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- Children can cast spells
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- Children can cast spells
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GreenPlumbBob, thanks for your tutorial.
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Did you notice there's ALREADY a c2o_witchWizard_apearApple_apple in FullBuild15.package? I saved it out and played it in Blender, and it looks fine! |
Yes, actually I did notice there was the same file for kids. : o Really, it plays fine in blender? Will try again.
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It does play after all. : o In game that animation isn't available for kids. |
I think we might be seeing that core lock that was discussed on the NRaas forum.
Chain dropped by our thread over there, and he's looking at it.
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I think we might be seeing that core lock that was discussed on the NRaas forum. Chain dropped by our thread over there, and he's looking at it. |
Ah okay, core lock. : /
"Chain_Reaction
Did you get the spell casting animations converted?"
Would you like me to convert some too, Echoweaver? : )
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Ah okay, core lock. : / "Chain_Reaction Did you get the spell casting animations converted?" Would you like me to convert some too, Echoweaver? : ) |
Ha. I thought we were going to partition them out. I didn't realize I was doing them all ;-). How about we partition them out? I can do the ones marked "low skill" and you can do the ones marked "high skill." Then we can see what's left.
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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Posts: 978
Thanks: 1925 in 13 Posts
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
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I'm delayed because my new computer arrived, and I'm setting it up. But moving forward! |
I was thinking we don't convert all the animations. Children should not be able to use all spells right? So maybe only some spells should be converted like upto level 4.
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I was thinking we don't convert all the animations. Children should not be able to use all spells right? So maybe only some spells should be converted like upto level 4. |
I like this idea. Perhaps their spellcasting skill should be capped? I don't now how far along the high skill animations are, but it occurred to me that maybe children should only have access to the low skill animations.
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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Thanks: 2864 in 40 Posts
I like this idea. Perhaps their spellcasting skill should be capped? I don't now how far along the high skill animations are, but it occurred to me that maybe children should only have access to the low skill animations. |
Aw, really? Okay then. I already converted some of the high skill ones though. lol But, yes makes more sense what Skydome said.
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Aw, really? Okay then. I already converted some of the high skill ones though. lol But, yes makes more sense what Skydome said. |
Argh! How much time have you put into it already? This is kind of late to change the plan....
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
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Argh! How much time have you put into it already? This is kind of late to change the plan.... |
No problem. And not much. Converting animations can be fast. ; )
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accessoryWandBasic
magicWandClassic
.... and a bunch of fancier wands.
I exported the magicWandClassic and imported it into Blender as a prop, but it appears to be the wand on a pillow that you can place on a shelf. I have exported accessoryWandBasic, but I can only get the OBJD and OBJK resources into the cloned package. When I attempt to load THAT as a prop into Blender, I get nothing.
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Of course, this might be absolutely useless information, but I thought I should toss it out there in case it helps.
I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
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I found magicWand_rig.grannyrig. That sounds closer to what we want, but I don't know how to anything with it in Blender.
ETA: accessoryWerewolfFetchStick clones properly. with MOD, MLOD, _IMG, _RIG, _IMG, and lighting data. I can import that into Blender as a prop. I attempted to import the spellcasting animation on it, but it was a no-go.
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Posts: 978
Thanks: 1925 in 13 Posts
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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I've finished the nowand, low skill animations. I can put them up on my Dropbox account to download. There were a whole bunch of nowand animations marked for the WAND. I don't get it. Since I have not yet figured out how to create anything I can import those wand animations to, I don't know what they might be for. I am sort of guessing that they are left over from some sort of conversion of the wand animations to nowand. But the x animations look great. |
Wow cool, are you able to add them to the game? Can the animation player play them?
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Wow cool, are you able to add them to the game? Can the animation player play them? |
**blush** Well, to be completely honest, I've been setting up a new computer this week. When it takes you a week to get your new computer the way you want it, you might be a geek. The exciting news is that I was able to reinstall Sims without Origin, so I didn't have to take the forced upgrade to 1.69! Woot! The downside is that I've copied over my test world, cc, and mods, but I don't actually have them installed and running yet.
So that's a long way of saying no, actually I can't run anything in my game right at this moment. But soon!
