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Miche
4th Aug 2005, 09:14 PM
As the original thread is getting so long, I`ve started this one so that if anyone has any problems running it or using it they can post them in here.

simfantastic2
4th Aug 2005, 09:37 PM
Except if you see at the end it says [04:31:05] System.MissingFieldException: Field not found: Axiom.Utility.Form1.root_ent.
So thanks, sorry if i posted so many times.

Miche
4th Aug 2005, 09:47 PM
Except if you see at the end it says [04:31:05] System.MissingFieldException: Field not found: Axiom.Utility.Form1.root_ent.
So thanks, sorry if i posted so many times.

have you download version 0.1.4 and unzipped all the files in that to your folder. Edit: it sounds like you didn`t overwrite the old version of the AxiomEngine.dll with the new version from 0.1.4. You need to let it overwrite the old version.

simfantastic2
4th Aug 2005, 10:27 PM
i re-downloaded version 0.1.4, i guess that was it! It worked thankyou! I thought this might had been the problem a while ago because before when i downloaded the upload and extracted it, it only asked me if i wanted to replace the .exe not that one file. So thankyou, my problem is solved! You are the best Miche.

DjRuss
5th Aug 2005, 09:15 AM
Hey there i got your Program its not openning more than 2 seconds.Any de why it wont Open ?? Hope i can get it working want to try it out realy bad

Thanks for being so SMART to had come up whti this !!!!!!!!!!

Miche
5th Aug 2005, 09:42 AM
Hey there i got your Program its not openning more than 2 seconds.Any de why it wont Open ?? Hope i can get it working want to try it out realy bad

Thanks for being so SMART to had come up whti this !!!!!!!!!!

Did you edit the engine config file, the most common reason for it not opening is that file not being edited correctly. If you are still having problems could you paste the contents of your "AxiomEngine.log" file to here and then I`ll have more of a idea what`s wrong.

mstram
5th Aug 2005, 07:19 PM
If you *have* fixed the "path" in your EngineConfig.xml, but the program still "opens and closes", check your AxiomEngine.log file.

If there is line like :
,,,: System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load."

..then ..

Here is the fix for the '3d version' crash, and will also
fix the SIMPE 'geometric data' error :

The thread on the simpe discussion board :
http://ambertation.de/simpeforum/viewtopic.php?t=1269

The file you need to download and install :

http://sims.ambertation.de/files/mdxredist.msi

Mike

skankyboy
10th Aug 2005, 10:10 PM
I tried to import a smd file body animation created by 3d studio max but the program crashed, here's the file created by Max (it's just a 4 frame animation of the "l_thigh0" bone).

Miche
10th Aug 2005, 10:15 PM
I tried to import a smd file body animation created by 3d studio max but the program crashed, here's the file created by Max (it's just a 4 frame animation of the "l_thigh0" bone).

what program are you trying to import this into , the converter or the editor?

skankyboy
10th Aug 2005, 10:20 PM
Thx for the quick answer, I use the Animation Editor.

I just tried with the convertor but it's the same result but what value I must write in the "time" dialog ?

Miche
10th Aug 2005, 10:35 PM
Thx for the quick answer, I use the Animation Editor

this won`t work in the editor, at the moment the editor is just for animations of objects and then only supports the movement and rotation of the whole object.

For animations of the sims, you need the converter. get the lastest version here (http://www.modthesims2.com/showthread.php?p=693418).

even then there are a few problems with the smd file, It seems that 3ds max has renamed all of the bones by adding a "0" to the end of them.

so the bone called r_upperarm has been renamed r_upperarm0, this isn`t going to work as the converter matches up the bones with those needed in the anim file.

If there is no way to get 3ds max to stop adding these "0"'s I will look at a way of adding support for them in the converter.

Edit: the time needs to be the time you want the animation to play over but in milliseconds, so if you want the animation to last 5 seconds you enter 5000 in there.

skankyboy
10th Aug 2005, 11:11 PM
I have some problems with the convertor.

I tried again with an animation of the right arm's bones (r_upperarm,r_bicep,r_forearm) but it doesn't work. I edited the smd file to remove the last 0 in name of each bone but it doesn't work too. I tried with both decimal character (point or comma) but it gave me the same error.

All my tries return me the same error : "Input string was not in a correct format".

I noticed that bone's hierarchy is different between the original no-animated smd file and the animated one (just the bone's number). Heres are the original and the animated smd file (with 0 removed) so I'm not sure of my original smd file (I don't know if this is the good bones configuration).

Miche
10th Aug 2005, 11:32 PM
I have some problems with the convertor.

I tried again with an animation of the right arm's bones (r_upperarm,r_bicep,r_forearm) but it doesn't work. I edited the smd file to remove the last 0 in name of each bone but it doesn't work too. I tried with both decimal character (point or comma) but it gave me the same error.

All my tries return me the same error : "Input string was not in a correct format".

I noticed that bone's hierarchy is different between the original no-animated smd file and the animated one (just the bone's number). Heres are the original and the animated smd file (with 0 removed) so I'm not sure of my original smd file (I don't know if this is the good bones configuration).

I`ll take a look, but I`ve noticed something else with the last smd file you posted, not only had 3ds max added the "0"`s, it had also added a extra bone to the end of the file called "smdimport". Why it had decided that the body needed to grow a new bone , I don`t know.

The new version of the converter would be able to deal with it if that hadn`t have taken the total number of bones above 65, in the current version there can only be a maximum of 65 bones in a smd file that it reads.

