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#1 Old 16th Dec 2024 at 5:40 PM Last edited by MorganEatsAss : 16th Dec 2024 at 6:00 PM.
Adding custom animation to an interaction
I'm very new to modding but i have made an animation i would like to be played when preforming an interaction.

When my sim does an interaction i made, i want the sim that asked to do play the animation i have made. how do i do that.

I've made the interaction itself on Mod Constructor, but now i'm in sims 4 studio trying to work out how to make the animation play.

There's no information on how to do this bro SOS
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Fat Obstreperous Jerk
#2 Old 16th Dec 2024 at 8:27 PM
Okay, so there's a fairly lengthy chain of things involved here.

1. You need to pack to pack the animation you made into a CLIP and CLHD.

2. You need to then correctly set the events in the animation so that the sfx and vfx play at the appropriate times and the appropriate game actions are triggered at the right timings.

3. You need to create an Jazz that references this animation. See the "AsmJazz" folder in the XMLs.

4. You need to create a "AnimationElement" to initialize the relevant Jazz starting node and variables. See the "animation" folder in the XMLs.

5. Finally, the interaction must reference the above as the factory and handle any events you had the animation throw.

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Test Subject
Original Poster
#3 Old 16th Dec 2024 at 9:25 PM
Quote: Originally posted by J. M. Pescado
Okay, so there's a fairly lengthy chain of things involved here.

1. You need to pack to pack the animation you made into a CLIP and CLHD.

2. You need to then correctly set the events in the animation so that the sfx and vfx play at the appropriate times and the appropriate game actions are triggered at the right timings.

3. You need to create an Jazz that references this animation. See the "AsmJazz" folder in the XMLs.

4. You need to create a "AnimationElement" to initialize the relevant Jazz starting node and variables. See the "animation" folder in the XMLs.

5. Finally, the interaction must reference the above as the factory and handle any events you had the animation throw.


You sexy bastard you

but what the hell is a Jazz and CLHD??!?!?!?!
Fat Obstreperous Jerk
#4 Old 16th Dec 2024 at 10:38 PM
CLIP+CLHD is the format that the game uses to store animations. When you've imported one from what is probably Blender, what you're probably using( probably SimStudio) has likely created these for you, but you may have to edit them.

JAZZ is the file used to determine which animation will be played, using a variety of input variables and random chance weights. When a Sim, for example, picks his nose, the game would use this file to determine which hand he will use to pick his nose and which nostril he will jam his finger into, by selecting based on various factors which of these nose-picking animations to use and whether to invert them. It could also define how a slob sim may pick his nose differently from a neat sim, by selecting alternate animations for these cases. Thus there would only be a single "Pick Nose" interaction, that creates these varieties. This allows you to cut an animation into individual chunks and then chain them together in various combinations: Start picking nose, dig around in nose in various ways, stop picking nose. This allows you to create variable-duration nosepicking.

Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Test Subject
Original Poster
#5 Old 16th Dec 2024 at 10:59 PM
Quote: Originally posted by J. M. Pescado
CLIP+CLHD is the format that the game uses to store animations. When you've imported one from what is probably Blender, what you're probably using( probably SimStudio) has likely created these for you, but you may have to edit them.

JAZZ is the file used to determine which animation will be played, using a variety of input variables and random chance weights. When a Sim, for example, picks his nose, the game would use this file to determine which hand he will use to pick his nose and which nostril he will jam his finger into, by selecting based on various factors which of these nose-picking animations to use and whether to invert them. It could also define how a slob sim may pick his nose differently from a neat sim, by selecting alternate animations for these cases. Thus there would only be a single "Pick Nose" interaction, that creates these varieties. This allows you to cut an animation into individual chunks and then chain them together in various combinations: Start picking nose, dig around in nose in various ways, stop picking nose. This allows you to create variable-duration nosepicking.


Get this man some concubine mate you've been such a help
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