in the case of a kneeling model for example).
If I want to make a double pose, or more, I simply import the other model as an object and move those around the world to fit the current model.
IG I make use of OMSP tool to align the two together, works beautifully.
Also, rotating and translating doesn't seem to have big consequences if you use the "a_xevt_701 / 702" root poses. It seems to effect poses more if you export and rename an already existing pose and use the r and g tools on the "b_root_". I've had standing up straight models aligned in crazy ways by just manipulating the g and r tools on the "b_root_" joint by tiny amounts. I don't understand it and I've spent hours trying to realign a model to be flush with the floor, I've never succeeded.
Iomai
16th Aug 2011, 01:42 PM
No one knows a solution for the child pose not working correctly?
One more thing, i got my pose in game on the poseplayer list and everything but when i tell a sim to do it, it just stands there. Any help there?
jdiddleymspot
16th Aug 2011, 01:52 PM
No one knows a solution for the child pose not working correctly?
One more thing, i got my pose in game on the poseplayer list and everything but when i tell a sim to do it, it just stands there. Any help there?
Try getting it to work with "pose by name" first and use the exact name of the pose, not the package name, but the pose name :)
Iomai
16th Aug 2011, 02:57 PM
Try getting it to work with "pose by name" first and use the exact name of the pose, not the package name, but the pose name :)
I totally forgot the name of the pose so i cant do that... i guess i'll just re-do the whole thing. Thanks anyway :)
jdiddleymspot
16th Aug 2011, 03:12 PM
I totally forgot the name of the pose so i cant do that... i guess i'll just re-do the whole thing. Thanks anyway :)
Now wait a minute, hold your horses for a moment ;)
There are ways you can find out if you've gone through the tutorial.
Open your working file (the file where you exported and renamed the "a_xevt_701 / 702" file from fullbuild0.package to) and inside should be a file with a long name, looking something like this...
S3_2B20C4F9_00000000_0536B837D48D0FD3_a_Iomai_newpose%%+CLIP.smd
or
S3_2B20C4F9_00000000_0536B837D48D0FD3_a_Iomai_newpose%%+CLIP.animation
If you see that, then you know the name of your pose, the name of the pose would be a_Iomai_newpose .
Or, if you enabled the name in the package editor, then just open up your package by double clicking it and looking for the name in the left hand column.
There are probably other ways, but I'm quite new at this too. :)
Iomai
16th Aug 2011, 03:30 PM
Now wait a minute, hold your horses for a moment ;)
There are ways you can find out if you've gone through the tutorial.
Open your working file (the file where you exported and renamed the "a_xevt_701 / 702" file from fullbuild0.package to) and inside should be a file with a long name, looking something like this...
S3_2B20C4F9_00000000_0536B837D48D0FD3_a_Iomai_newpose%%+CLIP.smd
or
S3_2B20C4F9_00000000_0536B837D48D0FD3_a_Iomai_newpose%%+CLIP.animation
If you see that, then you know the name of your pose, the name of the pose would be a_Iomai_newpose .
Or, if you enabled the name in the package editor, then just open up your package by double clicking it and looking for the name in the left hand column.
There are probably other ways, but I'm quite new at this too. :)
Oh wow, thanks alot^^ i never would have thought of that lol
EDIT: But it still doesn't work :cry:
jdiddleymspot
16th Aug 2011, 04:04 PM
Oh wow, thanks alot^^ i never would have thought of that lol
EDIT: But it still doesn't work :cry:
Did you reconvert the SMD to animation with the anim tool?
You could also try exporting it again from your pose editor and doing the process from there again.
orangemittens
16th Aug 2011, 11:45 PM
Oh wow, thanks alot^^ i never would have thought of that lol
EDIT: But it still doesn't work :cry:When you say you got your pose on the pose list do you mean that you're using the tutorial Buzzler wrote to create a package with multiple poses each of which has a thumbnail and shows up on that list? If the answer to that is yes, my next question is whether you've followed *this* tutorial successfully first...that is, have you been able to get at least one pose in-game and working just following the directions in my first post?
Iomai
18th Aug 2011, 02:41 AM
When you say you got your pose on the pose list do you mean that you're using the tutorial Buzzler wrote to create a package with multiple poses each of which has a thumbnail and shows up on that list? If the answer to that is yes, my next question is whether you've followed *this* tutorial successfully first...that is, have you been able to get at least one pose in-game and working just following the directions in my first post?
the poses work when i type the full name of it in poseplayer. I followed the HowTo tutorial that came with Cmo's pose creator kit. And i follow this tutorial along with the one on the sims wiki.
orangemittens
19th Aug 2011, 12:03 AM
the poses work when i type the full name of it in poseplayer. I followed the HowTo tutorial that came with Cmo's pose creator kit. And i follow this tutorial along with the one on the sims wiki.So it seems like your problem lies with the pose list part of the process. First question, when you named your .S3Sa resource in Step 4 (IIRC it should be step 4) did you remember to include the extension? That is, did you rename it with a name that ended in .dll? You need to be sure you included this extension in the name field when naming the _XML in the next step also.
MasterJM
20th Aug 2011, 09:22 AM
Ok I'm completely confused! I have downloaded all the materials to create couple poses, I highlight the figure in red and then regroup, then go to export....then I'm lost, I'm Supposed to click on Sims3 Object Export 1.01 by Wesley Howe? when I try to save the pose/sim to an obj. It takes me to the screen to save, now do I just give it a name for it to save because when I do a message pops up saying ERR: Wrong file opened, use the "_filebase".
File name:
Save as type: Sims3 Ascii Files (*.s3asc)
Me so silly!!! I figured it out....it was like a DUH! moment when I did!
SimYounique
21st Aug 2011, 09:08 PM
orangemittens thank you so much for taking the time to create this awesome tutorial. Thanks to you Simul8rReviews & SSMusicProductions I've been able to create two animations. They both need a lot of work because I still don't understand how to move anything but joints but its a start.
Thanks again!
ausagi
23rd Aug 2011, 07:38 AM
ausagi you can get the required helpers/wrappers here:
http://dino.drealm.info/den/denforum/index.php?topic=606.0
I got it now :rofl:
Thanks for the link orangemittens! And for your awsome tutorials aswell... :bunny:
Here's a sample of what I did - http://www.youtube.com/watch?v=MvKpTexge4Y
orangemittens
23rd Aug 2011, 11:44 AM
I'm glad the tutorial is working out for y'all :) Looking good ausagi :up:
ausagi
23rd Aug 2011, 01:47 PM
I'm glad the tutorial is working out for y'all :) Looking good ausagi :up:
Uhm.. but now I can't figure out how to make the s3oc Cloner... XD I know this is not the right thread but all the threads I found are a year older and I can't seem to post anything.
I recently download the cloner but it doesnt seem to work. I get an error messge saying the windows has stopped working. I tried re-installing, and re-downloading the file but its still the same.
http://imageshack.us/photo/my-images/51/clonerproblem.jpg/ / http://imageshack.us/photo/my-images/51/clonerproblem.jpg/
I've included the version of the cloner along with my laptop specs. I have framework installed already, tho I'm not sure if its config is right. But this should work if I can already use s3pe right? But then again I really don't know much of these stuff, so I hope I could get some help...or link to redirections for the proper threads :cry: I want to make couple poses with objects :blink:
orangemittens
24th Aug 2011, 12:09 AM
Uhm.. but now I can't figure out how to make the s3oc Cloner... XD I know this is not the right thread but all the threads I found are a year older and I can't seem to post anything.
