|
Post by simguy80 on Jun 20, 2019 7:03:04 GMT -5
I've had word from SimGuruTwoLegs on the official forums! They had the following to say: A working example would make me SO happy. All this trial and error is driving me nuts! I feel your pain! Edit: This was a result of directly inputting a2o_glassOfWater_getWater_x into a package. (And editing)
I know this isn't the exact solution you're/I'm searching for but I'm ready to go back to JPCopeSIMs' off grid suggestion. Haha. (I just found out that F5 places objects half grid. Not nearly as tedious as pressing Alt. Just make note of it in the description. Still be nice if offsetting the "walk to" point wasn't so complicated.
Perfect placement to be flush against wall after F5 is pressed in build mode: Shift select both meshes. View from top. Snap to grid. Move to location. Ctrl+A, Apply location. Import into S4S and click "Adjust footprint". Adjust Rigs/Slots as needed in S4S
|
|
|
Post by JPCopeSIMs on Jun 20, 2019 16:49:30 GMT -5
I was do matanace on my computer . So sorry for the late reply you could change the animation by creating your own search necrodogs on way of adding animation or maeby editing the mesh so the head dosen't clip though it
|
|
|
Post by simguy80 on Jun 21, 2019 0:51:27 GMT -5
change the animation by creating your own Tried. As expected, IKs become Broken, which means those movements would need to be manually set. But, worst of all, the glass doesn't get created and no drinking. So...
|
|
|
Post by menaceman44 on Jun 22, 2019 15:22:12 GMT -5
I've still not given up on this. I have zero experience with Sim animations or blender animations in general though (which is pretty bad for someone who went to university to study animation. Although I did specialise in stop-motion so that's my excuse.) I can't even get an animation back into the game where a Sim will attempt to use it. I have got as far as creating a replacement package by using Studio's Animation > Override option on the main screen. I chose the a2o_glassOfWater_getWater_x animation, saved the package without making any changes to it at all and the result was that the Get Water interaction is now missing from ALL sinks. How did I go so badly wrong without even changing anything?
|
|
|
Post by simguy80 on Jun 23, 2019 9:30:33 GMT -5
I figured out how to make a working default override animation and had it all written out on how to do it. At the end of it I was going to suggest for non-override was to make custom tuning Ids up to the animation (Plus you WOULD need Blender experience to edit the animation file), and while testing, it doesn't seem to work. What a waste of time... Haha. Edit: This is the reason in doesn't work. Hello old friend. making a copy of sink_create breaks without any changes made and causes the Sim to get water from another sink. Edit: I did some MORE testing and found that sink_startcrafting references the recipe_Drink_Sink_Water, which references sink_create. Editing this and making custom IDs to this point makes it so the Sim doesn't get water from anywhere. I keep going over the XMLs over and over and just can't seem to find what's causing it to break.
If you're interested:
To setup a working override for the "get water" animation:
1. In S4S create clip Pack. 2. Export the Clip. 3. Import it back in 4. Make a new instance of S4S. (Easiest way in Windows 10 is to right click the program on the taskbar and click on its name) 5. In new instance of S4S, Create Empty Package. 6. In new package go to Tools>Game File Cruiser 7. Select "Clip Header", Click empty space above names to alphabetize, scroll down and select animation, Add to current package.
8. Now you want to put both windows side by side ("Empty" package file and "Clip Pack" package), and (manually) copy over information from the Clip Header Events. (When done, "Empty" package is no longer needed, so it can be minimized.)
9. Once again, in the "Clip Pack" package, open the Tools>Game File Cruiser.
10. Click the "Animation State Machine", Click empty space above names to alphabetize, scroll down and select ASM, Add to current package. 11. Make a note of the clip's Name and SourceAsset name.
12. Copy those values over to the ASM you imported for the "clip" and "ik_configuration"
13. Save and test in Sims 4. You will see animations, sound, glass creation, etc. all work. Only thing that doesn't work is the IK (aka "magnet" that tells hand to "stick" to a certain point.)
|
|
|
Post by menaceman44 on Jun 23, 2019 15:10:10 GMT -5
I just followed your instructions exactly as outlined here (many thanks for the pictures, it makes it all that much easier to follow) and I still have the result where the option to get a drink is removed from ALL sinks as well as my cooler.
I have no idea what I am doing differently in my setup but I guess if the end result is going to be something that doesn't work anyway then there isn't much point.
EDIT: Scrap that. I wasn't doing anything wrong this time or the last. I didn't realise I've had a mod conflicting in my game that I am still trying to track down. I only realised because the Island Living BBQ pit isn't working either and when I take my mods out both missing interactions come back.
|
|
|
Post by menaceman44 on Jun 26, 2019 10:00:58 GMT -5
I'M MAKING PROGRESS!!! I decided to go the tuning route and I think I've finally cracked it! (The only problem now is that the water pouring animation doesn't seem to play anymore. Clearly I still have work to do.)
|
|
|
Post by menaceman44 on Jun 27, 2019 12:55:10 GMT -5
Okay, so I'm coming begging for help again. I have two different versions of my package now with slightly different tuning setups in each. They both give the same results as each other as far as I can tell. I have the Sims standing where I want them to and the animations look fine although I do suspect the IK targets have been broken. For this particular project that isn't particularly a problem. What is, is that the little animation of the water pouring from the spout into the glass no longer plays when a Sim uses the object. I suspect this has something to do with either moving the animation to a subroot or the result of the IK targets breaking which may in reality be the same thing. Is there anyone out there with greater tuning and coding experience than myself (which shouldn't be too difficult) willing to take a look and see if they can figure things out? I didn't particularly know what I was doing when I created the tunings used in these two versions. I just looked at a lot of the the existing Part Tuning files already in the game and fumbled my way through until something worked.
Tagging simguy80 and JPCopeSIMs just to make you aware of the updated information and files to look at.
|
|