One way of making animated objects tutorial.
May 19, 2017 21:14:18 GMT -5
orangemittens, Bakie, and 14 more like this
Post by necrodog on May 19, 2017 21:14:18 GMT -5
Hello. I have been making some animated objects and people are asking how i did them. Here is a tut. Please enjoy n_n You need to have some experience at making normal objects and poses with andrews pose player.
This would not be possible if dramaticgamer have not made a custom object for serinion. My objects are based from this one. and he put some tips that i repost in this tut. So some credit goes to him. n_n
sims4studio.com/thread/7704/include-animation-object
This tutorial is for animate objects that are for multiple sims and rounded ( can be squared, octagonal, etc) I mean that sims surround them to use.
For making an animated objects we need a object tuning, a animation iteraction, a iteraction that plays the animation iteraction, a animation state machine and the clips and clip headers from animated poses of andrew pose player that be referenced in the animation statemachine.
In this time we are going to make a workshiping sculpt.
We start from cloning the Baron sculpt, the one with a hat.
Then add into the package the animation tuning and the animation state machine from this zip.
www.mediafire.com/file/09yy9bbih2ltrt9/necrodog-animation-tunung-statemachine.rar
Feel free to use them in your future animated objects as reference, just re-hash the instance number of the state machine to avoid conflicts and update the new asm_key in the animation tuning too.
also you need to change UseNameObject with for example: UseTrampoline Use climbtower, etc, the name of your object, in the state machine and in the animation tuning.
But for the case of this tutorial, leave unchanged
Now we extract object_sculpture tuning and add it to the package
then delete from there
<T>35953<!--art_Trait_Snob_SnobbilyAssess--></T>
<T>14254<!--si_Decorative_ViewAngry--></T>
<T>14255<!--si_Decorative_ViewEnergized--></T>
<T>14256<!--si_Decorative_ViewFlirty--></T>
<T>14257<!--si_Decorative_ViewFocused--></T>
<T>14258<!--si_Decorative_ViewHappy--></T>
<T>14259<!--si_Decorative_ViewImaginative--></T>
<T>14260<!--si_Decorative_ViewSad--></T>
<T>40811<!--si_Decorative_ViewConfident--></T>
<T>100354<!--si_Decorative_ViewPlayful--></T>
<T>99593<!--art_View_Sculpture--></T>
<T>99767<!--art_GatherInspiration_Sculpture--></T>
<T>137712</T>
<T>139902</T>
<T>137527</T>
from the <L n="_super_affordances"> list
It will end.
Rename this tuning creator:nameObject_tuning and put this name in the object definiton of your object at the warehouse
This will be our object tuning
Now to the creation of the iteration for playing custom animations.
Extract reactions_ghost_Angry tuning and put into the package, this will be the iteraction.
In there delete the highlighted blue text
And replace with this code.
With this the sims will surround the object at 1.5 distance ( my trampoline, sandcastle, toddler pool size) 2x2 objects, If you want to surround at the size of climbing tower/pile of sand (1x1 objects) replace
Now replace the highlighted blue text
with this code
With this code, sims will gain fun and the charisma, creativity and imagination skills, (change the motives and skills as desire). and do a looping animation between 18-21 seconds, change max_time, min_time as you want.
The referenced animation tuning is the one we added at the start of the tutorial creator:nameObject_AnimationTuning. When you make your object, you need to update this with your own.
Now we need to delete the outcome code, if you know how to create buffs, put the buffs in this part, but in the case of this tutorial, delete it ( the highlighted blue from this image)
For this workshiping sculpt is for all ages so we need to add
<E>TODDLER</E> in the specified ages
Now hash a name to be displayed for the iteraction or use an existing one. Im going to use the "Use" display name from the toilet. If you hash a name, please update the languaje strings.
Now we need to put the skill test for the object, please put in the red selected area
This code
Change reactions_ghost_Angry name with creator:nameObject_iteraction.
Go to creator:nameObject_tuning and put the above iteraction at the super affordances list.
Save and close the package (we are going to re-open later).
Now create your animations with the pose player and extract the clip and clip headers of each clips in the warehouse (adult, child, toddler) I made a workshiping animation for each age. Zip here for a look.
www.mediafire.com/file/ptzqohlz4hmmrz9/necrodog-workship-anim.rar
Open the sculpt package again and import the clips and headers there.
