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Post by valentinaparker on May 26, 2012 9:12:12 GMT -5
Oh, okay, I didn't know that, but I send you the packages as a mail
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Post by Margo May Kane on May 26, 2012 9:18:55 GMT -5
Aha! I see the issue. I'm going to throw out a wild guess that you may have changed the clip name when you imported it, or after importing it? Whatever the case--when you open the package in s3pe, double click on the Clip to access it's properties, then click the button called "CLIPIID", between FNV64 and FNV32. If you change the name of the clip at any point, you have to click that button to reset the instance #, otherwise the game can't read the clip properly. Anyways, after you do that, just hit 'Okay', save, and test it out! Let me know if that doesn't work!
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Post by valentinaparker on May 26, 2012 9:42:28 GMT -5
Yes! ;D Thank you very much, now it's working
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Post by Trinity Falls on May 26, 2012 9:43:26 GMT -5
How do get both rider and horse in the same height while they're jumping?
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Post by Margo May Kane on May 26, 2012 9:48:32 GMT -5
Yes! ;D Thank you very much, now it's working Fabulous, glad to hear it! ♥ How do get both rider and horse in the same height while they're jumping? After you pose the horse, you can Export it as a "Wavefront .obj", which you can then import while you're working on the rider's pose. Then, you can pose the human on top of it, so you know exactly how high to move them to fit exactly with the horse. To move the rider upwards, you need to find a joint called the "Root", which is in the pelvic region of the rig. It's a little harder to see in the new version of the rigs, but the joint still looks like a little "plus sign", so it's fairly easy to spot. Once you have it selected, you can pull the blue arrow upwards, and it will move the whole body vertically.
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Post by Trinity Falls on May 26, 2012 9:57:52 GMT -5
Ok, thank you !
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Post by Trinity Falls on May 26, 2012 11:02:43 GMT -5
But how do I save the sim now, they tell me they're enable to pack file .. And how do I delete the horse from the sim pose? That might be the problem I think, but how do I delete it, and it seems that when I exported the sim of some reason it became a regular standing sim again ..
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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 May 26, 2012 11:13:54 GMT -5
Where can I get the foal Pose Maker, and with the foal ones does anything with the process change?
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Post by Margo May Kane on May 26, 2012 11:28:48 GMT -5
@trinity: I'm not exactly sure what your question is (probably because I'm so tired, lol), but if you're patient, sometime tomorrow I'm going to work on doing a very brief, clear-cut video tutorial on how to do horse poses--and if I have enough time, I'm going to explain how to do couples poses as well. (Which also means horse/rider pairings.) Hopefully it'll cover the issue you're having. Ashley@Equus: The foal rig has been added to the .zip file you download the rest of the rigs in--the link to it is in the first post of this thread. The only thing that changes in the process is that foal clips created must be prefixed with "ch_" rather than "ah_".
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Post by Trinity Falls on May 26, 2012 11:35:56 GMT -5
Too bad, then I'll have to delete my pose, since it so'nt let me save 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 May 26, 2012 13:17:23 GMT -5
Ok thanks, but I think im going to hold off for a little while .
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Post by catori on May 26, 2012 17:01:20 GMT -5
Oi. Ive tried over and over to get my pose to work. Ive read through the Deformo-horse section multiple times and Im pretty sure none of those are the problems. If anybody can help, that would just be amazing! ;D
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Post by Margo May Kane on May 26, 2012 17:21:29 GMT -5
Oi. Ive tried over and over to get my pose to work. Ive read through the Deformo-horse section multiple times and Im pretty sure none of those are the problems. If anybody can help, that would just be amazing! ;D Cat, attach the .package to an email and send it to me at kaleeko@gmail.com . I'll take a look.
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Post by Margo May Kane on May 26, 2012 18:21:56 GMT -5
The package has the same issue that Blue was having; when you imported the clip, you may have accidentally hit the 'FNV64' button, which set the instance number inappropriately. For clip files, if you need to reset the instance number (which you SHOULD only need to do if you change the clip's name), you need to click the "CLIPIID" button in the clip's property window. (You will know if the instance number is incorrect if, when you hit the "CLIPIID" button, the instance number changes.) Since this seems to be a common mistake, I'll add it to the FAQ in the OP.** **EDIT: Nevermind, apparently it's already there. Be sure to more clearly read the FAQ's solutions in the future, guys.
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Post by catori on May 26, 2012 19:08:35 GMT -5
This is probably so simple its completely under my nose, but when you say the CLIPIID button, where exactly? Am I even in the right place?? lol
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