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- Children can cast spells
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The child sim still stretches. |
Was the child sim stretching in blender when you converted the animation?
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Was the child sim stretching in blender when you converted the animation? |
No. I don't think the interaction was using the converted animation. I don't know why. There is probably something that can be done with JAZZ. I just need some hours together to experiment.
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Posts: 232
Thanks: 2864 in 40 Posts
No. I don't think the interaction was using the converted animation. I don't know why. There is probably something that can be done with JAZZ. I just need some hours together to experiment. |
Could it not be working because of the package's name, c2a_ ? Maybe it should be a child to child interaction.
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Thanks: 1925 in 13 Posts
Could it not be working because of the package's name, c2a_ ? Maybe it should be a child to child interaction. |
Huh. That's an interesting idea and worth trying.
The ones that involve casting a spell ON someone seem right. I haven't converted the _y animations required to target a child.
BUT the spellcasting loop animations used for Play With Magic don't actually have a target as far as I can tell, even though they're marked a2a. I left everything the same except the first character, but maybe that isn't enough.
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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Posts: 232
Thanks: 2864 in 40 Posts
Huh. That's an interesting idea and worth trying. |
Let us know if the problem was the package name.
: ) And that's great Skydome!
Posts: 978
Thanks: 1925 in 13 Posts
Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Posts: 1,497
Thanks: 4279 in 41 Posts
Just wanted to note that I'm still here. I have some other obligations and haven't managed to get any JAZZ test scripts together yet, but I'm willing to jump back in when I hear from you guys. |
Oh that's great I'm currently experimenting with interactions. Just learned to add them recently. Haven't done too much just checking and learning right now. I haven't added any children interactions yet tho just Vampire ones.
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I'm working on this mod again, I've gotten way more experienced with interactions and Jazz Scripts. I've managed to make the conjure apple interaction work. I just copy pasted the code and removed the child restriction. The apple doesn't appear on the hand because I think the EA child version of the conjure apple animation doesn't have the apple.Echoweaver had previously also managed to get conjure apple work. I think we both ended up with similar results.
Currently I'm attempting the fireblast interaction. Will let you know about results.
Posts: 1,497
Thanks: 4279 in 41 Posts
Posts: 1,497
Thanks: 4279 in 41 Posts
Posts: 1,497
Thanks: 4279 in 41 Posts
Now I'm having trouble with adding interactions to objects like Fireblast on ice statue. Conversion Ritual, Magical Upgrade etc. Can anyone give me any tip on how to add those? I've never added interactions to objects before so yea. BTW do you guys know of any mods that add interactions to objects? Can you tell me or give me links on mods like those? That would really help me out, thanks!!
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KidsMagic.7z (39.0 KB, 28 downloads) - View custom content | ||||||||||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2017-08-22 10:45:10 ....A 52988 39763 KidsMagic.package ------------------- ----- ------------ ------------ ------------------------ 52988 39763 1 files, 0 folders |
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About the children not having spellcasting voices -- what about using the normal chat/storytelling dialogues?
Also, about mods that add interactions to objects -- there's the Transmogrifier http://modthesims.info/download.php?t=592332
What I usually do in TSRW to add functionality to decor objects (like adding WA storage or incense, etc) is add script codes to the OBJK
So I assume something similar is going on with mods like the Transmogrifier? IDEK
And YES, PLEASE add more magic options if you can!!!
Can you change the colors? Like -- beginners' magic effects is green up until around Level 5 I think, and the advanced magic has purple effects.
But what if, say, Levels 1-2 were the default/green, 3-4 were yellow, 5-6 were orange-red, 7-8 were the default/purple, and 9-10 were blue?
Or, different spells used different colors, so the fire blast used red effects, and the ice blast used blue effects?
IDK, I'm just tired of the same two colors, I guess.