It also occurs to me that we need to do broomstick stunt riding in the broom arena! Again, that requires figuring out how to deal with finding, importing, and animating objects that don't have rigs included with the Blender Clip Tool. I have learned so much, but I don't have that figured out at all. I should open a new thread here with a title that whimpers at more experienced modders to advise.
OTOH, I think I have fixed my stuck-in-the-ground pegbox and xylophone child animations! I even know why it happens. And I can find the keyframes in an imported animation. Feeling on top of the world here .
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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OTOH, I think I have fixed my stuck-in-the-ground pegbox and xylophone child animations! I even know why it happens. And I can find the keyframes in an imported animation. Feeling on top of the world here . |
Oh how did you fix this so their feet won't sink in the ground?
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**blush** Well, to be completely honest, I've been setting up a new computer this week. When it takes you a week to get your new computer the way you want it, you might be a geek. The exciting news is that I was able to reinstall Sims without Origin, so I didn't have to take the forced upgrade to 1.69! Woot! The downside is that I've copied over my test world, cc, and mods, but I don't actually have them installed and running yet. So that's a long way of saying no, actually I can't run anything in my game right at this moment. But soon! It also occurs to me that we need to do broomstick stunt riding in the broom arena! Again, that requires figuring out how to deal with finding, importing, and animating objects that don't have rigs included with the Blender Clip Tool. I have learned so much, but I don't have that figured out at all. I should open a new thread here with a title that whimpers at more experienced modders to advise. OTOH, I think I have fixed my stuck-in-the-ground pegbox and xylophone child animations! I even know why it happens. And I can find the keyframes in an imported animation. Feeling on top of the world here . |
I bought a new laptop too I have installed Sims 3 but not visual studio so I can't mod yet also my exams are going on, tomorrow's my DWDM exam ( I really wish I could help more. I've always wanted to make animations too. I'll just have to wait till my exam is over.
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Oh how did you fix this so their feet won't sink in the ground? |
I actually am pondering creating a supplemental tutorial to the one we started with on converting animations from adult to child. The creator of the tutorial we're using knew just enough to be dangerous. I don't want to knock her because she MADE that tutorial, and that's what told us this was even a possibility! But there are a few places she does the right thing but doesn't realize why. For example, when you hit I to insert a keyframe for the child rig, she says it doesn't matter what option you choose. NOT TRUE. You MUST pick LocRot. Each of those options is what kind of information you're storing. If you create a location-only keyframe and then paste the copied adult keyframes, all you'll get is an animation that moves the model around in the xyz axis; the model won't actually DO anything because that's stored in Rotation.
That's a digression, but something I want to report!
At any rate, as far as I can tell, the sinking-into-floor problem is related to the fact that the xyz location of the model is recorded on the keyframe for the "core" point of the model, and that's in a different place with regards to the floor in the child vs. adult model. If the model is standing, everything is fine -- the location on the keyframe scales so that both are standing on the floor, even though the distance from the floor to the model core is shorter for child than adult. But if the model is SITTING or LYING DOWN, then the proportions don't work out exactly, and the model ends up too far down.
To fix this, I am editing the vertical (y-axis I think) value for the keyframes that are affected. You have to select the object tab on the right-hand menu (halfway down), then edit the y-axis value and tab off the field to see if the model moves to where you want it. When you like it, click the model to move the focus, select I, and create a LOCATION (not LocRot) keyframe. Copy the y-axis value and paste it in for all keyframes. The keyframe values display with a yellow background on the object tab. You can skip the ones that have a green background. They're calculated values and not keyframes.
That may not have made any sense at all, and there is likely a better way to do it. I can't put up screenshots right now because I'm at work >
I bought a new laptop too I have installed Sims 3 but not visual studio so I can't mod yet also my exams are going on, tomorrow's my DWDM exam ( I really wish I could help more. I've always wanted to make animations too. I'll just have to wait till my exam is over. |
I strongly suspect that this will not be done before your exams are over, if you want my honest opinion. So don't worry! I am excited that you can do script modding. Maybe if I can get some time to set up C# Express, you can advise me on setting up a development and testing environment for Sims scripting. I have tried to follow tutorials on this, and it makes my eyes cross.
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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Thanks: 4281 in 41 Posts
But when you are ready to test things, I can help there.
I am Ghost. My husband is sidneydoj. I post, he downloads, and I wanted to keep my post count.
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"You MUST pick LocRot." Yes, I actually figured you had to pick LocRot. : )
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