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marvine
11th Jul 2007, 12:19 AM
Here's my contribution to this project, but the whole idea is Wes's - I only had too much fun making it work :p

So here's a cute swimsuit... Erm, in fact until now I intended to offer a slightly more dressed-up outfit, but for more than a week I haven't been able to properly export a mesh from Milkshape and I'm afraid it's related to my computer dying a slow nasty death.
Well, these are example files, what matters is to give an idea of the fun things that can be done now ;)

http://www.modyourpanties.com/hosting/070711013630-dancingsim2.gif

My heartfelt thanks to JohnBrehaut and Echo for their tutorials that finally got me started, and to Wes of course for making this possible and his continued support and patience!

Credits for the wm-dance-loop-tester package go to Squinge for the "Hula dance and more" it was cloned from, and to Wesley Howe for adapting it.


How to use:

The "wm-dance-loop-tester.package" will add a "dance loop" interaction to the selected sim's menu.
The loop will perform until you cancel it and choose another action.
This animation, while functional with any outfit, was designed for use with the "bounce-test" outfit. With any other I'm afraid it will be rather boring, despite all the pains I took in making my first animation :lol:


How it works:

The "bounce-test" mesh features assignments to the breathe_trans bone, which is seldom used in the game; in fact, only the afbodynaked mesh has a few vertices assigned to that bone. For this reason,it was tempting to use it for adding a little more 3D realism to the female sims.

If you are curious and take a look at the torso with Milkshape, you'll notice that I decreased the weightings on the usual 3 bones used in this area, in order to set very small weightings on the breathe_trans as the fourth bone; this way, the mesh won't distort during normal animations, and the breathe_trans can still be used for another purpose.
Due to the small weightings used, in order to achieve a visible effect, the bone must make considerable (as much as 10 x) moves; but I noticed this allows for a smoother animation.

Well that's all I can think of for now, but you're welcome to ask any questions and I'll do my best to reply - just be aware that I'm learning as I go!


You are welcome to recolour, dissect, edit, improve the mesh and use it for your own experiments; you can also import your own animations in the wm-dance-loop-tester package, or clone it with credits to Wes, and to Squinge for the original package.

WesHowe
11th Jul 2007, 05:03 AM
What marvine was 'dancing' around in her post is that her animation has animated boobies. A much more realistic representation of a dance than the way the game comes from EA.

And while I may be able to make software, taking the time and attention to capture the movements so naturally and make such a good animation shows how talented marvine is.

<* Wes *>

Echo
11th Jul 2007, 05:22 AM
Heh heh... I had interpreted that as such. :) I'll be trying this out as soon as I get home, great work Marvine! :D

Dr Pixel
11th Jul 2007, 05:53 AM
I did have a chance to try this already, it looks great!

Very clever, and nicely done Marvine.

tiggerypum
11th Jul 2007, 06:45 AM
There is now a nice little animated gif up there, wait for it to load, and you can get a glimpse of the action :)

JohnBrehaut1
11th Jul 2007, 08:40 AM
lol, That looks awesome. It would have taken a while to get it so smooth. Great work Marvine. :)

marvine
11th Jul 2007, 03:06 PM
Oh, we're allowed to say "boobies", cool! :lol:

Thank you very much for adding the gif, Tig, it sure is more explanatory :)

aldehydebends
12th Jul 2007, 06:54 AM
haha nice job guys, feel like i need to hide my game from my mom now...errr

never the less this is a amazing step youve made in Sims creations and i bow to you masters!

Morague
12th Jul 2007, 01:03 PM
Excellent work - thank you!

shadylady482
14th Jul 2007, 02:42 AM
I wanted to use the dance loop package to test a new animation that I created myself, but I'm having some issues. Are there more steps than just replacing the dance animation file in SimPE with my new animation file exported from Milkshape?

