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Old 15th Apr 2012, 11:13 PM #1176
orangemittens
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Quote:
Originally Posted by JuBa_0oš
It was just a experiment clip, but thanks :-) this is a very useful information
If you get to trying this feature out Anim kindly posted instructions with pictures in post 1167

Quote:
Originally Posted by Peridotted
I have two questions, is there an easier way to do facial expressions on milkshape since its difficult to see whats going on with the face? and how can you do couples poses in milkshape?
One way to make a couple's pose is to pose the first model, set your keyframe, click out of anim mode and export as smd.

Go back into anim mode and then export it as an obj also. You'll get a warning message when you do the export as obj in Anim mode but you can ignore that. When you reimport that obj back into MS it will be in the pose you gave the model so it's a perfect template for making the next model's pose with.

Once you've exported the model as an obj you should first bring the obj into MS by itself. Go to the Groups tab and select all the groups so that the entire model lights up red.

Hit the Regroup button.

Then export it again as an obj to overwrite your first instance.

Now when you import this in with the working rig it will not be sharing group names with the rig and is easily deleted by going back to the Groups tab, selecting it on the list and hitting Delete.

I made an eye image that can be applied to the eyes in MS using an eye texture by Shady. I posted about that here:

http://www.modthesims.info/showthre...25#startcomment

in post 1055. This will make it easier to see what the eyes are doing. To get a closer view of the face use your Shift and middle mouse buttons to position your view of the rig. You can check your work with the blue joints hidden by clicking the Joints tab and then unchecking the Show skeleton button in the Vertex Weights section. To get a better view of the rig you can also put your mouse in the viewbox and click the Space bar on your keyboard to go to full screen mode. Just click the space bar again to go back to the 4 viewport view.
Old 16th Apr 2012, 12:41 AM #1177
Beautycoo
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Quote:
Originally Posted by orangemittens
To delete the IK chains open the CLIP in Grid, choose IKTargetInfo/IKChains. Hit the little box on right and delete the IKChains. Alternatively, you can get the new ClipTool that I posted about in the first post. That tool will delete the IK chains for you by default.


I couldn't get the tool because it doesn't work with my version of blender, and I can't get a newer version because then I can't import SMD's so im stuck on blender 2.57,
I'm a little confused with the instructions, probably im just bad at understand, but i thought that by Grid you mean blender, and I did that, but I can't find the IKTargetInfo/IKChains anywhere?
Old 16th Apr 2012, 02:21 AM #1178
Peridotted
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Quote:
Originally Posted by orangemittens
One way to make a couple's pose is to pose the first model, set your keyframe, click out of anim mode and export as smd.

Go back into anim mode and then export it as an obj also. You'll get a warning message when you do the export as obj in Anim mode but you can ignore that. When you reimport that obj back into MS it will be in the pose you gave the model so it's a perfect template for making the next model's pose with.

Once you've exported the model as an obj you should first bring the obj into MS by itself. Go to the Groups tab and select all the groups so that the entire model lights up red.

Hit the Regroup button.

Then export it again as an obj to overwrite your first instance.

Now when you import this in with the working rig it will not be sharing group names with the rig and is easily deleted by going back to the Groups tab, selecting it on the list and hitting Delete.

I made an eye image that can be applied to the eyes in MS using an eye texture by Shady. I posted about that here:

http://www.modthesims.info/showthre...25#startcomment

in post 1055. This will make it easier to see what the eyes are doing. To get a closer view of the face use your Shift and middle mouse buttons to position your view of the rig. You can check your work with the blue joints hidden by clicking the Joints tab and then unchecking the Show skeleton button in the Vertex Weights section. To get a better view of the rig you can also put your mouse in the viewbox and click the Space bar on your keyboard to go to full screen mode. Just click the space bar again to go back to the 4 viewport view.