Have a look in the options when importing and exporting smd files to see if you can stop this extra bone being created (and the "0"`s being added), I know XSI softimage`s mod tool gives a number of options of how to deal with the importing and exporting so 3ds max might be the same.

edit: it doesn`t matter about the order of the bones, all the 3d programs seem to have there own way of rearranging the bones, and the converter deals with any order.

skankyboy
11th Aug 2005, 01:26 AM
Thank you but unfortunately there is no option in the smd exporter for Max (Only the "reference or animation" choice), I finally found the problem, I removed all "extra" space of my file to do something like the sommersault file, I removed the extra bone too and it works.

Max3D
11th Aug 2005, 08:11 AM
hallo there..

to import / export smd in max i use
cannonfodder plugins.. i think that's the official one

http://www.chaosincarnate.net/cannonfodder/3dsmax.php

the realy problem in max is the mesh size :omg:
it should be scaled at leat about 100 times
but scaling bones and mesh isn't a good idea 'cause we can move/changethe rotation point.

p.s.
i've tried to import the file "bodyoriginalredone.smd" in milkshape, but it say
"This model contains vertex weights. Milkshape 3D doesn't support vertex weights and as imported just one bone per vertex"
and then it crash :disgust:


i've alos tryed to import in 3DS the Skanky's boy smd
i've scaled the bones from 1.0 to 0.1 and that's what i've got

http://www.max3d.it/temp/sShot/Bones.jpg

the bone size seems correct now but there is something wrong :umm:



:howdy:

skankyboy
11th Aug 2005, 02:53 PM
Max3D , I have the same problem. The problem is that the smd importer for Max (I use cannonfodder plugins too) create a "standart" position for bones who have no child. So all your weird bones are bones who have no child. I'll try to modify that to add extra bone in each end of hierarchy.

EDIT: Here is the new smd file with extra bone added. You just have to import file in max then delete all the "null" bones (28 in total).
Don't forget when you export your animation (with max) to remove extra space created in the smd file and the extra bone information (bone65) in each frame.

So Miche I want to know if you could do something for Max user cause SMD create by MeshTool doesn't create hierarchy and bones position are all relative to the same bone who is at position 0,0,0 and the SMD file created by MS3D is not readable by Max.
I created a php script (sorry I don't work with better program language) who recreate the bone hierarchy, the bone placement and add extra bone but it will be better if the MeshTool do this on his own.

Miche
11th Aug 2005, 04:53 PM
Max3D , I have the same problem. The problem is that the smd importer for Max (I use cannonfodder plugins too) create a "standart" position for bones who have no child. So all your weird bones are bones who have no child. I'll try to modify that to add extra bone in each end of hierarchy.

EDIT: Here is the new smd file with extra bone added. You just have to import file in max then delete all the "null" bones (28 in total).
Don't forget when you export your animation (with max) to remove extra space created in the smd file and the extra bone information (bone65) in each frame.

So Miche I want to know if you could do something for Max user cause SMD create by MeshTool doesn't create hierarchy and bones position are all relative to the same bone who is at position 0,0,0 and the SMD file created by MS3D is not readable by Max.
I created a php script (sorry I don't work with better program language) who recreate the bone hierarchy, the bone placement and add extra bone but it will be better if the MeshTool do this on his own.

The smd files produced by milkshape don`t work with 3ds max? I`m not sure what I`ll be able to do then as milkshape creates the same format as mesh tool creates. Unlike obj files really smd files are quite standard (other than rearranging the bones, or adding new bones etc like 3d max, but the actual format is standard. ) Also by looking at those smd files that you uploaded, apart from the extra bones and name changes there doesn`t seem to be any difference (I will need to check this again as I did have trouble loading one of those smd files into Milkshape).

I need to look into other formats though, as XSI`s mod tool creates some weird smd files when exporting animations (in that only bothers to add the bone information to a frame if that bone moves in that frame), which the converter doesn`t handle.

Anyway I`ll continue to look into all this.

As a temporary fix to get a body mesh with the skeleton into 3ds, couldn`t you convert the file (smd reference ) into a .X file and load this into 3ds max and then animate it and export it as a smd file (or if really needed as a .x and then use either milkshape or fragmotion or some other program to convert the .x file back into a smd file) I know this is far from ideal but it`s just a thought for now.

skankyboy
11th Aug 2005, 10:37 PM
I found the problem, Max don't import properly smd files if the decimal character in the file is not the same as your OS (in configuration panel).

EDIT: It works only for bones, the vertices (so the faces) informations are not imported.
Max3D if you want to try create animation for the moment, rotation's axis are inverted with smd file created by max.

Max3D
11th Aug 2005, 10:43 PM
i'm using the dot (.) as decimal .. in max and in the system..
i think ^^
i'll check when i'm at work (tomorrow) :)

nice to see that u are working on 3dsmax too SkankyBoy..
i'm not a master in the bones setup, more easy is to animate it when the ik is done ;)
but looks u know that better than me .. i'm a modeller at the end :P

Max3D
12th Aug 2005, 09:09 AM
i've found something intresting
this guy make a 3DSmax exporter for milkshape
there is also a sourcecode.... so.. maybe usefull ;)

http://www.mds.mdh.se/~elt01mcg/index.php?view=Download

---------
Features:
---------
The plugin exports the following:

- Bones (converted to joints)
- Biped objects
- Keyframed animation
- Geometric objects
- Smoothing groups
- Texture coordinates
- Physique modifier
- Skin modifier (not totally tested)

WildTeamwin
12th Aug 2005, 04:39 PM
What is the procedure to import the smd files into Fragmotion?

mstram
13th Aug 2005, 12:40 AM
What is the procedure to import the smd files into Fragmotion?

http://www.modthesims2.com/showpost.php?p=696674&postcount=60

skankyboy
14th Aug 2005, 03:52 AM
Max3D,
I saw your post in other animation thread, and I could say that you can create animation with 3dsmax. (but you must extract the mesh structure with the mesh tool and modify it). At the moment there is a problem with the rotation axis.
Here it is :
I created an animation with 3dsMax then export it in smd, then if I load it in MilkShape animation looks good but in game the rotation axis are inverted. So it'll be probably possible to create animation with max if this problem is fixed.

