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Post by orangemittens on Nov 12, 2015 18:39:52 GMT -5
Note that you do not have to do any editing in the Warehouse for this if you're making a pose for the game. If you're making a CAS pose you will need to edit any pose that doesn't have the jaw working already. This editing can be done directly in the Warehouse with no need for all the extra steps discussed in that tutorial. If you're making something for the game you can make your pose using a non-default pose and use Studio's empty clip that is already enabled so the jaw will work.
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Post by yunanesca on Nov 15, 2015 14:17:57 GMT -5
ok I have sucessfully gotten my poses to work but now I need to put them in a package togather? when ther put togather is it called a clip pack or is it pose package.? ~sincerely, yunie~ RESULT WAS EXCITED AN WANTED TO SHARE :
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Post by orangemittens on Nov 16, 2015 8:12:50 GMT -5
Big congratulations Yunie, it came out looking great! If these are default override poses you will not be able to make a pose pack that works with the Pose Player's "pose by pack" feature. You can put them into a single .package using Studio's merge .package feature but the player will still need to use the Pose Player's "pose by name" option to make them work in the game. There is a tutorial showing how to merge .packages using Studio posted HERE. If your poses are non-default poses you should use the tutorial I linked above that shows how to create a Pose Pack that works with the Pose Player's "pose by pack" feature. If they are default replacement poses you can offer them as two separate .packages that work together or you can merge them into a single .package so your downloaders only have to install one .package to get both default override poses in their game at once.
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Post by yunanesca on Nov 16, 2015 9:23:32 GMT -5
Ok so when I add a Pose to merger do I use the name i gave it when saved, or dose it come by the over ride name? and I have a bit of trouble getting the pitures 64x64 to show up gather in the pose player set of the poses was going ask this. I get these
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Post by sweetsorrowsims on Nov 16, 2015 16:07:34 GMT -5
I as well would like to know the size the custom thumbnail should be because i have 2 out of 7 shouwing up in my game and they are all the same size...????
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Post by orangemittens on Nov 16, 2015 19:25:30 GMT -5
Please post the .package that is causing this problem.
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Post by sweetsorrowsims on Nov 16, 2015 19:58:09 GMT -5
if you could just tell me what size the thumbnails should be I am sure I can get it to work. I had it working on my last pose pack.
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Post by orangemittens on Nov 16, 2015 20:11:17 GMT -5
They should be 64 x 64 px .pngs. If you're getting llamas using that then please post your .package so the problem can be fixed.
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Post by sweetsorrowsims on Nov 16, 2015 21:12:23 GMT -5
Thankk you this worked
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Post by orangemittens on Nov 16, 2015 21:14:17 GMT -5
Excellent! I'm glad it's working for you now
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Post by mizzbelle97 on Feb 23, 2016 23:40:28 GMT -5
fufu508 OMG thank you so much for your help I was struggling so much with positioning the sims in blender and I followed your instructions to a T and its worked! I'm so happy! YAY!
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Post by fufu508 on Feb 25, 2016 21:40:42 GMT -5
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asami
New Member
Posts: 4
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Post by asami on Mar 16, 2016 16:43:34 GMT -5
Hello. Could you help me? I try 2 tutorial (this and a other)but I have some problem to understand the tutorial and I do everything but I always have the same problem U.U'. (I'm not very good in English) Thanks.
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Post by fufu508 on Mar 16, 2016 17:43:50 GMT -5
Hi asami , I'm guessing the rotation in object mode is the problem. Let's have a look at your .package files and perhaps your .blend files: each Sim and the combined one, assuming you appended one Sim's blend file into the other. Please upload them; see this post for upload info if needed. sims4studio.com/post/23160/thread
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asami
New Member
Posts: 4
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Post by asami on Mar 17, 2016 15:25:23 GMT -5
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