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- General/Other - TESTERS WANTED: AnimTool, updated V05 (03/07/2011)
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- Modding and Creation >
- Sims 3 Creation >
- Meshing >
- General/Other - TESTERS WANTED: AnimTool, updated V05 (03/07/2011)
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The Clip files work on both bodies and objects, but my testing so far hasn't gotten past body (sim) animations. In both cases, you need to supply a rigging file, I have two examples in the package, but they may need adjusted for specific animations. I have tried to explain that in the program notes file inside the archive.
Conversion works both ways, the pictured demo is of an animation that was converted to SMD and then back to .animation and packaged. I have only done replacement packages so far, I think that Tiger's Smooth Jazz program will help make new animations, but I haven't tried that yet.
I have been using ChaosMageX's painting (get it here) to trigger the animations. It is quite useful. Better yes, see the orangemitten tutorial for using it with Cmomoney's Pose Player: http://www.modthesims.info/showthread.php?t=438716
Oh, did I mention that poses are just 1 frame animations? Yes, it works with those, too. Did I mention that SMD is compatible with both MilkShape and fragMotion (low cost packages) and should be workable with others (the Blender plugin does not support animations)?
Is there a lot more I didn't mention? You betcha... which is why we have a thread and not a post in downloads. Experience has shown that it will take some effort to get all of the problems ironed out, starting with teaching people how to get started.
As always, you must take full responsibility for the use of the program. All the fine-print limitations of liability are incorporated here implicitly, including any responsibility for loss of sleep or sanity.
This is the initial release. Attachments include the tool package and an optional demo package that contains an .avi and a demo of the a_dance_handsAbove animation.
Updated 11/7/2009 to V0.04.
06/12/2010 - Added version 04a, which has a larger (1200) size frame buffer.
07 May, 2011 -Added V05, which is V04L with room for handling the info joints.
AnimTool.rar (71.6 KB, 8974 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- AnimTool.exe 151040 63529 42% 07-11-09 14:42 .....A. FD436133 m3c 2.9 AnimProgramNotes.txt 6209 2741 44% 07-11-09 09:10 .....A. 80E592ED m3c 2.9 rigfile.txt 10780 1911 17% 06-11-09 23:26 .....A. 5A2A4A24 m3c 2.9 msS3SkelAdj.dll 10240 4858 47% 07-11-09 14:42 .....A. 1C94A65F m3c 2.9 ------------------------------------------------------------------------------- 4 178269 73039 40% |
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Description: Program package, V0.04 | ||
AnimTool-04a.rar (62.0 KB, 2866 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- AnimTool.exe 175616 63372 36% 12-06-10 12:19 .....A. C49EE34A m3c 2.9 ------------------------------------------------------------------------------- 1 175616 63372 36% |
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Description: Higher buffer count (1200) revision | ||
AnimToolV04L.rar (62.0 KB, 1894 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- AnimTool.exe 175616 63372 36% 22-08-10 23:24 .....A. 05E9369C m3c 2.9 ------------------------------------------------------------------------------- 1 175616 63372 36% |
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Description: For the pros... this will burn several hundred megabytes loading even a small file... but it will also handle 7 minute long clips | ||
AnimToolV05.rar (62.0 KB, 11547 downloads) - View custom content | ||
Size Packed Ratio Date Time Attr CRC Meth Ver ------------------------------------------------------------------------------- AnimTool.exe 175616 63361 36% 07-05-11 08:31 .....A. EF69411B m3c 2.9 ------------------------------------------------------------------------------- 1 175616 63361 36% |
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Description: This version has the large buffers for long animations, and it should manage CLIP files with large bone counts. |
If you like to say what you think, be sure you know which to do first.
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I think you will enjoy this package.
If you like to say what you think, be sure you know which to do first.
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I just wish it wasn't so obviously above my head to try it.
Sorry for the noncontributory post...I just had to exclaim.
OM
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Is it the "spice in the software shanty" you mentioned? OM |
Yes, it is. I had posted some animated gifs of this in action some days back. Working with and animating meshes is my "cuppa tea". While I lack a good touch for making them myself, I can write programs for those that do.
If you like to say what you think, be sure you know which to do first.
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It is indeed spicy. I can't wait to see what the animator-type people do with it. All of Simland is waiting.
