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Test Subject
Original Poster
#1 Old 14th Aug 2016 at 7:01 PM
Default S3 Rig maker
Hello,

this is a moment that I search a way to modify the rig object but also rig SIMS.
I'm falling on an old very interesting program, but unfortunately it dates much.
Here are the links: http://www.sims3.modthesims.info/sh...25#startcomment

I try to use it but it gives me errors, I guess it is because he dates. Or I not taken the correct version of granny2.dll.
I thought I saw that the creator of this wonderful program, was not too active.
It would there be someone that can put its day program in his estate?
or when there is a similar program with the same functions ??
can you tell me please?

My operating system:
Windows 10, 64-bit
SIMS patch Version: 1.67
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Virtual gardener
staff: administrator
#2 Old 14th Aug 2016 at 7:17 PM
The reason why this isn't going to work out is because it's outdated. You can, however, if you're making an object, copy the rig from it and work with it.

BUt, if you mean making animations, I would suggest checking this out: http://modthesims.info/t/441000 and this: http://www.modthesims.info/wiki.php...stom_Animations

Yet I still need to figure out if the tools that are linked are actually still compatible, but since it's from the same year, I really doubt it.
Test Subject
Original Poster
#3 Old 14th Aug 2016 at 7:46 PM
Quote: Originally posted by Greenplumbbob
The reason why this isn't going to work out is because it's outdated. You can, however, if you're making an object, copy the rig from it and work with it.

BUt, if you mean making animations, I would suggest checking this out: http://modthesims.info/t/441000 and this: http://www.modthesims.info/wiki.php...stom_Animations

Yet I still need to figure out if the tools that are linked are actually still compatible, but since it's from the same year, I really doubt it.


in fact, I understand that the S3 rig maker tool, the link I give, allowed to change even Rig (grannyrig file).
I am trying to edit files as au.rig (adding bone or displacement).
I has BLENDER.
I feel that this tool could.
I do not try to do installation or animation for the moment.

When you say copy the platform of an object and work with, you mean copy and modify for a completely new object? if so, does it function with the rig SIMS? (As au.rig) if so, can you tell me how to or tutorial?

Thank you for your proposal to check the compatibiliter this tool Greenplumbbob .
I think this tool will be very useful for many creative if I understand its functions.
* I find it unfortunate that it is not prosecuted. or can be, as it has been, or there is a similar tool, and I look wrong: s
Virtual gardener
staff: administrator
#4 Old 14th Aug 2016 at 8:58 PM
Oh wait seems that I deleted that part by accident.

The reason why the tool isn't working is because the latest Patches of the game doesn't use the granny files from the older days. So the grannyfiles are outdated.

Editing it however, should be pretty simple. I haven't done it before, but it seems that it's just a matter of importing/exporting: http://www.modthesims.info/wiki.php...stom_Animations
(See 'creating the animation). and that's basically how it should go. It's a bit like a default replacement.

So you actually want to import the animation, edit it the way you want, and export it, reimport it within S3PE. Just make sure it shares the same name as the one you imported.

But are you talking about adding rigs and making it animate to a bed, dresser, etc? or a custom made object?
Test Subject
Original Poster
#5 Old 14th Aug 2016 at 11:49 PM
Quote: Originally posted by Greenplumbbob
Oh wait seems that I deleted that part by accident.

The reason why the tool isn't working is because the latest Patches of the game doesn't use the granny files from the older days. So the grannyfiles are outdated.

Editing it however, should be pretty simple. I haven't done it before, but it seems that it's just a matter of importing/exporting: http://www.modthesims.info/wiki.php...stom_Animations
(See 'creating the animation). and that's basically how it should go. It's a bit like a default replacement.

So you actually want to import the animation, edit it the way you want, and export it, reimport it within S3PE. Just make sure it shares the same name as the one you imported.

But are you talking about adding rigs and making it animate to a bed, dresser, etc? or a custom made object?