I recently download the cloner but it doesnt seem to work. I get an error messge saying the windows has stopped working. I tried re-installing, and re-downloading the file but its still the same.
http://imageshack.us/photo/my-images/51/clonerproblem.jpg/ / http://imageshack.us/photo/my-images/51/clonerproblem.jpg/
I've included the version of the cloner along with my laptop specs. I have framework installed already, tho I'm not sure if its config is right. But this should work if I can already use s3pe right? But then again I really don't know much of these stuff, so I hope I could get some help...or link to redirections for the proper threads :cry: I want to make couple poses with objects :blink:For questions about s3oc the best place to ask is Simlogical. :) The appropriate forum at the site is here:
http://dino.drealm.info/den/denforum/index.php?board=20.0
Max7
25th Aug 2011, 08:59 AM
Hi Guys :)
I have a problem with making a pose. :help:
The pose looks fine at Milkshape but it's different in game. You can see at the hand position that looks totally different.
http://i.imgur.com/S5fvV.jpg
(in Milkshape)
http://i.imgur.com/bBLo4.jpg
(in game)
http://i.imgur.com/HQBfL.jpg
(hand in game)
Can anybody tell me what is wrong? :help:
orangemittens
25th Aug 2011, 09:23 AM
Hi Guys :)
I have a problem with making a pose. :help:
The pose looks fine at Milkshape but it's different in game. You can see at the hand position that looks totally different.
http://i.imgur.com/S5fvV.jpg
(in Milkshape)
http://i.imgur.com/bBLo4.jpg
(in game)
http://i.imgur.com/HQBfL.jpg
(hand in game)
Can anybody tell me what is wrong? :help:It looks like you used an idle CLIP and didn't successfully overwrite it with your new pose. Go back through the tutorial using the recommended CLIP and following each step exactly. If you're still having problems after that post a picture of the new pose in-game along with a detailed step-by-step list of what you're doing that's ending up with the unwanted result. Without more information it's difficult to tell what could be going wrong. :)
Max7
25th Aug 2011, 01:28 PM
It looks like you used an idle CLIP and didn't successfully overwrite it with your new pose. Go back through the tutorial using the recommended CLIP and following each step exactly. If you're still having problems after that post a picture of the new pose in-game along with a detailed step-by-step list of what you're doing that's ending up with the unwanted result. Without more information it's difficult to tell what could be going wrong. :)
I used a_portraitPose_happy_x to get that expression :)
orangemittens
26th Aug 2011, 12:32 AM
I used a_portraitPose_happy_x to get that expression :)My bet is to get that to work you're going to have to remove IK chains. There's more information on that in this thread.
Max7
26th Aug 2011, 05:04 PM
My bet is to get that to work you're going to have to remove IK chains. There's more information on that in this thread.
:lovestruc Yes, you're right :) after delete IK chains, everything works fine :)
Thanks Orangmittens :gjob:
elaisa
28th Aug 2011, 12:24 PM
Hi !
I've the same problem that Lyanne14 :
Ewait wat??
well my pose will not show up when i type the name of the pose,it looks the the origional picture uploaded in milk shape it looks like a girl standing with her hands out and her legs together!i swear i have tried everything!and i am so mad because I WANT THIS TO WORK SOO bad, i feel line crying
PLEASE HELP!!!
i honstly cannot find the problem....or maybe it's because i downloaded the a_xevt_701 thingy??you know in the first page of the thread, or maybe because i need to put the .animation, the .sed, and the.bak00 files together when changing them to package, or seperate...or maybe i am saving something wrong?? WHAT IS IT???I DON"T KNOW!!!
OR MAYBE BECAUSE I AM USING THE ADULT BODIES ON A YOUNG ADULT???!?!?!?
I followed the tutorial but I've got this problem ...
Can you resolve our problem ?
Or am me I deceived ?
(Sorry if my english is bad,I'm French )
orangemittens
28th Aug 2011, 06:24 PM
Hi !
I've the same problem that Lyanne14 :
I followed the tutorial but I've got this problem ...
Can you resolve our problem ?
Or am me I deceived ?
(Sorry if my english is bad,I'm French )If your pose is showing up in-game in the original position there are a number of places in the tutorial where things could have gone wrong. A few of the more common issues are: 1. you didn't successfully set the keyframe after your model was in the new pose, 2. you didn't successfully overwrite the old pose with the new one, or 3. you didn't successfully convert the new .smd to overwrite the old CLIP.
If you did all those things correctly, but are using the pose-list tutorial by Buzzler and did something there incorrectly you could also have the problem you're having.
Did you try making your pose just using this tutorial or are you also following the tutorial by Buzzler?
Hygs
30th Aug 2011, 06:03 AM
Hey guys, since i had some troubles with milkshape ive decided to try blender, but... Can you guys tell me why does every time i press 2, like the description sais, the white mesh disappears and the only thing i can see its the orange dots but the model its gone, so its hard to tell whats what, could you please help me??
Brujiaba
31st Aug 2011, 07:07 PM
Hi I have a question
as I can do poses in groups?
jilliebee22
1st Sep 2011, 03:38 AM
Okay I was doing a couple pose, and I for some reason I couldn't just remove the .obj file after I was done creating the pose. I've some how got the second one by itself by exporting and saving it. But now I can't get it to work in game.
The shadow is there like it should look, but my sim crumples into a little peach blob. Is there any way to fix this so the pose actually works in game. I've done the steps a ton of times, but still can't get it to work. I have it saved as a .smd and a CLIP and ms3d
DrVonDoktor
2nd Sep 2011, 02:35 AM
I've read through the whole thread trying to find this answer...
Is there a way I can isolate one frame of an animation and make a static pose with it?
jilliebee22
3rd Sep 2011, 08:08 AM
So I've read through this whole thread, and I've noticed that there has been quite a few people having problems with titling in game. I don't know if it was just luck, but I some how fixed this, and saved my pose.
The reason (I'm guessing) that it tilted in the first place, was from using the b_ROOT. I'm not sure what exactly I did differently this one time, then the other poses that have used this. Anyways the way I fixed it was by using the b_ROOT_bind, and exaggerate it the opposite way as it was titling in game(Just rotate, do not Move). As you notice the feet of the model goes through the floor in MS, but in game is perfect.
Not sure if this was just beginners luck, but maybe my little trick will help others save their poses.
**I also fixed a leg issue in the after picture
elaisa
4th Sep 2011, 01:56 PM
Hum ...
I've got a new problem.
I think that an image will speak better that I...
:rolleyes:
http://img834.imageshack.us/img834/110/screenshot118h.jpg
It is my sims ...
And in Blender :
http://img545.imageshack.us/img545/4084/34764072.jpg
orangemittens
5th Sep 2011, 11:22 AM
JB, to delete the .obj file you just go to the Groups tab, select the name you gave your model.obj when you saved it, and then click delete. Also, thank you for sharing your tip...I think a lot of people will find it helpful :)
DVD, the short answer is yes. Which editor are you using to make your poses?
Elaisa, which CLIP did you use to make that with and what steps did you use to make it with?
DrVonDoktor
6th Sep 2011, 06:02 PM
Milkshape. I actually stumbled across a method after I posed my question. I use notepad to copy elements of a pose, such as facial expressions, into a "blank" SMD file. It seems to be working so far. If there is a simpler way please let me know.
orangemittens
7th Sep 2011, 10:54 AM
Milkshape. I actually stumbled across a method after I posed my question. I use notepad to copy elements of a pose, such as facial expressions, into a "blank" SMD file. It seems to be working so far. If there is a simpler way please let me know.You should be able to bring the sequence animation you want into MS, go to the keyframe that you want to keep and pause there, delete all keyframes, and then set a keyframe to save the pose the model is in. I haven't tried putting one like this in-game myself though so I can't verify that it works outside of MS...it may be that, for some reason, it won't. If you try it before I get the chance I'd be interested to know your result.
