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Post by Heather@Equus on Jun 10, 2012 23:57:32 GMT -5
Ok I must be missing something. Here's the situation: I've been working on mare and foal poses and the mares are showing up in game just fine, but I cannot for the life of me get the foals to work. I've tried: -installing the new s3pe and pose player -ticking and not ticking "use resource name" -I always put 48 in the group number. -ummm probably some other stuff (I have restarted my game probably about 7 times trying different things to get this to work)
I'm basically doing foals the exact same way I do the mares, but they still show up deformed. I read somewhere in this thread that the only thing different is the ch_ part of the name and I made sure to do that. Is there anything else you can think of that I am doing wrong?
Kaleeko... Oh goddess of pose creation... Help me, I AM UNWORTHY!!!!
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Post by Margo May Kane on Jun 11, 2012 2:07:43 GMT -5
@susa: Sorry I never responded to this--I missed the Q in the busy-ness of the forums. I'm honestly unsure why it would be doing that, though. It would make sense if you'd made your pose improperly, but both my and Amanda's poses have been thoroughly tested and they all work... Make sure your Pose Player is up to date--that's the only thing I can think of that would cause that to be an issue. @lily: Hmm--open up the package you made in s3pe, double-click one of the foal clips to get the resource window to pop up, and hit the 'CLIPIID' button (next to the name, between VN 64 and VN32, iirc). Does the instance number change? If so, then it's just a faulty instance number--so hit CLIPIID on all the foal clips (and hit okay), then resave. If that doesn't work--email me the .package. (kaleeko@gmail.com)
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Post by Equestriad on Jun 11, 2012 5:30:39 GMT -5
Just a heads up anyone using the pose pack creator check the package it makes afterwards - I've had some horse poses losing the 0x48 and switching to 0x00
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Post by Susa Pernics on Jun 11, 2012 9:48:29 GMT -5
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Post by Margo May Kane on Jun 12, 2012 11:49:22 GMT -5
I exported the clip from the package into Blender, and there's no new location data saved; IE, you probably didn't properly LocRot before exporting the pose. Make sure ALL joints are highlighted blue after you hit 'a' (you may have to double tap it if they don't all highlight), Hit "I", hit LocRot from the menu, and then export. @lily: I'm just about to boot my game to look at your pose, but taking a glance at both the .package and the CLIP file it doesn't look like you did anything wrong.
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Post by Margo May Kane on Jun 12, 2012 13:09:39 GMT -5
Alright Lily, I got your Pose to work. The Package you sent me did not, so what I did was export the Clip, open it up in Blender and re-save it as ch_SHS_Test, then imported it in without touching anything.
As an experiment, I did the same thing a second time, but this time hit the 'CLIPIID' button--and strangely enough, it reassigned the instance number, and that pose did NOT work.
So, I'm going to draw a conclusion that may or may not be wrong: The 'CLIPIID' button should not be used on Foal poses. I have not updated my s3pe to the new version that came out not too long ago, so it's possible the new update has a fix for that, but whatever the case, make sure not to mess with the instance number when you import the clip. If you have the newest version of s3pe, it should be setting the instance number properly, so there's no need to click that button unless the clip name was changed on import and the number needs to be reassigned.
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Post by Heather@Equus on Jun 12, 2012 19:31:58 GMT -5
Ok I will try this. I don't think I even touched the instance number before. Also I'm curious, when you export the pose from blender and it asks you to enter a name before you double click to replace the original CLIP... does this do anything? Could this cause an issue?
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Post by Margo May Kane on Jun 12, 2012 21:36:14 GMT -5
Ok I will try this. I don't think I even touched the instance number before. Also I'm curious, when you export the pose from blender and it asks you to enter a name before you double click to replace the original CLIP... does this do anything? Could this cause an issue? Hmm, that's odd! Who knows--it may have just been some fluke. XD This phase of s3pe is technically a beta phase, and glitches are known to happen. Whatever the case, export and rename the clip from your package, then re-import it and try it again. If for some reason that doesn't work, double check your s3pe is up-to-date. If it is... I'm not sure what to tell ya! You may have to ask the "professionals", haha. (I honestly don't know much about s3pe--most of my answers are just from my own trial and error.) As for your other q: The little window that pops up asking for a clip name is a new feature of the sims3animation plug-in. It actually allows for you to enter in your desired clip name and export the clip without the need to double-click and "overwrite" a clip file, or even import that clip file to begin with. My tutorial doesn't cover it since it came out after I did the video, and I haven't really talked about it much because I don't want to confuse anyone--but I'll be redo-ing my tutorial at some point to be more clear and concise and informative, and in it I'll cover how to use the feature. It's pretty intuitive though, so if you mess with it you'll probably figure it out easy peasy.
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Post by Heather@Equus on Jun 14, 2012 18:51:28 GMT -5
huh I still have not been able to get it to work. Thank you for taking the time to try to help me out though really appreciate it.
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Gray Hampton
Approved Member
~ A Horse is Like a Lung - I Need Them To Live <3 ~
Posts: 353
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Post by Gray Hampton on Jun 23, 2012 16:53:35 GMT -5
I was wondering when you don't use the Blank_Poses one, which one do you open? Also this post got like... lost, so hopefully this will bring it bacl onto the newest posts list!
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Post by Dawnwind Manor Stables on Jun 28, 2012 5:11:02 GMT -5
Hi, i've got a problem too ... when I try to install the plugin in blender, I can't tick the box to enable it ... Does anyone know what to do about this?
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Post by Margo May Kane on Jul 1, 2012 2:44:24 GMT -5
I was wondering when you don't use the Blank_Poses one, which one do you open? Also this post got like... lost, so hopefully this will bring it bacl onto the newest posts list! Sorry took a while to answer this, there's enough people who know how to make poses now I figured I could take a break for a while. If you're searching the FullBuild file for the horse CLIP to use, you'll be looking for something called " ah_pose_neutral_x". Granted, you technically don't even need the blank clip files anymore with how the new plug-ins work, but I need to make a new tutorial on how to do that at some point. Hi, i've got a problem too ... when I try to install the plugin in blender, I can't tick the box to enable it ... Does anyone know what to do about this? This usually happens if you try to install the .py file inside the .zip instead of the .zip itself. When you install, you need to select the .zip you downloaded, exactly as you downloaded it. Do not extract anything from it. The program will do that for you.
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Post by Christine Mae on Jul 1, 2012 12:08:33 GMT -5
I'm pretty sure I have everything figured out (probably not) but when I click import or export Sims 3 Animation is not an option. Is that supposed to happen?
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Post by Walden@Equus on Jul 1, 2012 17:53:23 GMT -5
Do you have the s3py (i think thats the name) turned on? its the addon to blender to allow you to make animation files
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Post by Margo May Kane on Jul 1, 2012 18:27:39 GMT -5
I'm pretty sure I have everything figured out (probably not) but when I click import or export Sims 3 Animation is not an option. Is that supposed to happen? If you did not install the addon, or installed it incorrectly, then the option won't exist. Refer to the OP for the link to the add-on if you don't have it. Please read the add-on's installation guide very carefully to ensure you do it correctly--and as I mentioned to Lakeviews, make sure you install the .zip file as-is when you download it--if you try extracting the file and installing that, it will not work.
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