I ask to Miche in the other post here (http://www.modthesims2.com/showpost.php?p=695556&postcount=50) to see what is the problem but I get no answer.

phat_man55
14th Aug 2005, 06:02 AM
sorry for the incopitence but i have a question how u get the animation into simpe

i used your hat thingy and for some odd reason (probably my stupidity) i dont know how, or where to put it in. im new at this so please understand.

also i cant get the new version to load, i tried to read the thingy, but all i understood was that it couldnt find the right files.

here it is
[11:03:34] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.20182
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.573

[11:03:34] *-*-* Axiom Intializing
[11:03:34] System.Reflection.ReflectionTypeLoadException: One or more of the types in the assembly unable to load.
at System.Reflection.Module.GetTypesInternal(StackCrawlMark& stackMark)
at System.Reflection.Assembly.GetTypes()
at Axiom.Core.PlatformManager..ctor()
at Axiom.Core.Root..ctor(String configFileName, String logFileName)
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()



ps, also something to help out the tread, you should tell people to delete the post once the question is answered, this may help you cut down on searching for questions. good questions or commonly asked ones should be moved to a new thread called FAQ or something. it may help a bit

phat_man55
14th Aug 2005, 06:11 AM
oooooo!!!! i think i found the problem. i looked up those file names, and i dont have them. would that be a problem :P ?

any cance that i could get them from u?

maybe i could try reinstalling it first, then i post back

Miche
14th Aug 2005, 01:13 PM
Max3D,
I saw your post in other animation thread, and I could say that you can create animation with 3dsmax. (but you must extract the mesh structure with the mesh tool and modify it). At the moment there is a problem with the rotation axis.
Here it is :
I created an animation with 3dsMax then export it in smd, then if I load it in MilkShape animation looks good but in game the rotation axis are inverted. So it'll be probably possible to create animation with max if this problem is fixed.

I ask to Miche in the other post here (http://www.modthesims2.com/showpost.php?p=695556&postcount=50) to see what is the problem but I get no answer.

Sorry I haven`t answered you yet, been a busy weekend. I will try to look into this later today.

I`ve been trying to sort out the problems with the amrs first, because there is little point in getting programs to be able to make the animations before the converter will convert them correctly. I think I`m slowly making progress on this so should get round to other things soon.

phat_man55
14th Aug 2005, 04:44 PM
last night i re-installed it and it didn't work or do anything else. i didnt post back because it was about 11:15 at night and my parrents were coming home soon so i had to get off the computer :P. i think that the files might be missing from the whole thing.

also, im a bit confused, all this is too technical for me (im more of a HTML person) and, so whats going on? we can edit the sims animations? could you explain some of this in laymans terms, please? i like to know whats going on.

so far the basic idea that i got was that you could animate the actual sims using milkshape or 3d max or something, but something is wrong with the arm?

Max3D
15th Aug 2005, 09:32 AM
actually we can with applications like SXi and MilkShape3D
there is a free version of Softimage (SXi) while the Milkshape is shareware

phat_man55
18th Aug 2005, 06:51 PM
i have the newest version of milkshape (paid for) and maybe i'll go get SXi now. i wanna animate :D

i found their site and isnt it called XSI not SXi.

they say it's character animation, so im guessing it's that.

Miche
18th Aug 2005, 07:43 PM
i have the newest version of milkshape (paid for) and maybe i'll go get SXi now. i wanna animate :D

i found their site and isnt it called XSI not SXi.

they say it's character animation, so im guessing it's that.

The program he meant is called "XSI mod tool" and the website is :http://www.softimage.com/products/Mod/v4/default.asp

However while this will save animations to smd files, at the moment you won`t be able to use them with the converter as the mod tool makes a number of changes to the way it saves smd files compared to how other programs do. I`ll be adding support to the converter for these later, but at the moment they are not supported.

phat_man55
21st Aug 2005, 12:30 AM
ok, i just installed this before i read this :P

phat_man55
27th Aug 2005, 03:44 AM
i gave up with animations.... if somebody could make some for me? ......

i would like to get my holdable pistol to work :D just make it so it looks like its fireing....

oooops

sorry for the request.

useruser
7th Sep 2005, 01:11 PM
when i start the animation editor with the 3d engine the program tryes to open but suddenly closes

useruser
9th Sep 2005, 12:48 PM
it opens then closes. here is the log....

[12:39:08] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032

[12:39:08] *-*-* Axiom Intializing
[12:39:08] OverlayElementFactory for type 'BorderPanel' registered.
[12:39:08] OverlayElementFactory for type 'TextArea' registered.
[12:39:08] OverlayElementFactory for type 'Panel' registered.
[12:39:09] Loaded plugin: OpenGL (Tao)
[12:39:09] Loaded plugin: Octree Plugin
[12:39:09] System.Xml.XmlException: The '\' character, hexadecimal value 0x5C, cannot be included in a name. Line 3, position 35.
at System.Xml.XmlScanner.ScanName()
at System.Xml.XmlScanner.ScanMarkup()
at System.Xml.XmlScanner.ScanToken(Int32 expected)
at System.Xml.XmlTextReader.SetLiteralValues(XmlAttributeTokenInfo fld)
at System.Xml.XmlTextReader.SetAttributeValues()
at System.Xml.XmlTextReader.ParseElement()
at System.Xml.XmlTextReader.Read()
at System.Data.DataSet.ReadXml(XmlReader reader, Boolean denyResolving)
at System.Data.DataSet.ReadXml(String fileName)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()

useruser
9th Sep 2005, 01:51 PM
i also have the problem of it opening and closing after 2 seconds. however... i tryed changing paths and i think i found the conflict. this is the message the axiomengin.log gives me