Hygs
7th Sep 2011, 10:24 PM
People?!?! A little help here to all the blender users
Why does every time I press 2 to make the orange points appear the white mesh (the body) disappears and the dots are just there with no body??
ANY HELP? PLEASE! :)
cmomoney
8th Sep 2011, 12:12 AM
People?!?! A little help here to all the blender users
Why does every time I press 2 to make the orange points appear the white mesh (the body) disappears and the dots are just there with no body??
ANY HELP? PLEASE! :)
What is happening is that the mesh and the skeleton are on two different layers: layer 1 and layer 2. If you just press 2, you are selecting layer 2 only. In order to see both, while on layer 1, you have to hold SHIFT and press 2. That selects both layers.
tsukimiudon
13th Sep 2011, 02:13 PM
I need help please.
I did everything how it was described in the tutorial. No problems so far. But when I import my smd. AFTER opening the rig. this happens to me:
http://2.bp.blogspot.com/-MVWbqYYSEF0/Tm9WW4k_l6I/AAAAAAAAATs/CRcgkikgK68/s1600/Clip.jpg
I don't know what went wrong :cry:
Can someone please help me?
orangemittens
14th Sep 2011, 12:26 AM
I need help please.
I did everything how it was described in the tutorial. No problems so far. But when I import my smd. AFTER opening the rig. this happens to me:
http://2.bp.blogspot.com/-MVWbqYYSEF0/Tm9WW4k_l6I/AAAAAAAAATs/CRcgkikgK68/s1600/Clip.jpg
I don't know what went wrong :cry:
Can someone please help me?I think your issue might be Blender version dependent. I just tried it using Blender 2.59 and the corresponding .smd tools and got the same result you did. I know it will work with 2.57 and 2.58.
MrEdits
14th Sep 2011, 01:24 AM
I need help please.
I did everything how it was described in the tutorial. No problems so far. But when I import my smd. AFTER opening the rig. this happens to me:
http://2.bp.blogspot.com/-MVWbqYYSEF0/Tm9WW4k_l6I/AAAAAAAAATs/CRcgkikgK68/s1600/Clip.jpg
I don't know what went wrong :cry:
Can someone please help me?
I had exactly the same problem,
After you select import .smd you must uncheck extend any existing model before the import.
Look on the left side of the screen for the .smd import options.
Also, This does not appear to allow for a weighted mesh to animate properly just the rig itself, one possible way around this is to edit the .smd text file itself and copy/replace Time 0 with a default T-pose position, then make the armature modifier bind to the animation:)
MintyZoi
14th Sep 2011, 08:03 AM
Okay, so in milkshape how do I make the female mesh move with the joints? Unfortunately, I can move the joints but the outline of the female doesn't follow... I've never used milkshape before so I don't know...
orangemittens
14th Sep 2011, 11:02 AM
Okay, so in milkshape how do I make the female mesh move with the joints? Unfortunately, I can move the joints but the outline of the female doesn't follow... I've never used milkshape before so I don't know...MZ, the first post of this thread has a step by step tutorial on how to make a pose using Milkshape. Give that a try and if you still have questions post again :)
tsukimiudon
14th Sep 2011, 12:32 PM
I had exactly the same problem,
After you select import .smd you must uncheck extend any existing model before the import.
Look on the left side of the screen for the .smd import options.
Also, This does not appear to allow for a weighted mesh to animate properly just the rig itself, one possible way around this is to edit the .smd text file itself and copy/replace Time 0 with a default T-pose position, then make the armature modifier bind to the animation:)
Thank you for the quick explanation! It worked! Woohoo :lol:
Thanks again.
Edit: Now the dots don't turn black anymore... And I can't select any dot to move. I just can rotate body areas with clicking "r", but the dots won't move with them. Suggestions please?
MrEdits
14th Sep 2011, 03:54 PM
Thank you for the quick explanation! It worked! Woohoo :lol:
Thanks again.
Edit: Now the dots don't turn black anymore... And I can't select any dot to move. I just can rotate body areas with clicking "r", but the dots won't move with them. Suggestions please?
not sure if this is what you're asking but,
Select the armature in object mode then switch to pose mode to be able to select and rotate/move the joints.
tsukimiudon
14th Sep 2011, 08:08 PM
not sure if this is what you're asking but,
Select the armature in object mode then switch to pose mode to be able to select and rotate/move the joints.
Armature in object mode? Where can I find this exactly? What do I have to do?
MintyZoi
14th Sep 2011, 08:49 PM
MZ, the first post of this thread has a step by step tutorial on how to make a pose using Milkshape. Give that a try and if you still have questions post again :)
I am following that, tried again but I still get the same results... can't see how my pose looks because the model isn't moving. :cry: I'm not getting the first pop up at the beginning either, just append, which I choose no...
Hygs
14th Sep 2011, 09:33 PM
How Can I move The eyes, eyebrows, mouth, etc in milkshape?? And is it better to work this kind of stuff with milkshape or with blender??
MrEdits
14th Sep 2011, 10:24 PM
Armature in object mode? Where can I find this exactly? What do I have to do?
Armature and skeleton are the same thing in blender, if you tab into Object mode and right click the Rig (Skeleton,Bones,Armature, etc..) it will be selected. Then you can can enter Pose mode and select individual Joints to move/rotate.
or you can select the skeleton from the Outliner.
tsukimiudon
14th Sep 2011, 11:03 PM
Armature and skeleton are the same thing in blender, if you tab into Object mode and right click the Rig (Skeleton,Bones,Armature, etc..) it will be selected. Then you can can enter Pose mode and select individual Joints to move/rotate.
or you can select the skeleton from the Outliner.
Ok... I feel pretty much dumb. I'm sorry but I still can't seem to handle it.
Ok this is what it is when I open the rig and import the smd:
http://4.bp.blogspot.com/-l1jCj0jw89w/TnEjct8GxPI/AAAAAAAAATw/ao25LMLapqo/s1600/Clip.jpg
Then I rightclick on the rig in the object mode:
http://1.bp.blogspot.com/-l0ZncQzgzPE/TnEjgA9Nx7I/AAAAAAAAAT0/Y0ujYFsdh3A/s1600/Clip_2.jpg
And then I click on the right side on Pose:
http://3.bp.blogspot.com/-B0EJKqbTQVo/TnEjnTyHq7I/AAAAAAAAAT4/Ih_NsuXxurY/s1600/Clip_3.jpg
And then nothing happens. Still the same. Can't move single joints/dots.
MrEdits
14th Sep 2011, 11:12 PM
Ok... I feel pretty much dumb. I'm sorry but I still can't seem to handle it.
Ok this is what it is when I open the rig and import the smd:
When you open af.blend, that file has it's own default skeleton that you can use to pose the mesh with, and when you import the .smd animation file into the scene it also has it's own skeleton that will animate fine on it's own, but I have run into problems when using the imported animation to animate the actual mesh.
Are you trying to just Pose the mesh or are you trying to play animations from the game in blender?
tsukimiudon
14th Sep 2011, 11:21 PM
Are you trying to just Pose the mesh or are you trying to play animations from the game in blender?
I'm just trying to do some cool poses, you know :)
Ok I just tried to open the rig. The rightclicked on it. Then imported the smd an clicked on 'Pose'. Still no black joints.
I really think it's just a simple mistake I'm doing, but I don't know which mistake because I'm doing what you're saying (hopefully...).
MrEdits
15th Sep 2011, 12:02 AM
I'm just trying to do some cool poses, you know :)
Ok I just tried to open the rig. The rightclicked on it. Then imported the smd an clicked on 'Pose'. Still no black joints.
I really think it's just a simple mistake I'm doing, but I don't know which mistake because I'm doing what you're saying (hopefully...).
