View Full Version : Custom Animation problem
5th Apr 2010, 09:57 PM
Hello everyone ! I know it's not the appropriate place for my thread, but i can't post it somewhere else -_-
I got a problem with a custom animation i've made.
In my animation, the sims is rolling. But in the game, he doesn't roll... He does the animation, but without rolling xD I don't know how to fix that...
Is someone able to help me ? And sorry again, for not posting in the right place...
9th Apr 2010, 07:20 AM
I'm not entirely sure what you mean, but if I were to hazard a guess I'd say that all your rotations are working, but none of your translations (left/right/up/down/back/forwards movements) are working?
Unless the joint name actually ends in "_trans", then the joint is a rotation joint only. That means that if you try and put a translation on those joints, it will be lost. For Sims, if you want them to physically move away from their standing spot, you need to move the "root_trans" joint. :)
9th Apr 2010, 10:22 AM
Hi, thanks for replying. Well... In fact, i've found out how to fix this animation i was talking about. But i have problems with another animation. This animation was having a sims do a full body rolling on the ground then have a second roll on air. I got the rolling on the ground to work, but when the sim performs the second spin, it spins backward, no matter what number i put under the "Root_rot" in milkshape, it still the same. And i've been carrying about rotate with "Root_rot" and move with "Root_trans" in every keyframe. So, i don't know how to fix that...
9th Apr 2010, 02:44 PM
Yeah, that's a fairly common problem. Fortunately, we've got an answer here: http://www.modthesims.info/showthread.php?t=239168 :)
I've copied it here, for completeness:
When my object is turning in a circle, it suddenly spins around in the opposite direction for no reason!
This happens because of a difference between the way Milkshape works and the way The Sims works. In Milkshape, the angles in a circle go from -179 through to +180. If you rotate something 181 degrees in the positive direction, Milkshape will store that as -179, because it wraps around. The Sims doesn't work that way though, if you rotate something 181 degrees in the positive direction, the game sees that to be +181 degrees.
When Milkshape exports its rotation as -179, the game thinks it has to go 360 degrees in the negative direction to get to the right point. That's why your animation spins.
At the moment there are three options to deal with this issue:
(1) Make sure your animation never rotates more than 180 degrees from its start point,
(2) Disguise the flip somehow (by covering it up or integrating it in your interaction), or
(3) Edit the rotation manually in SimPE.
10th Apr 2010, 01:38 PM
Well, thanks anyway ^^" Little bit disapointed that we can't manage to have two 360° rotations ^^"
11th Apr 2010, 02:01 AM
You can have two 360 rotations, you just have to edit them by hand in simpe (to 720) :)
12th Apr 2010, 08:35 PM
EDIT : Don't worry, i've managed to fix all my animations, with the help of Lizlyly ^^ Thanks to her =)
But i still don't know where do i have to put the "720" value to make a second rotation xD
18th May 2010, 09:01 AM
Can you please tell us how you fix this problem?
18th May 2010, 10:12 AM
Scrabble, you need to hand enter the rotations into SimPE whenever they break. Open up the Anim resource, then select the joint from the drop down menu. Open the timecode in the tree view underneath, and select the axis (x/y/z) which is broken. In the panel over the right you can change the values manually. :)
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