[01:44:05] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032

[01:44:05] *-*-* Axiom Intializing
[01:44:05] OverlayElementFactory for type 'BorderPanel' registered.
[01:44:05] OverlayElementFactory for type 'TextArea' registered.
[01:44:05] OverlayElementFactory for type 'Panel' registered.
[01:44:05] Loaded plugin: DirectX9 (Managed DX)
[01:44:05] Loaded plugin: Octree Plugin
[01:44:05] System.Xml.XmlException: The 'FilePath' start tag on line '3' doesn't match the end tag of 'EngineConfig' in file 'file:///C:/Documents and Settings/jamsey/My Documents/editor/EngineConfig.xml'. Line 4, position 3.
at System.Xml.XmlTextReader.ParseTag()
at System.Xml.XmlTextReader.ParseBeginTagExpandCharEntities()
at System.Xml.XmlTextReader.Read()
at System.Data.XmlDataLoader.LoadData(DataRow& row, DataTable parentTable, Boolean[] foundColumns)
at System.Data.XmlDataLoader.LoadData(DataTable parentTable)
at System.Data.XmlDataLoader.LoadData(XmlReader reader)
at System.Data.DataSet.ReadXml(XmlReader reader, Boolean denyResolving)
at System.Data.DataSet.ReadXml(String fileName)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()



i think that there is something missing when it gives this message=
[01:44:05] System.Xml.XmlException: The 'FilePath' start tag on line '3' doesn't match the end tag of 'EngineConfig' in file 'file:///C:/Documents and Settings/jamsey/My Documents/editor/EngineConfig.xml'. Line 4, position 3.

there is nothing to match it to so i was wondering if its looking for something that isnt there

Miche
9th Sep 2005, 05:11 PM
i also have the problem of it opening and closing after 2 seconds. however... i tryed changing paths and i think i found the conflict. this is the message the axiomengin.log gives me

[01:44:05] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032

[01:44:05] *-*-* Axiom Intializing
[01:44:05] OverlayElementFactory for type 'BorderPanel' registered.
[01:44:05] OverlayElementFactory for type 'TextArea' registered.
[01:44:05] OverlayElementFactory for type 'Panel' registered.
[01:44:05] Loaded plugin: DirectX9 (Managed DX)
[01:44:05] Loaded plugin: Octree Plugin
[01:44:05] System.Xml.XmlException: The 'FilePath' start tag on line '3' doesn't match the end tag of 'EngineConfig' in file 'file:///C:/Documents and Settings/jamsey/My Documents/editor/EngineConfig.xml'. Line 4, position 3.
at System.Xml.XmlTextReader.ParseTag()
at System.Xml.XmlTextReader.ParseBeginTagExpandCharEntities()
at System.Xml.XmlTextReader.Read()
at System.Data.XmlDataLoader.LoadData(DataRow& row, DataTable parentTable, Boolean[] foundColumns)
at System.Data.XmlDataLoader.LoadData(DataTable parentTable)
at System.Data.XmlDataLoader.LoadData(XmlReader reader)
at System.Data.DataSet.ReadXml(XmlReader reader, Boolean denyResolving)
at System.Data.DataSet.ReadXml(String fileName)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()



i think that there is something missing when it gives this message=
[01:44:05] System.Xml.XmlException: The 'FilePath' start tag on line '3' doesn't match the end tag of 'EngineConfig' in file 'file:///C:/Documents and Settings/jamsey/My Documents/editor/EngineConfig.xml'. Line 4, position 3.

there is nothing to match it to so i was wondering if its looking for something that isnt there

Both of those logs suggest that there is something wrong with your config file. That you don`t have it set up correctly, ie pointing to the correct path.

If you post your config file then I might be able to see what is wrong.

useruser
10th Sep 2005, 02:47 PM
here is my config file. miche i have tryed everything and cannot see whats wrong. mabe you will have more luck

chazachiu
7th Nov 2005, 06:11 PM
Does the animation editor work for hair meshes too? If so are there any tutorials on how to animate hair?

VShevaV
2nd Dec 2005, 11:04 PM
Has anyone tried taking the indivisual poses from The Sims 2 that make up the current animation and rewrite a file using the indivisual poses that sims 2 already has, to make a new animation file?
Example:
Text Lists:Adult Animation 0x7FF616DO
Filename Anims-Adults
String 0x0008
" "Start la la la
a2o-window-lookDownLeftPose
" "End la la
Filename Bunny Hop Locomotion
String 0x0000
0x0001stepInPlace-alt(stepInPlace),Bunny-Hop(walkshort) and so on.

If I am reading the file correctly bunny-hop should be a pose, and then stepInPlace-alt(stepInPlace) should be another pose. So by useing sims 2 current poses, wouldn' it be possible to compile a new animation with these.
Like creating a new textlist.
Are something simular to this?

Echo
3rd Dec 2005, 02:38 AM
If you're talking about text list 0x81 in your object, they're not just played in order from that list. Those are just the names of existing ANIM resources, which can be referenced using the object's BHAV files.

