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Post by AlainBM on Oct 24, 2020 13:02:28 GMT -5
Hi! Can someone tell me how can I play an animation with a small object, such as an apple? I made the animation, but I don't know how to put the object on it, the sim just play the animation without the object, cause I don't know how to insert the object on the animation. Can someone please help? A tutorial will be nice.
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Post by MizoreYukii on Oct 24, 2020 19:40:06 GMT -5
Hi! The first thing you need to do is make sure the prop object is named and referenced in your ASM (don't use capitals in the name prop btw). I'm assuming you did that already though. Also, I've only been taught the process, I haven't had a chance to do this myself for my projects yet, so I may miss a step (any animation holding an object will be good reference though for the rest of this). Second, you need to open your clips, then where it says Events click Edit Items. Select "Parent Event" from the drop down menu and add it. Then fill the following fields out as such:
- F1 to F6 is always 0, 0, 1, 0, 0, 0 in that order
- Header1 is the order number of when it’s added, in this case just 1 since it's the first
- Header2 is always 000000C6
- U1 is the FNV32 hash of the prop/object name you want to attach. The name you entered in the ASM needs to be hashed and goes here (not the object definition)
- U2 is the FNV32 hash of the actor we want to parent to (so sim x or sim y); sim x is the most common and would be 050C5D67
- U3 is the FNV32 hash of the bone on the actor we want to parent to. It's pretty much always b__R_Stigmata (588567FC) or b__L_Stigmata (3CBEE81E)
- U4 is always 00000000
Click save on that window after you are done (do not exit any other way or you will lose your work). The next thing to do is under "ExplicitNameSpaces" back on the regular Clip file (looks like a dropdown menu, click it) you need to list your prop name (not the hash), as well as x for the sim. Just type x, then hit enter to go to the next line and enter the name of the prop You will need to repeat all of this for the Clip Header, though I've been taught you can just duplicate the Clip and turn it into a ClipHeader as there is usually never any difference between the two. After that, you should be done.
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Post by Nela Zulf on Oct 17, 2021 10:27:12 GMT -5
Hi! The first thing you need to do is make sure the prop object is named and referenced in your ASM (don't use capitals in the name prop btw). I'm assuming you did that already though. Also, I've only been taught the process, I haven't had a chance to do this myself for my projects yet, so I may miss a step (any animation holding an object will be good reference though for the rest of this). Second, you need to open your clips, then where it says Events click Edit Items. Select "Parent Event" from the drop down menu and add it. Then fill the following fields out as such:
- F1 to F6 is always 0, 0, 1, 0, 0, 0 in that order
- Header1 is the order number of when it’s added, in this case just 1 since it's the first
- Header2 is always 000000C6
- U1 is the FNV32 hash of the prop/object name you want to attach. The name you entered in the ASM needs to be hashed and goes here (not the object definition)
- U2 is the FNV32 hash of the actor we want to parent to (so sim x or sim y); sim x is the most common and would be 050C5D67
- U3 is the FNV32 hash of the bone on the actor we want to parent to. It's pretty much always b__R_Stigmata (588567FC) or b__L_Stigmata (3CBEE81E)
- U4 is always 00000000
Click save on that window after you are done (do not exit any other way or you will lose your work). The next thing to do is under "ExplicitNameSpaces" back on the regular Clip file (looks like a dropdown menu, click it) you need to list your prop name (not the hash), as well as x for the sim. Just type x, then hit enter to go to the next line and enter the name of the prop You will need to repeat all of this for the Clip Header, though I've been taught you can just duplicate the Clip and turn it into a ClipHeader as there is usually never any difference between the two. After that, you should be done. MizoreYukii do you know what object hash name code for U2 code ? Example, like this object clip from surgery table but every object have different U2 code for prop. Because I really need some prop for my object clip.
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Post by MizoreYukii on Oct 20, 2021 12:49:48 GMT -5
Nela Zulf This would still be the actor's value, and the answer lies in the ASM where it lists the different actor names. The trick is not to use S4S's hash generator when converting the actor names to hashes because it doesn't hash capitals, and that's why I recommend in my original post not to use any capitals when you create custom ones. So use this website: www.tools4noobs.com/online_tools/hash/Set the algorithm to fnv132, paste the actor name that has capitals into the box, click "Hash this!" and it will show the correct value. I used surgeryTableAnimated as an example, since that was the 3EED3CAD value you were trying to figure out. I've already posted in the suggestions thread about this, so hopefully one day it will be added to S4S as an option.
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Post by Nela Zulf on Oct 20, 2021 21:56:36 GMT -5
Nela Zulf This would still be the actor's value, and the answer lies in the ASM where it lists the different actor names. The trick is not to use S4S's hash generator when converting the actor names to hashes because it doesn't hash capitals, and that's why I recommend in my original post not to use any capitals when you create custom ones. So use this website: www.tools4noobs.com/online_tools/hash/Set the algorithm to fnv132, paste the actor name that has capitals into the box, click "Hash this!" and it will show the correct value. I used surgeryTableAnimated as an example, since that was the 3EED3CAD value you were trying to figure out. I've already posted in the suggestions thread about this, so hopefully one day it will be added to S4S as an option. It's work. Thank you
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