I do not think we are talking about the same thing: s.
I'm not talking about animation.
but just change an OS mesh, object or SIMS.
Edit au.rig (the grannyrig files) to add, remove, move OS.
I already try GEOM.tool with the plug in, "io-TS3-rig" (for BLENDER) of Cmomoney: http://modthesims.info/t/443780
by doing this :
Import rig (au.rig) -> add OS -> export the rig

However when I open the new au.rig creates the added bones are there but all OS are removed. there is the most original form of the SIMS.

so I am researching with S3PE and I notice that when exporting, at the end of the script file au.rig, IK chains are removed. I think this is the cause

So I find the tool mentioned above.
and I thought he could do it.

but apparently you tell me about animation. I may have misunderstood the purpose of the tools.

PS: I am not English: s
Virtual gardener
staff: administrator
#6 Old 15th Aug 2016 at 11:55 AM
So I looked somewhat deeper into the tool and what EA changed when it comes to the bones/RIG files, and (as I expected it to be) only the objects seem to have the grannyfile, but updated. And looking at the error it gives me it's because the plugin doesn't recognize these kinds of Grannyfiles, which means the plugin is outdated.

Sims bodies (doesn't matter what kind) have had these RIG files but aren't supported anymore. As I explained earlier, EA updated these into BONE and a few other files to support it.

If you were assigning bones instead, you can use Milkshape 3D. now I usually use TSRW to work with, because it packs every file correctly for me. But it is possible to export your GEOM, export the reference mesh you chose (So say you made a bed, your GEOM is likely not to have bones yet in it, you can export the GEOm of a bed that already has bones). And import it within Milkshape 3D.
Blender, I wouldn't count on that since it doesn't export and import most things correctly when it comes to plugins made for TS3, because so much has changed over the years because EA updated the files.

In milkshake 1.8.5 BETA (And other ones but you want to use this one), you can select some vertices and go to the joint tab and select the bone you want to assign to that part and click 'assign'. That's how I do it if I need to manually add the bones to an object.

The tool I linked was for making Animations with it, since this was about rigs and bones and usually people use these files for making animations on objects. Sorry for misunderstanding >-<

Anyway, what do you want to change the IKchains and the RIGs for?
Test Subject
Original Poster
#7 Old 3rd Sep 2016 at 8:12 PM
Quote: Originally posted by Greenplumbbob
So I looked somewhat deeper into the tool and what EA changed when it comes to the bones/RIG files, and (as I expected it to be) only the objects seem to have the grannyfile, but updated. And looking at the error it gives me it's because the plugin doesn't recognize these kinds of Grannyfiles, which means the plugin is outdated.

Sims bodies (doesn't matter what kind) have had these RIG files but aren't supported anymore. As I explained earlier, EA updated these into BONE and a few other files to support it.

If you were assigning bones instead, you can use Milkshape 3D. now I usually use TSRW to work with, because it packs every file correctly for me. But it is possible to export your GEOM, export the reference mesh you chose (So say you made a bed, your GEOM is likely not to have bones yet in it, you can export the GEOm of a bed that already has bones). And import it within Milkshape 3D.
Blender, I wouldn't count on that since it doesn't export and import most things correctly when it comes to plugins made for TS3, because so much has changed over the years because EA updated the files.

In milkshake 1.8.5 BETA (And other ones but you want to use this one), you can select some vertices and go to the joint tab and select the bone you want to assign to that part and click 'assign'. That's how I do it if I need to manually add the bones to an object.

The tool I linked was for making Animations with it, since this was about rigs and bones and usually people use these files for making animations on objects. Sorry for misunderstanding >-<

Anyway, what do you want to change the IKchains and the RIGs for?


I'm really sorry time my answer !!
really sorry !

Thank you for your response, I understood everything that you explain.

in fact I really wanted to create new bone skeleton.
or add to the skeleton of new bone.

could you also give me a tutorial to create new skin tone by default, if it please? I have searched but I do find that tutorial on adding makeup and tattoo .... :/
Virtual gardener
staff: administrator
#8 Old 4th Sep 2016 at 11:30 AM
It's okay ^-^

It is possible to make a different skeleton for objects, though I don't know it will be possible for sims, for several reasons actually. I mean objects don't share 'sims movements' so it's easy to make your own. Sims however are sort of 'chained' to their movements, because interactions are actually animation codes. We just think sims are doing what we would in real life but in fact it's just animations playing (Wow that went somewhere deep XD)

For default replacement skins, you could try this tutorial:

http://modthesims.info/t/351328

Though I usually use this tool (Also has explanation within the description):

http://modthesims.info/d/389488

And for getting a better view of how default replacements (textures) work, I got a tutorial over MTS (and some other sites) about default texturing. In your case you don't need to check out the mesh default replacement.

http://modthesims.info/showthread.php?t=579498

Tattoos can be done in many ways as well.

