lyrad
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Posts: 3
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Post by lyrad on Dec 10, 2020 8:43:29 GMT -5
Newbie here, is there a place where I can download a blender file animation as an example?
I have experience with 3D and pretty familiar with the rigging and the whole animation process. However, I'm pretty new with the whole modding thing. I wanna make some new vampire duel animations but I figured that would be way too much right now, so for starter I'm trying to change the default Dark Meditation or transform into Dark Form. When I export the file, it only shows the model, sure I can animate it however I want, but do I need to create the effects (the black mist and purple glow) myself or is that a separate thing?
If I can just create it myself, can I use my .obj files for it? Will it be detected?
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Post by pandasama on Dec 10, 2020 14:24:19 GMT -5
You can’t really create custom vfx at the moment, someone is making a vfx tool on Mod the Sims website. But you can use game vfx, it just takes some setting up once you finish you animation.
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lyrad
New Member
Posts: 3
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Post by lyrad on Dec 11, 2020 2:00:07 GMT -5
Oh I see, that's a shame but makes sense I guess since there'd be a lot more mods about it if you can. Alright so you can use the game's vfx, guess that's gonna be my next homework, I'll try to search the tutorial for that (found a lot of tutorials here). Thanks a lot for the response!
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Post by MizoreYukii on Dec 11, 2020 11:41:35 GMT -5
You can create custom effects now with the said tool but there's no need to for this situation since you're just switching out animations. Most people still haven't heard of the tool, there's steps you have to take to use more than one custom VFX, and it's also not easy to the average user to create one, which is why a lot of people haven't bothered to make any yet. Anyhow, the effects you see in game are normally assigned in the Events section of the clips, you can add them there or through buffs, but it's usually done in the events of clips. If you need a list of all VFX open the cheat console in S4S (same keys as Sims 4) and then enter list.vfx to generate a list. You can use Andrew's VFX Player in-game to see VFX. For effect events you fill out the following as such:
- ActorNameHash is the hashed name of the actor, in this case you want 050C5D67 which is actor x for the sim.
- BoneName is the name of the bone the effect plays on. BoneNameHash autofills this so just fill that one out first. You can see a list of bones here and their hashes.
- BoneNameHash is the hashed name of the bone the effect plays on
- EffectName is the name of the effect you want to use
- Header1 is the order number of when it’s added, so your first effect is 0000001 or something
- Header2 is always 00000000 when non-looping, 00000200 when looping
- SlotName can be whatever you want, but make each effect in the clip have a unique SlotName
- U1 and U2 are (possibly) always 0000000000000000
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lyrad
New Member
Posts: 3
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Post by lyrad on Dec 12, 2020 6:43:16 GMT -5
You can create custom effects now with the said tool but there's no need to for this situation since you're just switching out animations. Most people still haven't heard of the tool, there's steps you have to take to use more than one custom VFX, and it's also not easy to the average user to create one, which is why a lot of people haven't bothered to make any yet. Anyhow, the effects you see in game are normally assigned in the Events section of the clips, you can add them there or through buffs, but it's usually done in the events of clips. If you need a list of all VFX open the cheat console in S4S (same keys as Sims 4) and then enter list.vfx to generate a list. You can use Andrew's VFX Player in-game to see VFX. For effect events you fill out the following as such:
- ActorNameHash is the hashed name of the actor, in this case you want 050C5D67 which is actor x for the sim.
- BoneName is the name of the bone the effect plays on. BoneNameHash autofills this so just fill that one out first. You can see a list of bones here and their hashes.
- BoneNameHash is the hashed name of the bone the effect plays on
- EffectName is the name of the effect you want to use
- Header1 is the order number of when it’s added, so your first effect is 0000001 or something
- Header2 is always 00000000
- SlotName can be whatever you want, but make each effect in the clip have a unique SlotName
- U1 and U2 are (possibly) always 0000000000000000
Oh wow, thanks a lot! I've been tinkering with the data and have been especially wondering about the EffectName and some other basic stuffs, and your explanations just covered a lot of it. That mod is especially useful since I can see how the effect is supposed to look like in-game.
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Post by jogicloud on Oct 12, 2024 12:20:06 GMT -5
When I set Header2 to 00000200 it never stops playing after the first run of animation... There has to be some documentation about that field? You can create custom effects now with the said tool but there's no need to for this situation since you're just switching out animations. Most people still haven't heard of the tool, there's steps you have to take to use more than one custom VFX, and it's also not easy to the average user to create one, which is why a lot of people haven't bothered to make any yet. Anyhow, the effects you see in game are normally assigned in the Events section of the clips, you can add them there or through buffs, but it's usually done in the events of clips. If you need a list of all VFX open the cheat console in S4S (same keys as Sims 4) and then enter list.vfx to generate a list. You can use Andrew's VFX Player in-game to see VFX. For effect events you fill out the following as such:
- ActorNameHash is the hashed name of the actor, in this case you want 050C5D67 which is actor x for the sim.
- BoneName is the name of the bone the effect plays on. BoneNameHash autofills this so just fill that one out first. You can see a list of bones here and their hashes.
- BoneNameHash is the hashed name of the bone the effect plays on
- EffectName is the name of the effect you want to use
- Header1 is the order number of when it’s added, so your first effect is 0000001 or something
- Header2 is always 00000000 when non-looping, 00000200 when looping
- SlotName can be whatever you want, but make each effect in the clip have a unique SlotName
- U1 and U2 are (possibly) always 0000000000000000
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