While it is true that you could play several of these existing ANIMs in a particular order using a BHAV, most of them wouldn't join up right with each other most of the time.
Additionally, most of them aren't just poses, they're movements based around that pose. For example, the locomotion ones listed above the the animations for the social bunny moving from place to place (all the locomotion animations are various segments of people moving from one place to another). However, they're cut into segments (say, one hop is an anim, stopping and turning around 45 degrees is another, etc) so animations of different lengths can be made by repeating the relevant segments. :)

seresv
3rd Dec 2005, 03:08 AM
So it seems to me that if u could find all these animation that go with the behaves it will take a lot of time to do . So u mite be better off just making up new ones

VShevaV
3rd Dec 2005, 07:59 AM
I have yet to use the converter. I have taken a look at some of the smd test files. Wounldn't it be possible to export the sims animation and poses then alter and rename them to make new poses and animation. And then write them to a new text file.
I also see where the behavior and animation are linked, I haven't really gotten a good look at how the handling is working.


When I used to write animation for a couple other programs,<--(Just for fun!) the text file looked something like this;
The ShoulderO is a joint
I am not sure if the sims skeltons and muscels are simular to below.

Just a rough example;
________________________________________________

m_nPostureDistDance := 0.1
m_nSpeedDance := 0.00025
m_PosturesDance := \
{#__da1,\
#__da2,\
#__da1,\
#__da2,\
#__da1,\
#__da2,\
}, \ NIL}
______________________________
The above file would tell the animation order speed and so on.
The Below file would give each posture.

POSTURE "__da2"
325 326 7 Neck
0 0 0 _eyel_r
0 0 0 _eyel_l
0 0 0 _eye_r
0 0 0 _eye_l
175 343 20 Hipschest
180 0 25 OriginHips
0 358 0 ChestNeck
323 0 346 RightShoulder
327 353 3 LeftShoulder
50 0 24 RightElbow
49 0 10 LeftElbow
0 80 0 RightWrist
0 80 0 LeftWrist
25 309 9 RightHip
0 50 340 LeftHip
46 0 0 RightKnee
32 0 0 LeftKnee
16 24 359 RightAnkle
0 344 0 LeftAnkle
0 0 0 RightToe
0 0 0 LeftToe
0 0 0 RightShoulder0
0 0 0 LeftShoulder0
0 0 0 head_hair
x,y,z

POSTURE "__da1"
331 28 354 Neck
0 0 0 _eyel_r
0 0 0 _eyel_l
0 0 0 _eye_r
0 0 0 _eye_l
180 14 344 Hipschest
176 0 340 OriginHips
0 0 0 ChestNeck
326 354 2 RightShoulder
323 0 349 LeftShoulder
50 0 11 RightElbow
49 0 24 LeftElbow
0 80 0 RightWrist
0 80 0 LeftWrist
2 41 344 RightHip
22 318 7 LeftHip
36 0 0 RightKnee
48 0 0 LeftKnee
4 349 0 RightAnkle
17 21 359 LeftAnkle
0 0 0 RightToe
0 0 0 LeftToe
0 0 0 RightShoulder0
0 0 0 LeftShoulder0
0 0 0 head_hair
x,y,z

Miche
5th Dec 2005, 01:59 PM
I have yet to use the converter. I have taken a look at some of the smd test files. Wounldn't it be possible to export the sims animation and poses then alter and rename them to make new poses and animation. And then write them to a new text file.
I also see where the behavior and animation are linked, I haven't really gotten a good look at how the handling is working.


When I used to write animation for a couple other programs,<--(Just for fun!) the text file looked something like this;
The ShoulderO is a joint
I am not sure if the sims skeltons and muscels are simular to below.

Just a rough example;
________________________________________________

m_nPostureDistDance := 0.1
m_nSpeedDance := 0.00025
m_PosturesDance := \
{#__da1,\
#__da2,\
#__da1,\
#__da2,\
#__da1,\
#__da2,\
}, \ NIL}
______________________________
The above file would tell the animation order speed and so on.
The Below file would give each posture.

POSTURE "__da2"
325 326 7 Neck
0 0 0 _eyel_r
0 0 0 _eyel_l
0 0 0 _eye_r
0 0 0 _eye_l
175 343 20 Hipschest
180 0 25 OriginHips
0 358 0 ChestNeck
323 0 346 RightShoulder
327 353 3 LeftShoulder
50 0 24 RightElbow
49 0 10 LeftElbow
0 80 0 RightWrist
0 80 0 LeftWrist
25 309 9 RightHip
0 50 340 LeftHip
46 0 0 RightKnee
32 0 0 LeftKnee
16 24 359 RightAnkle
0 344 0 LeftAnkle
0 0 0 RightToe
0 0 0 LeftToe
0 0 0 RightShoulder0
0 0 0 LeftShoulder0
0 0 0 head_hair
x,y,z

POSTURE "__da1"
331 28 354 Neck
0 0 0 _eyel_r
0 0 0 _eyel_l
0 0 0 _eye_r
0 0 0 _eye_l
180 14 344 Hipschest
176 0 340 OriginHips
0 0 0 ChestNeck
326 354 2 RightShoulder
323 0 349 LeftShoulder
50 0 11 RightElbow
49 0 24 LeftElbow
0 80 0 RightWrist
0 80 0 LeftWrist
2 41 344 RightHip
22 318 7 LeftHip
36 0 0 RightKnee
48 0 0 LeftKnee
4 349 0 RightAnkle
17 21 359 LeftAnkle
0 0 0 RightToe
0 0 0 LeftToe
0 0 0 RightShoulder0
0 0 0 LeftShoulder0
0 0 0 head_hair
x,y,z

The sims 2 doesn't use text files for its animations, they are stored in a custom format. Enough of that format is known to be able to make certain new animations, but there is still a lot which isn't known (how to get a event to fire at a certain point during the animation for example, plus a number of other things). It is much harder to convert from the animation files to smd files than the other way round because of those thing we don't know about. When converting a smd file, there is no need to put all the extra things in a animation file, so we just create the basic file without the extras. Another one of the things which makes converting from sims animation files to another format is that a lot of the animations in the game use IK handles. As far as I know, nothing (or very little) has been decoded related to these.