OM
I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
Group for Avatar Makers* Funny Stories *2017 Yearbook
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C:/ Program Files/ Electronic Arts/ The Sims 3/ GameData/ Shared/ Packages
You then need to copy FullBuild0 to a safe location and use S3PE to extract your desired CLIP animation. I don't know if FullBuild1 or 2 have anims stored in them, didn't bother to check.....
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I can do this with multiple files, but making the videos and the space they take is going to keep me from showing off everything. And what I really want to do is to publish the how-to on this, and the extra few files I haven't already published. If you stay within a range here, it is not really very hard to do.
If you have the time, click on the image below to see this play:
I expect to publish some more information on making these this weekend.
<* Wes *>
If you like to say what you think, be sure you know which to do first.
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Posts: 126
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I am desperate for pose boxes back!
I so want to create my own!! :D
Can you make a tutorial for it?
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www.lizlyly.moonfruit.com
http://www.youtube.com/user/littlesimgirl
Follow me on Twitter for latest update: http://twitter.com/lizlyly
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This is just awesome.
I lost contact with TS2 before seeing where the custom animations got to, but I see the progress on TS3 is already on a good (better?) way.
PS: I'm worried. Why the last post here is dated noverber 09? Please don't tell me the developent stopped
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If you like to say what you think, be sure you know which to do first.
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eta: That was relatively incoherent so here's a picture of what I mean:
These are in-game (using the original CM painting animation sequence as-is) and MS pics of the sequence you show in the OP. In MS & in the unchanged CM painting-triggered sequence her feet are separated to about shoulder distance and the sequence includes a slight knee/heel bounce. In MS her head looks forward throughout. In the sequence shown in the OP her feet and legs don't move but her head does.
If you try to overwrite one of the dance sequences with a clip from the game where the Sim doesn't move at all, in the game the Sim's head moves. I haven't found an EA sequence to overwrite one of the dance sequences that will make the Sim's feet and head move properly even if put into the game as-is. The same is true of animations I've made myself. This is using the tool version currently posted and following the tutorial.
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Is it possible to keep the animation exactly the way it is, except for the time it takes relative to the ingame clock?
Posts: 25
There seems to have been little interest in animating TS3. No one posted any bug reports, so either no one found any, or no one completed enough work to find them. I am suspecting theory #2 is the applicable one, because surely there is something I missed in there. |
Mah...tbh I don't understand why such a topic would raise little interest.
Be able to control\improve\create sims body animations is as important as to be able to modify meshes, IMO.
I'd have at least stiked this topic, if not created a new separate forum.
If it needs visibility please give it visibility.
Or I'll bump this thread until TS4.
And yes, that was a threat.
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Animations are built upon a skeleton... the movements are changes in bone positions and rotations, mostly rotations. So you have to start with a properly rigged TS3 skeleton in whatever program so that the rotations are correct. If the starting positions don't match, then any of the incremental movements will not be right.
You can animate as little as a skeleton and make SMD files with it, provided the skeleton is rigged the same way the game does it, which should work if you import an SMD animation from the game. The importance of the mesh is that with just a skeleton, you can't tell whether a hand is on the hip or stuck within the model.
The MilkShape rig I made is just a compilation of game meshes and textures, with a small amount of tweaking to make the face match the neck and scalp... it appears that CAS does this because the raw face does not fit together exactly the same way the top, bottom, feet and hair do (hairdo?).
SMD files have two subtypes, reference and sequence. Reference has a skeleton and can contain triangles to support a mesh transfer, newer versions will include multiple skin weights. A sequence type is the skeleton plus multiple animation frames, with no triangles, which are repeated skeletons that have been moved. If the new Blender plugin supports this properly, you should be able to, or find someone that has MilkShape that can help convert the starting mesh I made into an SMD version to use in Blender. That should solve that problem.
The significance is that the mesh and rigging file need to be the same - using the standard pose you always see on imported meshes. It is possible to animate from any pose, but the game will always try to play the animations referenced to the standard pose and skeleton. Nothing will break, but it won't work correctly, either.
If you like to say what you think, be sure you know which to do first.
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I apologize for not catching on but if you have time would it be possible for you to give me a hint as to where I'm going wrong? If I haven't posted enough of an explanation about what I tried in order for you to diagnose the problem I can give more information. Any help would be appreciated.
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