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Miche
10th Aug 2005, 06:53 PM
Edit: Uploaded Version 0.1.4. The thighs now seem correct.


This is the new version of my smd converter, it now supports most of the bones of the sim`s body.

If you want to make a animation for a object then for now you need to use version 0.1.4 of the editor. This Converter only supports animations of the sims themselves. Once I have finished testing this converter and adding support for the rest of the bones, I will be combining it with the editor and adding support for multiboned objects.

********************
TERMS OF USE: by downloading and using this program you are agreeing to the following terms:

While it is very unlikely that it will cause any problems to any of your game's files, there is always a risk with software that modifies the game, so you are downloading and using at your own risk.

This software is copyright ©2005 and can not be hosted on anyother websites or redistrubuted without permision.

As this software is still in a early alpha state, no animation files created with it can be redistrubuted neither as standalone files nor as part of a package or in any other form without permision. This is because the software is still in a early alpha stage and animations created with it need more testing, as well as there being a few issues with the names and group Id`s of new animations which still need resolving. (This restriction will be removed once enougth testing has been done.)

*********************

Now onto how to use.

Unzip the files to a folder.

Three of the included files are smd files, one being a mesh with skeleton of a sim's body the other a very crude attempt (by me) at a animation of a summersault and the last one is a empty animation with 30 frames (not sure this will be needed but I included it anyway).

So you can either use the included body or you can use Simpe`s export to milkshape ascii function.

Once you have loaded the body into your 3d program, you need to create a animation.

As the game uses time based keyframes while the smd files are frame based. I needed to come up with a way to convert to the keyframes, the method used is that you enter a time that the animation plays over and the frames are evenly divided up into that time.

So if you are making a animation that lasts 5 seconds and you want there to be 5 keyframes per second you need to create 27 frames. It`s 27 and not 25 because the first frame is treated as a reference frame and not included in the animation and the second frame starts at time 0.

So once you have created a empty animation with 27 frames you need to leave all the bones as they are in the first frame. I`m not sure about milkshape but with Fragmotion this means setting (but not rotating or moving) them in those positions for that frame.

Then in frame two you set the bones in the positions that you want them to start the animation in. (ie ...if you want the hands to start resting down at the side of the sims body rather than stretched out you move them into these positions.)

Now for the rest of the frames you set you animation as normal.



Once you have finished your animation, save it as a smd sequence file (not a smd reference file).

Open up the converter.

In the textbox called "Time" you enter the time that you wish the animation to play over (in milliseconds), so for our 5 second animation we enter 5000.

In the textbox called internal name you can enter the name you want the animation to use, but at this current time this needs to be exactly the same number of characters as the default one (23 characters). Also before animations can be uploaded for wide spread use, there will need to be some sort of system agreed on names, as if two animations have the same name (but in different objects) there will be a conflict between them.

Once you have set them, you click the convert button and select the smd file (the animation you saved earlier).

The new animation will be saved using the same file name except it will have ".anim" added to the end of it.

Now you can insert your animation into a object. For testing purposes you could use the mirror that I uploaded in another thread. If using this mirror, open the package called "testanim.package" and replace the animation in there with your new one. (This will only work if you leave the internal filename as the default one.)

Notes:
The only bone which allows movement (translations) is the root_trans bone (which doesn`t allow rotations) all others only allow rotations.

There are still likely to be some issues to be fixed in relation to some of the rotations of the bones. (especially with the right arm, as I`ve had trouble getting this to move as it should.)

The bones currently supported are: all the bones of the right arm and hand (except the sleeve bone), l_upperarm, l_bicep, l_forearm, l_wrist , l_hand, pelvis, spine0, spine1, spine2, neck, head, l_thigh, l_calf, l_foot, r_thigh, r_calf, r_foot, root_trans, root_rot.

Edit: it is known that there are problems with the rotation of the arms in the current version. I am working on fixing this and hope to have a update out very soon.

A couple of screen shots of the crude summersault.

crazypinecone
10th Aug 2005, 08:25 PM
Awesome! Cool stuff will come out of this I assure you :D

daistarr3
10th Aug 2005, 09:18 PM
I am new to all of this but will try it out and hopefully be reporting back to you.Thank you for creating this program.

Miche
10th Aug 2005, 11:40 PM
Just to let people know, it seem there are some problems with the smd files that 3ds max exports, in that it adds "0"`s to the end of every bone's name and adds a new bone to the end of existing bones. This converter is currently not set to deal with these changes.

So unless there is a way to get 3ds to stop making these changes, it can`t be used until I can make the needed changes to the converter to cope with these.

At the moment I know that milkshape and Fragmotion do work with this converter.

Ruhrmetall
11th Aug 2005, 12:10 AM
:howdy:

I'm testing right now with my own animation. One animation seems to be restricted to a maximum of 70 frames (with more frames an array out of bounds exception occurs) . Does there have to be a fixed frame number?

BTW: Will Facial Animations be possible also?

I have an smd file with 70 frames now and will tell you if it works.

Keep up the good work!

Best Regards,
Ruhrmetall

Miche
11th Aug 2005, 12:14 AM
:howdy:

I'm testing right now with my own animation. One animation seems to be restricted to a maximum of 70 frames (with more frames an array out of bounds exception occurs) . Does there have to be a fixed frame number?

BTW: Will Facial Animations be possible also?

I have an smd file with 70 frames now and will tell you if it works.

Keep up the good work!

Best Regards,
Ruhrmetall

Sorry I forgot to say, I have set the limit of 60 frames for now, just until it has been tested more. This is just a limit this converter imposes not the game. (although most maxis animations have less than 60 keyframes, but they are using true keyframes not the pseudo way I`m having to convert frames into keyframes.)
I will increase the number of frames allowed in future versions.

I hope to support facial animations in time, but there`s quite a way to go before that (and I can`t even say for certain that it will be possible yet).

mstram
11th Aug 2005, 03:43 AM
This is the new version of my smd converter, it now supports most of the bones of the sim`s body.

Three of the included files are smd files, one being a mesh with skeleton of a sim's body the other a very crude attempt (by me) at a animation of a summersault and the last one is a empty animation with 30 frames (not sure this will be needed but I included it anyway).



Great stuff !

It's funny to make the sim do a somersault while they are sitting at the
dinner table :)

Since you mentioned Fragmotion, I dl'd it, I hadn't heard of it before.

What is the procedure to import the smd files into Fragmotion?

I imported the body mesh, then used merge to import the somersault smd, and it ask which object(s) should be excluded. I just clicked OK, to take the defaults, but that didn't seem to import the animation.

Mike

** edit* .... Never mind, I figured it out :)

mod_bv
11th Aug 2005, 03:44 AM
Is any free program compatible?

Miche
11th Aug 2005, 08:56 AM
Is any free program compatible?


Softimage XSI mod tool (which is free) will import the smd reference files (the meshes) but it doesn`t seem to import smd animations. Although You can create a animation in it (although I`m having trouble working out exactly how you create them. ) and the save it as a smd animation.

I`ve noticed a couple of things about the way the saved smd files are formated which I need to look into, but it should (at least once I`ve made sure the converter can read those smd files) work.

If anyone uses the mod tool, it would really help if they could post some smd file that it has saved.

Ruhrmetall
11th Aug 2005, 10:50 AM
I managed to re-export the summersault from fragmotion and convert it after i changed the decimal separator from ',' to '.' in my country settings like told in other posts. Is it possible to set this in the converter fixed to '.' so that people dont need to change it globally or is it a problem in Fragmotion?

With my own animation i have to try again. It seems that i do something wrong since my character stays in the basic positions (arms wide spread) and only some bones are moved.

Best Regards,
Ruhrmetall

Miche
11th Aug 2005, 10:53 AM
I managed to re-export the summersault from fragmotion and convert it after i changed the decimal separator from ',' to '.' in my country settings like told in other posts. Is it possible to set this in the converter fixed to '.' so that people dont need to change it globally or is it a problem in Fragmotion?

With my own animation i have to try again. It seems that i do something wrong since my character stays in the basic positions (arms wide spread) and only some bones are moved.

Best Regards,
Ruhrmetall

can you post the smd file and I`ll take a look at it.

As for the "," and "." problem, I am looking into this and trying to fix it.

Max3D
11th Aug 2005, 11:31 AM
did u have an idea on why 3DSMax import smd file on that way ?

http://www.max3d.it/temp/sShot/3Dsmax-SMDBones.jpg

Miche
11th Aug 2005, 12:10 PM
did u have an idea on why 3DSMax import smd file on that way ?

http://www.max3d.it/temp/sShot/3Dsmax-SMDBones.jpg

Is this the smd file that skankyboy posted? if so I`ve had a quick look at that file and there seems to be something wrong with it, milkshape won`t import it. When I get time I`ll have another look.

In the zip file for this converter there is a smd file called "simsbody.smd" or something similar, try that and see if that works.

velvetrevolver1
11th Aug 2005, 12:50 PM
That is awsome. To bad I dont understand any of these stuff.

Max3D
11th Aug 2005, 01:26 PM
nope.. it the file in your packet :(

it's the animation_template.smd :-(
i see correctly on milkshape but it's completly wasted on 3ds 6/7

Miche
11th Aug 2005, 01:31 PM
nope.. it the file in your packet :(

it's the animation_template.smd :-(
i see correctly on milkshape but it's completly wasted on 3ds 6/7

I don`t know how 3ds works with regards to smd files, but are you importing a mesh first (like the simsbody.smd). Maybe it won`t work with just the animation files (like the template is ...no mesh in it)

WildTeamwin
11th Aug 2005, 02:16 PM
this is too cool, has anybody created other animations yet???

Max3D
11th Aug 2005, 02:26 PM
the plugs that i use to import smd is an official plugin
that can import mesh and bones from smd file but on the website i see something about reference file ...

i'll test it again l8r

Max3D
11th Aug 2005, 02:29 PM
ok for what can i see actually the only smd importer for 3DS max 6 / 7 is the one for HL2 .. maybe this is the problem...

Miche
11th Aug 2005, 02:34 PM
the plugs that i use to import smd is an official plugin
that can import mesh and bones from smd file but on the website i see something about reference file ...

i'll test it again l8r

With smd files there are two types of files, both called smd files and both with the .smd type. One is the reference file which is the file containing the mesh and such. The other is the sequence file which contains the animation.

With milkshape and fragmotion the normal process is first to load the reference file and then to load (or with fragmotion use the merge option) the sequence file.

When you save a smd file from 3ds, does it do the same thing it was doing for skankyboy...renaming the bones with a "0" on the end and adding a extra bone. If it is then I`ll start adding support to deal with this to the converter.

this is too cool, has anybody created other animations yet???

I`d be interested to know if anyone has managed to get one of their own animations into the game yet, but it`s still early days as I only posted this last night and not many people will have had the time to try yet. Maybe after the weekend some more people will post about their attempts.

Now for a general note:

Currently my work on the converter has slowed as my trail period of fragmotion ended and I don`t think I`ll be purchasing it. So I need to look for another program to make test animations with. (As I don`t use 3d programs for anything other than testing things for this program (and used to for the mesh tool) I`m affraid I`m unwilling to pay money for a 3d program, I`m putting enough time into this, I`m not going to put money into as well. )

I have the XSI mod tool but so far have been unable to find any tutorials on how to make animations for that.

Max3D
11th Aug 2005, 03:00 PM
this is what u need !
http://usa.autodesk.com/adsk/servlet/index?id=5562445&siteID=123112#/

Miche
11th Aug 2005, 03:05 PM
this is what u need !
http://usa.autodesk.com/adsk/servlet/index?id=5562445&siteID=123112#/

Yeah but as far as I know that doesn`t allow saving the animations (or objects) in any useful format , or am I wrong?

The mod tool does what I need , it`s just too complicated to use, unless I want to spend the next month learning how to use it, rather than working on the converter.

Max3D
11th Aug 2005, 03:28 PM
hu.. i didn't know that.. i've downloaded it just now
'cuase i've readed about some guy that do animation for cs:s for that

Crammyboy
11th Aug 2005, 04:57 PM
Miche.

Here's one for you to try. I think I'm using bones not supported in the current version or something, but the animation is way out.

Miche
11th Aug 2005, 05:01 PM
Miche.

Here's one for you to try. I think I'm using bones not supported in the current version or something, but the animation is way out.

I`ll have a look (I`m currently trying to find a program to view and edit the animations in so it could take a bit of time for me to check this).

I did think that there could be some problems with some of the bones (also possible with some difference between the way milkshape and the way fragmotion export the animations). It`s also important that the first frame is set right (no movements from default resting positions) as this is used as a reference for the other frames to tell what movements have been made.

As in the game the default rotation of all the bones is 0. but with a smd file (well at least with the skeletons that Simpe exports) the bones have rotations already on them when in the default positions, so I need to use that first frame as a way of converting between these.

Anyway I`m just making general statements here as I`ve not yet looked at your animation.

Crammyboy
11th Aug 2005, 05:05 PM
The animation looks the same whether exported by milkshape or fragmotion, so I don't think there is a problem there.

EDIT: I think there is a tool in milkshape to reset all joints rotations.

Miche
11th Aug 2005, 05:08 PM
The animation looks the same whether exported by milkshape or fragmotion, so I don't think there is a problem there.

EDIT: I think there is a tool in milkshape to reset all joints rotations.

I`ve just looking at your animation in milkshape...loaded the smd file "simsbody.smd" and then your animation (add it to the body mesh). And at first everything looks ok untill you play the animation through once. then on the first frame the right arm and hand is all messed up (all twisted).

I`m not sure if this is the main problem but there certainly seems to be something here.

Crammyboy
11th Aug 2005, 05:17 PM
When I load simbody.smd (that you supplied) the right arm is already twisted. I think that is what you are seeing.

I have supplied the ms3d file that I have been using.

Edit: The bones are twisted, the vertices are in the right place.

Miche
11th Aug 2005, 05:29 PM
When I load simbody.smd (that you supplied) the right arm is already twisted. I think that is what you are seeing.

I have supplied the ms3d file that I have been using

I don`t think it`s the problem as it`s the left hand what is more wrong in the game than the right but there certainly is something what happens to the right arm when playing your animation..loading in the simbody.smd and the arm is okay (no twist at all, so I`m not sure what I`m doing different to you) but once the animation is played then it is twisted (and looking closer now it`s twisted in every frame once the animation has been played.)

As I said I don`t think the twisting is the problem (not in it`s self anyway, as the left arm is more wrong than the right in the game).

I need to look closer but what I have a feeling that it could be that I`ve too closely tied the converter to the way the bones are (intially) in simbody.smd.

It might be that different bodies exported from simpe have different bone settings on them. As I had to play around for ages trying to get the arms right, in the end I had to inverse some of the axis on the right arm's bones because of the starting rotations on those bones.

If you could try a couple of simple animations using the simbody.smd file as a starting point, this would help to see if I`m on the right track.

Crammyboy
11th Aug 2005, 05:43 PM
I am goiing to try some animations based on simbody.smd now.

This is what simbody looks like when I import it.

mstram
11th Aug 2005, 05:50 PM
I`d be interested to know if anyone has managed to get one of their own animations into the game yet, but it`s still early days as I only posted this last night and not many people will have had the time to try yet. Maybe after the weekend some more people will post about their attempts.

I have the XSI mod tool but so far have been unable to find any tutorials on how to make animations for that.

Have you seen the tutorials on this page ?:
http://www.softimage.com/community/Mod/v4/default.asp?pg=/products/Mod/v4/understanding_xsi/tutorials.htm

Another program I hadn't heard of :)
Does it export SMD?
I'm going to download it and take a look at it.

I had downloaded the XSI Foundation trial and use it, and the mod tool is apparently based on it. It was pretty easy to animate in XSI-Foundation. If the mod tool is the same basic program with smd support, you shouldn't have any problems. After I dld it, I'll try a test anim, and if I get it to work, I can post basic instructions on how to use it.

I tried to import / replace it in your testanim.package, but it didn't seem to replace it, your somersault was still there. When I replaced the anim in simpe, simpe says "The resource was changed... should Simpe reload it?'. I wasn't sure whether to answer yes or no at that point. I *thought* it meant that if I answer 'yes' it will revert to the "pre-replaced" version? If that's true, I don't understand why the program would be asking that, it's almost like it's asking you if you want to undo your replace.

