![]() It seems the last pose in pack the only one I can see it doing that is at some point while making this pose did you happen to rotate this pose laying face down and then adding a key previously before that and then get the pose back in to upright position and key framed after within the 3seconds. The one that dose the split second laydown mode Is pose xxx2_y For signal pose to go in to effect fully and for it to hold so you could even get a screen of it would about 60 sec's at minimum. ![]() Xxx_x ,xxx.y, xx2_x, xxx2_y are all poses are fine in pose but I did notice that all your timelines are like 3 sec's each. HI eslanes, HI and welcome to S4studio's I looked at your poses and there great btw I didn't really see anything wrong other than the time lines being rather short. I notice this each time I make a replacer mod. It just kinda runs it at random, at random times in the anim. It also sometimes starts it from the middle or ends it at the middle. Only issue now is that the game doesn't always run the whole anim before it switches to a new one. ![]() You need to export both the X and Y anims and alter both, but it works in-game. Yes, it works to alter default anims and use them as replacers. Afaik, there's no way to manually position sims (aside from teleporting them, but you never know which way they'll be facing), so this idea was basically thrown out.Įdit: Guess I kinda answered my own question. I even made a 2-sim anim, copied it, deleted sim 2 from the 1st copy, deleted sim 1 from the second one, and ran both at once, and it worked, but the second sim was positioned too high in the air for some reason, and they had to be perfectly positioned. Well, it seems like atm Pose Player only activates an animation for the sim you're using at at the time, but could a replacer for a 2-sim animation be used to do a 2-sim animation? If I just alter an EA clip of a 2-sim animation, will both do their animation then?
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