Export translations
Jump to navigation
Jump to search
Settings
Group
Main Page
Sims 4
Sims 4: Guides
Language
aa - Afar
aae - Arbëresh
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
acm - Iraqi Arabic
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
ann - Obolo
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - Balinese (Balinese script)
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
bdr - West Coast Bajau
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bew - Betawi
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
blk - Pa'O
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Mindong
ce - Chechen
ceb - Cebuano
ch - Chamorro
chn - Chinook Jargon
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cpx - Pu-Xian Min
cpx-hans - Pu-Xian Min (Simplified Han script)
cpx-hant - Pu-Xian Min (Traditional Han script)
cpx-latn - Pu-Xian Min (Latin script)
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
crh-ro - Dobrujan Tatar
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
dga - Dagaare
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
efi - Efik
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
fat - Fanti
ff - Fula
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fon - Fon
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gaa - Ga
gag - Gagauz
gan - Gan
gan-hans - Gan (Simplified Han script)
gan-hant - Gan (Traditional Han script)
gcf - Guadeloupean Creole
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
gld - Nanai
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
gpe - Ghanaian Pidgin
grc - Ancient Greek
gsw - Alemannic
gu - Gujarati
guc - Wayuu
gur - Frafra
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
hno - Northern Hindko
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
hsn - Xiang Chinese
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
ibb - Ibibio
id - Indonesian
ie - Interlingue
ig - Igbo
igl - Igala
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kai - Karekare
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kea - Kabuverdianu
kg - Kongo
kge - Komering
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjh - Khakas
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ksw - S'gaw Karen
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kus - Kʋsaal
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mag - Magahi
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Māori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mnc - Manchu
mnc-latn - Manchu (Latin script)
mnc-mong - Manchu (Mongolian script)
mni - Manipuri
mnw - Mon
mo - Moldovan
mos - Mossi
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Minnan
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
nit - కొలామి
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nmz - Nawdm
nn - Norwegian Nynorsk
no - Norwegian
nod - Northern Thai
nog - Nogai
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nyn - Nyankole
nyo - Nyoro
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwa
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pcm - Nigerian Pidgin
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qqq - Message documentation
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rki - Arakanese
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
rsk - Pannonian Rusyn
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rut - Rutul
rw - Kinyarwanda
ryu - Okinawan
sa - Sanskrit
sah - Yakut
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
se-fi - Northern Sami (Finland)
se-no - Northern Sami (Norway)
se-se - Northern Sami (Sweden)
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
sh-cyrl - Serbo-Croatian (Cyrillic script)
sh-latn - Serbo-Croatian (Latin script)
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sms - Skolt Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
sro - Campidanese Sardinian
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
syl - Sylheti
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
tdd - Tai Nuea
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - Talysh (Cyrillic script)
tn - Tswana
to - Tongan
tok - Toki Pona
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
ttj - Tooro
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vmw - Makhuwa
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
wal - Wolaytta
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu
wuu-hans - Wu (Simplified Han script)
wuu-hant - Wu (Traditional Han script)
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yrl - Nheengatu
yue - Cantonese
yue-hans - Cantonese (Simplified Han script)
yue-hant - Cantonese (Traditional Han script)
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
Format
Export for off-line translation
Export in native format
Export in CSV format
Fetch
