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Post by cas-fulleditmode on Jun 14, 2020 12:48:25 GMT -5
hello! i've been recently attempting to create a size edit of the Discover University toilet stall, which has been made way too large for my liking. i changed a couple of things such as the enormous gap you can peek through at the bottom and several other peeves i wasn't too happy with. the texture is still on my to-do list, but my current obstacle is the door animation. no matter what i do, the door completely removes itself from its expected position and rotates in an odd way, i tried leaving the rig as it is, i tried tampering with the _door_bind_0 without any results, i messed with the transform_bone to see if that fixes it, nothing. i'm going to leave an earlier version here, that hasn't been tampered with too much. the texture is still unadjusted to the new mesh and i wanted to leave the door mesh unedited until i figure this whole rig issue out. all i'm asking for is that the stall door stays in its proper place and rotates properly. [toiletstall.package]
i would really appreciate the help, thank you in advance!
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Post by Syboulette on Jun 14, 2020 13:54:42 GMT -5
Hi there There's two things you need to fix: 1- The geostates. They are different states applied for the mesh. You can find them in the mesh tab. You'll need to upload each mesh version for each geostate. Right now, you just uploaded the "unflushed" states for "flushed" states, and you didn't do the "noGeo" state. Next, you'll need to change the coordinates of the riged animation. Go the the Rig/slots tab and changes the coordinates of the __door__bind0 to fit the new mesh. When you'll do both of this steps, it should works
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Post by cas-fulleditmode on Jun 14, 2020 15:49:46 GMT -5
i tried that out, it's still the same issue from the images above. thank you for giving it a try though, i highly appreciate it.
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Post by hyousora on Jun 14, 2020 17:17:37 GMT -5
Did you tried to move _door_bind_0 to the door with studio? I do this with meshes most of the time and it works. The issue you're having right now is that in studio the _door_bind_0 isn't actually on the door. You'll have to manually move the x and y position of _door_bind_0 to where the door is placed. Also you'll have to do this with each Geo State and it seems like the noGeo hasn't been edited. Picture with comment
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Post by cas-fulleditmode on Jun 14, 2020 17:22:04 GMT -5
hyousora i tried that but it didn't end up working in my game. could you maybe check if it works in your game by any chance? i'd appreciate it. thank you (:
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Post by hyousora on Jun 14, 2020 18:17:25 GMT -5
I can't actually check it but I'm wondering if this is something to do with the other LODS. I'm going to see if updating them might help. What I noticed while in blender is that LOD 1 and 2 seems to have difference with where _door_bind_0 is located in vertex group. I'll upload the Package and you can edit the X and Y positions. Sorry if I'm not much of a help.
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Post by Syboulette on Jun 15, 2020 3:56:59 GMT -5
I checked again this morning and tried to replace all the geostates and the different LODs correctly and you're right, it didn't fix the problem. This object is very very complicated: 1- There are geostates, which means you'll have to edit each one of them. 2- It has differently done LODs: the mesh groups in each LOD have different cuts attributed. I've never seen that before. It's a mess (rofl) 3- After a lots a of tries and blinded guess, I arrived to the conclusion that the animated part is rooted to the original size. Also, the location of the door during the non animated part (when nobody is inside) uses a different mesh than when a sim open the door. In summary:
- The Unflushed/flushed state is for non animated part: I tried to shift the location according to the gap approximatively and it worked
- The no geo state is for the animation: this is where it is tricky, because the animation had been made for the large door, so even if you change the pivot point, the rotation won't look good. I resized you door (because in your original file it was too large according to your new sized stall) and in game, the starting point is (almost) right, but then the ending position is way ahead. I don't know how we could change the pivot point according to the new size/location of the changed door.
So here is the modified package (which is still not correct, to go faster I replaced all the lod with the hi rez one, which is not supposed to be like this but can work if its for your personal use and you have a steady computer). Sorry I couldn't help.
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Post by cas-fulleditmode on Jun 15, 2020 7:04:18 GMT -5
omg no, it's okay. thank you so much for looking into this and figuring things out. i've found some custom content i can use alternatively, but i'll keep this thread open if anyone wants to take another look at it.
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