Can you explain/ (provide a link to any sites ) how the BHAV function ties into / connects with the animatoin in the testanmim.package? I looked at the BHAV page, and have looked through the few BHAV tutorials that I've found but haven't found a clear explanation of how they are connected.


I *did* try making a test anim, I attached it, it's a very crude golf swing :)

Mike

Miche
11th Aug 2005, 05:54 PM
Your right , I hadn`t noticed this before and of course I`ve been using that as the first frame so it never showed up in the animations I made (by showing the vertices twisted.)

As far as I know, I never twisted this like this, just used it straight from how simpe exported it.

Anyway well it`s likely that at the moment the converter is expecting it to be like that as like I said I had to play around a bit to get the right arm to work. Even so it still doesn`t explain why the left arm isn`t working correctly in your animation.

If you could try a couple of animations (using simbody as the reference) effecting the left arm and also the head and neck as it seem like from your animation that these need inversing too.

At the moment I`m with out a program to make animations (as my trails ran out today) and I`m undecided if I`ll buy milkshape or fragmotion or any program.)


but anyway I need to work out what I`m doing wrong in the converter and also lose the bit where it expects the right arm in the rotation of simbody.

thanks for bringing this all to my attention.

Miche
11th Aug 2005, 06:00 PM
Have you seen the tutorials on this page ?:
http://www.softimage.com/community/Mod/v4/default.asp?pg=/products/Mod/v4/understanding_xsi/tutorials.htm

Another program I hadn't heard of :)
Does it export SMD?
I'm going to download it and take a look at it.

I had downloaded the XSI Foundation trial and use it, and the mod tool is apparently based on it. It was pretty easy to animate in XSI-Foundation. If the mod tool is the same basic program with smd support, you shouldn't have any problems. After I dld it, I'll try a test anim, and if I get it to work, I can post basic instructions on how to use it.

I tried to import / replace it in your testanim.package, but it didn't seem to replace it, your somersault was still there. When I replaced the anim in simpe, simpe says "The resource was changed... should Simpe reload it?'. I wasn't sure whether to answer yes or no at that point. I *thought* it meant that if I answer 'yes' it will revert to the "pre-replaced" version? If that's true, I don't understand why the program would be asking that, it's almost like it's asking you if you want to undo your replace.

Can you explain/ (provide a link to any sites ) how the BHAV function ties into / connects with the animatoin in the testanmim.package? I looked at the BHAV page, and have looked through the few BHAV tutorials that I've found but haven't found a clear explanation of how they are connected.


I *did* try making a test anim, I attached it, it's a very crude golf swing :)

Mike


Yeah I have the mod tool (its the main reason I started supporting smd file when we were making the mesh tool, as it was a free program which supports them.) but there are two problems with making animations with it...one I don`t know how to, and two the bigger one ...it does some weird things to the sequence smd files when exporting them. In that I`ve not seen any other program do it, it only exports the positions and rotations of bones which have changed in that frame, so if the bone hasn`t changed then it doesn`t appear in that keyframe. Okay this is kind of sensible as it cuts down the file size, but it`s non standard and makes the task of reading them into the converter much harder (and isn`t currently supported by the converter.)

The bit about how the BHAV`s work with regards to animations, I don`t think there is a tutorial and it`ll take me a while to write one, but I wll try to get round to it as soon as I can.

Crammyboy
11th Aug 2005, 06:11 PM
Miche.

This is a very simple both arm animation using simbody.smd as the base. I have only manipulated the upperarm and forearm in both arms. The results are very twisted. (Please don't be offended by the anim)

I will do something with the neck later. There may be other problems with manipulating the neck because the game animates it in reactions to other sims, etc.

EDIT: Download deleted

Ruhrmetall
11th Aug 2005, 06:11 PM
I tried a simple kneeling animation. I used simbody.smd and Animation_template.smd.

In Fragmotion the knees are on the ground at the end of the animation. In the Sims App the whole body is gravitating over the ground. It seems that there is a translation of the root bone, but it is not enough. Perhaps some different scaling between smd and Sims?

I attach the files in this message if you want to have a look.

Best Regards,
Ruhrmetall

mstram
11th Aug 2005, 06:38 PM
Yeah I have the mod tool (its the main reason I started supporting smd file when we were making the mesh tool, as it was a free program which supports them.) but there are two problems with making animations with it...one I don`t know how to, and two the bigger one ...it does some weird things to the sequence smd files when exporting them. In that I`ve not seen any other program do it, it only exports the positions and rotations of bones which have changed in that frame, so if the bone hasn`t changed then it doesn`t appear in that keyframe. Okay this is kind of sensible as it cuts down the file size, but it`s non standard and makes the task of reading them into the converter much harder (and isn`t currently supported by the converter.)

The bit about how the BHAV`s work with regards to animations, I don`t think there is a tutorial and it`ll take me a while to write one, but I wll try to get round to it as soon as I can.

Hmm, I'll report my findings with the mod tool.

As for the BHAV, I don't need a full blown tutorial, there must be some kind of 'magic number' that I can't see that connects the BHAV to the animation. How did you know that when you pressed 'ANIMATE' that your animation was going to run?

Mike

Crammyboy
11th Aug 2005, 06:54 PM
As for the BHAV, I don't need a full blown tutorial, there must be some kind of 'magic number' that I can't see that connects the BHAV to the animation. How did you know that when you pressed 'ANIMATE' that your animation was going to run?

Mike

The animate sim operands are

xx 00 00 yy 00 00 zz 00
00 0a 00 00 01 ff 00 00

where:
xx is the item in the text list with the name of the animation
yy is the speed at which the animation plays (Usually 20)
zz is the instance number of the text lists (81=adult,8A=teen,82=child,etc)

The rest refers to callback procedures for events, etc. so should be set as above.

eg

01 00 00 20 00 00 81 00
00 0a 00 00 01 ff 00 00

will run animation number 1 from the adult animation text list.

Miche
11th Aug 2005, 06:55 PM
I tried a simple kneeling animation. I used simbody.smd and Animation_template.smd.

In Fragmotion the knees are on the ground at the end of the animation. In the Sims App the whole body is gravitating over the ground. It seems that there is a translation of the root bone, but it is not enough. Perhaps some different scaling between smd and Sims?

I attach the files in this message if you want to have a look.

Best Regards,
Ruhrmetall

This is just simple due to that I haven`t used the correct scaling in the translations of the root bone, it`s very easy to fix and I`ll do that later.

What was more worrying about your animation is that some how inside the anim file, the time had only half been updated to the 5000 that you seemed to use. I don`t know how this happened, I`ve tried to recreate the problem but it always gets updated correctly for me.

Could you reconvert the kneel.smd (make sure you delete the kneel.smd.anim first so there is no overwriting) and then post it again.

But all in all, your animation is really the first one (by anyone other than me) to work correctly (the scaling isn`t a error or anything just a difference in scale which can be fixed. )

Ruhrmetall
11th Aug 2005, 07:59 PM
I think i used the default 2000 ms. I noticed that the anim file after reconverting now are shorter than the one i posted before. Perhaps I mixed them from different tries with different frame numbers etc. I also had sometimes more than one instance of the converter active, perhaps thats a problem? Another thing i noticed is that if i re-import (merge) my smd into fragmotion, it creates more keyframes than i did originally.

Anyway i cannot reproduce a anim file with the size of my first post. :argh:

I reconverted and attached the kneel.smd with 2000 ms and 5000 ms and they seem to be ok.

Best Regards,
Ruhrmetall

mstram
11th Aug 2005, 08:18 PM
The animate sim operands are

xx 00 00 yy 00 00 zz 00
00 0a 00 00 01 ff 00 00

where:
xx is the item in the text list with the name of the animation
yy is the speed at which the animation plays (Usually 20)
zz is the instance number of the text lists (81=adult,8A=teen,82=child,etc)

The rest refers to callback procedures for events, etc. so should be set as above.

eg

01 00 00 20 00 00 81 00
00 0a 00 00 01 ff 00 00

will run animation number 1 from the adult animation text list.


Thanks ! That's great !

So the animation is referenced by the *name* ? Seems strange, when everything else seems to be encoded into hex opcodes etc.

If I add/change a text resource with a new anim name it should work ? :) ... I'm sure there's probably more to it than that.

So, how did you know that ? :)

Is it documented either in the wiki or simtech ?? .. or somewhere else? (I looked, didn't see anything).
Do you have docs that you could post?

Mike

Ruhrmetall
11th Aug 2005, 08:20 PM
I added simple arms up and down flapping (Its called trytofly now :D ) but the shoulder bones really seem to make problems....

The both arms are not moving up and down but different.

Best Regards,
Ruhrmetall

Miche
11th Aug 2005, 08:26 PM
I added simple arms up and down flapping (Its called trytofly now :D ) but the shoulder bones really seem to make problems....

The both arms are not moving up and down but different.

Best Regards,
Ruhrmetall

yeah there are some serious problems with the arms.

But I`ve worked out a solution...I`m going to put out a request for some new body meshes with no arms.


Either that or I continue on trying to work out the problem and fixing it, but I`m going to take a break from the problem for a few hours (or maybe till tomorrow) and then hopefully when I come back to it the solution will be clear.

WildTeamwin
11th Aug 2005, 08:29 PM
is it possible to have two sims (or more) interact with each other in an animation??

Miche
11th Aug 2005, 08:40 PM
is it possible to have two sims (or more) interact with each other in an animation??

Well first we need to get the conversion right but no a animation only effect one sim, the way the sims interact is...

when they do some social thing a "control" object is created and both sims are told to do a action on this. So if two sims are to kiss, a kiss control object is created and one of the sims is told to perfom "sim a kiss sim b" action on it, while the other sim is told to perfrom a action like "sim b is kissed by sim a". Then this control object coordinates the movements and animations of the two sims (but each sim is playing seperate animations).

(note the names of the control object and the actions that I`ve used are made up, they all have various names in the game).

Also animations can trigger events at various stages during it`s playback (this won`t be supported for custom animations for quite a while yet) , so that they can tell a BHAV that it`s time to do something. (like put the object into the sims hand so it can continue the rest of the animation with the object.)

WildTeamwin
11th Aug 2005, 08:52 PM
would your program be able to handle two animations working together, do you need to use SimPe?

skankyboy
11th Aug 2005, 09:04 PM
Miche, I've a problem with your converter, smd file created by MilkShape 1.7.0 have extra space in each line so can you make the converter able to read a line like that '' 1 "root_trans" 0'' for the moment it works only with line like this ''1 "root_trans" 0''. Sorry for the stupid problem but I don't know how to remove these space automatically (and why MilkShape create these extraspaces).

Miche
11th Aug 2005, 09:04 PM
would your program be able to handle two animations working together, do you need to use SimPe?

It`s not anything to do with the animations or Simpe. The control objects just need to be made (the BHAV`s for them). There is nothing different between a animation which is used like that and any other animation. ALl what is different is two animations are being played together which have been designed to make the sims look like they are doing something together.

Miche
11th Aug 2005, 09:13 PM
Miche, I've a problem with your converter, smd file created by MilkShape 1.7.0 have extra space in each line so can you make the converter able to read a line like that '' 1 "root_trans" 0'' for the moment it works only with line like this ''1 "root_trans" 0''. Sorry for the stupid problem but I don't know how to remove these space automatically (and why MilkShape create these extraspaces).


okay I`ll add this once I have sorted out the problem with the arms.

Crammyboy
11th Aug 2005, 09:15 PM
Thanks ! That's great !

So the animation is referenced by the *name* ? Seems strange, when everything else seems to be encoded into hex opcodes etc.

If I add/change a text resource with a new anim name it should work ? :) ... I'm sure there's probably more to it than that.

So, how did you know that ? :)

Is it documented either in the wiki or simtech ?? .. or somewhere else? (I looked, didn't see anything).
Do you have docs that you could post?

Mike

Quite a few things are referenced by name. The name is used to generate the instance and subtype (High instance) of the animation resource. So if you change the name of the animation resource in simpe then you have to click the fix TGI button and commit. Then you have to edit the text list with the new name of the animation.

There is a program called disasim2 found here (http://www.modthesims2.com/showthread.php?t=33537) which will disassemble package files, and the source code contains useful information on what to set in the operand for most things (You need to understand C++).

Also there is a number of tutorials on Variousimmers by Dizzy2 (Found here (http://www.variousimmers.net/vsimforum/forumdisplay.php?f=122)) that are useful for beginners.

skankyboy
11th Aug 2005, 10:19 PM
I created a kick animation from "simbody.smd" with MilkShape and it works great :) . But if I recreate the same animation with max then export it in MilkShape the game inverse the rotation's axis though animation looks ok with MilkShape.

mstram
11th Aug 2005, 10:53 PM
Quite a few things are referenced by name. The name is used to generate the instance and subtype (High instance) of the animation resource. So if you change the name of the animation resource in simpe then you have to click the fix TGI button and commit. Then you have to edit the text list with the new name of the animation.

There is a program called disasim2 found here (http://www.modthesims2.com/showthread.php?t=33537) which will disassemble package files, and the source code contains useful information on what to set in the operand for most things (You need to understand C++).

Also there is a number of tutorials on Variousimmers by Dizzy2 (Found here (http://www.variousimmers.net/vsimforum/forumdisplay.php?f=122)) that are useful for beginners.

Thanks for the further info and links. I actually dl'd the dis. program awhile ago.

Mike

Miche
11th Aug 2005, 10:58 PM
I know I'm thick, and I know this is in the wrong place, but I need to ask a question and I can't figure out how to make a post. You guys obviously know what you are doing so please take pity and help me

I don`t know what you want help with?
You say about not being able to make a post but you have made one or I wouldn`t be reading it.
So what is it you want help with?

Crammyboy
12th Aug 2005, 12:24 AM
Miche.

I have been poking around and found out a few things.

First I was thinking that the sim must be mirrored down the middle. If you can animate the right arm and then play the animation on the left or right arm with mirrored results, then the bone rotations and translations must be mirrored down the middle. (Would this be only on the Y-axis?)

Second I found a resource node, auskel_cres, that doesn't seem to be used by anything (or refer to anything) which may be used as the basis for animation.

I also found differences between what translations and rotations where reported in the GMDC and the CRES of the same mesh.

for example:

amBodyOpenShirtPants has the following for joint 3 (spine 0)

GMDC: trans=0.00, -1.13, 0.14 rot=(x=0.00, y=0.71, z=0.71, a=180.0)
CRES: trans=0.00, 0.12, -0.04 rot=(x=0.00,y=0.00,z=0.00,a=0.0)

The CRES auskel_cres would appear to be the same as amBodyOpenShirtPants_cres (from the point of view of the skeleton), although I didn't examine the entire thing.

SimmerLu442
12th Aug 2005, 01:03 AM
This is so cool...finally animations....I have so many great ideas...

WildTeamwin
12th Aug 2005, 09:36 AM
if you want to make an avanced post click "Go Advanced" then fill in the text box with your post, then click submit reply...

WildTeamwin
12th Aug 2005, 10:03 AM
What is the procedure to import the smd files into Fragmotion?

I imported the body mesh, then used merge to import the somersault smd, and it ask which object(s) should be excluded. I just clicked OK, to take the defaults, but that didn't seem to import the animation.

Mike



Um, i didn't work it out... help!

bobandfish
12th Aug 2005, 10:05 AM
i know this is the start of good things to come :D
what do u need for the progams ?
like to help out but dont know what to do ?
do this mine that {wink wink nock nock say no more :D } be out then soon or later {long time}
wold it work with ep { nl}

callum91
12th Aug 2005, 01:40 PM
um,sorry for asking this but, this may be a VERY stupid question, but, do i use the 'simbody' file to make anim's, and if i use milkshape, how can i make an animation in it?

mstram
12th Aug 2005, 04:47 PM
Um, i didn't work it out... help!

1 - File / Import the simbody.smd file
select Half-Life SMD files from the file type (or Half-Life 2 .. it doesn't seem to matter.. I stand to be corrected though :) )

2 File/Merge - 'summersault.smd',
just click "ok" to accept the defaults of "exclusions" on the merge dialog

If you click play forward, nothing happens right?