For makeup, you'll find the best basics right here; https://www.youtube.com/watch?v=N19aSi_6xTs

tattoos can be done in several ways: Skin overlay, the ambitions tattoos way, accessory,

Skin overlay (Not yet released tutorial but I don't mind sharing it: http://greenplumbboblover.tumblr.co...btebo3xS1t4dco1)
ambitions way: http://web.archive.org/web/20151008...5#startcomments
accessory: http://sim-it-up.tumblr.com/post/37...cessory-tattoos
Test Subject
Original Poster
#9 Old 20th Sep 2016 at 3:08 AM
Quote: Originally posted by Greenplumbbob
It's okay ^-^

It is possible to make a different skeleton for objects, though I don't know it will be possible for sims, for several reasons actually. I mean objects don't share 'sims movements' so it's easy to make your own. Sims however are sort of 'chained' to their movements, because interactions are actually animation codes. We just think sims are doing what we would in real life but in fact it's just animations playing (Wow that went somewhere deep XD)

For default replacement skins, you could try this tutorial:

http://modthesims.info/t/351328

Though I usually use this tool (Also has explanation within the description):

http://modthesims.info/d/389488

And for getting a better view of how default replacements (textures) work, I got a tutorial over MTS (and some other sites) about default texturing. In your case you don't need to check out the mesh default replacement.

http://modthesims.info/showthread.php?t=579498

Tattoos can be done in many ways as well.

For makeup, you'll find the best basics right here; https://www.youtube.com/watch?v=N19aSi_6xTs

tattoos can be done in several ways: Skin overlay, the ambitions tattoos way, accessory,

Skin overlay (Not yet released tutorial but I don't mind sharing it: http://greenplumbboblover.tumblr.co...btebo3xS1t4dco1)
ambitions way: http://web.archive.org/web/20151008...5#startcomments
accessory: http://sim-it-up.tumblr.com/post/37...cessory-tattoos





Really thank you for all these indications tutorial !! it's perfect, it's right what I wanted, thank you .

Regarding the skeletons of objects, would you have a tutorial on how to make all new, as:
- New bone for new table or chair or window.
- New bone for objects that follow the sims like backpack, or umbrella

And for Skeletons Sims, I think I understand the idea, it's a shame that we can not change them. or then again incorporated in their bones "string" .
Virtual gardener
staff: administrator
#10 Old 21st Sep 2016 at 6:44 PM
Well... The backpacks and objects bone system is a lot easier to change, and add and assign. You just need Milkshape 3D and I would recommend using TSRW, although there is a way to do this with just exporting it with S3PE and some plugins.

This method is also similar to the S3PE way.

With TSRW, you can actually just export the cloned object as a TSRW, import it within Milkshape and then import your own mesh into Milkshape (with the TSRW cloned mesh of course). Now Select the entire group of your mesh and make sure the TSrw cloned mesh is not selected (you can also delete this mesh now if you like) You want to to go the joints tab and click on the bone's name. usually it looks like something like this: 0x084756. And then click 'assign'.

IF YOUR MESH HAS MORE THAN ONE BONE!

Try this method: http://www.modthesims.info/showthre...664#post4933664

I use this one all the time. I rarely need to adjust some changes to my mesh's bones and I guess it's the most accurate way to do it as long as your mesh is in the same position as the reference mesh you're using.
Inventor
#11 Old 28th Sep 2016 at 2:41 AM Last edited by douglasveiga : 29th Sep 2016 at 12:04 AM.
@Greenplumbbob
I am just curious.... Why don't you guys use the "Rig Editor" plugin for S3PE to edit/create your own rig for objects?
Virtual gardener
staff: administrator
#12 Old 28th Sep 2016 at 5:08 PM
That's always an option, but I don't really use that tool that often, besides deleting effects or any minor edits. To be fair, I only know the basics of that editor, and I know that TSRW also has a lot of editors within it for the Rig.

Although when it's about creating a rig, I guess it's a nice little tool to use. I probably should do some more research on the rig editor, like what it is all capable of.
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