Releases: thepancake1/_s4animtools
Releases · thepancake1/_s4animtools
Alpha 5
This version should no longer throw any errors if used with Sims4Studio and Blender 3.3.
Bugfixes:
- Maintain Keyframe has been restored.
- Copy Baked Animation has been rewritten. Note that the leg ik pole targets behave strangely in blender unless you reparent them to the root.
- Fix for visibility events being deleted twice in the code.
- Fix syntax warning for item.target_obj comparison.
- Unregister class is now in a try and catch block, in case something goes horribly wrong.
Alpha 4
New features:
- Walkstyles are now supported. Adding a "loco" bone will allow you to import animation data for the 2AF0A8AE bone.
- Initial Offset calculator is now interactive. Instead of showing as two textboxes, it now lets you select from a list of all the objects in the scene the bones in the object you selected.
- Footprints can now be visualized with the addon. They can be imported or exported. Make sure to add "0x" if you're specifying a hash in the footprint name or hash section.
Bugfixes:
- Stop and snap effect events now work correctly.
- Snap events work as intended now when multiple clips were being exported to.
Alpha 3
New Features:
- Animating relative to a subroot with IK is now possible with "Use World RIg and Bone as Root for IK Targets on Object". Check this, type in your object rig name and object bone name in the world rig and world bone fields, and it'll automatically setup the required ik target setups properly.
- For pose creators and also animators in general, a button for easily allowing the jaw to be animated for the entire animation, even if you have multiple clips has been added. Check Allow Jaw Animation for Entire Animation to allow it. By default, it's set to off as animations have auto generated lipsync.
- Export rig now now follows S4S' naming scheme, it can now be Batch Imported.
- The UI has been made more compact. A lot of space was wasted which looked kinda bad, but now it's better at least.
Bugfixes
- Initialize events will no longer add empty events if there are already events for that type.
- Disable Lipsync events now accept the duration of how long the jaw can be animated in frames.
- Fixed a lot of bugs about animating with IK on objects and subroots.
Alpha 2
Here are the main bug-fixes and updates since the last version.
Bugfixes
- Eyebrows and eyes animate now. (This was a careless mistake on my part. I made a fix for this two weeks ago, but I didn't notice that I hadn't published it until a friend reported the bug today.)
- Fix for animations with scale. In the previous version, only one of the scale frames would be saved per bone. (This happened because I changed how scale was calculated right before Alpha 1.)
- Disable Rig Suffix now works again. (What this feature does is it adds the actor name to the end of the animation. For example, a2o_panda_dance would stay the same if Disable Rig Suffix was true, but if it was false, it would become a2o_panda_dance_x, if x was the name of your actor that is.)
- Initial Offsets Q and T now have defaults. Previously, you would have needed to fill this out, even if you didn't change it from the default value.
New Features
- Uncompressed animations are now possible to export. If your animation needs extremely fine detail, you may need this. In 99% of cases though, you won't need this. It also doubled animation sizes in my tests. (How this works is by using the F1 palette to store full floats instead of the quantized data that animations usually have.)
Upcoming Features
- Initial work on new Copy Baked Animation. This feature will let you copy existing in-game animations to ik rigs so you can edit animations more easily. However, it needs a lot more work before it becomes functional.
Alpha 1
First release.