Thanks OM I'll test that out when I get a chance
Old 16th Apr 2012, 02:51 AM #1179
orangemittens
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Quote:
Originally Posted by Beautycoo
I couldn't get the tool because it doesn't work with my version of blender, and I can't get a newer version because then I can't import SMD's so im stuck on blender 2.57,
I'm a little confused with the instructions, probably im just bad at understand, but i thought that by Grid you mean blender, and I did that, but I can't find the IKTargetInfo/IKChains anywhere?
The ClipTool does not require .smd so that shouldn't be an issue unless you need .smd for a reason other than making Sims 3 poses. All you need to do is update your Blender and download the new tool/follow the install instructions. The new tool is easier to use than AnimTool, doesn't require removal of IK's, and has a nicer rig set so I recommend you try it

By Grid I mean in s3pe. You will need the latest version of S3PE (which is at Simlogical) and A's extras for it which are also at Simlogical here: http://dino.drealm.info/den/denforu...php?topic=859.0

If you don't install the extras your Grid button will be non-functional when you click on the CLIP.
Old 16th Apr 2012, 04:59 AM #1180
iLoveYoUiLoveMe
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What if I want to make a couple pose in Blender? How do I pose them at the same time? Or just inserting an object so I could pose with it. I have been having a very hard time making couple poses especially those /very/ close ones to each other. Thanks in advance. ^-^

"In my dreams you're touching my face, and asking me if I wanna try again with you."
Old 16th Apr 2012, 10:22 AM #1181
orangemittens
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Quote:
Originally Posted by iLoveYoUiLoveMe
What if I want to make a couple pose in Blender? How do I pose them at the same time? Or just inserting an object so I could pose with it. I have been having a very hard time making couple poses especially those /very/ close ones to each other. Thanks in advance. ^-^
See post 1176...I described the method I've used to do this in that post.
Old 16th Apr 2012, 02:20 PM #1182
iLoveYoUiLoveMe
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Sorry I didn't see. Thanks again.
Here's one of my poses. Never created the perfect couple pose though so this is VERY helpful.





Thanks for taking the time to make this tut and take pics with Blender. Really great and I'm so happy I finally get to make my own poses.

"In my dreams you're touching my face, and asking me if I wanna try again with you."
Old 16th Apr 2012, 05:30 PM #1183
Beautycoo
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Quote:
Originally Posted by orangemittens
The ClipTool does not require .smd so that shouldn't be an issue unless you need .smd for a reason other than making Sims 3 poses. All you need to do is update your Blender and download the new tool/follow the install instructions. The new tool is easier to use than AnimTool, doesn't require removal of IK's, and has a nicer rig set so I recommend you try it

By Grid I mean in s3pe. You will need the latest version of S3PE (which is at Simlogical) and A's extras for it which are also at Simlogical here: http://dino.drealm.info/den/denforu...php?topic=859.0

If you don't install the extras your Grid button will be non-functional when you click on the CLIP.


I might try that, but probably not just yet... >_> Thanks for your help! ^_^
Old 16th Apr 2012, 09:48 PM #1184
orangemittens
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Quote:
Originally Posted by iLoveYoUiLoveMe
Sorry I didn't see. Thanks again.
Here's one of my poses. Never created the perfect couple pose though so this is VERY helpful.



Thanks for taking the time to make this tut and take pics with Blender. Really great and I'm so happy I finally get to make my own poses.
I'm glad it's working for you Your pose looks really nice. The wrists might get a little help by using the trick Klinn posted in this thread in post 236 here:

http://www.modthesims.info/showthre...25#startcomment
Old 16th Apr 2012, 10:27 PM #1185
Beautycoo
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uh, I was wondering if you could kind of explain how to make couple poses in blender? I tried the way above but I pretty much got lost at keyframe... Is that a milkshape thing? I think so, otherwise i'm just unintelligent. I just don't understand how you would finish one pose, but then make it an object? And is there a special add on that lets you import SMD's as OBJ's or something?
Old 16th Apr 2012, 11:50 PM #1186
orangemittens
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Quote:
Originally Posted by Beautycoo
uh, I was wondering if you could kind of explain how to make couple poses in blender? I tried the way above but I pretty much got lost at keyframe... Is that a milkshape thing? I think so, otherwise i'm just unintelligent. I just don't understand how you would finish one pose, but then make it an object? And is there a special add on that lets you import SMD's as OBJ's or something?
Making poses in Blender is essentially the same as in Milkshape although there are fewer steps to get it working. Once you've saved the pose as a .obj it will make it so the .obj looks like a statue in the position of your pose. It will no longer have joints and acts as an object in Blender.

