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Post by menaceman44 on Jun 6, 2019 12:41:33 GMT -5
I am trying to recreate the water cooler from The Sims Mobile. I have managed to mesh and texture the object (minus bump and spec which are still original object textures) as well as use my tuning created for my prevous water cooler project but I now have the issue that the Sim stands too close to the cooler when interacting with it. I would like them to stand far enough away to stop them dipping their heads in the front and holding the glass inside the object. Can this be done or am I resigned to having to make the cooler with a shallower mesh to avoid the clipping? I would hope not.
The cooler can be downloaded here>
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Post by JPCopeSIMs on Jun 7, 2019 0:48:34 GMT -5
couldn't you just move the root along the y axis
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Post by menaceman44 on Jun 7, 2019 9:05:56 GMT -5
I tried that. It moved all of the related effects but the Sim still walked to the same position.
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Post by JPCopeSIMs on Jun 8, 2019 0:27:04 GMT -5
Try this I didn't adjust the footprint because I dont know if that would though it out of whack I have worked on things where I got it to work and then I changed the foot print.
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Post by JPCopeSIMs on Jun 8, 2019 0:28:19 GMT -5
though you could adjust the distance through the turning but this way was easier.
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Post by simguy80 on Jun 8, 2019 7:57:42 GMT -5
I am also looking for a solution to this issue as well. Here are my thoughts. I've tried your solution before, and yes it works, but the issue with offsetting the 3d mesh in Blender is that it requires the user to press Alt when placing the object so it won't intersect with the wall. (I don't think that's user friendly if the object is to be released publicly) Plus, it has the potential of a Sim walking through its back if it isn't placed flush against a wall. though you could adjust the distance through the turning In theory, or you know how it can be done? If so, could you please elaborate? Looking at the various tunings I can't seem to find the "walk to" point being referenced anywhere. (Perhaps there's a Python script at play?) In my experience trying to find a solution with tuning is a big pain. For example, making a custom sink and cloning the "sink_washHands" tuning makes the Sim wash his/her hands right where the Sim is standing. So, the tuning breaks before I can even attempt to search for the "walk to" point. So frustrating....
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Post by menaceman44 on Jun 8, 2019 8:19:07 GMT -5
Thanks for looking at this. The position you moved it to is perfect but I really want it to line up with the footprint properly and be able to place it against walls without having to use the Alt key. I did try updating the footprint on your package just to see what the effect would be. It still placed exactly the same afterwards and the animations satyed in the same place but it interfered more when placing it against walls. If this is possible to do with tuning, how would I go about trying that method?
EDIT: sniped by simguy80.
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Post by simguy80 on Jun 8, 2019 9:43:31 GMT -5
So, I was successful in changing the offset for "sink_washHands" by adding this to the top of the tunings:
sink_WashHands:
<L n="_constraints"> <U> <L n="constraints"> <U> <V n="value" t="cone"> <U n="cone"> <T n="angle">20</T> <T n="ideal_radius_max">1.0</T> <T n="ideal_radius_min">1.0</T> <T n="max_radius">1.0</T> <T n="min_radius">1.0</T> </U> </V> </U> </L> </U> <U> <L n="constraints"> <U> <V n="value" t="facing"> <U n="facing"> <T n="inner_radius">1.0</T> <T n="range">30</T> </U> </V> </U> </L> </U> </L> Look familiar? It's from good ol' Bakie's tuning tutorial! Who would have thought? Haha! This is the copied code from mirror_PracticeSpeech with this part cut out (This code constrains where the head is looking and also requires additional changes in both tuning files, hence why it took me a while to get the mirror code working in the first place):
<U> <L n="constraints"> <U> <V n="value" t="line_of_sight" /> </U> </L> </U> Now... to see if this can be applied to the drinking tuning. (As well as others, since my personal project happens to be a sink. )
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Post by simguy80 on Jun 8, 2019 10:42:44 GMT -5
So, the tunings for getting water seem to be in sink_startCrafting and sink_create. It looks like sink_startCrafting references that the object is a water object, the water "recipe", and whatnot while the sink_create references the action of getting water. Thing is, making a copy of sink_create breaks without any changes made and causes the Sim to get water from another sink. (Adding the mirror code from above doesn't fix it, being that it's not a routing error like before) Good times...
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Post by menaceman44 on Jun 8, 2019 10:50:57 GMT -5
I tried adding the code to the sink-stand tuning as a default replacement just to test if it did anything and that prevented the interaction from completing. I could still choose it and the Sim wouldn't complain but once they walked over to the object they just stood there and the get water action dropped from their queue.
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Post by menaceman44 on Jun 10, 2019 13:04:42 GMT -5
Okay, I'm at a loss now. I've tried everything I can think of tuning-wise. Is there a method you know of JPCopeSIMs that I do not that you would be willing to explain? I understand that moving the mesh backwards is the easiest method but as pointed out by simguy80, it isn't the most player-friendly method making the object sit off-grid and I do intend to share the finished object if it ever gets that far.
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Post by JPCopeSIMs on Jun 10, 2019 20:35:56 GMT -5
As soon as I get some free time I'll take another look
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Post by menaceman44 on Jun 11, 2019 15:32:09 GMT -5
I tried one other method I could think of involving the footprint but that didn't work either. I extended it further forward assuming that would prevent the Sims from getting as close but all it did was prevent the Sim from getting to the cooler and route failing because the cooler was in the way of itself. :(
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Post by menaceman44 on Jun 17, 2019 12:39:34 GMT -5
Bump. Still hoping to do this via tuning if possible.
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Post by menaceman44 on Jun 18, 2019 17:24:31 GMT -5
I've had word from SimGuruTwoLegs on the official forums! They had the following to say: So it can be done but maaaay be outside of my knowledge base. I'd say modifying the animation clip is certainly beyond me currently but I might be able to achieve the tuning method with a new subroot.
Tagging simguy80 in case you find this information of use.
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