View Full Version : Facial animations
19th Feb 2009, 10:37 PM
Well, since I already made poses and animations, I was thinking "my poses would be better if the faces were the way that I want". So, there's a way to made custom faces animations? There's some in the game, so there's possible, isn't there? :giggler:
19th Feb 2009, 11:14 PM
Not possible at the moment. Changes made to vertices to allow for different facial bones are basically ignored by the game.
19th Feb 2009, 11:24 PM
There isn't a way to create *new* facial animations, but it is possible to re-use existing facial animations, or under some circumstances to copy facial animations from one anim file into another. Would that work?
20th Feb 2009, 02:55 AM
I don't think so... In my new poses hack there are "model poses", so I plained to make model faces... Then, I have to satisfied me with animations from the game. humpf
6th Dec 2009, 10:29 PM
Maybe this is a stupid question. Why does the game ignore it? What if I pulled the animations and replaced old ones? Would it still ignore them?
I don't mean to necro, this seemed better than starting a new thread for the same purpose.
14th Jul 2011, 09:03 AM
and what if you rename the joints from a sims3 animation model ,
to the ones that sims 2 have?
im just wondering because i have been thinking about it ,
it wont be 100 % the same ,
but i think it could work if u exported ur sims 3 animation *facial only* with the sims 2 anim exporter
19th Jul 2011, 10:42 PM
It has been quite a while since I did any research on this, but TS2 used morphs for facial animations. The limit was 4 morphs per-vertex, not 4 morphs per-face, and coding this in a manner that was usable in MilkShape proved to be too great a challenge. So a face may have 17 different morphs, but only 4 or less affect any particular vertex. A facial animation might then have keys set on most or all of these morphs, turning mouth corners, cheekbones, lips and eyebrows in different amounts and at different timings to animate the face.
The application of the morphs is triggered by keys in ANIM files, but isn't directly supported by the animation tool I made (nor by the SMD format, so also not by Miche's converter). I think they could be directly edited in SimPE, or the intermediate text format the animation plug-in uses, but that would be just one step up from using a hex editor.
Marvine helped with the research, and we succeeded in modifying some expression animations. But it never was turned into a tool that was released.
<* Wes *>
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