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I love this thread. I have no idea what any of you are even talking about, but I love it anyway! About the children not having spellcasting voices -- what about using the normal chat/storytelling dialogues? Also, about mods that add interactions to objects -- there's the Transmogrifier http://modthesims.info/download.php?t=592332 What I usually do in TSRW to add functionality to decor objects (like adding WA storage or incense, etc) is add script codes to the OBJK So I assume something similar is going on with mods like the Transmogrifier? IDEK And YES, PLEASE add more magic options if you can!!! Can you change the colors? Like -- beginners' magic effects is green up until around Level 5 I think, and the advanced magic has purple effects. But what if, say, Levels 1-2 were the default/green, 3-4 were yellow, 5-6 were orange-red, 7-8 were the default/purple, and 9-10 were blue? Or, different spells used different colors, so the fire blast used red effects, and the ice blast used blue effects? IDK, I'm just tired of the same two colors, I guess. |
I'm sorry I didn't realize someone responded here. I know about the transmorgifier but it's not going to help here unfortunately
Which version of TSRW are you using btw? The one I use is so buggy and laggy? It's unusable. The colour change effects are interesting. Maybe I can give different color effects to children. I like the idea of different effects. Normal chat voices might sound weird in a spell though. Right now let's just get the animations to work right and then let's worry about the rest later. The work with the mod is moving at a steady pace. I was a bit sick(flu) last 3 days but I'm a little better today and currently working on the mod right now.
Posts: 1,497
Thanks: 4279 in 41 Posts
Posts: 1,497
Thanks: 4279 in 41 Posts
Own Grandma's Canning Station? Check out the Canning Station Overhaul.
Like doing laundry? Check out the Infinite Laundry Buffs Fix.
Posts: 1,497
Thanks: 4279 in 41 Posts
Dunno much about animations, but this might be useful: http://www.modthesims.info/showthread.php?t=469283 |
I actually saw that long time back but currently I need to figure out how to make the sim hold the wand in blender like it was an accessory. Thank you for sending me the link regardless, if you find anything else please send that to me.
Currently this is what I can do with sims animation.
I)I can make a solo animation like make a sim dance or wave hi.
II)2(or more) person animations like boxing, handshake etc.
III)Prop animations like with bed sofa fireplace
(These are not that hard and there's a lot of tutorials on that as well)
But I now need to know how to animate with small props like making an apple appear, playing fetch with a dog, cooking animation where tray appears mid animation or the stirring animation with the spoon/spatula. This sort of thing I don't know how to do and there's no tutorials on this. These small props are different from the larger props because they act as accessory. I even found a accessorywandbasic, accessoryfetchstick in fullbuild15 and s3oc. But when I tried to import the accessorywandbasic I got an error in blender. If I want to make a spellcasting animation with the wand or say something like sword fighting animation. I'll need to know how I can do this.
If anybody has any idea how to do this please let me know. If you know of some modder who has done something like this please tell me who they are so I can talk to them.
Own Grandma's Canning Station? Check out the Canning Station Overhaul.
Like doing laundry? Check out the Infinite Laundry Buffs Fix.
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Just out of curiosity, I wanted to see what error Blender would throw on import. But when I cloned accessorywandbasic, there were no model resources, just the OBJD and OBJK. The OBJK points to a VPXY that S3OC cannot find. How did you even obtain the model to import into Blender? |
The missing model is the problem pretty much. The error was regarding that as well lolz. I think I'll import the MLOD from classic wand to the accessorywandbasic extracted package and then try importing. I don't really know much about objects at all sigh!
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The missing model is the problem pretty much. The error was regarding that as well lolz. I think I'll import the MLOD from classic wand to the accessorywandbasic extracted package and then try importing. I don't really know much about objects at all sigh! |
Ok well that didn't work Aaarggh so frustrating!! I just end up with the wand in a pillow and it doesn't appear in the hand. What do you think is the problem?
Also, TS3 Blender Tools do not seem to handle geostates, despite there being a geostate editor. If you just want to get the mesh into Blender at all costs, deleting the geostates in S3PE beforehand might allow for that.
Own Grandma's Canning Station? Check out the Canning Station Overhaul.
Like doing laundry? Check out the Infinite Laundry Buffs Fix.
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