You have to select/click the somersault animation item in list of animations on the upper left side of the screen. Now click play forward and you should see the animation.

To animate the bones, you select a bone from the Skeleton (/Model/Texture/Schema), then move the time slider past frame 1, then
select the animate/rotate key or translate key from the tools box. You can only use the translate tool on the root_trans bone.

To clear / or set keyframes manually, open the Windows/KeyFrame editor window. Select a bone / time from the grid and then you can either delete or create keys there.

Download the help file, there is a tutorial in there how to create an animation.

Mike

Miche
13th Aug 2005, 12:31 PM
Miche.

I have been poking around and found out a few things.

First I was thinking that the sim must be mirrored down the middle. If you can animate the right arm and then play the animation on the left or right arm with mirrored results, then the bone rotations and translations must be mirrored down the middle. (Would this be only on the Y-axis?)

Second I found a resource node, auskel_cres, that doesn't seem to be used by anything (or refer to anything) which may be used as the basis for animation.

I also found differences between what translations and rotations where reported in the GMDC and the CRES of the same mesh.

for example:

amBodyOpenShirtPants has the following for joint 3 (spine 0)

GMDC: trans=0.00, -1.13, 0.14 rot=(x=0.00, y=0.71, z=0.71, a=180.0)
CRES: trans=0.00, 0.12, -0.04 rot=(x=0.00,y=0.00,z=0.00,a=0.0)

The CRES auskel_cres would appear to be the same as amBodyOpenShirtPants_cres (from the point of view of the skeleton), although I didn't examine the entire thing.


Thanks for that information.

I`ve stopped using that simbody with the twisted arm and am using the one you used in the simtest3.
I`m now making some progress on correcting the problems with the arms but have came across a problem that at the moment I`m not quite sure how to get around.

As the game`s animation files uses euler rotations (rather than Quaternions or angle/axis rotations) it matters in which order those rotations are applied. The game seems to apply them in the xzy order, while animations which are made with 3d program (or at least the smd ones I`ve looked at made with Milkshape,fragmotion and XSI mod tool) use the xyz order.

So this is leading to differences in the game if a bone is rotated in both the y and z axis. To see a example of this, one of the frames in Crammyboy`s animation has the l_upperarm set at angles (xyz) 61.5, 79,48. Now if you load the milkshape file that Crammyboy uploaded earlier (simtest3) and apply that rotation to the l_upperarm by entering those figures in the rotation option box, with the origin and local options selected, you will see the position that Crammyboy`s animation wanted the arm to be in.

Now if you undo that rotation and click on the y button so the joint isn`t rotated around the y axis. Then click the rotate button , and then reselect the y axis but deselect the x and z axis and click rotate again, you will see the position that the bone ends up in the game (when using the lastest version of my converter , which I haven`t posted yet).

So I need to know if there is a way of changing the order of the axis in milkshape and other programs.

The only other thing I can think of at the moment is restricting bones to rotations of two axis. So if anyone can think of something that I`m missing.

Crammyboy
13th Aug 2005, 01:39 PM
The meshes that we have been using have been exported using the XZY rotation export format from simpe. Have you tried a mesh exported XYZ rotation?

Miche
13th Aug 2005, 01:43 PM
The meshes that we have been using have been exported using the XZY rotation export format from simpe. Have you tried a mesh exported XYZ rotation?

Yes some of the ones I have been using are with that order. But that isn`t related to how animations will work. That just makes a sim either lay down or stand up in milkshape (and other programs depending on if they treat z or y as up)

The animation order is different. I`ve checked the milkshape forums and that certainly seems to only support animations being applied in the xyz order. This is the reason most people perfer Quaternions or angle/axis over euler angles (plus you can get gimbal lock with euler angles).

Frogstar
13th Aug 2005, 01:57 PM
I take my hat off in awe of you guys. I used to be into 3d animation in a past life (before I swapped hobbies for parenthood), so I know just enough to appreciate the great stuff you're doing. Keep it up!

Miche
13th Aug 2005, 02:03 PM
I`ve uploaded a new version of the converter it corrects some of the problems with the arms (but not all of them due to the axis order problem, and also I might have not fixed all other problems with them).

I also need to check if the spines , neck and head are being rotated in the correct direction.

The simbody file has also been changed to correct some problems with twisted bones. So please use this file rather than the old one.

Max3D
13th Aug 2005, 03:56 PM
until we can import the smd in 3ds .. i'm out :(

mstram
13th Aug 2005, 05:52 PM
until we can import the smd in 3ds .. i'm out :(

Here you go :

http://www.chaosincarnate.net/cannonfodder/cftools.php?program=3dsmax

Personally I'll be going with the FREE XSI Mod tool :)

Mike

Miche
13th Aug 2005, 07:07 PM
Even though I`m sure I checked some bodies exported from Simple with xyz , I`m now not so sure.

So could someone just double check with the new converter if you export a body from Simple using the xyz order if there are still problems with the arms when rotating a bone around both the y and z axis

Max3D
13th Aug 2005, 07:38 PM
@ mstram
personally i've spent 4000€ in 3DS max and upgrades a i didn't spend more time to learn free and trerrbile appz

mstram
13th Aug 2005, 07:56 PM
@ mstram
personally i've spent 4000€ in 3DS max and upgrades a i didn't spend more time to learn free and trerrbile appz

First, *you're welcome* for the links that I sent you :)

Secondly, XSI-Mod is hardly a terrible app. Do you even know what it is ?

Mike

Miche
13th Aug 2005, 07:57 PM
@ mstram
personally i've spent 4000€ in 3DS max and upgrades a i didn't spend more time to learn free and trerrbile appz

While I`m not saying you should change or anything or that Softimage`s XSI is better than 3ds or not.

It`s not a terrible appz. It`s a free version of the full XSI. XSI is on a very similar level to maya and 3ds. Those 3 are the "big three" of the 3d programs.

It`s just like there is both a free version of maya (PLE) and a free version of 3ds (gmax), there is a free version of XSI (mod tool).

Maya PLE is as far as I know not of anyuse for creating anything to be used (as it supports no standard formats). gmax has limited support for a few formats. But what makes XSI mod tool different (for our purpose anyway) is that it supports the smd format (athough when it comes to smd animations there are a few differences which I will need to add support for in the converter).

The reason both gmax and XSI mod tool can afford to give away a free program with (limited ) support for saving in some useful files is because they charge a LOT of money for making a plugin for them. Value when making half life paid for the plugin for the mod tool, so that players could make new characters for the game. The rumoured cost of the rights to make a plugin such as that is around $80,000. (but I actually think it was likely to be more than this)

While I can`t say which program is better (Maya, 3ds max or XSI ) , from what I`ve read, the animation support in XSI is meant to be among the best. And I know at least until a couple of years ago, the behaviour plugin (this allows the character to have some A.I and is similar to the sort of program used to make the massive armies in lord of the rings) for XSI was the best by far in the price range (meaning that maybe MASSIVE (the program used to make lord of the rings) might have been better but the price of that program was again rumoured to be in the $100,000`s )

mstram
13th Aug 2005, 08:13 PM
It`s not a terrible appz. It`s a free version of the full XSI. XSI is only a very similar level to maya and 3ds. Those 3 are the "big three" of the 3d programs.

....


Miche,
Thanks for those details. I decided to just ask a possibly rhetorical question :)

But for anyone else here that is not familiar with XSI-Mod, I'll echo Miche's comments and expand a bit. It is a fabulous program, and if the SMD "quirks", or some other file format can be created, it IMO is the most powerful FREE app that TS2 modders will find.

There is also a TON of FREE documentation / tutorials and sample files on the softimage site !

Mike

peter_halland
13th Aug 2005, 10:28 PM
Even though I`m sure I checked some bodies exported from Simple with xyz , I`m now not so sure.

So could someone just double check with the new converter if you export a body from Simple using the xyz order if there are still problems with the arms when rotating a bone around both the y and z axis

Unfortunatly i havn t the time for more testing today but yesterday i exported with simpes last version as you in xyz milkshape asci file, made a 20 frames anim and after translation of the smd file to anim the arms moved backwards the body in the game. I couldn t test with your updated version yet.
My problem is even that i don t know how to cut the animation in milkshape, there were too many frames at the end.

So, if you want, here is one smd file of that.

Hellmaster
13th Aug 2005, 11:33 PM
hello. I've done an animation with fragmotion and if I try to convert it with the converter there's an error telling me:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Security.SecurityException: Request for the permission of type System.Security.Permissions.FileIOPermission, mscorlib, Version=1.0.5000.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 failed.
at System.Security.CodeAccessSecurityEngine.CheckHelper(PermissionSet grantedSet, PermissionSet deniedSet, CodeAccessPermission demand, PermissionToken permToken)
at System.Security.CodeAccessSecurityEngine.Check(PermissionToken permToken, CodeAccessPermission demand, StackCrawlMark& stackMark, Int32 checkFrames, Int32 unrestrictedOverride)
at System.Security.CodeAccessSecurityEngine.Check(CodeAccessPermission cap, StackCrawlMark& stackMark)
at System.Security.CodeAccessPermission.Demand()
at System.Windows.Forms.IntSecurity.DemandFileIO(FileIOPermissionAccess access, String fileName)
at System.Windows.Forms.FileDialog.get_FileName()
at anim_edit.MainForm.read_smd(Int32 firs_bone)
at anim_edit.MainForm.Button1Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
anim-edit
Assembly Version: 1.0.2050.22756
Win32 Version: 1.0.2050.22756
CodeBase: file:///O:/Desktop/simsanim/Anim_converter.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.


It pops up even if I use the standard sumersault animation.
Don't know what to do.

I've attached my .smd if somebody else wants to try to convert it into an .anim. The length of the animation should be 2 seconds.

Miche
14th Aug 2005, 12:00 AM
hello. I've done an animation with fragmotion and if I try to convert it with the converter there's an error telling me:


It pops up even if I use the standard sumersault animation.
Don't know what to do.

I've attached my .smd if somebody else wants to try to convert it into an .anim. The length of the animation should be 2 seconds.


This seems to be saying that the program doesn`t have permision on your computer to read that file. What version of windows are you running and do you have some sort of sercurity set up so programs can`t read files? (or are the permissions on the file set so it can`t be read)

peter_halland
14th Aug 2005, 03:39 PM
Milkshape trials with latest update of the converter: I made a new animation 10 frames rotating the arms to the front and down, then one leg up while down with the knee, finaly rotating upper part of the body to the front.
To the left in the pic the body was exported as xyz, on the right with xzy. Both arms should be moved forward. In the rest of the animation played in the game, it allways is only one arm rotating correctly, all other rotations moves exactly in the opposite way.(EDIT: As for the simpe asci export i used the original afBodyNaked_tslocator file)
Added the smd and testanimation package file.

Miche
14th Aug 2005, 04:16 PM
Milkshape trials with latest update of the converter: I made a new animation 10 frames rotating the arms to the front and down, then one leg up while down with the knee, finaly rotating upper part of the body to the front.
To the left in the pic the body was exported as xyz, on the right with xzy. Both arms should be moved forward. In the rest of the animation played in the game, it allways is only one arm rotating correctly, all other rotations moves exactly in the opposite way.(EDIT: As for the simpe asci export i used the original afBodyNaked_tslocator file)
Added the smd and testanimation package file.

Thanks for trying the various exports.

Can you try you animation using the simbody file included with the updated version of the converter. While sometimes the movement of the arms won`t be exactly how you want them in the game (if a bone is rotated around box the y and z axis) , you shouldn`t get the reverse movements that you are getting. But I think this is due to the fact that the converter is set up to deal with the way the bones in the simbody file are set up.

It is like if in your body the clavicle joints starts in a different rotation, then all of the rest of the joints of the arm could be reversed.

Anyone using the new converter needs to either use the simbody file (the new one in the updated converter) or the file Crammyboy uploaded earlier called "simtest3.ms3d".

The simbody is based on the same joint rotations as in that file, but I`m unsure how he exported it from Simpe and I think he reset the joint positions in milkshape.

WildTeamwin
14th Aug 2005, 05:42 PM
ow do you edit the pie menus?

Miche
14th Aug 2005, 08:11 PM
I`ve uploaded version 0.1.2. This version does (or attempts to do) the conversion between xyz based animations (like most programs make) and xzy based ones that the game uses. This conversion can never always be 100% correct as some rotations will have more than one solution for the conversion process, so it wouldn`t know which one was correct. But in the animations I`ve tried it seems to work correctly. To do the conversion correctly you need to use the new "simbody.smd" file as the basis of you animation (or the file Crammybody posted called "simtest3.ms3d").

I`ve used Crammyboy`s animation which he posted in this thread (http://www.modthesims2.com/showpost.php?p=695009&postcount=24) as my main test animation and it converts this correctly now.

It still needs much more testing.

Crammyboy
14th Aug 2005, 08:14 PM
Miche.

I dont actually think the game applies the animation rotations in XZY order. I think this is happening because most people export there meshes in XZY order, and these are being used to make animations. Could you try a version that uses an exported XYZ mesh as a starting point for making the animations.

I also found This site (http://vered.rose.utoronto.ca/people/david_dir/GEMS/GEMS.html) which has a converter for XYZ to XZY, although I couldn't get any results that worked out of it. You may have more luck.

EDIT: Sorry. just saw your post.

Miche
14th Aug 2005, 08:29 PM
Miche.

I dont actually think the game applies the animation rotations in XZY order. I think this is happening because most people export there meshes in XZY order, and these are being used to make animations. Could you try a version that uses an exported XYZ mesh as a starting point for making the animations.

I also found This site (http://vered.rose.utoronto.ca/people/david_dir/GEMS/GEMS.html) which has a converter for XYZ to XZY, although I couldn't get any results that worked out of it. You may have more luck.

EDIT: Sorry. just saw your post.

As I don`t have milkshape, I can`t export any more bodies from simpe, so if you or someone could post a body exported with xyz( a smd reference file and a ms3d file.) then I`ll check again.
Edit: I think your are most likely right, my brain really hasn`t been thinking straight the last few days, I kept thinking that Y was up with the game but I was getting the opengl type coords mixed up with directx ones.

But as most people do use xzy and that`s what is needed for the models to stand up correctly in most programs then I think that`s what the converter should support anyway.

Hellmaster
14th Aug 2005, 08:35 PM
I'm using windows XP Pro and am logged in as an administrator, I haven't installed Sims 2 on that computer, is it needed for your converter?
.net-Version should be 1.1 on my machine.
I have not changed the .net settings but there is some ".NET Framework 1.1 Configuration"-Tool in my control panel. And in there, there´s an "runtime security policy" thing. I don't know if I have to change something there as I haven't the knowledge about .Net.
I can configure things for single applications there, too.

The configuration thing is looking like that:

You can stop searching, I've worked it out. OK, I think the problem was runnning the tool on another drive than C:
I tried it on O: and now on C: it works fine!

Hellmaster
14th Aug 2005, 09:19 PM
I've done something totally wrong.
I wanted to do a "Hampelmann" how we call it in Germany.
I think the translation is "jumping jack", but I don't know.

Here is what it finally ended with. Quite funny, but not right...
Could you tell me what I've done wrong?

Movie (http://oliverkapp.de/movie008.avi)

Hope you can help. I've used the newest of your converter and have overwritten the animation in the file testanim.package in simpe.

My smd-File is here:
All seemed to be right in fragmation
SMD-File (http://modthesims2.com/showpost.php?p=698770&postcount=74)

Image of the animation I wanted to do:
Jumping Jack (http://www.teachnet.ie/coconnor/images/jumping%20jack.jpg)

Miche
14th Aug 2005, 09:22 PM
I've done something totally wrong.
I wanted to do a "Hampelmann" how we call it in Germany.
I think the translation is "jumping jack", but I don't know.

Here is what it finally ended with. Quite funny, but not right...
Could you tell me what I've done wrong?

Movie (http://oliverkapp.de/movie008.avi)

Hope you can help. I've used the newest of your converter and have overwritten the animation in the file testanim.package in simpe.

From just looking at that video I have no idea what you did wrong. I don`t even know what it is meant to be. I`ll need to see the smd file you created to have any chance of helping. And also did you use the simbody file as the base for you animation?

Crammyboy
14th Aug 2005, 09:29 PM
Miche.

