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Post by fufu508 on Mar 18, 2016 17:23:59 GMT -5
Hi asami , I'm at my computer. Gonna try looking at your files now. Update: I have the files, but not sure how the poses are supposed to look. I assume the two Sims are supposed to be in contact, but both on back? Both Sims with feet toward you? PM me if you want to discuss the "intimate" details privately. Oops! Forgot to open the .blend file with both rigs in it I took a look in game, and am almost positive I know what's wrong. I will check that and let you know. FYI I started the poses with the sims facing each other after an interaction, e.g. "kiss cheek" I think is what I used. I confirmed the problem is rotation and position of the root_bind in object mode versus pose mode. Details to follow. The fix is applied using these posts. sims4studio.com/post/29881/threadsims4studio.com/post/30043/threadNote: the reason for applying 180 rotation and -0.7 transform (move) to one rig in object mode is so that the rigs start out in the same position in Blender as the Sims do in game. Then moving the rigs into the couple pose will correctly move the Sims into that pose in game. I believe using this approach only way to see them together in blender the way they will appear in game. Here's a zip file with the result. Your original files are in the zip file too for comparison.
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asami
New Member
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Post by asami on Mar 19, 2016 12:16:32 GMT -5
Thanks so much!!
I saw your version and I understand a part of my mystake. I try to do it correctly on my new pose. /Hard hard/ I'm actually on the frame part ^^'
I don't know how to do that
3) I selected all bones and saved the rotated rig as keyframe at frame 0.
Find
Have a nice day :3.
Edit: I believe I will pull my hair out. It's like chineese for me. I'm wrong once again (exactly the same problem XD) but I think it's much better that before... 3 hours for anything. Why is creating pose in sims 4 so complicated even in sims 2 it's easier...
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Post by fufu508 on Mar 19, 2016 22:36:16 GMT -5
Hi asami, I know it can be tedious and frustrating especially when they seem to be doing just right in blender. Do you have a starting couples pose where the rigs are facing each other and at 0.7 distance apart? I think that will make a significant difference in getting the poses to look right. If you are able to set that up an object mode so the rigs are facing each other at 0.7 distance then when you go into pose mode the moves that you make with the rigs will be the same moves that the Sims will make in-game. I'd be happy to take a look at your updated files if you want to upload them.
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asami
New Member
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Post by asami on Mar 20, 2016 7:50:29 GMT -5
Euh... Yes I do the 0,7 distance but I don't know If I do it correctly. I see in blender in the pose with 2 persons it's different (The green stuff that I forgot how I do and the direction) but in the seperate pose I see anything maybe the direction? Here are my files. www.dropbox.com/s/l4ngbluvsvfqbvc/asami%20pose%202.rar?dl=0Thanks for your patience. Maybe in 2 or 3 years I could do this
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Post by fufu508 on Mar 20, 2016 21:14:29 GMT -5
Lol asamiIf only we could turn off aging like we can in Sims 4. I'm not at my computer currently but in the meantime maybe somebody else will get a chance to look. After work tomorrow I might have some time to take a look at your upload.
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Post by sweetsorrowsims on Apr 13, 2016 15:09:21 GMT -5
Note: the reason for applying 180 rotation and -0.7 transform (move) to one rig in object mode is so that the rigs start out in the same position in Blender as the Sims do in game. Then moving the rigs into the couple pose will correctly move the Sims into that pose in game. I believe using this approach only way to see them together in blender the way they will appear in game. Fufu when you say "applying 180 rotation and -0.7 transform (move) to one rig in object mode is so that the rigs start out in the same position in Blender as the Sims do in game". So this would work for every couple pose i am assuming?
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Post by fufu508 on Apr 13, 2016 19:19:54 GMT -5
Hi sweetsorrowsims , pre-setting the 0.7 distance and 180 degree rotation of one Sim relative to the other in object mode in Blender applies to couple interactions I've tried so far: hug, embrace, kiss, hold hands, maybe others I've forgotten. I believe it's a standard setup Maxis uses to allow direct interactions (especially involving the Sims coming into contact) to freely swap in sequence, i.e. you can have Sim "A" initiate a sequence like hold hands, hug, kiss. Then, say, Sim "B" responds back to "A" with flirt, caress cheek, kiss (different actions in a different order) and they all segue smoothly and naturally. When we make overrides and pose clips, we need to preserve that starting distance (0.7) and rotation (facing each other) by setting that condition up in object mode in Blender and then moving, rotating etc. our Sims in pose mode to get that to show up in-game. Unless there is a bug or something that I'm unaware of, making any moves or rotation to the root_bind bone in object mode should not show up in-game. Moving or rotating other bones (which all rotate relative to root_bind) in object mode however will show up in game if I recall correctly. My "rule of thumb" is to make only adjustments to root_bind in object mode. All other adjustments, I make in pose mode only. In simpler terms: Move and rotate only root bind an object mode - these actions should not show up in game. Make all other moves, including with root bind, in pose mode so that they will show up in-game. That's what's been working for me for couple interactions. Interacting with furniture is a whole nother story, and very much a work in progress lol
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Post by fufu508 on Apr 13, 2016 19:24:48 GMT -5
Sorry asami for not looking at your upload yet; have been so extremely busy and away from my computer but hopefully I'll get a chance in the next few days.