I'm not entirely sure if I'm messing up on the package side of things, or the animation itself. These are the steps I was taking:

1. Open one of Dr. Pixel's base animation meshes in Milkshape.

2. Animate a few keyframes (I've been working off of a couple of the animation tutorials on this site) - I've made sure to include a beginning keyframe before editing anything. I also have the "operate on selected joints only" option on. I've made sure that I'm using "rotate" on a rot joint.

3. Export the file using the AniMesh plugin.

4. Open the dance loop package in SimPE, right click on the ANIM file, select "replace," and choose the new file I just exported - then save.

When I go into the game and try the dance loop interaction, the Sim just kind of freezes for a few seconds and then goes back to a normal idle pose.

One thing I did notice is that in SimPE, for the original file, the plugin view for the ANIM file shows a "SubMesh" of "auskel". After replacing the ANIM file with mine, the SubMesh field becomes blank. Is this somehow related?

Thanks for any help anyone can offer. I've become a pretty experienced mesher, but animation is new territory for me. I'm reading and re-reading all the relevant tutorials, but I'm stuck on this one!

WesHowe
14th Jul 2007, 04:24 AM
Make sure you do not have your testing mod and the original dance animation in the game at the same time. Using the replace method you will leave the file with the same TGI. If you are going to do that, you need to make sure you do not use 'Fix TGI' on the animation.

The better (but not necessarily only) way to do this is to rename the animation to somthing unique of your own, like shadylady_test1_anim. After making the name change, click on Fix TGI and then commit. Then, in the text list (STR#) for the animation names (Anims - Adult) you will see the old animation name. I am not sure which file I have here is the final version name, but in the text list you do not include the "_anim" part. Replace the old name with your new one.

When you picked export, there was an options dialog. For the body animation, "auskel" is the root name for adults, while "cuskel" would be for children. While I did not find setting the animation type to "Body Animation" and the locomotion type to "none" to have a discernable effect on the game engine, I did not test enough cases to say that it makes no difference.

The one really important element is the Length (ms) parameter. This is the animation time, in 1/1,000 of a second for the whole animation. You will see that in MilkShape, the frames are numbered 1, 2, ... 67, whatever. The exporter uses the highest frame number and the total time you specify to calculate the actual time for each frame to start.

The one thing that maybe you forgot, and matches your symptoms, is that you need to move the timeline slider at the bottom to a new frame number, THEN rotate a leg or whatever, and THEN select the set keyframe menu (or ctrl-k). Remember to do this for each new frame, because MilkShape does not automatically advance it after you set the keyframe. Otherwise, you are just modifying the first frame over and over, and your exported animation will only have one frame in it, so it will look like the sim just froze for however long you specified the animation to last.

<* Wes *>

If all this fails, post your problem child here or in the exporter thread and I will look at it. Certainly, we haven't learned all the common mistakes yet, because we haven't been doing this too long.

shadylady482
14th Jul 2007, 06:59 AM
Thank you *so* much Wes, your suggestions helped me solve the problem!

I didn't realize I needed to do a 'fix TGI' on my animation, and that did the trick.

I should've mentioned this in my other post, but thank you so very much for these new tools. Ever since I first got into meshing I've wanted to learn more about animation, but I never thought I'd see the day where I could actually do something with it! :) I'm continually in awe of you and the other talented people here at MTS2 that help make all of these things possible, and take the time to write the tutorials and offer support.

Now I know what I'll be doing all weekend. :)

OwaizooDE
14th Jul 2007, 12:28 PM
omg its super kool
i tried doing breast bounce a few months ago but failed-but this looks sooo koool!

WesHowe
14th Jul 2007, 07:54 PM
I didn't realize I needed to do a 'fix TGI' on my animation, and that did the trick.


Thanks for posting your results. This helps not only me, but those that are stuck with the same issue.

<* Wes *>

OwaizooDE
15th Jul 2007, 11:12 PM
So here's a cute swimsuit... Erm, in fact until now I intended to offer a slightly more dressed-up outfit, but for more than a week I haven't been able to properly export a mesh from Milkshape and I'm afraid it's related to my computer dying a slow nasty death.


i loved it sooo much that had to do some recolors cos there werent any available-i am poor at recoloring but managed to get something
i have its 5 recolors at my site
owaiz.com

marvine
16th Jul 2007, 07:08 PM
Thank you very much Owaizoo, you recolours are very cute :)
I didn't see a link to this thread on your site though, so people might miss the wm-dance-loop-tester package that enables the bounce animation. Or maybe I didn't look in the right place?