More test files. The zip contains simtest7 which is based on an XYZ model and simtest8 which uses the latest simpe QA to export the model with the bones now in the correct positions.

Simtest8 works except that the l_upperarm rotation start point is 180deg off. I have no idea what I did to simtest3, but I don't seem to be able to reproduce it. Maybe Quaxi changed something. I wouldn't recommend using simtest3 as a base, because the bones are not perfectly placed.

Excellent work though. :D

Hellmaster
14th Aug 2005, 09:32 PM
For some more infos look in my previous post #83.
I've used the simbody file as base and then merged it with the animation file (Animation_template.smd) from your packed converter.

I don't know if the strange animation in the sims 2 depends on the first frame. It's not in the standard position, I have recognized this when I reloaded the smd in fragmotion. That could be the reason for the problem.

Miche
14th Aug 2005, 09:35 PM
For some more infos look in my previous post #83.
I've used the simbody file as base and then merged it with the animation file (Animation_template.smd) from your packed converter.

Okay I`ll look at it, but I meant to to take that template file out of the zip file, it is from a old version and is unlikely to work now.


Edit: that is most likely what is wrong with it. Just uise the simbody file and that make a animation from that.

Hellmaster
14th Aug 2005, 09:43 PM
Okay I`ll look at it, but I meant to to take that template file out of the zip file, it is from a old version and is unlikely to work now.

OK, I think I will start from scratch again. I think my file is based on the file before the axis were changed (XYZ to the other type).
I think thats the reason for that errors. I will start working with the files from your current zip-file and try to make a new animation.

I hope I am able to get it to work.

Keep on working on your great tool :beer: !

Miche
14th Aug 2005, 10:32 PM
Miche.

More test files. The zip contains simtest7 which is based on an XYZ model and simtest8 which uses the latest simpe QA to export the model with the bones now in the correct positions.

Simtest8 works except that the l_upperarm rotation start point is 180deg off. I have no idea what I did to simtest3, but I don't seem to be able to reproduce it. Maybe Quaxi changed something. I wouldn't recommend using simtest3 as a base, because the bones are not perfectly placed.

Excellent work though. :D

Okay I`ve made the changes to fix this, but need to do further tests to check no other bones rotations have been changes (like the legs or spines or neck or head) as the x and y axis on the left arm were reversed to what they were in Simtest3. (I think you reset the bones in that one, as the upperarms starting rotations were all 0.0 where as in simtest8 they have starting rotations.)

Once I`d done those tests on the other bones, I`ll upload the new version. Then hopefully I can move on to adding other things, like the rest of the bones and support for 3d max and XSI mod tool. Then combine it into the editor and add support for multiboned objects (not sure how I`m going to handle the rotation conversions on objects as at least the sims have a set skeleton and I can inverse the axis when it`s needed (like with the left arm). )

peter_halland
14th Aug 2005, 11:57 PM
Miche. I am posting another animation made with Milkshape, in case you need some more testing smd `s (smd, anim and package file). I used your simbody this time. In Milkshape sometimes the original first frame disapears and looks like the second one. But its still there, because it don t makes any difference. I tested to add my animation at the end of a one frame animation with your simbody, and as i said..1+10 frames=11. No difference in the game.
I looked a lot to my animation in the game and i even compared it with the result of converting with your older converter. The arms are rotating in the correct direction. It seems that the rotation angle is underestimated downwards and to the front, so everything is too far up and too far away in my sims hand-applause, so the hands never hit eachother. The leg is lifting fine and even the upper half of the body moving correctly sidewards and back and forward. Even the head is quite fine. Rotating the neck or the feet, even only small amounts, gives a 360 degrees funny rotation.
However, your converter is getting better and better and working with it is realy cool and exciting, thanks for your hard work.

Miche
15th Aug 2005, 12:03 AM
Miche. I am posting another animation made with Milkshape, in case you need some more testing smd `s (smd, anim and package file). I used your simbody this time. In Milkshape sometimes the original first frame disapears and looks like the second one. But its still there, because it don t makes any difference. I tested to add my animation at the end of a one frame animation with your simbody, and as i said..1+10 frames=11. No difference in the game.
I looked a lot to my animation in the game and i even compared it with the result of converting with your older converter. The arms are rotating in the correct direction. It seems that the rotation angle is underestimated downwards and to the front, so everything is to far up and to far away in my sims applause. The leg is lifting fine and even the upper half of the body moving correctly sidewards and back and forward. Even the head is quite fine. Rotating the neck or the feet, even only small amounts, gives a 360 degrees funny rotation.
However, your converter is getting better and better and working with it is realy cool and exciting, thanks for your hard work.

The animation which you uploaded isn`t going to work because it doesn`t have the first frame where nothing has been changed in. It is needed that the first frame is completely unchanged from the way the body and bones are when you first load "simbody.smd" , you then start the animation from the second frame.

I`m not quite sure what you mean about milkshape losing the first frame. (you might mean that it lost this unchanged frame) but it is needed by the converter for the animation to turn out right

I need to do further tests on the head and neck so thanks for telling me about the problem (I`m not sure if this will be down to the lack of that first frame or a problem with the converter).

Thanks again for continuing to try the converter, we`ll get it working right in the end.

Miche
15th Aug 2005, 12:27 AM
Peter,

I`ve added the needed first frame to you animation (see the included zip file) and the results (to me) seem to be nearly correct, the biggest problem I can see is one of the legs moves in the wrong direction at the end. The arms seem to be right or nearly right...it`s hard for me to be sure how correct they are as I have to keep swapping betwen the game and the animation to see the differences. You`ll have a better ideal if there are any differences.
I couldn`t see anything wrong with the head or neck but I`m not sure if you meant that problem was in this animation or another one.

I think I know what is causing the leg to move in the wrong direction and will work on correcting this tomorrow.


edit: I missed the part in your original post where you said about the hand not hitting each other when they are meant to, will need to go back and look at this. but this seems strange as the other animations I`ve tested do put the hands in the right place. You did use the simbody.smd file from the newest zip file ? as the older versions would give incorrect results.

Edit: I`ve looked again to see if the hand hit each other as they should do and they just miss, I need to do further tests but I think this could be down to the problem Crammybody said about...the bones being in slightly the wrong positions in simbody.smd.

There will be a new version of that file included in the next version.

The other problem I saw with your animation in the game is the arms seem to be kind of slightly twisted. I don`t know what is causing this or if it`s the mesh I`m using. Will need to do further tests on that as well.

Crammyboy
15th Aug 2005, 01:37 AM
Miche.

This is simtest 10. The upper body seems to be working correctly now. I have even tested some spine rotations. On the lower body, Root_rot appears to be inverted and root_trans is not scaled enough. Also I think there may be a problem with l_thigh, although it is hard to tell with root_rot off.

Animation is based off simtest3

EDIT: Download deleted, newer one in later post

Miche
15th Aug 2005, 02:03 AM
Miche.

This is simtest 10. The upper body seems to be working correctly now. I have even tested some spine rotations. On the lower body, Root_rot appears to be inverted and root_trans is not scaled enough. Also I think there may be a problem with l_thigh, although it is hard to tell with root_rot off.

Animation is based off simtest3

Thanks I`ll check these tomorrow.

You think it is l_thigh which is wrong? I was thinking it`s the y and z axis on r_thigh (and r_calf) which are inverted.

I also wasn`t sure if some of the axis on the spines are inverted.

I`ll look into root_rot as well, any ideas what axis you think are inverted.

I know root_trans isn`t scaled correct, although I had thought I had corrected that in the lastest version but when I just looked at the source code, I hadn`t.

peter_halland
15th Aug 2005, 03:29 AM
Miche.
Thanks for looking at my problem. After your addition of the first frame it looks nice and i cannot find anything wrong but the krossing legs at the end, they do not cross eachother at all in the milkshape animation.

I ve done a lot of tests the last hours and i must tell you that after importing and reexporting your smd file i cannot convert this to the same anim file as you. See pic. I even compared your smd with that one i menshioned i added the first frame myself...there are no differences and the outcome of the convertion here is the same. So, one possibility is that i am doing something wrong when importing/exporting the smd in milkshape or you have imported my smd file into another program than milkshape and with an export from there you could convert properly, which means that clean milkshape smd s cannot be converted correctly?

If it could be my fault, could you please tell me what options should be choosen at importing (triangles, skeleton, bones) and what at exporting (sequense, 1 bone weight). I thought i have tried all.

After all i am confused.

Crammyboy
15th Aug 2005, 04:16 AM
Miche.

After poking around the anim in simpe and slowing the animation down some, I have found the following:

root_rot,Pelvis,spine0,spine1 and spine2 are all inverted around the z-axis. I modified the values in simpe which appeared to fix the problem.

The problem with the left leg would seem to be caused by a gimbal lock in milkshape while making it. It appears to start out fine, but then wanders off. I reworked it and now seems to work fine.

I have uploaded the new version.

Miche
15th Aug 2005, 09:56 AM
Miche.
Thanks for looking at my problem. After your addition of the first frame it looks nice and i cannot find anything wrong but the krossing legs at the end, they do not cross eachother at all in the milkshape animation.

I ve done a lot of tests the last hours and i must tell you that after importing and reexporting your smd file i cannot convert this to the same anim file as you. See pic. I even compared your smd with that one i menshioned i added the first frame myself...there are no differences and the outcome of the convertion here is the same. So, one possibility is that i am doing something wrong when importing/exporting the smd in milkshape or you have imported my smd file into another program than milkshape and with an export from there you could convert properly, which means that clean milkshape smd s cannot be converted correctly?

If it could be my fault, could you please tell me what options should be choosen at importing (triangles, skeleton, bones) and what at exporting (sequense, 1 bone weight). I thought i have tried all.

After all i am confused.

First does the smd file that I uploaded , convert (when you delete the old .anim file and reconvert the smd file) correctly for you or does that come out wrong as well.

It`s possible that you aren`t doing anything wrong. While I think I used the same version of the converter as I uploaded on here, it`s possible that I used a updated version (which I haven`t yet uploaded) to convert that animation.

I didn`t import and save your smd file in any program...to add the first frame I opened a smd file from a animation which I know has the correct first frame and copied that and overwrote the first frame in your smd file with it.

I will be posting a new version of the converter today, so wait till that is posted and then if you are still getting different results, we have to look into it.

Miche
15th Aug 2005, 10:42 AM
Uploaded version 0.1.3. Which corrects some of the inverted axis. Still needs more testing though especially the z axis of all the bones.

At the moment I`m still using the same simbody.smd file (which is based on the skeleton from Crammyboy`s simtest3.). As although in a future version I will be swapping to a updated skeleton with the bones in better positions (Crammyboy`s simtest8.), to do so means rechecking every joint and correcting those joints again (as a lot are different). So I want to get at least everything right on the current version before working on that. Hopefully by about version 0.1.5 most of the axis should be correct so I can then start working on the better skeleton.

Crammyboy
15th Aug 2005, 01:53 PM
Miche.

Just tried the new converter and the body is still rotating the wrong way. The values I changed in simpe where the z values.

The files, etc in the zip file all appear to be the same as was in version 0.1.2.

Miche
15th Aug 2005, 03:31 PM
Miche.

Just tried the new converter and the body is still rotating the wrong way. The values I changed in simpe where the z values.

The files, etc in the zip file all appear to be the same as was in version 0.1.2.

What are you calling the z axis? running down through the body from head to toe (which is the z axis in the game but the y axis in milkshape) or do you mean the z axis in milkshape?

Edit: I`ve just checked and somehow anim_converter.exe didn`t get changed in the zip file so I`ve posted exactly the same version as 0.1.2.

Crammyboy
15th Aug 2005, 03:33 PM
z-axis in the game. But version 0.1.3 is exactly the same code as 0.1.2 (same timestamps)

Miche
15th Aug 2005, 03:50 PM
z-axis in the game. But version 0.1.3 is exactly the same code as 0.1.2 (same timestamps)

Thanks for pointing out the mistake with the zip file. I`ve posted a new one, hopefully that will be the correct file. Only anim_converter.exe should be changed in it.

Crammyboy
15th Aug 2005, 03:51 PM
Miche.

I looks like you have altered the values around the y-axis, as the body is now rotating around the wrong way as well as tilting the wrong way.

EDIT: It could be that the axis resported by simpe are swapped, as it has the order as XYZ.

Miche
15th Aug 2005, 04:02 PM
Miche.

I looks like you have altered the values around the y-axis, as the body is now rotating around the wrong way as well as tilting the wrong way.

EDIT: It could be that the axis resported by simpe are swapped, as it has the order as XYZ.

Okay as I can`t be 100% sure which axis I was inverting in the version 0.1.3 as I`ve changed the code since then. Try this version and let me know if it`s correct...This one inverts the z axis in the game on the spines, pelvis and root_rot.

Crammyboy
15th Aug 2005, 04:14 PM
Miche.

That is much better, but now the right leg (I think it is just r_thigh) is now rotating the wrong way around the y-axis. (Games view).
Also Root_trans is still out. The feet start the animation just below the surface and sink into it as root_trans is lowered.

Miche
15th Aug 2005, 04:28 PM
Miche.

That is much better, but now the right leg (I think it is just r_thigh) is now rotating the wrong way around the y-axis. (Games view).
Also Root_trans is still out. The feet start the animation just below the surface and sink into it as root_trans is lowered.

Oh I forgot to change that back (the right thigh) as I`ve been trying different things out with it. As there seems to be a gimbal lock with the y and z axis on it before any rotations are applied to it. (I haven`t tried the l_thigh so don`t know if that`s the same. )

Crammyboy
15th Aug 2005, 05:25 PM
Miche.

l_thigh appears to work fine, not that I did much with it.

Miche
15th Aug 2005, 06:35 PM
Miche.

l_thigh appears to work fine, not that I did much with it.

Either I`m make some stupid mistake that I`m not seeing (which I wouldn`t put past me the way my brain has been working the last few days) or something weird is happening with the thighs. I`m getting the same results from the left thigh as the right one... if you rotate one of them in either the y or z axis (according to milkshape) and make no other rotations of the thigh then no matter what axis you rotated, the result will be the same in the game... a rotation around the games Z axis.

Edit: I`ve uploaded version 0.1.3B. This fixes the right thigh's y rotation to the back the way it was and makes a small adjustment to the root_trans (still not sure this is correct yet).

Crammyboy
15th Aug 2005, 06:46 PM
Miche.

Try this one. The animation works fine, except that the right leg 'looks' locked to the left one.

Edit: just missed your edit. This is still version 3A

Miche
15th Aug 2005, 07:04 PM
Miche.

Try this one. The animation works fine, except that the right leg 'looks' locked to the left one.

Edit: just missed your edit. This is still version 3A

Well 3b hasn`t fixed the problem of the legs moving together but it certainly has the y axis of the right thigh inverted compared to 3A. The other problem I noticed is that once the sims is in the handstand it does a 360 degree very fast flip which isn`t in your animation.

skankyboy
15th Aug 2005, 07:08 PM
I did some tests with version 3a to the left and right thigh in all three rotation axis (I use MS3D 1.7.0).
For the l_thigh : rotations axis are good but the axis from the front view (in MilkShape) rotate in the wrong way.
For the r_thigh : rotations axis are good but the axis from the top view (in MilkShape) rotate in the wrong way.

Crammyboy
15th Aug 2005, 07:29 PM
The sudden flip in the animation comes from the smd file produced by milkshape.

time 24 has root_rot '0.000000 0.000000 0.000000 3.047344 0.000000 0.000000'
time 25 has root_rot '0.000000 0.000000 0.000000 -3.106687 0.000000 0.000000'

I think that if the change in the angle is greater than 180deg that possibly the angle should be adjusted to the inverse angle

Miche
15th Aug 2005, 07:32 PM
I did some tests with version 3a to the left and right thigh in all three rotation axis (I use MS3D 1.7.0).
For the l_thigh : rotations axis are good but the axis from the front view (in MilkShape) rotate in the wrong way.
For the r_thigh : rotations axis are good but the axis from the top view (in MilkShape) rotate in the wrong way.


Thanks for that.

I`m uploading version 0.1.3C, I think I`ve corrected the axis in this one, it converts Crammyboy`s simtest11 correctly (except for that 360 degree flip in the middle that I have to look into). But if you could test the animations you tried out on version 3a on this version that would be helpful. Thanks.