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Post by orangemittens on Apr 13, 2016 20:03:23 GMT -5
This is what I've been trying to say...perhaps not articulated as well as fufu508's post two above this one...this isn't trial and error stuff here. It's all made to fit together...you just need to plug in the right numbers.
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Post by sweetsorrowsims on Apr 13, 2016 22:22:51 GMT -5
fufu508 I never knew of this "0.7" distance thing, I always rotated the one 180 and move the one about 1.0, so this is helpful to know that it is 0.7 as for getting a couple pose to act the way you want example hand on others hip, hand on others arm, hand around others waist, finger on lip, etc, that is what i meant of a go in/out of game test. Also sometimes yes the sims may be 0.7 apart but the one could end up above or below instead of facing eachother, I suppose it depends on your what your couple pose is. orangemittens Also don't couple poses in blender one of the "sims" have to face away from the other in order for them to be looking at eachother in game? Sorry if I am wrong I havnt done a couple pose in a while and need to refresh, I just always thought it was that way.
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Post by fufu508 on Apr 14, 2016 6:57:21 GMT -5
Also don't couple poses in blender one of the "sims" have to face away from the other in order for them to be looking at eachother in game? Sorry if I am wrong I havnt done a couple pose in a while and need to refresh, I just always thought it was that way. Hi sweetsorrowsims, that's the beauty of the object mode / pose mode method I described! You can actually put the Sims poses together in Blender following the technique I described. Below are screen shots from an example; my Studio (Fufu's Clips). You can download the .blend file from my Studio to see the animation in Blender.
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Post by sweetsorrowsims on Apr 14, 2016 12:35:20 GMT -5
fufu508 I get that we can put it together in blender but honestly at the end of it my pose does not look the same in blender as in game, unless things have changed.
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Post by yunanesca on Apr 14, 2016 17:55:51 GMT -5
Ok this make some since in a way I just got practice to see it visually how it put in, fufu508 do You mean the 1st. one right. sorry and this what you mean in object mode caue it got bit confusing for me when you kept say b_root but wasn't sure if you ment this = 1 Or =2. was just trying clarify .
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Post by fufu508 on Apr 14, 2016 21:19:59 GMT -5
Hi yunanesca I mean the one you labeled 2. In objeect mode I move rotate only that bone. In pose mode I rotate that and all the other bones as needed to set up the keyframes in my animations. All the other bones in the rig are attached, starting with spine0 and pelvis. Hi sweetsorrowsims do you want to post a blend file with a couple whose animation does not match the in-game playback of it?
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Post by yunanesca on Apr 15, 2016 9:46:09 GMT -5
Hi sweetsorrowsims , pre-setting the 0.7 distance and 180 degree rotation of one Sim relative to the other in object mode in Blender applies to couple interactions I've tried so far: hug, embrace, kiss, hold hands, maybe others I've forgotten. I believe it's a standard setup Maxis uses to allow direct interactions (especially involving the Sims coming into contact) to freely swap in sequence, i.e. you can have Sim "A" initiate a sequence like hold hands, hug, kiss. Then, say, Sim "B" responds back to "A" with flirt, caress cheek, kiss (different actions in a different order) and they all segue smoothly and naturally. When we make overrides and pose clips, we need to preserve that starting distance (0.7) and rotation (facing each other) by setting that condition up in object mode in Blender and then moving, rotating etc. our Sims in pose mode to get that to show up in-game. Unless there is a bug or something that I'm unaware of, making any moves or rotation to the root_bind bone in object mode should not show up in-game. Moving or rotating other bones (which all rotate relative to root_bind) in object mode however will show up in game if I recall correctly. My "rule of thumb" is to make only adjustments to root_bind in object mode. All other adjustments, I make in pose mode only. In simpler terms: Move and rotate only root bind an object mode - these actions should not show up in game. Make all other moves, including with root bind, in pose mode so that they will show up in-game. That's what's been working for me for couple interactions. Interacting with furniture is a whole nother story, and very much a work in progress lol so all of this is the same for pose packs to as well?
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