OwaizooDE
16th Jul 2007, 11:51 PM
u r welcome
the link to the dance is on the page where the recolors are available for download
downloads/skins/mixedsets
at the very bottom of the image,its on the bottom of the credits,,,

Warlokk
22nd Jul 2007, 05:42 AM
Wow.

*grabs everything and scurries off to Tower*

WesHowe
22nd Jul 2007, 09:07 AM
* wes_h smiles

marvine
22nd Jul 2007, 09:47 AM
Yay, the Tower!! :D

Warlokk, I should have PMd you - I just don't have the time to think these days *slaps self anway*

The T
24th Jul 2007, 12:54 AM
This is great. The animation works really smooth.

Too bad it is too complex to add new walk or run style because it will be really nice if the bosom can bounce when sim run like real things.

I made recolors at
http://z12.invisionfree.com/simscontest/index.php?showtopic=4729&st=0&#entry2804006


http://i21.photobucket.com/albums/b266/PreviewTe/Honeymoon01.gif
http://i21.photobucket.com/albums/b266/PreviewTe/Honeymoon02.gif
http://i21.photobucket.com/albums/b266/PreviewTe/Honeymoon03.gif


Te

Warlokk
24th Jul 2007, 01:22 AM
Yes, I agree, that would be the real ultimate accomplishment, is being able to add something like this into existing animations... for now the only way to achieve it would be to replace them completely with re-done animations.

WesHowe
24th Jul 2007, 01:54 AM
You know, the first body meshes we were able to put in the game had no morphs and one joint assignment. It took a little while to get from there to what we can now do.
Now, I didn't do the basic research on the animation, I just tried to make it a more viable option with this plugin. Replacing all the walk animatons is a daunting looking task. But then, not too long ago, who would have thought someone would not only make a DD size mesh, but make it available in a significant number of waist sizes, too?
Now, if anyone wanted to start working on any new animations that utilized this technique, they would need to have some sort of a Sim mesh that had the proper assignments. So, far, there is just this one.
So, here we have one chicken and one egg. In the same way we went from no custom meshes to the wide variety we have now, we can go from one animation to a whole variety of them. Default replacements, with weightings, for at least the af mesh and a few new default replacement animations would make a whole new look.
There are a whole wealth of possibilities that haven't even been touched on yet, some of which should not be discussed here, and not all of which are confined to "sim wimmen".

<* Wes *>

Warlokk
24th Jul 2007, 11:40 AM
Very good point, Wes... we gotta start somewhere. I think I will add the weights for this technique to my new meshes, so they'll work for this little tidbit, and also work for anything that comes from it... can't hurt to be prepared... :D

Astaroth600
25th Jul 2007, 03:44 AM
Hey DRPixel! Do u know how 2 animate textures? Im trying to make river and waterfall from animated carpets. Can u please ttell me if u know?

Warlokk
25th Jul 2007, 11:33 PM
Umm, WTF does that have to do with Marvine's dance animation? And I'm fairly sure you can't animate textures themselves.

marvine
26th Jul 2007, 01:01 AM
... In fact, you can! More info here (http://www.modthesims2.com/showthread.php?t=82395) if you're curious. :)
Anyway, Astaroth got his reply from Echo on a more suitable forum.

Warlokk
26th Jul 2007, 03:32 AM
Well I'll be... I had no idea. :D

Anyway, back to the bouncy! ;)

Lumaniya
2nd Aug 2007, 08:24 PM
Nice work, Marvine!

It looks more realistic, the default TS2 dances are not realistic-if you know what I mean. ;)

Tess_from_sweden
9th Aug 2007, 05:40 PM
This is great, but I don't know where to put the file. In which folder?