Miche
15th Aug 2005, 07:36 PM
The sudden flip in the animation comes from the smd file produced by milkshape.

time 24 has root_rot '0.000000 0.000000 0.000000 3.047344 0.000000 0.000000'
time 25 has root_rot '0.000000 0.000000 0.000000 -3.106687 0.000000 0.000000'

I think that if the change in the angle is greater than 180deg that possibly the angle should be adjusted to the inverse angle

Thanks, I thought it would be something like this, just hadn`t looked yet. I also forgot that the smd files are -180 to 180 while the games files seem to be -360 to 360.

I need to look into this (along with some many other things).

june45678
15th Aug 2005, 07:38 PM
you d be able to create new positions right

skankyboy
15th Aug 2005, 08:22 PM
I've tested with version 3c. (with the same smd files, so I suppose you haven't changes the "simbody.smd" file between version 3a and version 3c).
Left thigh : now 2 axis goes in the wrong way (from top view and from front view).
Right thigh : axes from the front view goes in the wrong way.

I know my axis names are weird so here's a pic with my axis
http://elapsio.com/sims/rotationaxis.jpg

Miche
15th Aug 2005, 08:35 PM
There certainly appears to be something strange about the thighs. I`ve made the changes that Skankybody said in version 0.1.3D and it no longer converts simtest11 correctly where as version 0.1.3C did.

skankyboy
15th Aug 2005, 08:52 PM
I can't get the 3D version (problem with server !?!?!).
With version 3C I noticed in calf rotations that the right calf goes in the wrong direction from the top view axis.

EDIT :
Ok, I downloaded version 3D so now the right thigh rotate in the wrong way from top view axis and from front view axis.
But all seems OK with the left thigh ! :)

For the calfs bones.
With version 3D, the right calf is OK but the left calf goes in the wrong way in the front view axis and in the top view axis.

EDIT 2:
For the feet bones.
The left foot bone rotate in the wrong way for all the three axis.
And the right one only goes in the wrong way from top view axis.

I try with toes bones but nothing happend...

Miche
15th Aug 2005, 10:29 PM
I can't get the 3D version (problem with server !?!?!).
With version 3C I noticed in calf rotations that the right calf goes in the wrong direction from the top view axis.

EDIT :
Ok, I downloaded version 3D so now the right thigh rotate in the wrong way from top view axis and from front view axis.
But all seems OK with the left thigh ! :)

For the calfs bones.
With version 3D, the right calf is OK but the left calf goes in the wrong way in the front view axis and in the top view axis.

EDIT 2:
For the feet bones.
The left foot bone rotate in the wrong way for all the three axis.
And the right one only goes in the wrong way from top view axis.

I try with toes bones but nothing happend...

Well The thighs aren`t to do with inverted axis then as I changed the axis like you had said. I`m pretty sure there is some other problem here. I still get gimbal lock if I try to rotate just one axis( y or z) on them.

I`ll look into this more tomorrow.

Edit: Just to check that I`m unstanding you correctly, the axis you call the front view one, a rotation around this would make the legs move out to the side of the body...right? You don`t actually mean the leg moving along this axis do you?

peter_halland
15th Aug 2005, 10:49 PM
Miche. Finaly i found a way to paste the simbody correctly as the first frame in my animation. So now its exactly as that one done by you yesterday.
Then i used the 3d ver. converter now and in game it looks very much like yours yesterday. As my animation isn t very usefull testing certain details i just can observe that the right tigh looks like going in the opposite direction (180 degrees), so no changes compared with yesterday. Maybee i find some time to participate in testing here with a more usefull testing animation later.

Please, somebody can give me a hint about handling with the animationframes. All i can do now in milkshape i found out by myself, but i cannot manage to insert or delete any frames, more than adding at the end while importing another smd and cutting at the end when typing a lower framenumber. I am used to do this very simply for gif-animations. Is there any way to do something simular here?

skankyboy
15th Aug 2005, 11:03 PM
Miche, Yes you understand me correctly, I know in reality you can't rotate your knee with this axis. But I want to test all bones rotations.

By the way I tried root_rot and spine0 bones.
Spine0 : side view axis is OK but for the others axis they don't play in same way each time. Sometime the animation play the 2 others axis in the wrong way and if one of these axis is inverted the second is inverted too. I really don't understand why the game do this inversion sometimes (I try several position and action with no result - sometimes it's good sometime not).

For the root_rot bone the side view axis is OK, the 2 others axis do same thing that spine0 but they can be inverted individually. (Only 1 or 2 or 0 axis are inverted but I don't know why).
Hope you'll understand what I'm trying to explain.

peter_halland
15th Aug 2005, 11:17 PM
I looked at Crammyboys simtest10. Nice. And funny in that parts which are moving wrong. One thing i thought about is if some of the problems could be related to the used package behavior, when the game animate right or left part of the sim. Or am i off and you are using another package than the testanim from the wave package?

Miche
15th Aug 2005, 11:46 PM
Miche, Yes you understand me correctly, I know in reality you can't rotate your knee with this axis. But I want to test all bones rotations.

By the way I tried root_rot and spine0 bones.
Spine0 : side view axis is OK but for the others axis they don't play in same way each time. Sometime the animation play the 2 others axis in the wrong way and if one of these axis is inverted the second is inverted too. I really don't understand why the game do this inversion sometimes (I try several position and action with no result - sometimes it's good sometime not).

For the root_rot bone the side view axis is OK, the 2 others axis do same thing that spine0 but they can be inverted individually. (Only 1 or 2 or 0 axis are inverted but I don't know why).
Hope you'll understand what I'm trying to explain.

With the spine is the game switching the axis when it switches hands as it would change the spine rotations when it does that (the way the test mirror is set up it doesn`t tell the game if the sim is right or left handed, so the game will switch between the two , there by mirroring the animation. )
This goes for the legs too, the game will switch them over (randomly) as the mirror doesn`t tell it not to.

If this isn`t what you mean and it even switches the spine when it doesn`t swap the hands around, then it`s another thing for me to look at.

skankyboy
15th Aug 2005, 11:59 PM
If I understand you correctly, Some bones axis rotation are set up by the active hand. For the problem with spine0 your answer looks ok but for the root_rot why it doesn't affect the 2 axis at the same time (I mean sometime just one axis is inverted sometimes two or sometime no one)

EDIT : In the Animate sim BHAV I didn't notice something who set up which hand is active. (I just found a "normal" and "inverted" parameter in operand C)

Miche
16th Aug 2005, 12:10 AM
If I understand you correctly, Some bones axis rotation are set up by the active hand. For the problem with spine0 your answer looks ok but for the root_rot why it doesn't affect the 2 axis at the same time (I mean sometime just one axis is inverted sometimes two or sometime no one)

EDIT : In the Animate sim BHAV I didn't notice something who set up which hand is active. (I just found a "normal" and "inverted" parameter in operand C)

I`m not sure about the root_rot, but I think it`s what`s happening with the spines.

As for the BHAV you pass the hand to it in temporary variable 3 (I think it`s that one) , there is a BHAV instruction which you can call on a sim and will return which hand it is and it returns this in temporary variable 3 as well, so they are set up to work with each other. (It think there is a parameter to turn this passing of the handness off, so then it won`t look in temporary variable 3) I`m very certain that it`s does work as I`ve said (although not sure if it`s variable 3 or one of the others, would need to check that).

Edit : just checking but you were allowing for this earlier when you were telling me which axis on the thighs were wrong?

Anyway thanks for you help. It`s getting late and I have to get up early so I`m off to bed.

Crammyboy
16th Aug 2005, 12:19 AM
Miche.

This is the results of test simtest12. This test only has 6 frames, only rotates thigh bones and only rotates one axis at a time.

File contains a version 3c and 3d output, plus a fixed version from simpe.

To fix it (version 3d) I had to invert the y values (in simpe) of r_thigh from 5503 to -5503
and invert the z values of r_thigh from -5503 to 5503.

Miche
16th Aug 2005, 11:20 AM
I`ve posted version 0.1.4. The thighs seem to be correct on this, both simtest11 and simtest12 convert correctly.

I`m making a todo list here so that I know which bones are left to test and if anyone wants to help they know too.

*As far as I know all the joints of both arms are correct (not including either hand`s fingers or thumbs, as the left fingers aren`t supported yet and I don`t think the right`s ones have been tested.)

*I believe all three spine joints are correct. (if someone knows different let me know).

*I believe the pelvis and thighs are correct.

*I`m sure the head and neck are correct in the x axis but am unsure if they have been tested in the other two.

*Root_trans is correct or very nearly correct. It might still need small adjustments so the sim`s feet don`t sink into the ground.

*Root_rot: this I`m unsure of as Skankybody reports it inverting axis for no reason (and not always both the y and z axis together as would be expected if it was because of the animation being mirrored.)

*Both calf joints: these I don`t think have been fully tested. At the moment the same adjustments are made to them as the thighs but this could be wrong.

*Both feet: I think these are nearly completely untested.

Crammyboy
16th Aug 2005, 01:07 PM
Miche

I have run the same test as above using version 0.1.4, just with calf bones and both bones rotations need to be inverted around y and z (as in simtest12)

Thigh bones are now correct.
root_rot is correct.
neck is correct.

Both feet are a mess. The left work works correctly in the x-axis, the right is reversed in the x-axis.

Miche
16th Aug 2005, 02:09 PM
Miche

I have run the same test as above using version 0.1.4, just with calf bones and both bones rotations need to be inverted around y and z (as in simtest12)

Thigh bones are now correct.
root_rot is correct.
neck is correct.

Both feet are a mess. The left work works correctly in the x-axis, the right is reversed in the x-axis.

Okay here`s 0.1.4B, I`ve inverted the calf y and z. But haven`t been able to test it as I`m at work.

I haven`t done anything to the feet yet.

skankyboy
16th Aug 2005, 02:26 PM
Great Work Miche,
now the calfs rotations are OK !! :)
the thighs are OK too. (as you said above)
pelvis and spine0 are OK (so their rotations way are affected by the active hand)

for the feets:
left foot : rotation inverted for each axis
right foot : only the top view axis is inverted

All test are made with version 4b

I'll edit this post with others test.

Miche
16th Aug 2005, 02:49 PM
Version 0.1.4C.

I`ve inverted all the axis on the feet except the left`s x axis.

skankyboy
16th Aug 2005, 03:09 PM
Version 4C:
There is a problem with the right foot bone, it makes a 180° rotation in the side view axis if you play animation in the game.
http://elapsio.com/sims/foot.jpg

For the left foot only side view axis is inverted.
(Can't test the right one)

All spines and pelvis are OK.

EDIT : crammyboy, I don't even test v4a but I post a report for v4b and 4c. (Don't hurt your head too much :) )

Crammyboy
16th Aug 2005, 03:23 PM
Sorry.

It was the right foot that was correct in the x-axis with ver 4. :banghead:

(It was late)

Miche
16th Aug 2005, 03:27 PM
There is a problem with feet, the right foot bone make a 180° rotation in the side view axis if you play animation in the game.
For the left foot only side view axis is inverted.
(Can't test the right one)

Edit: just seen Crammyboy`s post.

Version 0.1.4E

See if this correct the feet.

Crammyboy
16th Aug 2005, 03:45 PM
Left foot is now correct. Right foot needs z inverting (i think)

Miche
16th Aug 2005, 03:48 PM
if Z is the front view axis, crammyboy is alright.

Z axis is the topview.

so you think it`s the front view which is wrong?

Yes as soon as I`ve finished getting the current bones correct I`ll start adding the rest. (and see if I can mess up any of the current ones while adding the new ones.)

Edit:

Version 0.1.4f has the z axis inverted. (top view axis for Skankyboy)

Version 0.1.4G has the y axis inverted. (front view axis)

skankyboy
16th Aug 2005, 03:51 PM
if Z is the front view axis, crammyboy is alright.
Miche, do you think you can put Toes rotation ?

Crammyboy
16th Aug 2005, 03:51 PM
x = across
y = up/down
z= front/back

I suppose z and y should be swapped, but this is the way they are reported in simpe.

Bet adding the clavicles messes up the arms. :D

skankyboy
16th Aug 2005, 03:54 PM
as I understand in this pic :
X is green
Y is purple
Z is red
??????????

http://elapsio.com/sims/rotationaxis.jpg

EDIT : Didn't see crammyboy post so I correct:
X is green
Y is red
Z is purple

If this is good so the right foot it's inverted on the Z axis.

Miche
16th Aug 2005, 03:59 PM
I use the same ones as Skankyboy said.

Z axis is running down through the body and y axis is in and out of the screen.

This is how the game treats them (which is different to milkshape which swaps the y and z axis over)

I`m think Simpe treat them the same as I am as well. As it`s the order they are stored in the animation files.

Edit: Crammybody, are you sure simpe treats them that way. The anim files treats Z as down through the body. Unless Simpe is reading the files as XZY.

One of things things I have to do when converting the smd files is make Y from the smd file into z (last axis) in the anim file.

Edit (again): I`ve just looked at Crammyboy`s simtest12 is simpe and it certainly looks like it is treating y as running in and out of the screen. (purple axis)

The movements in simtest12 are a rotation of the thighs around the x axis (sideview) then a rotation around the the frontview axis (which looking in simpe at the frames is a rotation around the y axis (purple axis) as reported by SimPe. )
And then finially a rotation around the topview axis (which according to Simpe is z axis (red axis)).

Crammyboy
16th Aug 2005, 04:12 PM
Version 4f works.

I'll have to remember to swap z-y. :mute:

Just this dyslexic brain of mine confusing things again.

skankyboy
16th Aug 2005, 04:22 PM
It's ok for me too, it was inverted on purple axis now it's OK with v4F.

Miche
16th Aug 2005, 07:37 PM
Hmm you both agree that it was the purple axis which was wrong, yet the version which worked was the one which inverted the z axis (which should be the red axis)...I think my brain hurts...my brain must be dyslexic like Crammyboy`s :)

thanks you both for doing the testing again.

So version 4f is correct in all supported bones (except maybe the right fingers I think)?

edit: I was wrong and Crammyboy was right (again), the z axis is the purple, when I was looking at simtest12 in SimPe I was forgeting that as the thighs were rotated around the x axis first that a rotation around the y axis (red ) would spilt the legs like a rotation around the z axis(purple) normally would have if they hadn`t been rotated around the x first. (I hope that makes some sense).

Although that only applies to bones other than root_trans (not sure about root_rot) with the root_trans at least the z axis(as reported by simple) is up as changing this lifts the sim up and down.

The reason I was confused and have to swap the axis over from the smd file is because they have already been swaped over when saving to a smd file (the smd file treats the z axis as the red axis , running through the body.)

Sorry for confusing everyone (and myself).

Crammyboy
16th Aug 2005, 10:54 PM
Thats Ok. I really confused myself trying to sort it out. At least now we all know what we're talking about (I think :D).

So when do we get the clavicles? Simtest11 uses them, so you already have a test file.

Amanaman
16th Aug 2005, 11:01 PM
How do you actually go about editing the bone positions after importing the .smd into milkshape?

Also can you have the sim sat down whilst carrying out the animation?

Miche
16th Aug 2005, 11:25 PM
Thats Ok. I really confused myself trying to sort it out. At least now we all know what we're talking about (I think :D).

So when do we get the clavicles? Simtest11 uses them, so you already have a test file.

Nothing is ever good enough is it ? We get the bones (or at least most of them working ) and people want me to mess all that up again to add more bones. Just can`t please some people.

:)

I`ll work on adding them tomorrow if I get anytime, been busy at work the last couple of days (that`s what I get for having time off, I guess)

You just know that they are going to change all the axis of the arms.

How much of a restriction do people think the 180 degree rotation thing is at the moment (people can always adjust it in simpe if they need to as it`s only really going to effect the root_rot, as not many other bones would look too natural if they were rotated more than 180 degrees). I`m just asking as it`s likely to fix it that I`m going to have to rewrite a large part of the conversion code, as at the moment there is no comparing of values to the frame before (they are just compared to the first reference frame. ), but to stop that 180 degree flip like we saw in simtest11 (I think it was that one) each bone of each frame will need to be compared to the last one, to see if they pass through the 180 degrees.

