View Full Version : Animation Doesn't Play
rothn
15th Feb 2009, 02:10 AM
:alarm: OLD PROBLEM :alarm:
SCROLL DOWN FOR THE ANIMATION PROBLEM
In SimPE, I created an object, a Spa Steamer like the one in TS1. Unlike TS1, though I have never had this problem before, and have no idea what triggered it. The game just messes it up. I have tried for an hour to fix this to no avail. Please help me figure out what is wrong here. Links to the images and package file are below. Note that even though I have all expansion packs (including Apartment Life), the object I cloned is from the base game.
The ingame image of the object (when it is malfunctioning) is http://thesims3objects.com/download/error.png
The image of the object in SimPE (when it is not malfunctioning) is below:
http://thesims3objects.com/download/good.png
The package file is attached here
http://chii.modthesims2.com/getfile.php?file=875746
Echo
15th Feb 2009, 03:25 AM
The link for your first image isn't working...?
rothn
16th Feb 2009, 09:17 AM
fixed the image (wrong name)
Echo
19th Feb 2009, 10:39 AM
Okay, first thing I'm going to say is please turn off the "import animations" option in Object Workshop. Importing those 52 anim files does nothing but bulk up your package and increase the risk of conflicts with other objects which *do* have custom animations. ;)
Second thing, you've updated your GUID, but I think you've forgotten to press the "Update MMATs" button because your MMATs are still pointing at your old GUID. Go into your OBJD and copy that GUID, then go to each of the MMATs and paste it in under the "objectGUID" line. Commit your MMATs and try it in game again. :)
rothn
7th Mar 2009, 10:10 PM
I plan to change the anims to make custom animations
Echo
7th Mar 2009, 10:15 PM
Doesn't matter. Don't import them. You don't need to import them to replace them. :)
rothn
8th Mar 2009, 05:53 AM
OK, now I have the object, but the animation doesn't play! The Milkshape file containing the imported final GMDC and imported final CRES are in the zip file for debugging purposes. Obviously, I have also included a copy of the new package. The old bug, by the way, was that my Mip Map had only 9 levels instead of 10.
Thank you
Nicholas
Echo
8th Mar 2009, 07:25 AM
Which animation are you trying to replace?
rothn
11th Mar 2009, 04:51 AM
I actually created a new one - look in the BHAV functions -- it's pretty obvious. (sorry for the misunderstanding)
rothn
14th Mar 2009, 12:19 AM
please help me with a broken animation!
Echo
14th Mar 2009, 01:45 AM
rothn - I will, but your files were attached on chii, and thus I couldn't access them with all the fileserver issues. Can you upload it again?
rothn
26th Mar 2009, 02:37 AM
here are the files
Echo
26th Mar 2009, 08:58 AM
Any particular reason you're using "Anim Speed: Temp 0x0002"? The speed you've got in temp 2 is, I think, a little under a third of normal speed. You probably don't want that, just set the speed in operand 4 like normal. :)
Do you know if it is producing an error? Try setting your "Animate Object" call's false target to Error and then running it in debug mode so you can see if it's the node which failing or the animation itself. :)
rothn
28th Mar 2009, 02:58 AM
the animation itself is failing
rothn
28th Mar 2009, 03:00 AM
by the way, the speed is now stored in the params, but I don't want to re-upload
rothn
28th Mar 2009, 06:30 PM
The problem is certainly in the animation, but I have no idea what it is.
J. M. Pescado
28th Mar 2009, 07:22 PM
This package seems to suffer from some kind of non-readability issue: it is not a proper zip and none of the usual zip extracting utilities (unzip, winzip, winrar, 7zip) recognize it. I suspect that this is part of the problem.
Echo
29th Mar 2009, 12:54 AM
Pes - 7zip can extract it, although nothing else can so I'm not sure what format it actually is.
rothn - Did you try pointing the false target to error and running it with debug mode? Did you get an error log? If you did, could you please post it. While it is possible that the animation itself is faulty, if you've exported it from Wes' plugin and haven't changed it afterwards, it's far more likely to be a problem with your BHAVs or the various other connections inside the package, not the animation itself.
J. M. Pescado
29th Mar 2009, 09:13 AM
Pes - 7zip can extract it, although nothing else can so I'm not sure what format it actually is.I tried that. 7zip doesn't recognize it either.
Echo
29th Mar 2009, 09:20 AM
Shrug. It did for me. :)
J. M. Pescado
29th Mar 2009, 09:39 AM
Well, as you can see, 7z clearly says this file is corrupt. Whatever it is, it ain't a zip file. Renaming it to .7z doesn't make it any more recognizeable. WinRAR doesn't recognize it, WinZIP doesn't recognize it, Linux zip on 3 servers doesn't recognize it. Whatever it is, it's not a zip file.
Echo
29th Mar 2009, 09:44 AM
Repacked and attached
rothn
2nd Apr 2009, 06:08 AM
here is the valid file
rothn
3rd Apr 2009, 05:30 AM
I got no error in debug mode
the false target is set to error
That is what tells me it is an anim problem
rothn
11th Apr 2009, 01:50 AM
bump - please help me
J. M. Pescado
13th Apr 2009, 09:40 AM
Well, I looked at it. It is brown and it looks like a pile of hair, and you seem to have classified it as a dining chair, which it isn't really. I looked at the door thing. Nothing happened and no error was produced. It is possible that the object you're trying to animate (A dining chair) simply lacks the relevant things to animate, so nothing happens.
Echo
13th Apr 2009, 12:37 PM
You got further than I did, it crashes my game on the loading screen. That normally means either a cres error, or the wrong set of EPs. rothn - which EPs did you have enabled when you created this?
J. M. Pescado
13th Apr 2009, 02:14 PM
I have all EPs, only a few SPs, but it looks like the item is all-EPs-enabled, 0x8B OBJD version, etc.
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