PDA

View Full Version : MICHE ANIM: Mini tutorial for adding a new animation to a object.


Miche
8th Aug 2005, 11:11 AM
It`s not completely known which objects this will work with and which ones it won`t, so it would help if people try it with various objects and report back.


These instructions are for the classic version of Simpe. (and I`m actually using a older version as the newer ones keep crashing (when I try to do anything) for me and bringing down my whole system.)
Steps:

1: download the object that Crammyboy created and posted here (http://www.modthesims2.com/showpost.php?p=689291&postcount=175).

2: Open that package in SimPe, and extract the animation called "o-testbox-bounce_anim". (right click on it and select extract).

3: now extract the BHAV`s called "Interaction - bounce" and "Interaction - bounce test". (when extracting files, remember to save them with a name that you will tell you what they are.)

4: Then extract the text list with a instance number of 0x00000086.

5: for the object we are going to be adding the animation to, we need to extract a further two resources but normaly these wouldn`t be needed.
So now extract the file listed under Pie Menu functions and the file listed under Pie Menu strings.

6: now you can close that package in Simpe and go to the object workshop and clone the cheap alarm clock.

7: we are now going to add the files we extracted earlier to the alarm clock package.

8: Go to the list of behaviours and add the two extracted BHAV`s, then goto the packed file tab while the ""Interaction - bounce" behaviour is highlighted and change the instance number to 0x00001006. (remember to click commit after making changes.)

9: now add the animation file, from the add option in the file menu. Again remembering to click commit afterwards.
At the moment leave the group and instance id`s of these as they are, I need to check what they should be, so if anyone who knows the way the packages works better than me could let me know, it would be a big help.

10: As this package doesn` have a text list with a instance of 0x00000086 (which is the list of object animations) we need to add the one we extracted earlier. So as before, use the add option to add this and then commit. Leaving the instance number as it is.

11: Now this package doesn`t have any resources for Pie menu functions so we need to add that, we also are going to delete the current Pie menu string file and add the Pie menu string file we extracted.
So go to the list of Pie menu string and right click on the entry there and select delete. Then add the new one, again don`t change any instance numbers. Click commit.

12: From the add option in the file menu select add again and then add the Pie menu functions file. Then click commit.

13: Now in the pie menu string and pie menu function files we need to delete the second option. (the one called spin). Use the "delete all" button for the pie menu string and the "delete" button for the fuction one.

14: Still in the pie menu function file we need to change the behaviour that is being called. So in the text box called "Action" we need to enter 0x1006. click commit and save the file. The text next to it should change to "Interaction - bounce".

15: if you want to change the animation at a later time, you will need to replace the animation we just added (or add a new one but make sure that it`s group id is the same as the existing one), and then in the text list (instance 0x0000086) you need to change the entry number 1 to the name of your new animation.

Your object should now work, and when the bounce action is selected, it will jump up from the desk and then fall back down with a small bounce.

I know these instructions aren`t the clearest, and it could do with some pictures, but for now it`s all I can do in the time I have.

Max3D
8th Aug 2005, 11:24 AM
i'm sure that will be realy usefull !!!!!!!!!!!!!!!!!
thnx aaaaaaaaaaaalooooooooooooot :)
:wave:

Hellmaster
8th Aug 2005, 4:13 PM
Please update the link for Crammyboys animation to post 175. Itīs now there. After that you could delete this post.

mstram
8th Aug 2005, 6:04 PM
Thanks for posting that Miche.

Just the kind of info / docs that are needed :)

Mike

Crammyboy
8th Aug 2005, 6:22 PM
9: now add the animation file, from the add option in the file menu. Again remembering to click commit afterwards.
At the moment leave the group and instance id`s of these as they are, I need to check what they should be, so if anyone who knows the way the packages works better than me could let me know, it would be a big help.

This instance and subtype numbers are generated from the animation name using the fix TGI function in simpe. the group has to be 0x1c0532fa for some reason, I couldn't get it to work with 0x1c050000. If you change the animation name you have to click fix TGI and commit, otherwise the game wont find the animation.

SirMasterBlue
10th Aug 2005, 11:33 PM
I'm a total noob but I noticed that if you try to overwrite a saved file SimPE crashes ( I have SimPE v 0.44.2046.26192, in case you are wondering). Deleting/renaming the file solves the problem.

Alex

p.s. Thanks for all your hard work

Miche
11th Aug 2005, 12:22 AM
I'm a total noob but I noticed that if you try to overwrite a saved file SimPE crashes ( I have SimPE v 0.44.2046.26192, in case you are wondering). Deleting/renaming the file solves the problem.

