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How do I add animation events? Event Tutorial
First, scroll to the bottom and click Initialize Events if there are no textboxes for events at the top.
After doing so, this is what that looks like.
Note that for most of the cases where it lists an actor hash, you can also type in the actor name, and it'll auto hash it.
For example, Play Effect's parameters are actually Frame Number, VFX Name, Actor Name, Bone Name, 0, 0, Unique VFX Name.
Each of these have a specific purpose. I'll detail how you can add them below.
If you want to create multiple events of the same type, click the "Create" button on the far right. You can also use the "Delete" button to remove an event as well.
One thing to note is, all events have their first parameter as a Frame Number. You can enter the Frame Number in either seconds or in frames. If you use seconds, you can just type the number directly. IF you want to use frames however, you'll need to add an f to the end. So entering 1 as your timecode is the same as 30f, because 1 secoond is 30 frames.
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This attaches one actor to another's actor bone. The parameters are: Frame Number, Object to Be Parented, Object to be Parented to and Bone.
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If you wanted to parent an actor named chocolateBar to your sim's head starting at frame 40, you'd type
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40f,chocolateBar,x,b__Head__
If you want to unparent an actor, you'd put in just the time and actor to be unparented, and zeroes for the target rig and bone. You'd type:
- 40f,chocolateBar,0,0
Second is the Sound Event. This event lets you play sounds. The two parameters are Frame Number and Sound Effect Name.
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Sound Effect Name can be anything from object sounds to voices of sims. If you wanted to play a sound called chocolateBarCrunchySound at frame 32, you'd type:
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32f,chocolateBarCrunchySound
Now that you know how to enter the event parameters, I'll simplify the rest of the explanations.
- This allows you to set xevents in game. The parameters are Frame Number and Script. If you wanted to trigger specifc python code at a precise frame, then this is what you should use.
- It's way too complciated. I'll have to edit this in later.
- They specify a frame number and the name of the reaction asm. The reaction asm must have a private state if you won't be overriding this.
- The parameters are: Frame Number, VFX Name, Actor Name, Bone Name, 0, 0, Unique VFX Name
- Note: you have to enter the zeroes. These numbers may mean something for later packs, so I've left them in.
- Note 2: Unique VFX name is a unique name so you can stop the effect later. If you have let's say three confetti vfx, you'd enter the confetti vfx name as the VFX name, and anything you'd like for the unique vfx name. I would personally name them confetti1, confetti2, and confetti3.
- The parameters are Frame Number, Unique VFX Name,0,0. You also have to enter the zeroes in.
- Make sure unique vfx name is the same as the one you entered in the Play Effect.
- The parameters are the Frame Number where the jaw can be animated, and Duration, which is how long the jaw will be animated before it goes back to normal.
Parameters are Frame Number, Actor Name, and Visibility
I haven't had time to look at them properly yet
That's all the events supported in the tool currently. Hope this is helpful.