Keyframe is an animation term used by both MS and Blender to indicate the position of the rig's joints. Setting a keyframe is saving the new position you've given the joints. In Blender you set the keyframe when you click I on your keyboard to bring up the Insert Keyframes Menu and then click locrot to save the joint positions by location and rotation. I don't think people who are unfamiliar with the term are unintelligent...it's just a matter of getting familiarized with the jargon Anyway here are the steps for it in Blender:

1. Make your pose

2. Click A to select all the joints so they turn light blue. If they turn black click A again to get them light blue.

3. Click I to get the Insert Keyframe Menu

4. Choose locrot from that menu

5. Go to file in the upper left corner

6. Choose Export from the drop down menu

7. Select Wavefront (.obj) from the next dropdown menu and navigate to your working folder. Save the .obj there.

8. Click File again and save your pose as a .smd as you usually do

9. Close Blender and then reopen it

10. Open the rig

11. Import the next .smd (you'll need one .smd for each pose of a couple's pose)

12. Import the .obj you exported in step 7

13. Grab (G on your keyboard) the obj and move it away from the rig. Position it how you want it

14. Go back to the rig and into pose mode. Create the second pose using the .obj as a template.

If you have more questions post em
Old 18th Apr 2012, 01:56 PM #1187
iLoveYoUiLoveMe
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I have another question: In Blender the Irises don't show. Is it possible for them to show? I keep on restarting my game to get the perfect direction where the eyes are supposed to look at. It's ok if there isn't. I can live. :P

"In my dreams you're touching my face, and asking me if I wanna try again with you."
Old 19th Apr 2012, 12:45 AM #1188
orangemittens
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Quote:
Originally Posted by iLoveYoUiLoveMe
I have another question: In Blender the Irises don't show. Is it possible for them to show? I keep on restarting my game to get the perfect direction where the eyes are supposed to look at. It's ok if there isn't. I can live. :P
It is possible. The new CLIP tool I posted about in the first post of this thread comes with fully textured rigs for Sims of both adult genders and all ages and they all have irises. The new tool is much easier to use since there is no conversion to .smd needed and it takes a very short time to learn...it's basically just install and choose which CLIP you want to work with.

The link for it is here:

http://dino.drealm.info/den/denforu...php?topic=862.0

Just to be clear, the rigs for the CLIP tool will not work with AnimTool.
Old 19th Apr 2012, 05:52 AM #1189
sweetferocious
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Heya. So I downloaded the new blender and the new tool and though it's generally easier I regret it because I just don't seem to *get* this version of blender. I know how to select joints by using b and doing it with the mouse, but for the face I liked going by the list. I kind of suspect that I'm not in pose mode because I'm not even sure how to get to pose mode with this new version.



Old 19th Apr 2012, 02:20 PM #1190
orangemittens
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Quote:
Originally Posted by sweetferocious
Heya. So I downloaded the new blender and the new tool and though it's generally easier I regret it because I just don't seem to *get* this version of blender. I know how to select joints by using b and doing it with the mouse, but for the face I liked going by the list. I kind of suspect that I'm not in pose mode because I'm not even sure how to get to pose mode with this new version.

When you first open the rig it is in Object Mode. When you import a .animation in with the rig it will switch into Pose mode automtically. You can tell which mode you're in by looking under the view screen where the rig is. The mode is displayed there just to the left of the red and white circle that's showing in your picture.

If you want to get to Pose Mode without first importing a .animation just select one of the rig's joints in the view screen. To select it just right mouse click over one of the joints. It will turn light blue when selected. Depending on which one you pick you may have to zoom in to see that the selected joint has turned color. To zoom in use your middle mouse wheel.

Either way you get there, once you are in Pose Mode, look over on the right hand side of the screen and you will see the Outliner editor. It is the area with a list of words that starts with Scene and has other words (including Camera) below it. The name of the rig you've opened will appear on that list. Click the plus sign to the left of the name to begin expanding it. With the first click you will see the word pose. Click the plus sign next to that. You will then see b_ROOT...click the plus sign next to that. You will then see b_ROOT_bind. Click the plus next to that. Now you'll see b_Pelvis and b_Spine0. The face joints are under b_Spine0/b_Spine1/b_Spine2/b_Neck/b_Head/b_HeadNew. The eye nose and mouth joints are under the EyeArea, MouthArea, and NoseArea headers.

As you go down the list the words will appear further and further over to the right. Under the Outliner list is a slider you can use to slide the list over to see better or you can place your mouse over the line dividing the Outliner from the View screen where the rig is (which will give you a double headed arrow) and slide it to the left to expand the Outliner. To select a joint on the list click on the name of the joint and the corresponding joint on the rig will turn light blue.