Alex

p.s. Thanks for all your hard work


You shouldn`t be having that problem.
I`m not sure what is the newest version (number) of Simpe, but try downloading the newest one, until the very lastest version, Simpe was crashing whenever I did anything (and bringing my whole system down, so in the end I was using a much older version of SimPe) but now the new version seems to be okay so far.

SirMasterBlue
11th Aug 2005, 12:38 AM
That is the latest version. I just d/l'ed it 2 days ago.

Like I said, I'm a total noob, maybe I was just doing something wrong. It only happened twice and deleting/ renaming the other files seemed to work.

My system did the same thing you mentioned and I am on a fairly new/ fairly fast Windows-Based (Not XP) PC

cwirsing
3rd Sep 2005, 4:11 AM
Thank you so much.

jms
1st Nov 2005, 12:11 AM
thanks i hope this will work for me.

Waltman15
25th Nov 2005, 4:46 AM
A little late I know,but does anyone know the Instance Number for climb? using stairs?

object_creator_lite_v2.67
5th Dec 2005, 4:58 AM
Thanks! hopefully expertise in animation will make up for my objects' deformed looks.

phantomfan1870
14th Dec 2005, 3:47 AM
I tried to do this, and it worked. When I go into the game, though, I can't find the original, unaltered alarm clock. Is that supposed to happen? Anyways, thanks, that was interesting.

tizzykatt
14th Dec 2005, 9:11 PM
how do i download stuff? wot is MESH? how do u create new hairstyles and objects? pleeeeeeeeze tell me! :gonemad: :insane: :sadpanda:

seresv
15th Dec 2005, 4:07 PM
I just have one question is anyone still working on this animation stuff. I mite help when i get my new pc.

Phantomesse
27th Dec 2005, 3:52 PM
I know I'm a very determined idiot, so I can't even get to step two. Will you please, please, please put pictures in? I really want to make a hacked object and become proud of it, so will you please make things easier? Or perhaps you can write a tutorial for dummies like me?

gidsgift
30th Dec 2005, 6:05 AM
I just have one question is anyone still working on this animation stuff. I mite help when i get my new pc.

That's a good question. Miche did a great job so far, but he's been busy for a long time with things he actually gets paid for, and I don't blame him. Problem is it leaves us with no way to mod the animations. Is everyone just sitting here waiting for Miche to keep working on his conversion thing, or are there other groups researching animation? I think it may be time to pressure someone else into picking up where Miche left off, or help him out, or start a different tool, or SOMETHING. It's drivin me crazy checking back every few days for months, and seeing no progress at all. Again, the work that has been done is severely awesome, and appreciated, I'm just a regular impatient MTS2 member, who really hasn't helped out at all, but still wants something for nothing. :sci:

beniviki
31st Dec 2005, 10:07 AM
What? Sorry, I'am a Hungaryan girl, and I'm not speeking perfect English!

beniviki
31st Dec 2005, 10:08 AM
:giggler: What? Sorry, I'am a Hungaryan girl, and I'm not speeking perfect english!

Miche
22nd Jan 2006, 11:50 AM
That's a good question. Miche did a great job so far, but he's been busy for a long time with things he actually gets paid for, and I don't blame him. Problem is it leaves us with no way to mod the animations. Is everyone just sitting here waiting for Miche to keep working on his conversion thing, or are there other groups researching animation? I think it may be time to pressure someone else into picking up where Miche left off, or help him out, or start a different tool, or SOMETHING. It's drivin me crazy checking back every few days for months, and seeing no progress at all. Again, the work that has been done is severely awesome, and appreciated, I'm just a regular impatient MTS2 member, who really hasn't helped out at all, but still wants something for nothing. :sci:

As you said, lately I'm just so busy with work and my family that I don't get much (if any) time to work on the animations or any other programs.

Enough infomation about the animation format is known to allow much more complex animations than is possible with any of the programs I made (none of them are anywhere finished), its just a matter of someone who can program and has the time, of either finishing one of these (as I have said before if anyone is interested then I'll send them the source code) or making their own program. It just seems there is a lack of people who can program and have any free time.

I really don't know when (or if ever) I'll get the time to finish these programs off. I do know that Quaxi was working on adding animation support to SimPe but I have no idea how far he got. I also know that the Datgen team were hoping to add support but they too have a lack of time and a lot of other things they are working on first.

So there is no easy answer, I think everyone just has to hope that someone with some free time comes along who is interested in doing some programming.