Miche
16th Aug 2005, 11:34 PM
How do you actually go about editing the bone positions after importing the .smd into milkshape?

Also can you have the sim sat down whilst carrying out the animation?

I can`t really help you with how to make animations in milkshape, I barely know how to make them myself nevermind trying to tell someone else how to. I`m sure someone else will help you. You are better of starting a new thread and asking the question in there.

I believe you could have the sim sitting down while playing the animation. If you start the animation while the sim is already sitting down then you`ll need to set frame 2 so that the sim is sitting down as that will be the starting position of the sim. Overwise the game will blend the animation with the sims current position and the sim will end up standing up.

Latter once I have finished getting full animations supported, I want to add support for partial ones, so that just a few parts of the body could be moved and these can then be combined with other animations and played together. so you might make a animation of the arms moving around. This could then be played and it wouldn`t matter what the position of the rest of the sim`s body was like as the animation wouldn`t be effecting that.

Currently though that is not possible as the animation file must only have the bones that are effected in it. So right now a animation created with this converter will effect all the (currently supported) bones of the body, even if they are not moved.

Crammyboy
16th Aug 2005, 11:54 PM
Just keeping you on your toes. Speaking of which...

Just kidding. No need to rush. Thanks to you we now have something to create animations with, and I need to practice a bit. When you do add the clavicles I think it will be much easier to adjust now that the arms are working correctly.

I can't see the 180deg thing being much of an issue at the moment. I don't even think that it would happen much about root_rot, unless everyone starts animating cartwheels or something. Just as long as we are aware of it. It is also in the object animator (as you would expect) but it was so quick I just thought it was a corrupted frame.

Miche
17th Aug 2005, 02:03 PM
EDIT: this is a test version only and has a number of problems with it. The lastest working version is 0.1.4F so please use that version instead.

Well adding the clavicles certainly does something. Not sure it`s changing the axis of the arms but the clavicles themselves are wrong at the moment. I`ve only had time to try it quickly but it looks like I might need to give them a starting offset (like I have to give the thighs a offset of -180 degree on the x axis). I`m just not sure which axis or by how much that offset should be yet.

With simtest11, if the "active hand" is the right one then it looks like only the left arm (or left clavicle) is wrong, but if the "active hand" is the left one then they are both wrong.

If any one has any ideas please yet me know. (maybe trying a few different animations on them will help)

I`ll be able to work on it more tonight.

Note: that the temp.dat file has changed in this version so make sure you overwrite the old one, and if you go back to a older version you will need to change back to the older temp.dat file as well.

Crammyboy
17th Aug 2005, 03:32 PM
Miche

Used same test as simtest12. (5 Frames, only clavicle, only one axis)
Right clavicle doesn't animate at all.
Left clavicle starting position pointing upwards (90deg around z).

Miche
17th Aug 2005, 03:49 PM
can you post the smd file of that animation.

Thanks.

Crammyboy
17th Aug 2005, 04:25 PM
Ok. Here is simtest12clavcicle.

I looked in the animation file and the data was there for both clavicles so I have no idea what's happening in game.

Miche
17th Aug 2005, 06:13 PM
I`ve uploaded version 5a in post #149. I haven`t changed the 90 degree offset yet. This should just make the right one animate. I had made a stupid mistake in the temp.dat file and had a E instead of 3 in one place.

Crammyboy
17th Aug 2005, 07:12 PM
OK. Now both clavicles are animated. Both start pointing straight up. After that it just gets completely strange.

EDIT: Made some alterations with simpe.
Starting point for l_clavicle x=0,y=0,z=-5760
Starting point for r_clavicle x=0,y=0,z=5760

After that for the second frame I had to swap x-y (strange but true. it just twisted the arms around so the palms were facing forward ).

I didn't get any further, changed too much stuff around with no decent results.

Amanaman
17th Aug 2005, 07:13 PM
I downloaded the mirror object you recommended to use but how do you insert the saved animation file into it?

peter_halland
18th Aug 2005, 10:40 AM
I downloaded the mirror object you recommended to use but how do you insert the saved animation file into it?

Everything is explained in the beginning of this thread:
".....Now you can insert your animation into a object. For testing purposes you could use the mirror that I uploaded in another thread. If using this mirror, open the package called "testanim.package" and replace the animation in there with your new one. (This will only work if you leave the internal filename as the default one.)....."

Max3D
18th Aug 2005, 11:23 AM
sorry for the answare... but
where is the post with the mirror ? :D

... i've searched alot on the forum but there are too many posts here :-\

*** EDIT ***************************************************
on the cannonfodder's forum the administrator reply to me
about the messing bones imported on 3ds..

All the texture in the smd are null.bmp. The importer ignores triangles textured with this. Just edit the smd to change it to something else.

***********************************************************

ok.. this is what we got :(
http://www.max3d.it/temp/sShot/NewTest.jpg

Amanaman
18th Aug 2005, 11:38 AM
I found the mirror at http://www.modthesims2.com/showthread.php?p=689423#post689423

Max3D
18th Aug 2005, 11:44 AM
thnx :beer:

this is what's up when imported on 3ds.
http://www.max3d.it/temp/sShot/Import1.jpg

after i've scaled the bones from 1.0 to 0.05 we got that
http://www.max3d.it/temp/sShot/NewTest.jpg

for what can i see the bones are mirrored...
maye the left side of the character is the main one..
btw i've rotate the bone -90° on Z and -90° on X to have a correct Head bones

but the real problem on 3dstudio is the scale
without a correct scale it's realy hard

Miche
18th Aug 2005, 05:48 PM
thnx :beer:

this is what's up when imported on 3ds.
http://www.max3d.it/temp/sShot/Import1.jpg

after i've scaled the bones from 1.0 to 0.05 we got that
http://www.max3d.it/temp/sShot/NewTest.jpg

for what can i see the bones are mirrored...
maye the left side of the character is the main one..
btw i've rotate the bone -90° on Z and -90° on X to have a correct Head bones

but the real problem on 3dstudio is the scale
without a correct scale it's realy hard

I really have no idea what 3ds max is doing. Even when you scale the bones, they still don`t look right. Once I have got a few other things fixed with the converter (like the clavicles ), then I`ll try to see if I can work out anything so 3ds max can be used.

Miche
18th Aug 2005, 05:48 PM
thnx :beer:

this is what's up when imported on 3ds.
http://www.max3d.it/temp/sShot/Import1.jpg

after i've scaled the bones from 1.0 to 0.05 we got that
http://www.max3d.it/temp/sShot/NewTest.jpg

for what can i see the bones are mirrored...
maye the left side of the character is the main one..
btw i've rotate the bone -90° on Z and -90° on X to have a correct Head bones

but the real problem on 3dstudio is the scale
without a correct scale it's realy hard

I really have no idea what 3ds max is doing. Even when you scale the bones, they still don`t look right. Once I have got a few other things fixed with the converter (like the clavicles ), then I`ll try to see if I can work out anything so 3ds max can be used.

Just the last couple of days have been very busy and I hardly got anything done to the converter.

Max3D
18th Aug 2005, 10:09 PM
no problem Miche i don't wanna delay your job :)
just a post for evey1

mstram
18th Aug 2005, 10:42 PM
thnx :beer:

this is what's up when imported on 3ds.
http://www.max3d.it/temp/sShot/Import1.jpg

after i've scaled the bones from 1.0 to 0.05 we got that
http://www.max3d.it/temp/sShot/NewTest.jpg

for what can i see the bones are mirrored...
maye the left side of the character is the main one..
btw i've rotate the bone -90° on Z and -90° on X to have a correct Head bones

but the real problem on 3dstudio is the scale
without a correct scale it's realy hard


What (plugin ???) are you using to import the smd files?

Mike

Max3D
19th Aug 2005, 09:27 AM
:idea:

is it possible to extract the "phone animation" from TS1 and then insert it in UNI ?

that's to fix the cellular/home phone bug that maxis didn't fix until the release of nightlife :(

Amanaman
19th Aug 2005, 11:08 AM
When I first inserted the animation into an object I think I forgot to keep the filename the same as the default one, as when I selected animate from the mirror nothing happened. However, after changing this, when I select animate the sim does this very odd looking animation and just shrivels to the floor looking squashed. All I tried was a simple arm animation in Fragmotion as a test.

Miche
19th Aug 2005, 12:21 PM
When I first inserted the animation into an object I think I forgot to keep the filename the same as the default one, as when I selected animate from the mirror nothing happened. However, after changing this, when I select animate the sim does this very odd looking animation and just shrivels to the floor looking squashed. All I tried was a simple arm animation in Fragmotion as a test.

The most likely reason I can think of for this is that you haven`t kept the first frame of the animation unchanged. Other than that, you are using the "simbody.smd" from the lastest versions as the base for your animation?

If you post the smd file, then I`ll try to have a look at it when I get some time, which hopefully will be over the weekend.

Amanaman
19th Aug 2005, 12:32 PM
Yes, I have version 5A. As for the first frame I left everything as it was, arms stretched out etc, and set that as the key frame.

Miche
19th Aug 2005, 01:24 PM
Yes, I have version 5A. As for the first frame I left everything as it was, arms stretched out etc, and set that as the key frame.

Well I`m not sure if that is the only problem but version 0.1.5A is a test version towards adding the clavicles and at the moment there are some problems with it. You should use version 0.1.4F and if you unzip it into the same folder as you had 5A, make sure you overwrite all the files from the 5a version with the ones from 4F.

If it still doesn`t work after that, as I said I can`t help anymore without seeing the animation you are trying to use.

Amanaman
19th Aug 2005, 04:09 PM
Right I just realised my mistake - I was saving it in fragmotion as a mesh rather than animation so it was a simple mistake.

skankyboy
19th Aug 2005, 05:08 PM
Thank you Max3d for report the "null.bmp" problem.
I wanted to convert the "bodysim.smd" include with the animation converter but I just realized that file created by MS3D have only 1 bone per vertex so I just want to know from which body mesh is created the "bodysim.smd" reference so I'll be able create one for 3dsmax.

Miche
19th Aug 2005, 06:27 PM
Thank you Max3d for report the "null.bmp" problem.
I wanted to convert the "bodysim.smd" include with the animation converter but I just realized that file created by MS3D have only 1 bone per vertex so I just want to know from which body mesh is created the "bodysim.smd" reference so I'll be able create one for 3dsmax.

I`m not actually sure what body mesh I used for that but what is more important than the mesh is the skeleton and bone rotations and these are from Crammyboy`s simtest3. I don`t know how he made these in the positions and rotations that they are, I think he reset the rotations in milkshape. But I know he said he was unable to reproduce the same results when he tried to do it again later.

Later I will be updating the converter to use a different skeleton with the bone positions in more acurate positions but there are a few things I want to do before I start working on this.

Crammyboy might be able to give you more info on what he thinks he might have done for the current one but I`m not sure.

Edit: I just thought, doesn`t the 3ds importer support 1 bone per vertice as it doesn`t matter to the animation as the animation files (the smd sequence files) contain no infomation about the vertices or which bones they are attached to or anything.

skankyboy
19th Aug 2005, 07:22 PM
Thank you for your answer, I know there is no vertices information in a smd sequence file but preview is better (and more precise) with a skin that contain 3 bones per vertex. (this is how the game treat them).

Here is a line of bone position in smd file
"4 0.000000 0.000000 0.150400 0,000000 0.000000 0.000000"
1st number is bone number, number 2 to 4 set position and last three number set rotation.

If my supposition is good when I recreate a smd file for 3dsmax I reset the last three numbers to 0. So I think all rotations are reset ?!? (BTW the file looks OK in 3dsMax).

Miche
19th Aug 2005, 07:46 PM
Thank you for your answer, I know there is no vertices information in a smd sequence file but preview is better (and more precise) with a skin that contain 3 bones per vertex. (this is how the game treat them).

Here is a line of bone position in smd file
"4 0.000000 0.000000 0.150400 0,000000 0.000000 0.000000"
1st number is bone number, number 2 to 4 set position and last three number set rotation.

If my supposition is good when I recreate a smd file for 3dsmax I reset the last three numbers to 0. So I think all rotations are reset ?!? (BTW the file looks OK in 3dsMax).

If you just take a smd file and reset the rotations by hand then I`m pretty sure you`ll end up with bones in the wrong positions. As the rotations are used as well as the positions to place the bones. Take for example two bones, the first bone has a position of 0.000, 0.000, 0.000 and a rotation of 0.000, 1.570, 0.000. The next bone has a position of 0.000, 1.000, 0.000. (the rotations wouldn`t matter in our case as there is no child bone.)

If you reset the rotations of the first bone then the position of the second bone is going to be different as it`s a child of the first and therefore the rotation of the first is taken into count.

I might be wrong and it might be that you are able to reset those rotations without messing up the positions

But if you can`t then it`s not going to be easy to make a multibone per vertice smd file.

The easiest way I can think of for you to get a multi bone weight smd file, is to export one from the mesh tool and then you will need to swap the bone positions and rotations from the simbody.smd file into the new one. However the order of the bones is different in simbody.smd to what they are in one the mesh tool will produce (as most 3d programs decide to rearrange the bone order when they are first loaded and then saved again). So if you left the bone order as it was, then you would have wrong vertices assigned to the wrong bones.

Take for example bone 26 and compare the two files, in the file that the mesh tool produces the bone would be called "bone26" while in the simbody file it would be called "r_pinky0". However they are completely different bones (due to the reordering which has been done). The mesh tool`s bone is in fact the "l_bicep" bone (just at the time the mesh tool was made we didn`t give them their correct names). So you would need to change the bone around else you would have the vertices which attached to bone26(l_bicep) attaching themselves to the r_pinky0. (you would also need to rearrange the lines which define the bone positions and rotations.)

While having such a file would improve the preview, I really don`t think the benifit is worth the effect it would take to get such a file (not at this point at least). You can still see which bones are being moved etc with a single bone per vertice file.

NOTE: also if you look in the simbody.smd file you will see that not all bones have 0.000, 0.000, 0.000 as there starting rotations.

skankyboy
19th Aug 2005, 08:33 PM
It's a bit strange how you say that bones positions are assigned, I think each program read smd file differently. Here what I get with the Smd Importer/exporter for 3dsMax :

I speak of bone head and bone tail. Bone head is where the bone start (and rotate) the bone tail is where the bone finish.
http://elapsio.com/sims/bone01.jpg

So for 3dsMax, If you have two bones. Bone 1 with position 0,0,0 and bone 2 at position 1,1,1 (the 2 bones have rotation set to 0). The bone 1 head stand at position 0,0,0 and his tail is positionning where the bone 2 start. So the bone 1 tail is at position 1,1,1. For the bone 2, his head is at position 1,1,1 and his tail is going anywhere (this is the problem with max, bones with no child have tails placed anywhere so I need to create extra-bones to fix their tails then remove the extra-bones in max once imported).
Here a picture of a body mesh. All the huge horizontal bones are bones without childs.
http://elapsio.com/sims/bone03.jpg

So if a bone has several childs his tail location is between of all his childs position.
If I create a bone 3 with position set to 1,1,1 his position will be 2,2,2
because the starting point of the new bone is his parent (so bone 2 position + bone 3 position).

As you said for help me, yes if I reset rotation from a file created by MS3D all bones are misaligned. But the GREAT advantage of the mesh tool exporter is that is set bone 0 to position 0,0,0 and rotation to 0,0,0 and all other bones are child of this first bone. So it's easy to recreate the bone position I created a script who calculate each bone position relative to his parent.
For the bone hierarchy (and bone name) I recreate it from the ASCII file created by SimPe (always with my script). Then I just add extra bone to each one with no child (with pos. and rot. set to 0) then everything is OK in MAX.
The bones looks in the good position and I test all of them, they just rotate what they must rotate so bones assignement to vertices is good (and with 3 bone per vertex).
Hope you understand me.

Here is a picture of a body mesh in 3dsMAX (http://www.elapsio.com/sims/bone02.jpg)

Miche
20th Aug 2005, 12:27 AM
[/URL]

Yes I understand what you mean about the mesh tool and how all bones are children of bone 0. So you mean you have reset them and then created the correct skeleton, so they are no longer all children of bone 0? otherwise when you rotated one bone, the child bones wouldn`t rotate with it.