If you only want to pose the mesh then just open up af.blend and hit shift and the 2 on the keyboard (this will display the armature and it is selected) then switch to pose mode from there you can select a joint and pose the mesh (there should be no need to import an .smd).
cmomoney
15th Sep 2011, 01:42 AM
I'm just trying to do some cool poses, you know :)
Ok I just tried to open the rig. The rightclicked on it. Then imported the smd an clicked on 'Pose'. Still no black joints.
I really think it's just a simple mistake I'm doing, but I don't know which mistake because I'm doing what you're saying (hopefully...).
Are you right-clicking on the skeleton in the 3d view, or the word 'Skeleton' in the outliner? You only have to left-click in the outliner, right-clicking is for the 3D view.
tsukimiudon
17th Sep 2011, 01:37 PM
Sorry for the late reply.
So... I tried everything out like it was said, but still I can't move the joints.
I also rightclicked the word Skeleton in the outline from the beginning.
Do the joints really have to be black to be able to be moved?
Or is it different in the latest Blender version?
Do I have to do anything special, like for example rightclick and press 'S' (just an example of course), so that the joints will move?
I really feel dumb because I can't seem to handle it. I'm not very good in 3D programs I have to admit. But I really like to figure this out. It drives me crazy :D
MrEdits
17th Sep 2011, 10:14 PM
Sorry for the late reply.
So... I tried everything out like it was said, but still I can't move the joints.
I also rightclicked the word Skeleton in the outline from the beginning.
Do the joints really have to be black to be able to be moved?
Or is it different in the latest Blender version?
Do I have to do anything special, like for example rightclick and press 'S' (just an example of course), so that the joints will move?
I really feel dumb because I can't seem to handle it. I'm not very good in 3D programs I have to admit. But I really like to figure this out. It drives me crazy :D
In object mode When the skeleton is all black then it is Not selected.
In object mode When the skeleton is orange it Is selected.
In Pose mode when the skeleton or single joint is selected it is black with a blue outline.
You must select a joint in pose mode and press R to rotate that joint.
http://img62.imageshack.us/img62/7318/image01k.jpg http://img689.imageshack.us/img689/1264/image02dv.jpg http://img707.imageshack.us/img707/8601/image03t.jpg http://img233.imageshack.us/img233/7223/image04q.jpg
orangemittens
17th Sep 2011, 11:08 PM
Sorry for the late reply.
So... I tried everything out like it was said, but still I can't move the joints.
I also rightclicked the word Skeleton in the outline from the beginning.
Do the joints really have to be black to be able to be moved?
Or is it different in the latest Blender version?
Do I have to do anything special, like for example rightclick and press 'S' (just an example of course), so that the joints will move?
I really feel dumb because I can't seem to handle it. I'm not very good in 3D programs I have to admit. But I really like to figure this out. It drives me crazy :DYou might find the step-by-step instructions (with pictures) in the first post of this thread to be helpful. :)
Hygs
18th Sep 2011, 04:20 AM
Hey People!!
How can i move eyes, lips, eyebrows and that kind off stuff in milkshape?? And is it better if I try on blender (I dont really know its basics) or milkshape?
tsukimiudon
19th Sep 2011, 09:33 AM
In object mode When the skeleton is all black then it is Not selected.
In object mode When the skeleton is orange it Is selected.
In Pose mode when the skeleton or single joint is selected it is black with a blue outline.
You must select a joint in pose mode and press R to rotate that joint.
I... I made it :anime:
:faceslap:
:rofl:
Thanks for all the help MrEdits and all of the others.
I really appreciate your help! Thanks again.
Now to the poses :giggler:
Edit: Now... I have a new problem. The pose doesn't show when I type in the right name in the pose player.
I copied the package file in Mods.
iLoveSims56
20th Sep 2011, 01:20 AM
Hello! Well lately i've been trying to create poses, i have only done 1 set...
But i'm having problems! when i create poses and try them in my game my sims look like laying on the floor but posing so it's really hard to get the right angle and lighting.
And i never go under the floor level when creating a pose, if that would be the cause...
If it wouldn´t be because of that problem i would have like 3 set already -,-
Please help me!
orangemittens
20th Sep 2011, 10:15 AM
Hello! Well lately i've been trying to create poses, i have only done 1 set...
But i'm having problems! when i create poses and try them in my game my sims look like laying on the floor but posing so it's really hard to get the right angle and lighting.
And i never go under the floor level when creating a pose, if that would be the cause...
If it wouldn´t be because of that problem i would have like 3 set already -,-
Please help me!A couple other people posted about this issue in the thread...some with how they fixed it. Read back a couple of pages and look for Jilliebee's post and DVD's post also. I've never had a similar effect with poses I've made so all I can do is point you to the experience of those who have.
Hygs
29th Sep 2011, 02:19 AM
:cry: :cry: :cry: Oh, PLEASE just answer!!
How can i move the sims face??!!
And is it better to do this with milkshape or do you recomend blender???
I want to be able to move my sims eyes, lips and such.
But please answer!!!!!!
THANK YOU :|
orangemittens
29th Sep 2011, 10:36 AM
:cry: :cry: :cry: Oh, PLEASE just answer!!
How can i move the sims face??!!
And is it better to do this with milkshape or do you recomend blender???
I want to be able to move my sims eyes, lips and such.
But please answer!!!!!!
THANK YOU :|Hygs, other people have asked these questions and I've answered them here in this thread. Please look at posts # 586, 590, and 598 to start. :)
Caradella
2nd Oct 2011, 02:30 PM
Hi, I've installed all of the wrappers and helpers needed for s3pe, and I have a question regarding the step where you delete the IK chains. I opened fullbuild0,clicked a clip, then I clicked grid. When the grid opened, I clicked IKTargetInfo, IKchains and the little box right beside it. Now, my question is this: Should I press 'delete' until the 'Data Grid' window is empty?
orangemittens
2nd Oct 2011, 06:56 PM
Hi, I've installed all of the wrappers and helpers needed for s3pe, and I have a question regarding the step where you delete the IK chains. I opened fullbuild0,clicked a clip, then I clicked grid. When the grid opened, I clicked IKTargetInfo, IKchains and the little box right beside it. Now, my question is this: Should I press 'delete' until the 'Data Grid' window is empty?You'll see a list of IK chains in the left hand side of the Data Grid window. Click delete until all items on that list are gone.
Caradella
3rd Oct 2011, 10:45 AM
I've deleted all of the IKchains on the left side, but when I tried to close the 'Data Grid' window, it wont close.. Why is that so?
orangemittens
3rd Oct 2011, 12:19 PM
That's a built-in safety feature. In that box you want to click Ok. When it closes click Commit in the next one. When that goes back to the main .package list click File and then (from the dropdown list) choose Save.
Caradella
3rd Oct 2011, 02:47 PM
Yay!! It worked! Thank you OM!! :D
dazzlingloon
3rd Oct 2011, 05:43 PM
Well, I have fine up to the Import ~ Source engine? I can't find it? It goes up to X3D etc. and then I can't find it! and when I do user settings its just blank! :!: And How do i actually MAKE the pose?
orangemittens
3rd Oct 2011, 11:49 PM
Well, I have fine up to the Import ~ Source engine? I can't find it? It goes up to X3D etc. and then I can't find it! and when I do user settings its just blank! :!: And How do i actually MAKE the pose?You need to download the smd tools in order to import an smd into Blender. The link is in the first post of this thread right above the tutorial on how to make a pose in Blender ;)
I'm glad it's working for you Caradella :)
dazzlingloon
4th Oct 2011, 06:01 PM
You need to download the smd tools in order to import an smd into Blender. The link is in the first post of this thread right above the tutorial on how to make a pose in Blender ;)
I'm glad it's working for you Caradella :)
My user settings is blank: :alarm: http://i.imgur.com/uNM6a.png
orangemittens
4th Oct 2011, 10:13 PM
My user settings is blank: :alarm: http://i.imgur.com/uNM6a.pngTry changing the 3D View to User Preferences from its header instead of using File/User Preferences or ctrl alt U. It's the white box in the lower corner.
http://jaue.com/om/UP1.jpg
It should be about the 4th choice on the list iirc.