The way the animations are stored in that format is by keyframes (kind of like you poses, but other information like the IK and events can be stored in the middle of the keyframes) but they aren't just a text list of poses/keyframes. Each joint is listed in turn (this is different to smd files, where each keyframe is listed in turn with all the joint position/rotations for that keyframe) and the keyframes for that joint are listed, listing the positions/rotations that it will be in, for that keyframe. Then it moves onto the next joint and repeats.

So while you could convert these to a different format like smd (taking in to account that there are some parts of the file we don't understand yet), and then you could rearrange the keyframes. You would also need to use a 3d program to rearrange the keyframes as they wouldn't be stored in text format. It would then still need to be converted back into a Sims 2 animation file.

daistarr3
5th Dec 2005, 07:37 PM
Since Maya is the 3D program that Maxis used, has anyone tried new animation with this program? They have the learning program that comes with the animation program. Maybe learning how Maya animation is written could give insight to the Sims 2. I haven't skills in this area of reading code or knowing how to get into the code of a program. But it does seem a logical thing to try.

VShevaV
6th Dec 2005, 06:48 PM
I was looking through some of the files with SIMPE, and I did noticed that the sims animation file descriptions had a huge amount of joints and the antomy was much larger then most 3d charectors.
Is the stored custom format the 5AN files?

I have tried importing the a sims model into milkshape to work on some animation but after about 5 to 10 min of working with the animtion milkshape wants to crash.

Has anyone tried using poser for animation, I am fairly sure it come with a large amount of premade anima's and if I remember correctly it was very easy to use.
Does the converter support poser animation file type?

Firebird300
7th Dec 2005, 06:58 PM
IDK but is anyone using fragmotion? It has been good so far for me it hasnt crashed or anything but the only problem is i dont know EXACTLY how to do somethings, simple things like how to make the skeleton move up and down (Like squating) without thinking it'll make them stand on air. And also the Help doesnt work, so i cant get any advice or anything on it. So if there are simpler programs to try then tell me but also is there a tutorila on this site for MAKEING animations, cuz so far the only one is for the animation converter itself.

Mabelline
31st Dec 2005, 08:16 AM
If I create an object with new animation, is this the only tool to do it? I am so confused.
Unfortunately I can't open the editor. Probably it is because the line in the xml file is wrong. I don't understand the src thing. What is it? If I place the editor in c:/My Document/Animation editor, what should I write in the line in the "Engine_config.xml" file -'<FilePath type="Folder" src="D:\animation_editor\Release\sim_editor"/> ?
Plz help.Thx!

Rsim
2nd Jan 2006, 01:59 AM
I am completely lost. I have no idea what this bone buisness is about. You all are high on the knowledge scale. Maybe one of you could give a "For dummies" tutorial. Please?

chris_teg_82
12th Jan 2006, 05:20 PM
sorry to bug you folks, but although I tried really hard to figure out what`s going wrong with my animation editor, I still do not have a clue. It would vanish for 2 seconds and then disappears again. I really admire your skills in creating new tools that enables us to alter ea data- but it drives me crazy, that I just won`t succeed in running animation editor. I posted my log file, hoping that maybe someone can figure it out. thank you
P.S. I also downloaded mdxredist.msi data. Unfortunately no changes.
[05:53:33] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.20182
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032

[05:53:33] *-*-* Axiom Intializing
[05:53:33] OverlayElementFactory for type 'BorderPanel' registered.
[05:53:33] OverlayElementFactory for type 'TextArea' registered.
[05:53:33] OverlayElementFactory for type 'Panel' registered.
[05:53:34] System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
at Microsoft.DirectX.Direct3D.Manager.get_AdapterCount()
at Microsoft.DirectX.Direct3D.Manager.get_Adapters()
at Axiom.RenderSystems.DirectX9.D3DHelper.GetDriverInfo()
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem.InitConfigOptions()
at Axiom.RenderSystems.DirectX9.D3D9RenderSystem..ctor()
at Axiom.RenderSystems.DirectX9.Plugin..ctor()
--- Ende der internen Ausnahmestapelüberwachung ---
at System.RuntimeType.CreateInstanceImpl(Boolean publicOnly)
at System.Activator.CreateInstance(Type type, Boolean nonPublic)
at Axiom.Core.PluginManager.LoadPlugin(ObjectCreator creator)
[05:53:34] Loaded plugin: Octree Plugin
[05:53:34] FileSystem codec for D:\animation_editor\Release\sim_editor created.
[05:53:34] System.ArgumentOutOfRangeException: Der Index liegt außerhalb des gültigen Bereichs. Der Index darf keine negative Zahl und muss kleiner als die Auflistungsgröße sein.
Parametername: index
at System.Collections.SortedList.GetByIndex(Int32 index)
at Axiom.Collections.RenderSystemCollection.get_Item(Int32 index)
at Axiom.Utility.TechDemo.Configure()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()

VShevaV
16th Jan 2006, 05:48 AM
Ok I am haveing problems with the animation editor crashing. It worked a couple times no problem but it just recently start going crazy it will open for a minute and then down it goes. Any hints?

Shouldn't it be searching for the string in C:\ instead of D:\?
Ok I changed some lines and I am DL NetFrame 2.0 SDK to see if that helps.