Now we need to reference this clips in the animation state machine. Look for the name of the clips and update each name at the animation state machine.
If you want to your sims emit a sound in the animation go to the events part in the clip and clip headers and replace vo_cas_trait_artlover with another one from the list of sounds andrew make
sims4studio.com/thread/6246/list-sound-effects
and change the time code in the second you want the sims emit the sound.
save and
Test your package.
I hope you like this tut. n_n Here is the final package if you want to take a look.
www.mediafire.com/file/8j2pvcx32db700j/necrodog-workshiping-sculpt.package
This would not be possible if dramaticgamer have not made a custom object for serinion. My objects are based from this one. and he put some tips that i repost in this tut. So some credit goes to him. n_n
sims4studio.com/thread/7704/include-animation-object
This tutorial is for animate objects that are for multiple sims and rounded ( can be squared, octagonal, etc) I mean that sims surround them to use.
For making an animated objects we need a object tuning, a animation iteraction, a iteraction that plays the animation iteraction, a animation state machine and the clips and clip headers from animated poses of andrew pose player that be referenced in the animation statemachine.
In this time we are going to make a workshiping sculpt.
We start from cloning the Baron sculpt, the one with a hat.
Then add into the package the animation tuning and the animation state machine from this zip.
www.mediafire.com/file/09yy9bbih2ltrt9/necrodog-animation-tunung-statemachine.rar
Feel free to use them in your future animated objects as reference, just re-hash the instance number of the state machine to avoid conflicts and update the new asm_key in the animation tuning too.
also you need to change UseNameObject with for example: UseTrampoline Use climbtower, etc, the name of your object, in the state machine and in the animation tuning.
But for the case of this tutorial, leave unchanged
Now we extract object_sculpture tuning and add it to the package
then delete from there
<T>35953<!--art_Trait_Snob_SnobbilyAssess--></T>
<T>14254<!--si_Decorative_ViewAngry--></T>
<T>14255<!--si_Decorative_ViewEnergized--></T>
<T>14256<!--si_Decorative_ViewFlirty--></T>
<T>14257<!--si_Decorative_ViewFocused--></T>
<T>14258<!--si_Decorative_ViewHappy--></T>
<T>14259<!--si_Decorative_ViewImaginative--></T>
<T>14260<!--si_Decorative_ViewSad--></T>
<T>40811<!--si_Decorative_ViewConfident--></T>
<T>100354<!--si_Decorative_ViewPlayful--></T>
<T>99593<!--art_View_Sculpture--></T>
<T>99767<!--art_GatherInspiration_Sculpture--></T>
<T>137712</T>
<T>139902</T>
<T>137527</T>
from the <L n="_super_affordances"> list
It will end.
Rename this tuning creator:nameObject_tuning and put this name in the object definiton of your object at the warehouse
This will be our object tuning
Now to the creation of the iteration for playing custom animations.
Extract reactions_ghost_Angry tuning and put into the package, this will be the iteraction.
In there delete the highlighted blue text
And replace with this code.
