|
Post by Staberinde on Jun 2, 2021 5:12:38 GMT -5
Hi all,
Could I have some guidance?
I have made a tree you can dance around; its a stereo that looks like a tree.
I am trying to replace the animation where a Sim uses the remote to change channels with the greeting pose from the yoga.
- in stereo_listen,
- in the individual channels like stereo_listen_retro
- changing the tuning number in the special <remote_animation> tuning
TEST 1: I tried creating a version of the yoga animation without a mat and it didn't play when the Sim "turned on" the tree-stereo (using this tutorial to understand the process).
TEST 2: I followed that by trying to just replace the TV Remote animation with any simple vanilla animation (in this case, pushups). i.e. to check that I could replace animations, in case the error had been my badly-made yoga animation. This also didn't work.
TEST 3: And I've tried swapping it out for a custom animation that Triplis uses in his sorceror mod (i.e. a standalone, one Sim, no props, no being-part-of-a-sequence animation designed to trigger once during an interaction, similar to the way I want my animation to behave).
In all three cases, no animation plays when the Sim initiates sounds from the tree. They just start listening or dancing.
TEST 4: I tried default-replacing the stereo_listens and stereo_listen_alt animations with a different animation. In this case, the Sim still used the remote (?!)
I've looked at the python code for the stereo, & though I'm not an expert I can't see any reason there why the TV_RemoteUse animation would be "special".
So....
- Is swapping one animation for another as simple as changing the tuning reference number, as you might when swapping a model's object tuning?
- If not, are there any good tutorials explaining how to swap out an animation?
- Is there something specific about the way animations operate I'm misunderstanding, which means TV_RemoteUse =/= Yoga_GreetingPose in an fundamental way? One can't be swapped for the other, because they don't have matching characteristics?
- Should this be working & have I messed up my code somewhere earlier and not noticed?
- Are animations cached somewhere (like when you delete .localthumbnailcache), and because I've not deleted and let the game re-generate that file, the edits I'm making to my files are having no effect.
I'm happy to share my package on request, but tbh I'm not certain how useful it would be. At this stage, I want to figure out how to swap the TV_RemoteUse "turn the stereo on with a remote control" animation for any other in-game animation; and once I understand how that works and why my previous attempts were failing, then try and make my custom yoga animation
(or...should swapping TV_RemoteUse be easy, and has something gone really badly wrong somewhere?)
Very appreciative for any help, ideas, tutorials, pointers - or solutions - which come to mind.
|
|
|
Post by MizoreYukii on Jun 3, 2021 17:34:26 GMT -5
I tagged you in the server with a response based on some of my own research but I'll just repost here as I think you missed it : I took another look at the tree and the animations, something weird is going on with the remote_animation like you were saying. I tried a couple of things after fixing up the files you gave me with my previous recommendations, and nothing worked. I even tried doing the remote override and seeing if basic_content one shot was supported, along with a basic EA animation tuning (bow from SE). My only recommendation at this point is to add a SuperInteraction before the Listen interaction with an animation, have it continue into the listen one with the remote_animation bit removed. You could either make the animation a one shot or try placing the animation in the same outcome section. This is possibly an EA bug for modders that will need to be reported at some point. It likely won't get fixed for a very long time though as this is a rare case. But to answer your other questions: 1. Normally, yes. Simple animations that are just the sim can be swapped with pretty much anything, but if it was originally for an object like your yoga mat you will have to clone everything and replace/remove stuff where necessary as I explained before. There are some object animations that can be re-used everywhere though, like pickup animations, or ones with props because then you can use an override option in the tuning. 2. For the ones like your yoga mat, no. But it's pretty easy, you just need to make sure actor/object references are replaced/removed where necessary. The clip files will have references in the (and not all the time): events, ExplicitNameSpaces, ReferenceNamespaceHash, and depending the object SlotAssignments (but this is for stuff like sitting/riding bikes, etc.). For ASM's the actor names, and actor names possibly in animation tuning. Some object tuning, etc. have references as well, but this is usually for like overriding and not as big an impact, or ignorable. The actor name in the clips will be hashes and not the straight name, but beware that S4S does not hash capitals, you will need to use a website like this one to hash the 32bit name properly in order to know which one is which. 3. & 4. I think it's a bug, like I said before. It's completely unexpected behaviour and only cooperates with the 2 (now 3) animations I mentioned to you before, the remote animation and the listen animation, and I found the other day apparently a Batuu NPC listen animation override. I didn't see anything that would determine compatibility either, so potentially a bug. Just realizing I didn't attempt constraints though. I wonder if it's cache related like what happens normally when cloning interactions? So if you're still wanting to test, that could be something else to attempt next. 5. Not as something like a localthumbcache to delete, no, but they are cached for EA animations, it's why cloning EA interactions with zero changes suddenly breaks the animation.
|
|