| Search this Thread |
|
|
|
|
eletrodj
Original Poster
Field Researcher
Join Date: Dec 2005 |
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? |
|
It's alright to make mistakes you're only human. Inside everybody's hiding something. Take time to catch your breath and choose your moment. Don't slide. |
|
|
|
|
|
|
#2 |
|
Delphy
Delphinius The Great
![]()
|
Not possible at the moment. Changes made to vertices to allow for different facial bones are basically ignored by the game. |
|
Tumblr - Yes, I have a blog. :) <Corsix> Why 'mod the sims 2' when you can mod 'mod the sims 2'? Story books are full of fairy tales, of Kings and Queens, and the bluest skies. |
|
|
|
|
|
|
#3 |
|
Echo
|
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? |
|
|
|
|
|
#4 |
|
eletrodj
Original Poster
Field Researcher
Join Date: Dec 2005 |
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 Thanks! |
|
It's alright to make mistakes you're only human. Inside everybody's hiding something. Take time to catch your breath and choose your moment. Don't slide. |
|
|
|
|
|
|
#5 |
|
AlfredAskew
|
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. |
|
Delicious irony tastes of olives. |
|
|
|
|
|
|
#6 |
| rowanisterug |
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 |
|
|
|
|
|
#7 |
|
WesHowe
|
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 *> |
|
If you like to say what you think, be sure you know which to do first. |
|
|
|
|
![]() |





Twitter
del.icio.us
StumbleUpon
Google