Dessica73
23rd Aug 2007, 05:38 PM
Utterly awesome...nuff said

Warlokk
30th Oct 2007, 10:42 PM
My latest XHi-Res meshes are now compatible with this nifty little toy! :D

Can't post links 'cause they're at an adult site though... but I'm sure folks know the way.

Huge thanks to Wes and Ju for coming up with this!

marvine
6th Nov 2007, 08:06 PM
Wooot!! I've been away for a week and missed your post, but I'm going to look for this right now! :D

Panther559
17th Nov 2008, 12:35 AM
This is really a very clever idea to add realism to the game. Wonderful job!!!

ClarkCorrina
18th Dec 2008, 09:31 PM
Wes,

I am working on making a stripper, I would like to animate her and her dance moves and incorperate the jiggly action using one of warloks bodies.. but if she has to be dressed in this outfit.. it kind of defeats the purpose of having a stripper... SO would I need a nude recolour?

I like the idea of animating textures as it may be easier to give the illusion of actually undressing as oposed to having them disapear like in other custom content that I have seen. if you have any other tutorials that might aid me please pm me... thank you very much for this...it is great

also there was a tutorial on insiminator that I never had the chance to download or copy and use.. all the links I have dont work anymore... and the tutorial was how to easily make your first custom mesh. I dont want to have to clone everything... I dont know if it is still around or not... I just wanted the information so that i can get a better understaning of different aspects.

I want to make the clothing removed into an object to be used...thrown whatever.. I am going for realism...

I am going to do my best to give her assingnment choices that will use a variety of other custom content that isn't my own... beds, chairs, poles, cages, lights...etc.

any tutorial that is downloadable or copyable is appriciated I have already copied all the links here and useful texts for later use...

once again thank you very much...

Echo
18th Dec 2008, 10:29 PM
Hi ClarkCorrina,

I'm not Wes, but I'll try and answer a couple of your questions. :)

The reason why this "outfit" is required, is that the body mesh itself has to have the vertices in the breasts assigned to the "breathe" joints in the skeleton for the jiggle to work. None of the Maxis meshes have this assignment, so they don't work. You would have to ask Warlokk if his meshes have necessary breathe assignments. If not, then the "jiggling" effect won't happen. The rest of the animation will still work fine on any clothing mesh though.

InSIM has moved recently (very long, very complicated store). You should be able to find most of the original threads here:
http://www.insimenator.org/

If you want a custom object though, you will have to clone. ;)

Warlokk
19th Dec 2008, 12:23 AM
All of my newer XHi-Res meshes (found at ISA and a few at SXS2) have the bone assignments for this.

Echo
19th Dec 2008, 02:07 AM
Quite awesome! :D

bas1278
24th Feb 2009, 05:14 PM
how do you make a sim animation???? :help:

muze
21st Sep 2009, 08:07 PM
I'm using Warlokk's XHiRes.

With this dance mod, their bellies bounce not what's supposed to. It's disturbing and obviously not working right. Any ideas?

Echo
22nd Sep 2009, 12:27 AM
muze, if the wrong body parts are assigned to the "chest" bones, then they will wobble instead. The only way to fix it is to fix the original mesh's bone assignments, which is quite tricky if you're not already familiar with bodyshop meshing. :)

muze
6th Oct 2009, 06:17 PM
Well I got it to work on a different mesh/skin. At any rate I'm going to start from scratch on a new Win7 install and add only the packages and skins that I use.

2lalaland
16th Oct 2012, 12:10 AM
I'm sorry if this explained somewhere but I really really tried finding the info by googling too in case it was on another forum.

How do I add this animation to my clothes? I understand it is assigning the proper bone assignments to the naked body meshes but I'm a bit confused when it comes to the clothes part. Can I change ANY clothes mesh into bouncing boobies by changing the right bone assignments? Do I have to clone the the special outfit in bodyshop for this to work? Can I change something with Simpe in order for it to be enabled in an outfit? Is there a tutorial somewhere that I'm not finding that explains all this?

TIA for any help.