=Modding Guides(Sims 4)= Here you find the guides for making your own mods to The Sims 4, basically animations and specially WickedWhims. ==Decompile ''.ts4script'' files== These are simply a ''.zip'' format file containing a python script mod, renamed to ''.ts4script''. So, to open it, just rename the file to ".zip" and extract. You will find compiled ".pyo" files, in order to be modified you may need to decompile those. Finally you'd be able to edit them, than compile and archive again. ===Requirements=== #[https://www.python.org/download/releases/3.3.3/ Python v3.3.3] #A text editor (Like [http://notepad-plus-plus.org/ Notepad++]) #[https://github.com/figment/unpyc3/raw/master/unpyc3.py This] python script (unpyc3.py). ===Steps=== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | #Install Phyton. #Create a working folder, and put a copy of the desired ''.pyo'' files in it. #Open the script link, copy the whole text, paste it into your text editor and save it to filename "unpyc3.py" #Put "unpyc3.py" in your folder. #Create a ''.bat'' file in the same folder with the following content:<br /> <pre> @echo off for /r %%i in (*) do unpyc3.py "%%i" > %%i.py pause </pre> : 6.(Optional) Create a second ''.bat'' in the same folder with the following: <pre> for /r . %%i in (*.pyo) do del "%%i" for /r . %%i in (*.pyo.py) do ren "%%i" "%%~ni" for /r . %%i in (*.pyo) do ren "%%i" "%%~ni.py" pause </pre> : 7. Run the first .bat file. You'll see some errors, but that's okay. : 8. Then run the second .bat file. |}<ref>TheSims: [https://forums.thesims.com/en_us/discussion/899307/how-to-make-and-edit-pyo-files How to make and edit pyo files]</ref><ref>ModTheSims: [http://www.modthesims.info/showthread.php?t=533337 How to change the simulation clock speed by changing maxis scripts]</ref> Now you got all your ''.py'' files into your folder, the second ''.bat'' deletes the ''.pyo'' files. ==Converting existing adult WW animations== ''By Alec15'' <ref>ATF: [https://allthefallen.moe/index.php?/topic/5724-sims-4%C2%A0whickedwhims/#entry185533 Alec15]</ref> This is a tutorial for converting existing WW animations into child animations. If you want to create animations from scratch, follow TURBODRIVERs tutorial on the original WW page. You can use the rigs provided here. Below are two methods for converting animations. The first uses normal rigs, and the second uses IK rigs. The IK rig method is faster and gives good results, but can be a bit tricky. If you don't know what IK rigs are, I suggest using the first method. This tutorial is meant as a starting point for conversions. It wont give you a finished conversion, you will have to fiddle with the adjustments until you like them ===Requirements=== * Basic knowledge of Blender * Basic knowledge of the Dope Sheet, F-Curve Editor and Keyframes. See [http://wickedwhims.tumblr.com/post/145448014836/tutorials TURBODRIVER's Tutorial] * [https://www.blender.org/download/ Blender] * [http://sims4studio.com/thread/1523/downloading-sims-4-studio Sims 4 Studio] * [https://dl.orangedox.com/9D3OZym3v2A7m3fjtZ Edited Male Rig] * [https://dl.orangedox.com/qSEvvN4x5UFmtbH7kl Edited Female Rig] * [https://mega.nz/#!ovRDXCiC!QXxbU2WXKJ8GZ9uzQ8t9mNdYgLPcJZya9l6XYYtqWYA Edited Child Male Rig] * [https://mega.nz/#!JvJmkKjS!Y0fM953aS8BOu4f7q81Otv5cfsczoUri4Ouybbefp-c Edited Child Female] <div class="mw-collapsible mw-collapsed"> ===Method 1=== <div class="mw-collapsible-content"> ====Exporting Animations==== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | # Make a working folder in your Documents\Sims 4 Studio\Mods folder. # Find the WW animation you want to convert and put a copy of it in your working folder. # Make another copy of the animation in the working folder. I'll refer to this copy as the ''working copy''. #Open your working copy in S4S. ##Click the Warehouse tab. ##Click the first Clip or Clip Header in the list on the left. ##On the right find the field called ''Name'' or ''SourceFileName''. ##One of these will hopefully indicate, if it is a male or female animation. Make a note of that. ##Click the Studio tab. ##Chose Adult Male or Adult Female depending on your note. ##Click Export and save the file. ##Go back to the Warehouse and delete both the Clip and Clip Header (with the same Name field) and Save. ##Go back to the Main Menu in S4S and open the same file again. ##Repeat this process for every Clip and Clip Header pair in the working copy. |- | ''You should now have a .blend file for each actor in each animation. Make working copies of each, so that you can always revert to the original, if you make a mistake later on.'' |} ====Importing rigs into Blender==== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | ''Each complete WW animation has a .blend file for each actor. If the original mod creator has been orderly with the naming you should easily, be able to recognise which files make up a complete animation.'' |- | #Open one of your working copies .blend file for the animation you want to work on. #Append (File->Append) the Scene for the next actor for that animation. #Save! #Repeat for every additional actor in the complete animation. ''You should now have a Scene in Blender for each actor.'' <div class="toccolours mw-collapsible mw-collapsed"> '''''Example''''' <div class="mw-collapsible-content"> ''I'm using TURBODRIVERs builtin animations from WW here'' The complete cowgirl animation consists of: *TURBODRIVER_cowgirl_1_male.blend *TURBODRIVER_cowgirl_1_female.blend #Open TURBODRIVER_cowgirl_1_male.blend #Append TURBODRIVER_cowgirl_1_female.blend\Scene\Scene </div> </div> *If you mistakenly exported a rig with the wrong gender, don't worry you can fix this now. You need to import the rigs for all the actors you want in your final animation. *Append the Scene for each rig. **If you are going to use an adult male, append the Edited Male Rig. **If you are going to use an adult female, append the Edited Female Rig. **If you