ETA:I would switch back to the 3D view before going to File/Save User Settings (ctrl U) to save my preferences though.
dazzlingloon
5th Oct 2011, 06:49 PM
Thank you!!!
Well, I've actually started over now coz i was using another tut and that didnt work, so I'm trying to do the fullbuild0 to get the clip but it doesn't work;
I'm SOOOOOOOOOOOOOOOOOO sorry for bugging you, but I have another problem:
http://i.imgur.com/d2QEe.png
dazzlingloon
5th Oct 2011, 08:22 PM
Solved!!! Thank You!!! Will Report Back To You If I Have Any More Problems!!!
dazzlingloon
5th Oct 2011, 09:06 PM
wooo! thank you!
orangemittens
5th Oct 2011, 11:19 PM
wooo! thank you!:)...glad it's all coming together for you :up:
dazzlingloon
6th Oct 2011, 06:23 PM
So sorry for bugging you and posting so many times...
http://2.bp.blogspot.com/-jrRfVhQXUQY/To3ikIbQ2fI/AAAAAAAAAT8/WMsapfE3_qo/s640/alien+pose.PNG
This happens when I import the Source Engine thingy! Please help me, I really need to make a pose!! :) Thanks in advance :)
orangemittens
7th Oct 2011, 12:15 AM
So sorry for bugging you and posting so many times...
http://2.bp.blogspot.com/-jrRfVhQXUQY/To3ikIbQ2fI/AAAAAAAAAT8/WMsapfE3_qo/s640/alien+pose.PNG
This happens when I import the Source Engine thingy! Please help me, I really need to make a pose!! :) Thanks in advance :)NP DL. Someone posted about this issue one page back in this tutorial thread. Start reading at post #676 and see if this helps you. If not post again...questions are completely fine...this is a tutorial thread :)
dazzlingloon
15th Oct 2011, 05:44 PM
I'm trying to download it, but which one do I download? I have windows 7
http://i.imgur.com/1MsUq.png
orangemittens
15th Oct 2011, 06:32 PM
I'm trying to download it, but which one do I download? I have windows 7
http://i.imgur.com/1MsUq.pngWhy are you trying to fall back to Blender 2.57? It would be better to keep 2.59 and use an older version of the .smd tool if you're still having problems because of the distortion issue. I'll look to see which one you should get.
ETA: This is the one that worked for Blender 2.58. Give it a try with 2.59 and see if it'll do the trick:
http://code.google.com/p/blender-smd/downloads/detail?name=io_smd_tools-1.zip&can=1&q=
I've tested this with Blender 2.59 and was able to import and export .smd with no problems.
Sleepy-Genius
16th Oct 2011, 01:36 PM
Hi! I love your tutorial. Everything works fine. I just have one question.
I don't want my pose to be just a blank stare, so I am trying to do something with her eyeballs.
Now, in MIlkshape, is there a way to know where the location of the eyeball iris is, or is it just a guess with trial and error?
Thanks
orangemittens
16th Oct 2011, 02:49 PM
Hi! I love your tutorial. Everything works fine. I just have one question.
I don't want my pose to be just a blank stare, so I am trying to do something with her eyeballs.
Now, in MIlkshape, is there a way to know where the location of the eyeball iris is, or is it just a guess with trial and error?
ThanksYou can apply a Material to the eyeballs (or any part of the model). This helps to be able to see which way they're going when you work with them. It's been discussed a couple places in this thread...I think Mark's description in posts 530 and 544 is probably the best. Take a look at that and if you have further questions post again :)
Sleepy-Genius
17th Oct 2011, 04:17 AM
You can apply a Material to the eyeballs (or any part of the model). This helps to be able to see which way they're going when you work with them. It's been discussed a couple places in this thread...I think Mark's description in posts 530 and 544 is probably the best. Take a look at that and if you have further questions post again :)
Yeah...it has been mentioned, and I have seen those posts. However, they do not tell you have exactly to apply these to Milkshape, and aWT did not know how to import into Blender (which I do not use) neither did he say how to apply this in Milkshape.
I already know I am going to extract from the contact CC using s3pe. However, do I extract TXTC or KEY files? There are two TXTC files and a lot KEY files in the contact CC showing in s3pc. So what do I extract? And how to apply that to Milkshape? I have already done the pose. I don't want to mess that up, and the first two poses the models eyes where closed. With the new set I am doing, the eyes are going to be open, and I want the eye expression to be there. My main problem is with the eye.
Sorry if I have confused you.
Edit at 11pm pst: I think I found the way to apply texture to Milkshape. However, it does not work. Maybe I used the wrong file or something. The image I used was a .bmp file. I was following this tutorial by H.P. http://www.modthesims.info/showthread.php?goto=lastpost&t=215485 (Yes, I know it is for Sims 2, but it involved Milkshape so I was thinking it would work the same way.... still nothing sad to say.
orangemittens
17th Oct 2011, 10:38 AM
Yeah...it has been mentioned, and I have seen those posts. However, they do not tell you have exactly to apply these to Milkshape, and aWT did not know how to import into Blender (which I do not use) neither did he say how to apply this in Milkshape.
I already know I am going to extract from the contact CC using s3pe. However, do I extract TXTC or KEY files? There are two TXTC files and a lot KEY files in the contact CC showing in s3pc. So what do I extract? And how to apply that to Milkshape? I have already done the pose. I don't want to mess that up, and the first two poses the models eyes where closed. With the new set I am doing, the eyes are going to be open, and I want the eye expression to be there. My main problem is with the eye.
Sorry if I have confused you.
Edit at 11pm pst: I think I found the way to apply texture to Milkshape. However, it does not work. Maybe I used the wrong file or something. The image I used was a .bmp file. I was following this tutorial by H.P. http://www.modthesims.info/showthread.php?goto=lastpost&t=215485 (Yes, I know it is for Sims 2, but it involved Milkshape so I was thinking it would work the same way.... still nothing sad to say.That tutorial is for a somewhat different purpose than what you're trying to do and that's why the method described there isn't working for you. What you're trying to do is easier :) Here's what you do:
Open Milkshape and open the model as you usually do. Once you see the model there you 1. Click the Groups tab, 2. Left click on the eyeballs line, 3. Left click the select button and 4. Notice the eyes light up red in the wireframe views.
http://jaue.com/om/mseye1.jpg
Then 1. Click the Materials tab, 2. Click the New button, 3. Click the <none> button and navigate to where you have the image that you want to apply to the eyes when the Open Texture popup box appears...select your image and click Open in that popup box, then 4. Click the Assign button and the image will appear on the eyes.
http://jaue.com/om/mseye.jpg
Sleepy-Genius
17th Oct 2011, 12:51 PM
Alrighty...thanks for showing me. It works...sort of. Maybe the image has be been a certain size. I'll try to resize, but the eyes do change. It's just not a spot-on iris.
I was extracted a thum from shady's contact cc
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240704-S3_626F60CE_00000001_838B6EB59B562970THUM.png
and got this. I did it the way you said, but I think it is the image size (256x256) I used.
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240703-eye.PNG
Huge EDIT!! 5am pst: IT WORKS NOW!! I was playing about with it. clicking buttons and whatever, and I came upon this:
I followed the way you said, however, i also changed the listbox under the two <none> buttons and change the 'default' to 'sphere map' and what do you know! I have iris!!