Anyway the bigger problem with the way you are doing it is that there is a good chance that it won`t work with the converter as the converter has been set up to deal with the way the skeleton is in simbody.smd and how the bones are rotated. If the bones have different rotations to them then there`s a chance that the axis will be different. This is the reason that so far I haven`t changed to using the better skeleton that Crammyboy provided, as with that skeleton a lot of the axis of various bones are different (inverted) to the way there are in the current Simbody.smd.

IT`s likely that if you have a skeleton with all bones set to 0 rotation on all axis that various axis will need inverting as well. It is possible that by luck that they are all the same but this is far from certain.

The other thing is if you are using a smd file from the mesh tool, you need to rename all the bones as the converter looks for the various names (such as "l_thigh", "r_upperarm") to match up with what is needed in the anim file.

FoxieRoxieNYC
20th Aug 2005, 03:52 AM
Thank you! This is great. I actually got a new animation in game. The only problem is that it animated sorta backwards from what I did in Milkshape. I had played around with the arms do sorta do a ballet port de bras and instead of the arms moving foward and in front of the body, they went backwards. It looked really painful, lol. How can one fix this?

:fallen:

Crammyboy
20th Aug 2005, 04:51 AM
If the arms are not moving correctly then you have missed something important. Follow the checklist bellow:

1) Download and use version 4f from Post 137 (http://www.modthesims2.com/showpost.php?p=703096&postcount=137)
2) Use the simbody.smd found in the zip file as the basis for the animation. Never use a file exported from simpe. It wont work.
3) Always set the first frame keyframe exactly as it is imported from simbody.smd. You start the animation from the second frame.

Note: Version 4f does not animate all the joints. If it doesn't animate, it isn't yet supported.

If you still have a problem after this, zip the smd and smd.anim file and upload it here for someone to have a look.

Max3D
20th Aug 2005, 09:16 AM
skankyboy
looks you have fixed the smd <-to-> 3dstudio problem :D
but how ? :blink:

FoxieRoxieNYC
20th Aug 2005, 02:34 PM
Haha stupid me it's been said over and over again, and I didnt realize that I started my own animation on 1, not on 2. LOL I as trying to read and decifer and do at the same time. OK I understand now though, will try again. LOL looks like that time spent playing around with making new animations with SimPose is coming in handy...

skankyboy
20th Aug 2005, 04:08 PM
I discovered a new problem. The smd file created by the mesh tool is flipped on side axis (the body look behind himslef) so I fix it.
I really don't know why but if I import my smd file (with no bone rotation) in Max and I save it (as sequence file) Max change the values of the bones (it's still good but all the rotation value set to 0 have been change.
So if I import my created file (without the vertices values) in MS3D and I save it, no values change (all rotations keep their 0 values).
It seems that the smd exporter for 3dsmax ignore how the original smd was build.
I'm going to see if the ASCII exporter from 3dsMAX can be more usefull.

EDIT : The ASCII exporter doesn't export animated bones so I'm looking for an exporter which support this.

Where are informations about vertices to bones assignement in the simbody.smd file ???

Miche
20th Aug 2005, 11:09 PM
I discovered a new problem. The smd file created by the mesh tool is flipped on side axis (the body look behind himslef) so I fix it.
I really don't know why but if I import my smd file (with no bone rotation) in Max and I save it (as sequence file) Max change the values of the bones (it's still good but all the rotation value set to 0 have been change.
So if I import my created file (without the vertices values) in MS3D and I save it, no values change (all rotations keep their 0 values).
It seems that the smd exporter for 3dsmax ignore how the original smd was build.
I'm going to see if the ASCII exporter from 3dsMAX can be more usefull.

EDIT : The ASCII exporter doesn't export animated bones so I'm looking for an exporter which support this.

Where are informations about vertices to bones assignement in the simbody.smd file ???

As you said in your earlier post , in a smd file (or at least one with only one bone per vertice) the first number of each line of a vertice is the bone that it is attached to.

If it`s got more than one bone per vertice (which the simbody.smd file doesn`t have), then the first number is normally 0 (although a few program do set this to someother number) and the bone attachments are at the end of each line along with the weight values for each attachment.

I might be miss understanding your question and you might have been asking something else.

skankyboy
21st Aug 2005, 09:29 PM
Thank you Miche for this precision, it was so evident that I didn't see it.
I want to know if your animation converter read the position values in the smd file or it is just reading the bones rotation?
By the way I've created a mesh skeleton with all rotation to 0 so if it can be usefull for you I'll post it.

Miche
22nd Aug 2005, 12:26 PM
Thank you Miche for this precision, it was so evident that I didn't see it.
I want to know if your animation converter read the position values in the smd file or it is just reading the bones rotation?
By the way I've created a mesh skeleton with all rotation to 0 so if it can be usefull for you I'll post it.

The converter reads the positions of the bones, but at the moment the only time you are actually used is for the "root_trans" bone, as bones/joints in the game can only be either a rotation joint OR a translation joint but not both.

So if in the future I add other translation joints (there aren`t that many in the sims skeleton, I can only think of "breath_trans", but in multiboned objects there will be more) then there positions will be used as well.

So while each bones needs the positions to be in the smd file, for most of them it doesn`t matter what they are set to.

skankyboy
23rd Aug 2005, 07:26 PM
I didn't see the 5A version, so I test clavicle rotations.
Here what I saw.
When the anim start the clavicle bones make a 180 rotation along front view axis.
The 2 others axis seems good but need more test with front view axis fixed.

Miche
25th Aug 2005, 03:57 PM
Just a quick update on progress (so people know I`m still alive and working on this). I`ve been very busy the last week so haven`t had much time to work on the converter (haven`t got the clavicles to work yet, but then again haven`t spent much time on them). In the little free time I have had, I got sidetracked with looking at options for the editor. And while I will not stop working on the converter, as I have said before for a number of reasons I want to work on a editor as well (some of them just because I want to and some because a converter has a number limitations due to the file formats like smd.)

While looking around and deciding how to go about making the editor, I found Art of Illusion (http://www.artofillusion.org/) which is a free open source 3d program/editor. It has a couple of things which some people might consider minus points about it, such as it`s java based (so will need people to have the java runtime installed). Also the GUI in the current version could be improved (there is a derivative program called MyStudio (http://mystudio.sourceforge.net/) which has a "better"? GUI and has a few other changes but seems that it is no longer being worked on).

Anyway so my plan is instead of creating a new editor I`m most likely going to adapt AOI so that it can be used. I`ve currently made a couple of changes to how the animations are created with it (one good feature about it is it will be easy to make true keyframed based animations rather than frame based ones), I`m also adding smd support to it, and the ability to save animations directly to the games anim format from within it (also maybe direct support for meshes to gmdc format).

I`ve thought about porting it to c# (.net) but am unsure if I will yet. One of the things I like about it is that the source code is so much cleaner than Blender`s and easy to adapt and change (and port if needed).

So has anyone looked at this before? Does anyone like it or hate it?

I know some people will still want to use other programs (so as I said I`ll still work on the converter) but I think it`s at least as good as milkshape and fragMotion (although creating animations in it could be made slightly easier (which I`ll work on))

So unless so many people hate the idea then I`ll keep working on adapting it and will post the adapted version once I have it in a workable state.

Crammyboy
25th Aug 2005, 04:09 PM
This sounds like a great idea.

skankyboy
25th Aug 2005, 05:42 PM
So impatient to see this tool working. I tried both program, AoI and My studio.
First the white background environnement in AiO is awful.
My Studio is simpler to use with his button interface (Create key, play animation...).
But MyStudio doesn't play animation smoothly (I've just created a cube rotation and when I clicked play the program really slow down).
The "preview animation" tool (ctrl+p) in AiO looks faster.
In my opinion AiO with some GUI change can be very handy or MyStudio with the "animation preview" include in AiO.
It's just my opinion but the animation that doesn't play smoothly is really annoying.
Else both programs are really easy to use, it takes me 2 minutes to learn how create an animation.

Miche
25th Aug 2005, 06:40 PM
So impatient to see this tool working. I tried both program, AoI and My studio.
First the white background environnement in AiO is awful.
My Studio is simpler to use with his button interface (Create key, play animation...).
But MyStudio doesn't play animation smoothly (I've just created a cube rotation and when I clicked play the program really slow down).
The "preview animation" tool (ctrl+p) in AiO looks faster.
In my opinion AiO with some GUI change can be very handy or MyStudio with the "animation preview" include in AiO.
It's just my opinion but the animation that doesn't play smoothly is really annoying.
Else both programs are really easy to use, it takes me 2 minutes to learn how create an animation.

Yeah I don`t like the white background at all either. That`s just a simple colour change though (the grid and axis display are in AOI just you have to set it to display them in the scene menu).

The main changes (other than the GUI) in mystudio is that the editing (both vertice editing and animation editing ) is done in the same window as which you place (and move) the objects while with AOI editing is done is seperate windows.

I`m not sure what I like best, the way Mystudio does it seems more like other programs but the way AOI does it allows things to be changed easier and if a new type of editing or something needs to be added then if needed a new editing window could be created. (also if there are a lot of objects in one scene then having a sperate window with just the object you are working on can be easier.)

Anyway I`d be interested in which way people like the best.

Max3D
26th Aug 2005, 02:17 PM
what's MyStudio ? :|
is free ? where can i find it ?

bradfordkf
28th Aug 2005, 06:30 AM
k, are you saying with this newly discovered aoi program, mesh editing may be a bit simpler than our current method (wds_briannas tutorial, simpe, meshtool, etc) as well as animation creation? even if not, thanks for everything you have done for us :)

Miche
28th Aug 2005, 11:00 AM
k, are you saying with this newly discovered aoi program, mesh editing may be a bit simpler than our current method (wds_briannas tutorial, simpe, meshtool, etc) as well as animation creation? even if not, thanks for everything you have done for us :)

At the moment it wouldn`t be any different. For body meshes you wouldn`t even be able to use it as it stands as it only imports/exports obj files and 3ds files. So none of the formats which are needed for working on bodies.

What I was saying is MAYBE in the future I would add support to save directly to gmdc files (this would depend on what time I get as first I will work on animation support.) Also it won`t really make editing meshes that much easier as it will just mean that the use of the mesh tool wasn`t needed. Everything else would be nearly the same.

atotland
28th Aug 2005, 11:30 AM
For the love of god, don't port it to C#. The Sims 2 community isn't all Windows, you know, and there are few things that beat Java for portability. In fact, as Java, it might one day be run on your cell phone. :O

bradfordkf
29th Aug 2005, 12:20 AM
ahh i see. well, its still great! :)

Miche
29th Aug 2005, 11:31 AM
For the love of god, don't port it to C#. The Sims 2 community isn't all Windows, you know, and there are few things that beat Java for portability. In fact, as Java, it might one day be run on your cell phone. :O

C# isn`t only windows either. One thing I like to do when programming is making my programs as portable as possible. It took a long time before I would even consider programming in c# (or any .net language) but now with Mono being in a state where .net programs can be made so they run on other platforms, I`ve started to program in it. (I run Linux on my main computer, and use it at work.)

While I like Java as a language (C# is very similar), there are a number things which I like about c# more than java. Also just because with Java it`s possible for programs to be run on most platforms, doesn`t mean that they actually can be without problems. For instance with Art of illusion, I for some reason can`t get the opengl features to work on my computer (although I can run opengl programs), so can only run it in software rendering mode. And to repeat a quote that the writer of Art of illusion used to describe the experiences he is having with getting the program to run on some platforms... his quote was "Java : code once , debug everywhere."

If I port it to c# then I can use other code I`ve already done, as well as other open source code.

Again I like Java, but it`s not a perfect solution but then neither is .net.

Also I know you were joking about being able to run it on a phone, but for anyone else who thinks that it might be possible, the answer is that it wouldn`t be. For one the phone processor would be way too slow (for the for seeable future) and two the java programs that phones run are different to full java programs, they use a different API.

peter_halland
29th Aug 2005, 11:30 PM
Miche. I admire your work and love the achieved results, the possibility to make simple simanimations with the 0.1.4f. It works very fine for me now and with just a few tunings it could be used for new and very realistic simanimations. I am looking forward to may use a version including possibilities to name and "guid" the animfile. I remember that Delphy was here and offered programming help.

With that said, i realy don t mean to push you or to complain or anything else negative. But maybee its good to know for you that there are people out there being more than superhappy if there was any way of bringing animations into the game.

As raquel_cesar showed it for the bunkbed and my highmirror in the Grand Trianon Collection it is possible to edit the slots and give the sims a routing line to and arround any object and make them turn arround in whatever angel. That means we could create new types of objects and add special designed animations, interacting with parts of these objects.

An easy working animstarter tool could give inspiration for a lot of meshing people to give animating a try?

Miche
30th Aug 2005, 12:44 PM
Miche. I admire your work and love the achieved results, the possibility to make simple simanimations with the 0.1.4f. It works very fine for me now and with just a few tunings it could be used for new and very realistic simanimations. I am looking forward to may use a version including possibilities to name and "guid" the animfile. I remember that Delphy was here and offered programming help.

With that said, i realy don t mean to push you or to complain or anything else negative. But maybee its good to know for you that there are people out there being more than superhappy if there was any way of bringing animations into the game.

As raquel_cesar showed it for the bunkbed and my highmirror in the Grand Trianon Collection it is possible to edit the slots and give the sims a routing line to and arround any object and make them turn arround in whatever angel. That means we could create new types of objects and add special designed animations, interacting with parts of these objects.

An easy working animstarter tool could give inspiration for a lot of meshing people to give animating a try?


Sorry that it seems to have been a while since I updated the converter. Things have been very busy for me the last couple of weeks, but it always is when I first return to work after having a couple of weeks off. I hope things will be easier this week and I get time to work some more on the converter. I`ve also been working on trying to add animation support to Art of Illusion where maybe I should have just worked on the converter more first.

Delphy is very busy right now, he has the source code for converter but just doesn`t have the time to work on it. If anyone else feels like they would like to help with the coding of the converter then they are welcome to pm me.

The main thing to be done is to get the clavicles working and the ability to change the name to a different length and to add a GUID to it. I however think it might be possible to do the last two things with SimPe. I will try to check this out and talk to Quaxi about how he is handling those in the new version of SimPe (he`s added support for importing animations into SimPe, so really there might not even be the need for this converter, although he is supporting Milkshape files so it still might be helpful to have support for SMD files.)

I have no objection to people now including animations converted with the converter into there objects as long as we work out a way for the names to be handled so that there aren`t conflicts.

peter_halland
31st Aug 2005, 12:12 AM
Miche. Thanks a lot. I checked out the anim possibilities within the Simpe 46b...as allways, Simpe is difficult. I was lucky to hang on from the very beginning, sometimes i wonder how new people do react when opening this program the first time and how many will give up at once? I am not a specialist at all, most parts i still don t understand. What i can see is, that the milkshapes txt files cannot be exported other than all with bones and meshes together. And there we face the tripple weight assignement problems. In Simpe i couldn t find any way to import bones only. Correct me if i am wrong. Somehow it seems like only some of the upper simbones are supported. Ok, i am the wrong person to talk about this and i guess that i am wrong or that the anim parts will be improved like allmost everything else is beeing updated all the time.

From my point of view i like the smd idea, animating only the bones, as everything else of the sim is unchanged and follows the games original shapes and rules. This tool would be wonderful together with a simple instruction about how to add a correct routing for the sim to reach an object and how to add or link the anim file to this object.

What i can see all around here, is that a lot of talented artist give the modding and package designing with simpe a try, maybee upload one or two items and then disapear. On the other hand we got a lot of talented modders and tecnical people here, that sometime tell us that skinning and meshing/animating isn t their strongest part. Only few of us have capabilities to handle both. Therefore, i liked your idea about a simple animconverter -as it is with your latest working version- so much. It could help a lot of artists to find a way to add their creativity to the sims world.

skankyboy
31st Aug 2005, 12:43 AM
I tried to modifiy a clavicle animation to have a good start point with the new anim plug-in then if I don't move any bone clavicle rotations, all are set to 0 so I change left clavicle Z-parameter to "-5760" and right clavicle Z-parameter to "5760" and now I get a good starting point so Miche can you just correct this problem to test axis rotation ?

jtravers88
4th Sep 2005, 06:15 PM
I'm editing this whole post now that I've been thru all threads and answered most of my own questions.