Old 19th Apr 2012, 06:45 PM #1191
sweetferocious
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SO many thanks
Old 20th Apr 2012, 01:11 AM #1192
orangemittens
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Quote:
Originally Posted by sweetferocious
SO many thanks
Np...glad that helped. If you have other questions post em.
Old 20th Apr 2012, 03:17 AM #1193
iLoveYoUiLoveMe
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Okay so I have Blender 2.6.2, S3PE_11-0402-0951, The new animation plugins.
I previously have Blender 2.57 and the old old old S3PE. I updated it to test out the new plugins you were telling me about. But somehow, whenever I play the animation this keeps happening! And when I import it it's still in the grey color. No skin no eyes no anything like in the pictures. It's playing like this. It's creepy while I watch it lol. Is it possible that I did something wrong?



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"In my dreams you're touching my face, and asking me if I wanna try again with you."
Old 20th Apr 2012, 03:52 AM #1194
orangemittens
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Quote:
Originally Posted by iLoveYoUiLoveMe
Okay so I have Blender 2.6.2, S3PE_11-0402-0951, The new animation plugins.
I previously have Blender 2.57 and the old old old S3PE. I updated it to test out the new plugins you were telling me about. But somehow, whenever I play the animation this keeps happening! And when I import it it's still in the grey color. No skin no eyes no anything like in the pictures. It's playing like this. It's creepy while I watch it lol. Is it possible that I did something wrong?

That's happening because you're using a rig that was made for AnimTool and the rigs for the two tools are not compatible with each other.

To use the CLIP Tool you need to have the rigs that were made for it. The link to the rigs for it are posted in this thread:

http://dino.drealm.info/den/denforu...php?topic=862.0

follow the link and download rigs-1.2.zip. The zip contains a set of textured rigs including adult sims of both genders. Open one of those rigs in Blender just like you do for AnimTool and when you import a .animation it won't crumble up like that.
Old 20th Apr 2012, 05:32 AM #1195
iLoveYoUiLoveMe
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O^O omigawt! You're a legend, Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks Thanks I will always credit you! <3 <3 <3

"In my dreams you're touching my face, and asking me if I wanna try again with you."
Old 20th Apr 2012, 01:28 PM #1196
the24unicorn
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How does one change the height of a pose using the new method?
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Old 20th Apr 2012, 02:39 PM #1197
orangemittens
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Quote:
Originally Posted by iLoveYoUiLoveMe
O^O omigawt! You're a legend, Thanks Thanks Thanks
Yw

Quote:
Originally Posted by the24unicorn
How does one change the height of a pose using the new method?
I'm not sure I'm understanding what you want to do. If what you mean is move the rig up or down you need to select the b_ROOT_bind joint and either grab (G on your keyboard) or rotate (R on your keyboard) it. That joint is represented by the large X shape that's between the rig's hands:





If that doesn't address your question post again
Old 22nd Apr 2012, 09:25 PM #1198
Taiju
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Quote:
Originally Posted by orangemittens
That tutorial is for a somewhat different purpose than what you're trying to do and that's why the method described there isn't working for you. What you're trying to do is easier Here's what you do:

Open Milkshape and open the model as you usually do. Once you see the model there you 1. Click the Groups tab, 2. Left click on the eyeballs line, 3. Left click the select button and 4. Notice the eyes light up red in the wireframe views.



Then 1. Click the Materials tab, 2. Click the New button, 3. Click the <none> button and navigate to where you have the image that you want to apply to the eyes when the Open Texture popup box appears...select your image and click Open in that popup box, then 4. Click the Assign button and the image will appear on the eyes.




Followed this to the letter 4 times, downloaded the material image you posted and used that...but material just doesn't show up at all over the eyeball. Any advice?
Old 23rd Apr 2012, 11:40 AM #1199
orangemittens
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Quote:
Originally Posted by Taiju
Followed this to the letter 4 times, downloaded the material image you posted and used that...but material just doesn't show up at all over the eyeball. Any advice?
Place your mouse over the viewbox that has the blue background and the solid version of the rig in it. Right mouse click to get the popup menu. Make sure you have a checkmark in front of the word textured (fourth word from the top of the list) instead of smooth shaded.
Old 24th Apr 2012, 04:16 AM
DylanSimse
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Old 24th Apr 2012, 06:18 AM #1200
DylanSimse
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Whenever i try to import a .smd clip into blender my blender stops working. any suggestions?

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