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240712-yaysuccess.PNG
So happy now! Thanks again for you tutorial. :D
It's creepy how the eyes sorta follow you though, just saying... :rofl:
Me Again... so the eyes, they are creeping following whenever I moved the grid around. The eyes just follow. They are not stationary. :( Sucks. I thought I finally had it. I will continue!!
orangemittens
17th Oct 2011, 01:42 PM
Alrighty...thanks for showing me. It works...sort of. Maybe the image has be been a certain size. I'll try to resize, but the eyes do change. It's just not a spot-on iris.
I was extracted a thum from shady's contact cc
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240704-S3_626F60CE_00000001_838B6EB59B562970THUM.png
and got this. I did it the way you said, but I think it is the image size (256x256) I used.
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240703-eye.PNG
Huge EDIT!! 5am pst: IT WORKS NOW!! I was playing about with it. clicking buttons and whatever, and I came upon this:
I followed the way you said, however, i also changed the listbox under the two <none> buttons and change the 'default' to 'sphere map' and what do you know! I have iris!!
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240712-yaysuccess.PNG
So happy now! Thanks again for you tutorial. :D
It's creepy how the eyes sorta follow you though, just saying... :rofl:
Me Again... so the eyes, they are creeping following whenever I moved the grid around. The eyes just follow. They are not stationary. :( Sucks. I thought I finally had it. I will continue!!Lol...it is sorta creepy. It's because of the setting you chose that I didn't have in my directions. The reason the eye looks like that by just following my directions is because the eyeball is mapped to a small corner of the whole image. You need to alter it so it looks something like this:
http://jaue.com/om/eye.jpg
where the black part should be just the iris you want to use resized to fit into that black square and mirror imaged because it's mapped backward. If you do that you won't need to use the sphere option to get the eye looking right the way I showed you above. If you can't make one yourself find an EA iris or ask Shady if we can use this one and I can make it for you. This took only seconds though...if you know how to use an image editor like photoshop, GIMP, PSP, or paint.net it isn't difficult.
Sleepy-Genius
18th Oct 2011, 01:35 PM
5:30am pst.
WOOT!!! You are so pro!!! Thanks so much!!!
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240938-woot.JPG
No more creepy eyes following me. Sorry I didn't get back earlier. I went to sleep so fast when I got home.
I'm so happy now! :cry: :beer: :gjob:
orangemittens
18th Oct 2011, 02:04 PM
5:30am pst.
WOOT!!! You are so pro!!! Thanks so much!!!
http://thumbs2.modthesims2.com/img/3/0/6/3/0/7/3/MTS_Sleepy-Genius-1240938-woot.JPG
No more creepy eyes following me. Sorry I didn't get back earlier. I went to sleep so fast when I got home.
I'm so happy now! :cry: :beer: :gjob:Lol! Glad that worked for you :)
I asked -Shady- if I could use the eye thumbnail you posted to share for others who would like to apply it to their model in MS and the answer was yes :up:
I've made it into a .jpg that people can apply using the directions above to see the irises on their model for posing it in MS. Please don't use it for any other purpose.
http://jaue.com/om/eye2.rar
Sleepy-Genius
18th Oct 2011, 06:19 PM
That's good. I'm glad -Shady- said yes.
I won't use for anything else. :)
spladoum
20th Oct 2011, 10:26 PM
Currently beating my head against the computer screen.
I'm trying to build some poses from the Maxis expressions. I'm not having much luck. From the start, the clip.animation files are huge -- 655 KB as compared to a normal pose built from a_xevt_701, which is usually around 13. But the real, material issue for me is that the poses don't work in game. The sim makes the expression, but they don't pose.
I suspect I'm doing something wrong as far as my initial export/rename, but I really don't know what it could be.
orangemittens
20th Oct 2011, 10:53 PM
Currently beating my head against the computer screen.
I'm trying to build some poses from the Maxis expressions. I'm not having much luck. From the start, the clip.animation files are huge -- 655 KB as compared to a normal pose built from a_xevt_701, which is usually around 13. But the real, material issue for me is that the poses don't work in game. The sim makes the expression, but they don't pose.
I suspect I'm doing something wrong as far as my initial export/rename, but I really don't know what it could be.If you're using CLIPs other than the ones mentioned in the tutorial you're going to have to remove the IK chains to get them to work correctly. Also, there's no need to have a huge long CLIP if all you're wanting to do is create a pose. You should be able to export the CLIP that has the expression you want, reduce it to a one frame anim that has the expression on it you're wanting, pose it, and then export that to overwrite the .smd from the a_xevt_701.
spladoum
21st Oct 2011, 04:07 AM
It took me a minute to find everything that you were referring to, but I did, and I'm glad I read up. This will help a ton for future. Thank you again, OM. :)
orangemittens
21st Oct 2011, 11:36 AM
It took me a minute to find everything that you were referring to, but I did, and I'm glad I read up. This will help a ton for future. Thank you again, OM. :)Np :) If you have more questions post again :)
CloudWalkerNZ
22nd Oct 2011, 08:05 AM
Can someone please tell where I can find a rig for Milkshape users for animals like cats, dogs and horses? :deal:
Or how to create one? :help:
orangemittens
23rd Oct 2011, 12:44 AM
Can someone please tell where I can find a rig for Milkshape users for animals like cats, dogs and horses? :deal:
Or how to create one? :help:Even if there was a rig available there's going to be a bit more to creating custom animal poses than that. The format for animals is different than it is for Sims. Even if AnimTool is able to convert an animal pose CLIP, which I've yet to test, there's nothing available currently to play it with in-game afaik.
CloudWalkerNZ
24th Oct 2011, 07:41 AM
Even if there was a rig available there's going to be a bit more to creating custom animal poses than that. The format for animals is different than it is for Sims. Even if AnimTool is able to convert an animal pose CLIP, which I've yet to test, there's nothing available currently to play it with in-game afaik.
Thanks for your reply :anime:
There are reports that the TSR rigfix program can make the pose player compatible with pets. I haven't tried this yet as I only got Pets on Friday night. :)
I don't know anything about the animal rig and was hoping some genus had figured it out already :anime: I guess I just have to wait a bit longer to make my "when animal attacks" poses :sheep: :Pint:
orangemittens
24th Oct 2011, 10:28 AM
Thanks for your reply :anime:
There are reports that the TSR rigfix program can make the pose player compatible with pets. I haven't tried this yet as I only got Pets on Friday night. :)
I don't know anything about the animal rig and was hoping some genus had figured it out already :anime: I guess I just have to wait a bit longer to make my "when animal attacks" poses :sheep: :Pint:The Pose Player and the Animation Player are already compatible with Pets...they were cloned from a decorative item and don't need to be fixed. Further, there is nothing in the code that Cmo wrote for either of them that requires fixing. Using TSR code on them, at best, is going to have absolutely no effect on them at all.
Pose Player will play animal poses in-game but the animal they're played on will become distorted while posing. This is not due to the Pose Player being broken by the patch. It's due to differences in Sim and animal anims. It will play Sim poses the same as it did before you installed Pets and the patch. :)
Addicted2TheSims2
25th Oct 2011, 01:49 AM
What do I do if the 'file' 'import' in blender does not have the option 'Source Engine'? I have version 2.58 of blender
orangemittens
25th Oct 2011, 02:09 AM
What do I do if the 'file' 'import' in blender does not have the option 'Source Engine'? I have version 2.58 of blenderYou will need to install the .smd plugin. The version for Blender 2.58 is here:
http://code.google.com/p/blender-smd/downloads/detail?name=io_smd_tools-1.zip&can=1&q=
CloudWalkerNZ
25th Oct 2011, 06:15 AM
The Pose Player and the Animation Player are already compatible with Pets...they were cloned from a decorative item and don't need to be fixed. Further, there is nothing in the code that Cmo wrote for either of them that requires fixing. Using TSR code on them, at best, is going to have absolutely no effect on them at all.