GREAT WORK Miche!

peter_halland
4th Sep 2005, 08:03 PM
[QUOTE=jtravers88]....
I've been reading up on Milkshape tutorials on animation, and they revolve around joints. But these ms3d files seem to be vertices/faces. Is there a way to see the bones (joints)?
QUOTE]

I pasted a pic here:
http://www.modthesims2.com/showthread.php?t=84383
This took me a couple of days to find out. Guess if i got angry and destroyed?

jtravers88
5th Sep 2005, 12:58 AM
Yes thanks Peter I got the dope on this a little while ago. All those blue/yellow lines!! Argh!!!

Anyone run into this?

'Warning: No Parent was found in the Search Path.'

When trying to export an anim from Simpe as a Milkshape Ascii txt file?

Argh!!

jtravers88
5th Sep 2005, 02:38 AM
[QUOTE=Miche]The most likely reason I can think of for this is that you haven`t kept the first frame of the animation unchanged. Other than that, you are using the "simbody.smd" from the lastest versions as the base for your animation?
QUOTE]

Also remember to set a static key frame at position 1, leaving the simbody.smd unchanged at this point! I've found that setting a key frame at position 2, reverts back to position 1, if a static key frame isn't set at position 1 first.

Lunatree
5th Sep 2005, 03:58 AM
WOW! This is so cool! I wonder if when the animations are tested enough, if MTS2 will have a special thread for animations and animations requests.

Anshin Lanugo
5th Sep 2005, 04:02 AM
Yes I agree, I think all the animation related stuff should have its own subsection so that it is easier to find.

I think animation is too important to lump it in with generic "Object Creation & Texturing"

exnem
5th Sep 2005, 08:30 PM
Hi Miche :howdy: ... Long time no see...

As of this moment, you are officially my sims2 hero :)

This is what I have been waiting for since the sims2 came out. I can't thank you enough for this. This is actually a breakthru, and once this tool is finished, I know that almost anything will be possible combined with all the other great tools out there (thanks again for the mesh tool).

It's a shame that it won't work right for MAX as that is what I use, but I won't mind buying milkshape just to use your new tool (my milkshape trial has expired).

Again, thanks for all your hard work, I will start testing it soon, and if there's anything I can help you with (I'm specially good at modelling and texturing) please, please let me know, I'd be more than glad to help.

Cheers

And...
Thank again...

Liokaiser
5th Sep 2005, 10:38 PM
Well upon reading, all I hope for is some Dunk in pool actions and maybe for couples, some goofing around for say male lifts female over his shoulder and spins her around for a second then puts her down or something.

Just some ideas that come to mind and make me wonder why Maxis never think these things. (Unless the dunking thing could be in University)

bobandfish
7th Sep 2005, 04:27 PM
can some tel me all the animations in sims 2
and how to find them
and some one made stip pool just like to how it was made ?
and how did he did it
and whont to how to made animations to work ?
what in the sims already i was thinking why add if you can mix the animations up

Miche
8th Sep 2005, 11:20 AM
Just another quick update. I`m still alive, just am not getting the time to work on the converter much. I don`t want to go into details but just my personal life and work are taking up nearly all my time. I still plan to continue working on it, it just might be another week or so before I get the time.

I feel bad as I have left it in a basicly un-useable state, but some things just can`t be helped.

useruser
8th Sep 2005, 11:23 AM
miche i dont know if everyone will agree with me but u alrady gave us so much. i think we can wait (i know i can) because ur probably the only one here that knows what ther doin reguarding animations

bobandfish
9th Sep 2005, 01:10 PM
yeah dont worry dude i ok Miche
we can wait :}
is here a in sims more then one sims anim'y in sims
like tak ball
try to made a list of all the ainm'ys in the game
see wish ones i can uses lol

jaydee27
12th Sep 2005, 05:50 AM
Could somebody help? Every time I try to convert the smd file I get the "Input string was not in a correct format" message. I don't think it's the smd file causing the problem as I haven't been able to convert any files at all. I've tried some uploaded here at forum that were supposed to be working but still got the error message. I'm not sure maybe it's the settings I choose, but I didn't change the number of characters. What else could I be doing wrong? I'm using WinXP pro SP2, net framework version: 1.1.4322. I'm running the converter from c drive.

This is the message that I get in details:
---------------------------------------------------------------------------

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.ParseDouble(String s, NumberStyles style, NumberFormatInfo info)
at System.Double.Parse(String s, NumberStyles style, IFormatProvider provider)
at System.Convert.ToDouble(String value)
at anim_edit.MainForm.read_smd(Int32 firs_bone)
at anim_edit.MainForm.Button1Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windxp/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
anim-edit
Assembly Version: 1.0.2053.17827
Win32 Version: 1.0.2053.17827
CodeBase: file:///C:/animatio/anim_converter.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windxp/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windxp/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///d:/windxp/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
Axiom.MathLib
Assembly Version: 0.7.0.25497
Win32 Version: 0.7.0.25497
CodeBase: file:///C:/animatio/Axiom.MathLib.DLL
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.
---------------------------------------------------------------------------

Any help will be appreciated...

Miche
12th Sep 2005, 11:52 AM
Where you from?

When someone had this problem before it was because they had a european version of Windows and the decimal point is set to be commas. (note not all european versions have it set up like that, I`m from the uk and my version doesn`t). In the smd files, "."`s are used so if windows is set up to expect ","`s instead, this leads to this problem.

I really need to change the program so it uses "."`s no matter how windows is set up. But just haven`t had time yet.

If this is the problem you have, the only way to fix it at the moment is to go to the control panel and then click on "Regional and Languages options". Then you will see a "customize" button, if you click that then in the new window which opens, near the top will be a entry called "Decimal Symbol" if this is set to "," then you will need to change it to "."

jaydee27
12th Sep 2005, 12:29 PM
THANKS so much! I changed the settings and it's working now :D :D :D

Simmyville13
26th Sep 2005, 11:28 PM
hi just a quick ? anyone no da cheat for teen woohoo or teen pregnancy?? just wonderin if u do repsonf back

Aled
28th Sep 2005, 07:58 AM
great! now can someone make new animations for WooHoo?

bobandfish
28th Sep 2005, 09:46 PM
is anyone looking at my thed then ?

Paganize
30th Sep 2005, 06:52 AM
I do a lot of character animation for graphics, in 3D Studio, Lightwave, Vue, Poser, Lifeforms, etc.
I've never worked with anything but BVH files for character motion, since that seems to be the standard; I'm sort of confused as to why it's not used for Sims 2? There are literally gigabytes of pre-made motions for standard boned & rigged forms out there, free.

MyDogLovesLP
5th Oct 2005, 06:11 AM
[SIZE=5]How do you even costom make a sim????????? Please help me!!! I'm new to the sims.... I just bought all 3 of them and I want to costom make my sims! I can't figure out ANYTHING! If you can help me, Email me at

http://[email protected]

Thank you very much.... HELP!!!!!!!!!!!!!!! Haha okay thanks. Talk to you later! (anyone....)

MyDogLovesLP
5th Oct 2005, 06:12 AM
How do you even costom make a sim????????? Please help me!!! I'm new to the sims.... I just bought all 3 of them and I want to costom make my sims! I can't figure out ANYTHING! If you can help me, Email me at

http://[email protected]

Thank you very much.... HELP!!!!!!!!!!!!!!! Haha okay thanks. Talk to you later! (anyone....)

gidsgift
5th Oct 2005, 05:53 PM
Is it just me, or is this thread going downhill lately?

Now, I don't know much, or anything really, about animating sims, but just so I get an idea... how's the animation converter coming along lately, and how long does something like this usually take? Even a rough ball-park guess would be appreciated. (days, weeks, years until we begin seeing full animations?) I'm not askin anyone to rush, cuz you guys are doin an awesome job still, and I think you should take all the time you need, just curious is all.

Miche
7th Oct 2005, 10:36 AM
Is it just me, or is this thread going downhill lately?

Now, I don't know much, or anything really, about animating sims, but just so I get an idea... how's the animation converter coming along lately, and how long does something like this usually take? Even a rough ball-park guess would be appreciated. (days, weeks, years until we begin seeing full animations?) I'm not askin anyone to rush, cuz you guys are doin an awesome job still, and I think you should take all the time you need, just curious is all.

At the moment I just haven't had time to work on the converter. A lot of things have happened in my life in the last month or so and I really can`t say when I'll be able to do more work on it.

I don't know what state the animation support is in SimPe now, but I do know that Quaxi is working on it. Also I'm sure the Datgen people are working on adding support as well.

jungodungo
8th Oct 2005, 12:56 PM
do you mean we could make our sims put there fingers in the noise or make some jackass :D

Ruhrmetall
20th Oct 2005, 07:20 PM
Its sad to see how this thread is used now...

Would it be possible to make the current version of the animation converter an open source project on http://sourceforge.net/index.php? I guess the more people working on it, the better.

WildTeamwin
21st Oct 2005, 08:09 AM
How do you even costom make a sim????????? Please help me!!! I'm new to the sims.... I just bought all 3 of them and I want to costom make my sims! I can't figure out ANYTHING! If you can help me, Email me at

http://[email protected]

Thank you very much.... HELP!!!!!!!!!!!!!!! Haha okay thanks. Talk to you later! (anyone....)

Hey, this isn't the place to put your post, goto Create, or Game Help.

Papp
23rd Oct 2005, 07:30 AM
How come it seems as tho no one is working on this anymore?

simmygurl
25th Oct 2005, 01:13 PM
Any tutorials?

seresv
11th Nov 2005, 06:07 PM
One question how do i import with maya.

peebo935
20th Nov 2005, 05:21 PM
I am new at this website so i have no clue how to create something or do anything ;(

dalisene
22nd Nov 2005, 10:21 AM
Ive been looking for this stuff for years! Perfect for advanced sim movie making ! :D

Aldyn
25th Nov 2005, 01:27 AM
omgahd, this is soooo cool, i'd definately try, but i can't find out even where to start ; ;

i'm pretty dumb when it comes to all this mesh editing and stuff, though i DO have 3dsm... anyway, does this mean it will be possible for us to like make an action so you can click on the stereo and select DANCE MACARENA, and a sim can dance the macarena to music playing? because that would totally be awesome!

if theres an easy to follow tutorial ill definately try

Metroid Menace
25th Nov 2005, 02:13 AM
To import in maya you need to enable that plug-in type thing. so go to the window menu, then preferences, then plug ins manager (or something like that) then the window will open and look for the objExport.mll or somethign and check both options. You may need to reopen maya after though, but that way you'll be able to import .obj files. HOWEVER, exporting .obj and putting it into the sims will NOT work. maya exports in a differnt way than what ts2 expects, so you'd have to just import then export from milkshape once you export from maya to get it working. Its a major pain I'll tell you lol.

imamcfly#1fan
25th Nov 2005, 07:49 PM
:elephant: hi i'm new and i am a mcfly fan and a sims 2 fan which i think roxs.

bsett
25th Nov 2005, 07:50 PM
When I use the SimPE .obj exporter and than import the .obj into maya I don't get either the skeleton or the animation. The only way I have found to get skeleton and ani into maya is by using the SimPE Milk Shake text exporter, open file in MS and export as smd file. Use the mel script that Prall has written for maya smd import/export. I still haven't got the smd to export from maya properly.
If you know of any process of getting objects into maya with skeletons and how to get them back into the game PLEASE elaborate.

littlesimgirl
27th Nov 2005, 03:21 AM
This is amazing. Thank you so much for making this

seresv
28th Nov 2005, 02:23 AM
So how can i export obj into maya with simpe without going through all the trouble.

HalloweenSim
28th Nov 2005, 09:25 PM
Someone help me! I wanna know how to make sims like modding them. I kinda get the idea but I am so lost on what to download and all this file stuff and im just so overwhemed. Can someone tell me in english how to create my own sim not the body shop or just downloading sims, but how to really make your own shoes and body and all that, that would be so appreciated. Thanks so much, and everyone on this site...you guys are so artistic and proffessional!!!!!

Miche
29th Nov 2005, 10:01 PM
Someone help me! I wanna know how to make sims like modding them. I kinda get the idea but I am so lost on what to download and all this file stuff and im just so overwhemed. Can someone tell me in english how to create my own sim not the body shop or just downloading sims, but how to really make your own shoes and body and all that, that would be so appreciated. Thanks so much, and everyone on this site...you guys are so artistic and proffessional!!!!!

First of all, I have to say, please try to post in at least the kind of right forum. Your post is nothing to do with animation never mind the animation converter.

Now for the answer to your questions. There is a whole section of the site full of tutorials, so I suggest you start there (http://www.modthesims2.com/forumdisplay.php?f=248)

One of the first posts in that forum is the "Sims 2 start to finish Object Creation Tutorial".

To create a whole new sim, you are going to need good 3d modeling skills. Even to make some changes to a existing sim is going to take time and practice and following the tutorials, if you haven't done any 3d modeling before.

Phoenix06
8th Dec 2005, 04:16 AM
I don't know how to use it:(

Phoenix06
8th Dec 2005, 04:20 AM
I'm new here so please teach me how to creat a thing..... :D

devildoggy1192
20th Dec 2005, 05:06 AM
I need help in installing this program. I can't get it to install. When i double click on the exe file an error comes up saying "The application failed to intialize properly (0xc0000135). Click on OK to terminate the application." Does anyone know how to fix this? I need help!

Miche
20th Dec 2005, 09:14 PM
I need help in installing this program. I can't get it to install. When i double click on the exe file an error comes up saying "The application failed to intialize properly (0xc0000135). Click on OK to terminate the application." Does anyone know how to fix this? I need help!

That means you haven't got the microsoft .net runtime installed.

You can download it from .net runtime (http://www.microsoft.com/downloads/details.aspx?FamilyID=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en)

bottone9
31st Dec 2005, 10:58 AM
I'm is ITALIAN :muffy: :claw:

similicious20
20th Jan 2006, 12:55 PM
What's the easiest program to use?

And is Milkshape free?

zmudzkie
21st Jan 2006, 09:27 AM
Please can u make the fles the zip kind or tell me wich program to use to load it?
PLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESE?

rebecca17
2nd Feb 2006, 05:57 PM
thankyou! i still can not understand how somebody can be smart enough to make a program like this. Very well done. I will try to make something with it! :D it's really revolutionary.

VShevaV
16th Feb 2006, 03:20 PM
Milkshape is only free for 30 days then you pay a one time fee.
I have been using poser 5 to make some animation file then I have been importing it into milkshape to make it the smd, but somewhere between the imports I am loosing parts of the animation. I have yet to get a correct animtion into the sims. But I think I am getting closer.

trebutor
20th Feb 2006, 05:48 PM
First of all, let me say great work Miche!
I tried to make a simple animation with PaceMaker (a great and easy tool by the way) converted it successfully from .b3d to .smd with fragmotion and to .anim with your tool. I will try to test it in game this evening. I hope it will work!

Miche: you said you had no time to work on this tool anymore, would you agree to make its sources available for us to improve it, if we need?
--
Trebutor

trebutor
20th Feb 2006, 07:46 PM
it worked!

Although not as clean as in PaceMaker, it needs some work
to make it look more natural.

trecool999
3rd Apr 2006, 03:18 PM
I don't get any of it!

rebecca17
19th Apr 2006, 08:47 AM
I made one this time with for example -12 instead of 346 degrees.
Unfortunately, heres my sitting on gras animation turned horribly wrong. Do I need to inverse everything or something? thanks in advance (P.S sims flying in the air like superman is cool but it wasn't my intention to make that :giggler: )

yedda_2000
30th Apr 2006, 11:52 PM
How can I get a Child's bones to animate? Or a Teen's? It sounds like it took awhile to create the SMD file of the adult body so that the animations would convert properly. Will there be other ages soon?

Would it be in the realm of posibility to have an app that converts Adult Sim animations to Child Sim ones?? Like if I make an animation of an adult sim Climbing a ladder, and wanted to use the same animation on a child, by applying the transforms and rotations of the adult bones proportionately to the child's bones?