[07:18:13] *-*-* Axiom Intializing
[07:18:13] OverlayElementFactory for type 'BorderPanel' registered.
[07:18:13] OverlayElementFactory for type 'TextArea' registered.
[07:18:13] OverlayElementFactory for type 'Panel' registered.
[07:18:13] Loaded plugin: DirectX9 (Managed DX)
[07:18:13] Loaded plugin: Octree Plugin
[07:18:13] FileSystem codec for D:\animation_editor\Release\sim_editor created.
[07:18:13] System.IO.DirectoryNotFoundException: Could not find a part of the path "D:\animation_editor\Release\sim_editor".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames(String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at Axiom.FileSystem.Folder.GetFilesRecursive(String path, String pattern, ArrayList files)
at Axiom.FileSystem.Folder.GetFileNamesLike(String startPath, String pattern)
at Axiom.Core.ResourceManager.AddCommonArchive(String name, String type)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()

VShevaV
16th Jan 2006, 08:12 PM
ok on t the next Issue, I am so completly helpless. Heres the error message I fixed the one in the previous post.
And Nodes are my favorite. Hee hee.


[02:07:09] Axiom.Core.AxiomException: Cananot create a duplicate material named 'Core/NodeMaterial'.
at Axiom.Graphics.MaterialManager.Create(String name)
at Axiom.Serialization.MaterialSerializer.ParseMaterial(String parameters, MaterialScriptContext context)
at Axiom.Serialization.MaterialSerializer.InvokeParser(String line, Hashtable parsers)
at Axiom.Serialization.MaterialSerializer.ParseScriptLine(String line)
at Axiom.Serialization.MaterialSerializer.ParseScript(Stream stream, String fileName)
at Axiom.Graphics.MaterialManager.ParseAllSources(String extension)
at Axiom.Graphics.MaterialManager.Initialize()
at Axiom.Core.Root.OneTimePostWindowInit()
at Axiom.Core.Root.CreateRenderWindow(String name, Int32 width, Int32 height, Int32 colorDepth, Boolean isFullscreen, Int32 left, Int32 top, Boolean depthBuffer, Boolean vsync, Object targetHandle)
at Axiom.Utility.TechDemo.Configure()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()

VShevaV
16th Jan 2006, 08:48 PM
Ok finaly I got it up! Blaaaaa

Ichigo1986
17th Jan 2006, 02:02 AM
I dont get it.. How come when you down load a full sim2package why do they leave some things out?

CuteDoggyPal
29th Jan 2006, 01:16 PM
This is so Irritating. When I start the program up, I get an error.

"Application has generated and exception that could not be handled.

Process id=0xaf8 (2808), Thread id=0xafc (2812)

Click OK to termiate the application.
Click Cancel to debug the application.

[OK] [Cancel]
-------------------------
What do I do?

Miche
31st Jan 2006, 01:12 PM
This is so Irritating. When I start the program up, I get an error.

"Application has generated and exception that could not be handled.

Process id=0xaf8 (2808), Thread id=0xafc (2812)

Click OK to termiate the application.
Click Cancel to debug the application.

[OK] [Cancel]
-------------------------
What do I do?

Does it give any other error code?

Have you got the microsoft .net runtime installed.

And also what country are you from, if from continental europe then it could be that your computer is set to use "," as a decimal symbol instead of "." (as the program expects). To check this, goto the control panel and open the Regional and language options. Then click on the customize button (in the window which should have opened), then another window will open and in that there will be a entry called "Decimal Symbol" and in the text box will either be a "," or a "."

If it is a "," change it to a "." and click okay and okay again. Then the program should work (remember to change it back to the "," after you have finished with the program else it could effect some of your other programs.)

This is a bug that I never got around to fixing.

Enigmata Productions
20th Mar 2006, 06:22 AM
Okay, I use 3DSM 8, but the HL2 SMD importer doesn't work for version 8, I think. If someone could confirm this, or explain how to get the plug-in to work in version 8, it would be greatly appreciated!

simsli11
24th Mar 2006, 06:49 PM
how I can edit Animation

youcmecruzin13
31st Aug 2006, 03:48 AM
Im not sure how to download it? I dwnload the first then how do i download the update?Im trying to make animations for a new bathtub

zebra200
4th Dec 2006, 11:13 PM
I've downloaded the animation editor 3d and 2d. I can open the 2d but not the 3d. I also searched through the threads to see if ii could work it out.


The animation editor shows this:


[06:10:08] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032

[06:10:08] *-*-* Axiom Intializing
[06:10:08] OverlayElementFactory for type 'BorderPanel' registered.
[06:10:08] OverlayElementFactory for type 'TextArea' registered.
[06:10:08] OverlayElementFactory for type 'Panel' registered.
[06:10:08] Loaded plugin: DirectX9 (Managed DX)
[06:10:08] Loaded plugin: Octree Plugin
[06:10:08] FileSystem codec for C:\Documents and Settings\workshop\My Documents\MTS2_Miche_Anim_editor\animation_editor\Release\sim_editor created.
[06:10:08] System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\Documents and Settings\workshop\My Documents\MTS2_Miche_Anim_editor\animation_editor\Release\sim_editor".
at System.IO.__Error.WinIOError(Int32 errorCode, String str)
at System.IO.Directory.InternalGetFileDirectoryNames(String fullPath, String userPath, Boolean file)
at System.IO.Directory.InternalGetFiles(String path, String userPath, String searchPattern)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at Axiom.FileSystem.Folder.GetFilesRecursive(String path, String pattern, ArrayList files)
at Axiom.FileSystem.Folder.GetFileNamesLike(String startPath, String pattern)
at Axiom.Core.ResourceManager.AddCommonArchive(String name, String type)
at Axiom.Utility.TechDemo.SetupResources()
at Axiom.Utility.TechDemo.Setup()
at Axiom.Utility.TechDemo.Start()
C:\Documents and Settings\workshop\My Documents\MTS2_677326_Miche_Anim_editor


and this.