<L n="_constraints">
<U>
<L n="constraints">
<U>
<E n="key">HUMAN</E>
<V n="value" t="circle">
<U n="circle">
<T n="ideal_radius">1.3</T>
<T n="radius">1.5</T>
</U>
</V>
</U>
</L>
</U>
<U>
<L n="constraints">
<U>
<E n="key">HUMAN</E>
<V n="value" t="facing" />
</U>
</L>
</U>
</L>
With this the sims will surround the object at 1.5 distance ( my trampoline, sandcastle, toddler pool size) 2x2 objects, If you want to surround at the size of climbing tower/pile of sand (1x1 objects) replace
<T n="ideal_radius">0.8</T>
<T n="radius">1</T>
Now replace the highlighted blue text
with this code
<V n="basic_content" t="flexible_length">
<U n="flexible_length">
<L n="conditional_actions">
<V t="literal">
<U n="literal">
<L n="conditions">
<V t="time_based">
<U n="time_based">
<T n="max_time">21</T>
<T n="min_time">18</T>
</U>
</V>
</L>
<E n="interaction_action">EXIT_NATURALLY</E>
</U>
</V>
</L>
<V n="content" t="looping_content">
<U n="looping_content">
<U n="animation_ref">
<T n="factory">17832213110012672615<!--creator:nameObject_AnimationTuning--></T>
</U>
</U>
</V>
<V n="periodic_stat_change" t="enabled">
<U n="enabled">
<L n="operations">
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">2</T>
<T n="stat">16655<!--motive_Fun--></T>
</U>
</V>
<V t="dynamic_skill">
<U n="dynamic_skill">
<U n="skill_loot_data_override">
<E n="effectiveness">StandardPeriodic</E>
<T n="stat">16699<!--statistic_Skill_AdultMajor_Charisma--></T>
</U>
</U>
</V>
<V t="dynamic_skill">
<U n="dynamic_skill">
<U n="skill_loot_data_override">
<E n="effectiveness">StandardPeriodic</E>
<T n="stat">16718<!--statistic_Skill_Child_Creativity--></T>
</U>
</U>
</V>
<V t="dynamic_skill">
<U n="dynamic_skill">
<U n="skill_loot_data_override">
<E n="effectiveness">StandardPeriodic</E>
<T n="stat">140706<!--statistic_Skill_Toddler_Imagination--></T>
</U>
</U>
</V>
</L>
</U>
</V>
</U>
</V>
With this code, sims will gain fun and the charisma, creativity and imagination skills, (change the motives and skills as desire). and do a looping animation between 18-21 seconds, change max_time, min_time as you want.
The referenced animation tuning is the one we added at the start of the tutorial creator:nameObject_AnimationTuning. When you make your object, you need to update this with your own.
Now we need to delete the outcome code, if you know how to create buffs, put the buffs in this part, but in the case of this tutorial, delete it ( the highlighted blue from this image)
For this workshiping sculpt is for all ages so we need to add
<E>TODDLER</E> in the specified ages
Now hash a name to be displayed for the iteraction or use an existing one. Im going to use the "Use" display name from the toilet. If you hash a name, please update the languaje strings.
Now we need to put the skill test for the object, please put in the red selected area
This code
<L n="tests">
<L>
<V t="skill_test">
<U n="skill_test">
<T n="skill">16659<!--skill_Fitness--></T>
<V t="interval" n="skill_range">
<U n="interval">
<U n="skill_interval">
<T n="lower_bound">1</T>
<T n="upper_bound">10</T>
</U>
</U>
</V>
</U>
</V>
</L>
<L>
<V t="skill_test">
<U n="skill_test">
<T n="skill">16720<!--statistic_Skill_Child_Motor--></T>
<V t="interval" n="skill_range">
<U n="interval">
<U n="skill_interval">
<T n="lower_bound">1</T>
<T n="upper_bound">10</T>
</U>
</U>
</V>
</U>
</V>
<V t="skill_test">
<U n="skill_test">
<T n="skill">136140<!--statistic_Skill_Toddler_Movement--></T>
<V t="interval" n="skill_range">
<U n="interval">
<U n="skill_interval">
<T n="lower_bound">1</T>
<T n="upper_bound">10</T>
</U>
</U>
</V>
</U>
</V>
</L>
</L>
Change reactions_ghost_Angry name with creator:nameObject_iteraction.
Go to creator:nameObject_tuning and put the above iteraction at the super affordances list.
Save and close the package (we are going to re-open later).
Now create your animations with the pose player and extract the clip and clip headers of each clips in the warehouse (adult, child, toddler) I made a workshiping animation for each age. Zip here for a look.
www.mediafire.com/file/ptzqohlz4hmmrz9/necrodog-workship-anim.rar
Open the sculpt package again and import the clips and headers there.
Now we need to reference this clips in the animation state machine. Look for the name of the clips and update each name at the animation state machine.
If you want to your sims emit a sound in the animation go to the events part in the clip and clip headers and replace vo_cas_trait_artlover with another one from the list of sounds andrew make
sims4studio.com/thread/6246/list-sound-effects
and change the time code in the second you want the sims emit the sound.
save and
Test your package.
I hope you like this tut. n_n Here is the final package if you want to take a look.
www.mediafire.com/file/8j2pvcx32db700j/necrodog-workshiping-sculpt.package