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- Sims 3 Animator
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Would someone get me set up with a website that might host my project for me? Like a sort of SVN sort of thing, preferably?
Thanks
Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Thanks: 2029 in 31 Posts
Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
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Thanks: 9680 in 11 Posts
"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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- When previewing object animations, the "Animation Preview Room" pedestal doesn't turn
- The grass in the "State Machine Creation" field is extremely blurry
- Sometimes the wrong geometry and textures are exported when exporting object animations to the Collada format
- There is a mysterious memory leak that causes the application to crash after about five minutes.
Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Quoting your post of sept. 23rd 2010:
1. I plan to first enable support for custom animations without using existing ones.
2. I plan to add graphical support for editing clip events, and many other attributes that are in animations.
3. I plan to add a graphical user interface (GUI) for editing jazz scripts that I will incorporate with the animation tool.
4. I plan to use a game engine (probably Ogre) to preview animations and events with a slider interface.
5. I plan to create an interaction studio that creates simple and optionally animated interactions with a GRAPHICAL user interface that practically anybody can use.
I'm wondering if it wouldn't be easier on everyone and especially you if you worked through the five steps you
described in order, and did a release as you completed each step? I say this because it sounds like you're
trying to do all five at once, and not enjoying it at all.
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Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
The application is almost done. To tell you the truth, I am considering making TS3 Animator open-source, as I lost almost all my recent progress while trying to use shadow copies to restore some files in TS3 Animator, and frankly don't want to mess with it anymore. I'm sure Inge would be more than happy, however, to help. |
Sometimes the Dragon wins and I AM the Dragon!
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The application is almost done. To tell you the truth, I am considering making TS3 Animator open-source, as I lost almost all my recent progress while trying to use shadow copies to restore some files in TS3 Animator, and frankly don't want to mess with it anymore. I'm sure Inge would be more than happy, however, to help. |
Ouch! My sympathies on your loss. I think it'd be awesome if you made it open source.
I looked at the dll's in ilspy, and I'm impressed with the structure and clarity of your code.
I'm sure you won't have any trouble finding someone to help maintain it after it's
released.
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"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
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Edit:
Well, I'm back in Windows now and ready to work on the Animator. You see, I thought that there was nobody there, so I have been a bit discouraged lately.
Here is my new plan:
- Re-write my code that reads and writes animations and license it under the Common Development and Distribution License (CDDL-1.0)
- Write code for importing and exporting (import first, then export) collada files
- Write code for displaying the animations in some fashion (either using EA's stuff or not doing so)
- Write code for reading and writing jazz scripts
Error: Keyboard not attached. Press F1 to continue. - Windows XP Setup
Hey! It compiles! Ship it! - Microsoft
Love is Hate. War is Peace. Windows is stable. - 1984 (sort of)
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Personally, I wouldn't mind if you swapped steps 3 and 4 in your outline,
since we can check animations with CMO's player. Sounds like you plan
to use .dae as an alternative to .smd, is that the case? Seems like a good
idea, given the limitations of the .smd format. Also, I'm wondering how
you'd feel about doing a release with just the .dae import/export, and
then tackling the jazz scripting, since we already have smooth jazz
to work with? That way people could get used to animating with
.dae while you were working on the jazz scripting part. Excuse me
please if I don't know what I'm saying, since I don't know how
tightly integrated the jazz and animation parts are.
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WH, it's completely possible to put your own animations in the game now...check out the downloads section There's no need to wait to start learning. |
Sometimes the Dragon wins and I AM the Dragon!
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Events can already be added to animations, including sound effects. |
So, just out of curiosity, what are the actual limitations?
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So, just out of curiosity, what are the actual limitations? |
As far as I know, nothing. Of course, I haven't tried everything, but I added sound events to my window animations with no problem.
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I don't even know what I need from the downloads section. Would you tell me what I need from there? I would :lovestruc if you would. |
I don't think the animator is on the programs section, just here for download. Though you'll also need visual c# 2008 to create the scripting mod that will run the animation and smooth jazz.
You could go lazy and use cmo's animation player without the need of creating the scripting mod. I think twallan has something similar too.
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Lenglel, I'm not sure what you mean by less tedious. I'm paraphrasing someone else here but my understanding is that to make our own animated objects and Sim interactions we're going to have to write our own scripts or collaborate with someone who knows how to write said script. It's unclear how Animator is going to take that step, the critical step for most people who know how to make animations, out of the mix.
A better JAZZ editor would be nice...I'll give you that. But it doesn't need to come with all the animation bells and whistles discussed upstream so far. We can do the get the animation in CLIP form thing already with a tool which is proven to function just fine for s3 animation requirements.
Odistant, while I haven't tried it so cannot say for sure, I'm of the understanding that Twallan's tool is not capable of playing user-made animations.
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