<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="C:\Documents and Settings\workshop\My Documents\MTS2_Miche_Anim_editor\animation_editor\Release\sim_editor"/>
</EngineConfig>


The Animation_edit version0_1_4 shows one Blank black box and a common lanquage runtime debugging service box.
"Application has generated an exception that could not be handled.
Process ID=0x118 (280), Thread id= 0xab8 (2744).
Click okay to terminate the application.
Click Cancel to debug the application.

I have tried to troubleshoot this myself, but have not been successful.

WesHowe
5th Dec 2006, 01:58 AM
Could not find a part of the path "C:\Documents and Settings\workshop\My Documents\MTS2_Miche_Anim_editor\animation_editor\Release\sim_editor".


The XML config file in your post shows the same directory name as quoted above for the "folder".
Were I having a similar problem, I would look and see of I had such a directory, or if that is a misspelling of some other directory.
Then I would either create a directory with that name or fix the config file to contain the right name and try again.

<* Wes *>

zebra200
5th Dec 2006, 12:41 PM
Thanks,
Okay, I got it I think.Here are my changes and log.So you can see what I did. Am I missing anything?

<?xml version="1.0" encoding="utf-8" ?>
<EngineConfig xmlns="http://tempuri.org/EngineConfig.xsd">
<FilePath type="Folder" src="C:\Documents and Settings\workshop\My Documents\MTS2_677326_Miche_Anim_editor"/>
</EngineConfig>



[07:21:30] *********Axiom 3D Engine Log *************
Copyright © 2003 Axiom Game Engine Project Team.
Version: 0.7.0.19476
Operating System: Microsoft Windows NT 5.1.2600.0
.Net Framework: 1.1.4322.2032

[07:21:30] *-*-* Axiom Intializing
[07:21:30] OverlayElementFactory for type 'BorderPanel' registered.
[07:21:30] OverlayElementFactory for type 'TextArea' registered.
[07:21:30] OverlayElementFactory for type 'Panel' registered.
[07:21:30] Loaded plugin: DirectX9 (Managed DX)
[07:21:30] Loaded plugin: Octree Plugin
[07:21:30] FileSystem codec for C:\Documents and Settings\workshop\My Documents\MTS2_677326_Miche_Anim_editor created.
[07:21:30] ---RenderSystem capabilities---
[07:21:30] -Available texture units: 8
[07:21:30] -Maximum lights available: 8
[07:21:30] -Hardware generation of mip-maps: yes
[07:21:30] -Texture blending: yes
[07:21:30] -Anisotropic texture filtering: yes
[07:21:30] -Dot product texture operation: yes
[07:21:30] -Cube Mapping: yes
[07:21:30] -Hardware stencil buffer: no
[07:21:30] -Hardware vertex/index buffers: yes
[07:21:30] -Vertex programs: yes
[07:21:30] -Max vertex program version: vs_3_0
[07:21:30] -Fragment programs: yes
[07:21:30] -Max fragment program version: ps_3_0
[07:21:30] -Texture compression: yes
[07:21:30] -DXT: yes
[07:21:30] -VTC: no
[07:21:30] -Scissor rectangle: yes
[07:21:30] -Hardware Occlusion Query: yes
[07:21:30] -User clip planes: yes
[07:21:30] -VertexElementType.UBYTE4: yes
[07:21:30] -Infinite far plane projection: no
[07:21:30] Creating viewport rendering from camera 'MainCamera', relative dimensions L:0,T:0,W:1,H:1, Z-Order:100
[07:21:30] Viewport for camera 'MainCamera' - actual dimensions L:0,T:0,W:376,H:480
[07:21:31] Mesh: Loading 'ogrehead.mesh'...

When I open the program I get the program display plus another box that is separate called. Axiom. Scene Managers. Octree. TerrainScene manager.(Which is completely black, except for the title in white letters). Is that suppose to happen?

ambelgra
2nd Jul 2012, 06:53 PM
As the original thread is getting so long, I`ve started this one so that if anyone has any problems running it or using it they can post them in here.I don't wanna revive a thread but I was looking for some help with editing the animation on a custom object. I see the list of ANIM resources in SimPE, but when I extract those files, I just get an XML file and a .5an or .5gd file. And none of the programs out there (Milkshape, Miche's convertor, etc) are of use with those files. Any tips?

EseldeeProductions
4th Jul 2012, 05:14 PM
I am new to animation, but an error message keeps appearing. It appears right after I have completed everything in SimPE, and pops up when I go to "Extra" and "Run Sims 2".


Object reference not set to an instance of an object.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SimPe.PathProvider.get_SimsApplication()
at SimPe.MainForm.Activate_miRunSims(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I ignored it the first time, and the animation box ended up not showing in the Sims 2. I read somewhere online that the cause could be from CEP not installing correctly. I installed it again, and the message still showed up.

I noticed at the very beginning fo creating my posebox, the "Paul's Reaction Test Object" doesn't actually show a picture of the box, but an "x" instead.

http://i50.tinypic.com/jp9e2t.png

Sorry if this isn't posted in the correct place, and thanks for any help. I've been ripping my hair out about this for hours on end.

EDIT: Also, I just noticed In-Game that some objects are "blinking" blue. I'm assuming that something is wrong with CEP? I had it installed in my game before, and it worked fine. I ended up uninstalling all fo ym sims games, and installed them back a couple of weeks ago. Any idea why CEP would have worked every other time except for this time? Thanks.