are going to use an child male, append the Edited Child Male Rig. **If you are going to use an child female, append the Edited Child Female Rig. |} ====Exchanging Rigs and Animations in Blender==== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | #Find the Scene in the Outliner of one of the actors (not animations) you have appended. #Expand the rig. #Make sure, that all elements (rig and meshes) are visible and selectable. #Switch to Object Mode and Select All in 3D View. #Copy (ctrl-C). #Select the top Scene in the Outliner. #Switch to Object Mode and paste (ctrl-v). #Repeat for each actor you need in your final animation. |- | ''You should now have all the actors you need for your final animation in the top Scene''. #Click the original animated actor rig in the top Scene of the Outliner. #Change the Context Editor (it's the dropdown to the left of the Key menu) in the Dope Sheet to Action Editor. #Note the Action (to the left of the Context Editor). #Click the actor rig of the imported actor, whom you want to have this animation in the Outliner. #Click Browse in the Action (up/down arrows) and select the animation. #Right click the original actor in the Outliner and select Delete Hierarchy. #*'''Note!''' ''you might just want to hide the actor or move it to another layer, if the animation is on an object, like a bed, so that you can adjust the hight of your actors correctly.'' #Go to the next Scene in the Outliner to repeat for every actor in the final animation. #Delete all Scenes in the Outliner except the top one. #Save! |- | ''You should now have your actors in one scene with the original animations applied.'' |} ====Manipulating Animations==== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | #Check the animation in the Dope Sheet to see, when the final frame is and make sure, that your End frame in the Timeline is the same. #Start moving your actors around. #*''I recommend staring from the top most bone (ROOT) and working your way down.'' #*''Except for the ROOT bone, I recommend only trying to change the rotation and not the position.'' #Work as much as you can on the bones, that have only the initial keyframe. #*For bones with only the initial keyframe: #*#Make sure, you are on frame 1 and adjust the bone in the 3D View and key it. #*For bones with animations: #*#Create another window under the Dope Sheet and change it to Graph Editor. #*#Select the bone or pair (R/L) of bones you are working on. #*#Expand the Channels for the bones int the Graph Editor. #*#Deselect the X, Y and Z Location and deselect all but one Rotation. #*#Select all points of the curve. #*#Move the Curve up/down (g, y) to see how this rotates your bone press ESC. #*#Find the high/low points of the curve and see if it needs to go up or down at each point. #*#*If it needs to go in the same direction at each point, Move the Curve. #*#*If it needs to go in opposite direction Scale (s, y) the Curve and then Move it. #Repeat from the top bone and work your way down until your are happy with your animation. #Save! |} ====Turning you animation into a WW animation==== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | *Follow TURBODRIVERs tutorial on how to put together a WW animation. *If you have used Method 2, don't worry about the additional bones and constraints. S4S will recognise your rig and animation correctly. #Once you get to the WW XML file open the original WW animation in S4S and copy the values from there ''(unless you have changed something from how the original animation worked), except your name, animation name and text string references. #Once you have put together your own WW animation package you need to open the original WW animation again in S4S. ##Go to the Warehouse tab and select the first Clip. ##On the right find the field named Events and click on Edit items... ##A new window will open and you will see one or more Sound items in the list. ##For each item note the SoundName and Timecode on the left. Also not which Clip (actor) it belongs to. ##Repeat for all Clips. #Open your WW animation in S4S and find the corresponding Clips in the Warehouse, that you have just noted. ##For each Clip find the Events field and Edit Items... ##Replace the values SoundName and Timecode of the existing Sound, with the ones you have noted. ##Add more sounds if needed by selecting SoundEvent in the dropdown on the right and click Add. ##Repeat for each Clip. ##Click Save.<br/>''You now have your own WW animation''. #Put it in your Mods folder and test it. |} </div> </div> <div class="mw-collapsible mw-collapsed"> ===Method 2=== <div class="mw-collapsible-content"> ====Exporting Animations==== Same as [[#Exporting_Animations | Method 1]] ====Importing rigs into Blender==== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | #Follow the step "[[#Importing rigs into Blender |Importing rigs into Blender]]" from Method 1, but use the following rigs instead of the ones listed in the requirement: #*[https://mega.nz/#!EqQgBYja!I9BlfqZ8_ogMNvY3_Bf33mm0rZbiI7KDG01RRZGxr0c Edited Male IK] #*[https://mega.nz/#!07gRBTrb!y4fWVnWgEj75d3lfrD4ja3i0P_PtXKoJvpqjh0Qisuk Edited Female IK] #*[https://mega.nz/#!NupikCoZ!ynOFdiiGEiUwncxOk4_NfIRpeOP2kSaOyj388L9xX48 Edited Child Male IK Rig] #*[https://mega.nz/#!Ryp21T6b!Cv2h-3ZgXnKX27bt1RlCfZlagdBB1GASzK7qppqEtI8 Edited Child Female IK Rig] |} ====Exchanging Rigs and Animations in Blender==== Same as [[#Exchanging Rigs and Animations in Blender | Method 1]] =====Manipulating Animations===== {| style="background-color:#f8f9fa; border: 1px solid #eaecf0;" | Once you have done all the rough changes using the procedure above, you can adjust the details of the rig using IK. *You might want to turn off the eye controllers, if the eyes look all weird.