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- Animation tutorials
Replies: 6 (Who?), Viewed: 9089 times.
#1
3rd Aug 2011 at 3:20 PM
Posts: 859
Animation tutorials
Hi: I've been very interestrted about learning animation& I've downloaded the right plugins but, I'm totally lost as I've looked everywhere& I can't find any tutorial on the subject for begginers anyway. Am I overlooking a section cause, there's no tutorial mentioned about this subject when I look for one. Can someone guide me to the right section so, I can get started from the beggining lesson. Thanks for help.
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#2
5th Aug 2011 at 3:27 AM
Animation is super tricky, few creators have succeeded with it. That's not meant to scare you away, just to let you know what you are getting yourself into. The modding info center and advanced modding sections are where you need to look. have you succeeded with the beginner projects first? You will need to have mastered meshing and some hacking to do animation.
#3
5th Aug 2011 at 6:54 PM
Posts: 859
I'm not scared yet.
Quote: Originally posted by Phaenoh
Animation is super tricky, few creators have succeeded with it. That's not meant to scare you away, just to let you know what you are getting yourself into. The modding info center and advanced modding sections are where you need to look. have you succeeded with the beginner projects first? You will need to have mastered meshing and some hacking to do animation. |
#4
5th Aug 2011 at 7:51 PM
This is the forum you should learn to love if you are truly set on animation http://www.modthesims.info/forumdisplay.php?f=428 Read everything, even other peoples posted questions, its the best way to learn.
#5
5th Aug 2011 at 9:05 PM
Posts: 859
Thank you
Quote: Originally posted by Phaenoh
This is the forum you should learn to love if you are truly set on animation http://www.modthesims.info/forumdisplay.php?f=428 Read everything, even other peoples posted questions, its the best way to learn. |
#6
6th Aug 2011 at 1:21 AM
Posts: 2,832
Thanks: 6613 in 20 Posts
Call me anything, but spell my name right!
Yes, the tools are old, but they work as well as they did when they were released. If you have been able to make meshes before, you should have the requisite skills to get your animation into the game. There are a few common gotchas peculiar to Sims 2 animations:
* The group identifier must be 0x1c0532a, not 0x1c00000000. This is a coding mistake in the game engine, as it only ever looks in the master group to find your animation.
* People forget to 'Fix TGI' on the animation in SimPE after they have changed the TGI values on it, or they forget to link to the new TGI correctly.
* You need to use one of the animation starter rigs instead of a mesh imported with UniMesh, because of joint order differences.
These are the top three issues that happen after people manage to learn the steps to make an animation. All will either create problems exporting the animation or will result in the game being unable to locate the animation to run. One other issue is that animations that move more than 180 degrees will spin the wrong way halfway through unless you follow special steps in SimPE to adjust the rotation value. That one mostly affects animation where people are trying to make the Sim spin around or do a flip. However, in that case the animation will go into the game just fine, but it won't play as expected.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
Yes, the tools are old, but they work as well as they did when they were released. If you have been able to make meshes before, you should have the requisite skills to get your animation into the game. There are a few common gotchas peculiar to Sims 2 animations:
* The group identifier must be 0x1c0532a, not 0x1c00000000. This is a coding mistake in the game engine, as it only ever looks in the master group to find your animation.
* People forget to 'Fix TGI' on the animation in SimPE after they have changed the TGI values on it, or they forget to link to the new TGI correctly.
* You need to use one of the animation starter rigs instead of a mesh imported with UniMesh, because of joint order differences.
These are the top three issues that happen after people manage to learn the steps to make an animation. All will either create problems exporting the animation or will result in the game being unable to locate the animation to run. One other issue is that animations that move more than 180 degrees will spin the wrong way halfway through unless you follow special steps in SimPE to adjust the rotation value. That one mostly affects animation where people are trying to make the Sim spin around or do a flip. However, in that case the animation will go into the game just fine, but it won't play as expected.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
#7
6th Aug 2011 at 1:49 AM
Posts: 859
Hi:
Quote: Originally posted by WesHowe
Call me anything, but spell my name right! Yes, the tools are old, but they work as well as they did when they were released. If you have been able to make meshes before, you should have the requisite skills to get your animation into the game. There are a few common gotchas peculiar to Sims 2 animations: * The group identifier must be 0x1c0532a, not 0x1c00000000. This is a coding mistake in the game engine, as it only ever looks in the master group to find your animation. * People forget to 'Fix TGI' on the animation in SimPE after they have changed the TGI values on it, or they forget to link to the new TGI correctly. * You need to use one of the animation starter rigs instead of a mesh imported with UniMesh, because of joint order differences. These are the top three issues that happen after people manage to learn the steps to make an animation. All will either create problems exporting the animation or will result in the game being unable to locate the animation to run. One other issue is that animations that move more than 180 degrees will spin the wrong way halfway through unless you follow special steps in SimPE to adjust the rotation value. That one mostly affects animation where people are trying to make the Sim spin around or do a flip. However, in that case the animation will go into the game just fine, but it won't play as expected. <* Wes *> |
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