Pose Player will play animal poses in-game but the animal they're played on will become distorted while posing. This is not due to the Pose Player being broken by the patch. It's due to differences in Sim and animal anims. It will play Sim poses the same as it did before you installed Pets and the patch. :)
Thanks for the clarification. :p There is a lot of confusions as to what need to be updated with the rigfix and what's not. :bunny:
I did put the pose player through the rigfix and it seems to work ok. :D But if I known earlier I won't have waited. :D
May I suggest a note or news somewhere explaining to people, like myself who is not so technical minded, what need to and what not need to be fixed with the rigfix (TSR or Grants version). :sheep: Or a flag on the item (pose player) itself saying it is Pet compatible :lol:
I do look forward to someone who can crack the animal rigs :duck: I can think of lots cool poses I can have fun with :giggler:
orangemittens
29th Oct 2011, 07:57 AM
Thanks for the clarification. :p There is a lot of confusions as to what need to be updated with the rigfix and what's not. :bunny:
I did put the pose player through the rigfix and it seems to work ok. :D But if I known earlier I won't have waited. :D
May I suggest a note or news somewhere explaining to people, like myself who is not so technical minded, what need to and what not need to be fixed with the rigfix (TSR or Grants version). :sheep: Or a flag on the item (pose player) itself saying it is Pet compatible :lol:
I do look forward to someone who can crack the animal rigs :duck: I can think of lots cool poses I can have fun with :giggler:I think you're right and there is confusion about what needs to be updated. But the Pose Player was cloned from a decorative item that the Sims don't interact with. Items like that don't need to be updated. :)
Hygs
2nd Nov 2011, 08:02 PM
In which comment do you explain how to make animations like a sim in a bed ( how do you get the object to be there on milkshape), on the floor (when i try to do that my sim disappears and i think its under the ground level, what am i doing wrong?), or couple animations, bending knees, walking, and all that kind of stuff.?
Can you please tell me or send me the comments where you explained it please?
orangemittens
2nd Nov 2011, 10:47 PM
In which comment do you explain how to make animations like a sim in a bed ( how do you get the object to be there on milkshape), on the floor (when i try to do that my sim disappears and i think its under the ground level, what am i doing wrong?), or couple animations, bending knees, walking, and all that kind of stuff.?
Can you please tell me or send me the comments where you explained it please?By animations do you mean sequence animations?...that is animations where the Sim is moving instead of posing?
Hygs
5th Nov 2011, 06:46 AM
By animations do you mean sequence animations?...that is animations where the Sim is moving instead of posing?
Yup, exactly!
I've done some animations and yeah its ok but i dont know how to get them up from the floor in a good way or make couple animations and the stuff that i mentioned before.
Could you help me please? :)
orangemittens
5th Nov 2011, 10:39 PM
Yup, exactly!
I've done some animations and yeah its ok but i dont know how to get them up from the floor in a good way or make couple animations and the stuff that i mentioned before.
Could you help me please? :)To use an EA object as a prop in MS you have to make it into a .obj and import that in with the Sim model. I wrote a short tutorial on how to do that here:
http://dino.drealm.info/den/denforum/index.php?topic=614.0
If you're using any other CLIP but one of the two mentioned in the tutorial you'll have to remove the IK chains or your animation will be borked. If your Sim is ending up in the ground this could be the issue. There are no instructions for sequence animation in this tutorial because this tutorial is about how to make poses.
Simul8rReviews wrote one for making sequence animation using MS but it will require the use of Cmo's animation player...it doesn't teach you how to change the animations associated with the bed for example.
o0simon0o
6th Nov 2011, 10:41 PM
Hi, I have a little problem with a pose. I went to edit it and the left pinky made a long stick; no way to fix it so I ask for you.
orangemittens
6th Nov 2011, 10:50 PM
Hi, I have a little problem with a pose. I went to edit it and the left pinky made a long stick; no way to fix it so I ask for you.Is the long stick finger happening in Milkshape or when you're looking at the pose in the game?
o0simon0o
7th Nov 2011, 12:34 AM
Milkshape, I don'T want to try in game...
orangemittens
7th Nov 2011, 12:55 AM
Milkshape, I don'T want to try in game... When you're working on forearms, calves, hands, feet, fingers, and toes it's often useful to change your Rotate settings to Origin and Local. :)
http://jaue.com/om/rotate.jpg
o0simon0o
7th Nov 2011, 01:13 AM
Well I've put it on Origin and Local ... :S I'll try to take a picture to show you
EDIT:
I've tried an other pose in game and my sims almost lie on the floor but he shouldn't. Here's what I'm talking about (I'll try to find how to take a picture of Milkshape to show you the finger I talked about above)
orangemittens
7th Nov 2011, 04:43 AM
Well I've put it on Origin and Local ... :S I'll try to take a picture to show you
EDIT:
I've tried an other pose in game and my sims almost lie on the floor but he shouldn't. Here's what I'm talking about (I'll try to find how to take a picture of Milkshape to show you the finger I talked about above)There's a tip on how to fix that kind of tilting problem in post #669 in this thread.
http://www.modthesims.info/showthread.php?t=438716&c=1&ht=&page=27&pp=25#startcomments
Hunter Jin
7th Nov 2011, 11:37 AM
okay so I want to cry now! :cry: I did exactly what was said and I'm so jealous about the others! I'm a real beginner at this and I didn't have the chance to visit MTS during the golden years of Sims 2 and I've heard about those technical jargons of "meshing, texturing, rig, smd, etc. which I couldn't understand at all :cry:
I did exactly what orangemitten said in the tutorial from A (Exporting the Clip) to B #2 (Converting the Clip to SMD) and I couldn't follow the step 3. And the prerequisites such as Cmomoney's smd tool, I did exactly where to install them but I feel like I'm doing something wrong because after I followed cmomoney' installation step # 6 (in his Blender 2.5 TS3 tools), I didn't see any TS3 Tools in the import menu of the Blender.
Also, there is no Source engine (.smd, vta, .dmx, qc) in the import menu of Blender.
Any help will do cause I really want to make custom animation and poses... :cry:
orangemittens
7th Nov 2011, 11:43 PM
okay so I want to cry now! :cry: I did exactly what was said and I'm so jealous about the others! I'm a real beginner at this and I didn't have the chance to visit MTS during the golden years of Sims 2 and I've heard about those technical jargons of "meshing, texturing, rig, smd, etc. which I couldn't understand at all :cry:
I did exactly what orangemitten said in the tutorial from A (Exporting the Clip) to B #2 (Converting the Clip to SMD) and I couldn't follow the step 3. And the prerequisites such as Cmomoney's smd tool, I did exactly where to install them but I feel like I'm doing something wrong because after I followed cmomoney' installation step # 6 (in his Blender 2.5 TS3 tools), I didn't see any TS3 Tools in the import menu of the Blender.
Also, there is no Source engine (.smd, vta, .dmx, qc) in the import menu of Blender.
Any help will do cause I really want to make custom animation and poses... :cry:Cmo's Blender tools don't install the import .smd function into Blender. For that you need the io_smd_tools. If you're using Blender 2.59 you should get version 1.0 which is here:
http://code.google.com/p/blender-smd/downloads/detail?name=io_smd_tools-1.zip&can=1&q=
You don't need Cmo's Blender tools to create poses with...you only need the things I have listed in the tutorial.