<br/>''You can do this by digging down in the rig in the outliner to the b__L/R_Eye__, b__L/R_LoLid__ and b__L/R_UpLid__ and disable (eye button in the Bone Constraints) the Copy Rotation''. *The IK rigs have IK chains in the spine, neck, head, jaw, arms and legs. From the clavicle to the hand and thigh to foot. {| style="background-color:#f8f9fa; border: 1px solid #aaa;" | #Adjust the general animation: ##Go the frame 1. ##Place the bone where you want it to be in that frame. ##Select all the bones in that chain. ##Insert Keyframe for VisualLocRot (i). ''(See example bellow)" #While all bones in the chain ar still selected go to the Graph Editor: ##Disable (eye icon) all but the top most graph. ##Select all keyframes except the first. ##Zoom in, so that you can see the full length (plus a bit more) of the animation and very close to the height of the first couple of ##frames. ##Place the (Graph Editor) curser at the first frame, making sure, that it has the exact same height (y direction). ##Move the remaining frames (g, y), so that the ending height of the graph is the same as the beginning, using the curser as guide. ##Repeat for all graphs. ##For the location graphs, there should only be the first keyframe and you can skip this procedure for those #Play the animation (alt-a), it should look much better now. <div class="toccolours mw-collapsible mw-collapsed"> '''''Example (using the left hand):''''' <div class="mw-collapsible-content"> #Place the left hand where you want it to be. #Select Left Hand, Left Forearm, Left UpperArm and Left Clavicle. #Insert Visual LocRot </div> </div> |} *There might still be some points at the extremes of a movement, that don't look right. {| style="background-color:#f8f9fa; border: 1px solid #aaa;" | #Adjust extreme points: ##Find the frame with the extreme, that needs to be adjusted. ##Place the bone where you want it to be in that frame. ##Select all the bones in the chain ##Insert KeyFrame for VisualRotation (i) #While all bones in the chain are still selected go to the Graph Editor: ##Disable (eye icon) all but the top most rotation graph. ##Select all keyframes except the first and the one you ar adjusting. ##If there are only those two keyframes in the graph. Select the one you are on and delete it. Move on to the next rotation graph. ##Zoom in, so that you can see the full length (plus a bit more) of the animation and very close to the height of the first couple of frames. ##Place the (Graph Editor) curser at the first frame, making sure, that it has the exact same height (y direction). ##Scale the remaining frames (s, y), so that the current frame fits nicely into the graph. ##Move the remaining frames, so that the ending height of the graph is the same as the beginning, using the curser as guide. ##You may need to repeat scale/move a couple of time to get it right. #Repeat for all rotation graphs.<br/>'''''If the keyframe you are adjusting is the last one in a graph. Do not scale the graph!''''' #Select your current keyframe and move it back in line, so that it lines up with the first one. #Play your animation, the extreme points should now have been reduced. |} *You can repeat this for other extreme points in the animation, just remember, which frames you have already adjusted. *Always deselect these when scaling or moving the graphs and always make sure, that the graph ends up aligning to all the keyframes you have adjusted. *If you need to do this for several extreme points, you might need to adjust parts of the graph individually. <div class="toccolours mw-collapsible mw-collapsed"> '''''Example (you have keyed two extremes and the first frame):''''' <div class="mw-collapsible-content"> #Select the graph except the points you have keyed. #Adjust (scale and move) the graph so that it fits between the two extremes #Select the graph between the first frame and the first extreme. #Adjust this, so it fits between the two frames. #Select the graph after the last extreme. #Adjust this, so it fits between the extreme and places the last frame on the same level as the very first. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''''Example (you have keyed several similar extremes and the first frame):''''' <div class="mw-collapsible-content"> #Place the cursor on the first frame or at 0,0. #The similar extremes will mostly fall on the same side of the horizontal line. #Select the graph on this side of the horizontal, except for the frame you have keyed. #Adjust this side of the graph until it fits all you keyed frames. </div> </div> *Save! |} ====Turning you animation into a WW animation==== Same as [[#Turning you animation into a WW animation | Method 1]] </div> </div> ==References==
Navigation menu
Personal tools
British English
Create account
Log in
Namespaces
Translate
British English
Views
Language statistics
Message group statistics
Export
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
Special pages
Printable version