Hunter Jin
8th Nov 2011, 10:44 AM
Cmo's Blender tools don't install the import .smd function into Blender. For that you need the io_smd_tools. If you're using Blender 2.59 you should get version 1.0 which is here:
http://code.google.com/p/blender-smd/downloads/detail?name=io_smd_tools-1.zip&can=1&q=
You don't need Cmo's Blender tools to create poses with...you only need the things I have listed in the tutorial.
Well I was finally able to make a pose but the problem now is how can I make it appear in the game? I mean, specifically where to save the new .smd file? Oh and thanks for the link; it's exactly what I was looking for in order to import.
orangemittens
8th Nov 2011, 11:01 AM
Well I was finally able to make a pose but the problem now is how can I make it appear in the game? I mean, specifically where to save the new .smd file? Oh and thanks for the link; it's exactly what I was looking for in order to import.Your new .smd needs to have the exact same name as the original .smd you ended up with after converting the CLIP to .smd. It also needs to be placed in the same folder as the CLIP you converted. Then, using AnimTool, convert it back to a CLIP. Once you've done that you're ready to package the CLIP so you can play your pose in the game. I posted instructions for how to do that, along with a picture illustrating that step in the first post of this thread. :)
PonyY
8th Nov 2011, 07:55 PM
I don't understand the part on moving the joints, any help please?:)
orangemittens
9th Nov 2011, 12:47 AM
I don't understand the part on moving the joints, any help please?:)Which editor are you using and where in the tutorial are you?
birdyfly
9th Nov 2011, 02:25 AM
I sent this to OM, but I will post it here as well for those who need something more complex than Milkshape but are still not comfortable with Blender yet.
Unity Homepage: http://unity3d.com/
Free Unity Beginner Training Videos: http://walkerboystudio.com/html/unity_training___free__.html
Recently, I've been using Unity and have found it to be quite powerful when it comes to creating animations. I have been busy lately and haven't tried using it for Sims 3 animations/poses, but it looks like it can be done through Milkshape and obviously through Blender.
I put this in a topic of one of my other threads, but I was never able to make a tutorial from it for others to be able to use this method if they wanted to.
Here is are a couple threads about Milkshape and Unity:
http://forum.unity3d.com/threads/1249-Milkshape-adds-.fbx-support
http://forums.create.msdn.com/forums/t/45025.aspx
In order to add Milkshape models into Unity, you just simply need to export it as an .fbx with the smd attached to the model, then import it into Unity.
There is also a basic Unity animation tutorial here as well: http://vimeo.com/channels/151501#17228780
I still think Blender is the best choice, but I do think Unity is much better than Milkshape when it comes to animations. I am not sure if this is something you would like to take a look at, but I find Unity in general to be easy to use yet still be a powerful program.
Also, I have been using the free version of Unity and still be able to make decent animations. From what I've been able to do with Unity, I also been able to stack animations on top of each other, so that might make creating interaction animations much easier for people too.
orangemittens
9th Nov 2011, 02:59 AM
I sent this to OM, but I will post it here as well for those who need something more complex than Milkshape but are still not comfortable with Blender yet.
Unity Homepage: http://unity3d.com/
Free Unity Beginner Training Videos: http://walkerboystudio.com/html/unity_training___free__.html
Recently, I've been using Unity and have found it to be quite powerful when it comes to creating animations. I have been busy lately and haven't tried using it for Sims 3 animations/poses, but it looks like it can be done through Milkshape and obviously through Blender.
I put this in a topic of one of my other threads, but I was never able to make a tutorial from it for others to be able to use this method if they wanted to.
Here is are a couple threads about Milkshape and Unity:
http://forum.unity3d.com/threads/1249-Milkshape-adds-.fbx-support
http://forums.create.msdn.com/forums/t/45025.aspx
In order to add Milkshape models into Unity, you just simply need to export it as an .fbx with the smd attached to the model, then import it into Unity.
There is also a basic Unity animation tutorial here as well: http://vimeo.com/channels/151501#17228780
I still think Blender is the best choice, but I do think Unity is much better than Milkshape when it comes to animations. I am not sure if this is something you would like to take a look at, but I find Unity in general to be easy to use yet still be a powerful program.
Also, I have been using the free version of Unity and still be able to make decent animations. From what I've been able to do with Unity, I also been able to stack animations on top of each other, so that might make creating interaction animations much easier for people too.Thank you for posting Birdy...this looks interesting. :) MS is definitely not an optimal editor to use for making any animations in S3 other than poses. It's great that Unity has a free version too. I love Blender for animating but anything that gives people more choices is a good thing.
Hunter Jin
10th Nov 2011, 06:17 AM
I sent this to OM, but I will post it here as well for those who need something more complex than Milkshape but are still not comfortable with Blender yet.
Unity Homepage: http://unity3d.com/
Free Unity Beginner Training Videos: http://walkerboystudio.com/html/unity_training___free__.html
Recently, I've been using Unity and have found it to be quite powerful when it comes to creating animations. I have been busy lately and haven't tried using it for Sims 3 animations/poses, but it looks like it can be done through Milkshape and obviously through Blender.
I put this in a topic of one of my other threads, but I was never able to make a tutorial from it for others to be able to use this method if they wanted to.
Here is are a couple threads about Milkshape and Unity:
http://forum.unity3d.com/threads/1249-Milkshape-adds-.fbx-support
http://forums.create.msdn.com/forums/t/45025.aspx
In order to add Milkshape models into Unity, you just simply need to export it as an .fbx with the smd attached to the model, then import it into Unity.
There is also a basic Unity animation tutorial here as well: http://vimeo.com/channels/151501#17228780
I still think Blender is the best choice, but I do think Unity is much better than Milkshape when it comes to animations. I am not sure if this is something you would like to take a look at, but I find Unity in general to be easy to use yet still be a powerful program.
Also, I have been using the free version of Unity and still be able to make decent animations. From what I've been able to do with Unity, I also been able to stack animations on top of each other, so that might make creating interaction animations much easier for people too.
Isn't Unity 3D a game engine? I thought they were only for gameplaying (btw, it was hard to make one...)
birdyfly
10th Nov 2011, 06:28 AM
Isn't Unity 3D a game engine? I thought they were only for gameplaying (btw, it was hard to make one...)
Yes, it is a game engine, but you can also use it to create animations as well and export it back into Milkshape and Blender. I haven't tested it with the Sims 3 animations, but I have been able to take a simple cube and give it an animation and export it back into Blender, keeping the animation. :)
I find Unity easier than Blender, but in Blender's defense, I have been using Unity a lot longer and have created games with it. You can also use Unity to mesh if you want as well, but it is not the best choice for that by far compared to Milkshape and Blender. What are you having problems with? Is it the animations or learning the interface, or is it exporting the .fbx clips into Unity?
With the interface, those beginner videos above should help. It may take a little bit to learn around it though.
With making animations, those beginner videos are a great start. Here is another video to help: http://www.youtube.com/watch?v=dHuaXzgv23A
This is just moving a simple platform.
To get the animation screen, you just need to go to Window --> Animation. Or you can press Ctrl + 6.
There is also a program specific for animations as well. It's called 3D Daz. I have never used this one and have only seen just some videos of it. I know nothing of this program other than what I've seen from this: http://www.youtube.com/watch?v=3AZRYJC9RV8.
It looks like it is expensive, but you can get a starting version on their website: http://www.daz3d.com/i/products/daz_studio?
I don't know if you can import actual Sims 3 models or how it actually works.
Other two programs I've heard about is 3ds Max and Maya. Those two are pretty popular, and like 3D Daz, I haven't used them. Sorry if I am no help, but I'm hoping that maybe a couple of these programs will give people some alternatives to make animations. :bunny:
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