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Post by SrslySims on Nov 9, 2016 2:08:42 GMT -5
I cant seam to get the "_ctnm_food slot" to move. I have changed the slotting behavior of the item to sit on the countertop and have moved the "_ctnm_food slot" slot using the slot editor, but the slot does not actually re-position itself. I was wondering if there is something I missed/did wrong or any way to fix this? Here is the package, its cloned from the "Crisponix Adequate" base game refrigerator. Here is the slot in the studio slot editor: Here is the slot placement in game:
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Post by orangemittens on Nov 9, 2016 7:50:19 GMT -5
Hi SrslySims, in my game, the item behaves exactly like a fridge but up on a counter. I can't get it to show me a slice of pizza sitting on the slot. Are you sure you sent the right version or am I testing it incorrectly?
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Post by anska on Nov 9, 2016 13:23:07 GMT -5
Hey, I unfortunately found no way to cure your replicator from its floating problem. The only way I ever got the pizza on the counter resulted in the rest of the item ending up in the air. *coughs* But unless you want to make a whole lot of items appear, you could give the create item tunable a try. It's my personal favorite for making food items appear on an item.
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Post by nikadema on Nov 9, 2016 14:51:30 GMT -5
Hi! did you hit "sync rig changes to slot"?
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Post by SrslySims on Nov 9, 2016 14:54:49 GMT -5
orangemittens I am not sure if I uploaded the wrong one, but if I did here is the version I continued working with last night: DownloadIt should be able to come out of the catalog, be able to be sat on a countertop (or small slot) and my vision was for the pizza to show up where the red x is in the image in the first post. It seems if I leave the "replicator" on the floor the slot is on the counter (and is offset just like the one in the normal fridge), but when I move the "replicator" to the counter the slot remains in the same location, but is lifted because the item is no longer on the floor. Here is a .gif of how it behaves in my game: anska - Thanks for giving it a shot. I will give the other tuning a try in another package. I just really want to make this idea work. I just want one item to spawn at a time, but if this slot issue can be fixed I was hoping to include all food/drinks/potions/etc that the replicator can... replicate xD
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Post by SrslySims on Nov 9, 2016 14:57:38 GMT -5
Hi! did you hit "sync rig changes to slot"? Yes I have tried to renumber and sync the rig with no changes :/
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Post by SrslySims on Nov 9, 2016 17:03:32 GMT -5
Alright, so i also tried to just move the _ctnm_food slot in a normal base game cloned fridge and it does not change its state after the slot has been moved in studio's editor. This leads me to believe that this slot cannot be moved? I may be wrong but i'm grabbing at straws here.
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Post by orangemittens on Nov 9, 2016 18:19:02 GMT -5
I don't think the issue is that you aren't moving the slot. Try taking a standard fridge (no special tuning) and move the container slot to the top of the fridge. In the game have your Sim go to make or serve dinner. Just before their hand touches the door handle, you will see the wood board with food ingredients appear for a split second on top of the fridge. I tried to catch a screenshot of it in my game, but it happens so quickly it's hard to get a pic. I think the issue you're having is that the slot is not the place where the food ends up before the Sim grabs it. It's more like a marker that food can appear in that fridge (or something to that effect). A brief look through the tunings involved has turned up no convincing suspect for where the final position is determined, but my feeling is that it is not the container slot.
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Post by anska on Nov 9, 2016 19:06:30 GMT -5
Fiddeling with your Replicator some more, I would agree to what Orangemitten's mentioned. The place where to food ends up is probably somehow connected to the animation which eventually gets the food out of the fridge and so is connected to the rig. I tried moving the transformBone and the Subroot -1 points down, which successfully brought the plate on the counter top - but made the rest of the object rise for some reason. I assume that there is a way to stop this unwanted bit of floating too, but unfortunately I don't know nearly enough about rigging to figure out how.
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Post by SrslySims on Nov 9, 2016 19:58:31 GMT -5
Thanks both of you for trying to help, I am just going to put this version on the back burner. Hopefully one day I can figure it out. It does seem like there is something else connected. As I can see for a split second the item sits on the replicator and then moves up. Just as Orangemittens pointed out when doing it with a non-tuned fridge. I however have messed around with making a version that sits on the floor that works as I intended this one to do. Sadly that means I can't have it sit on a counter. But here is to hoping one day someone finds the missing assignment/issue with that fridge "slot".
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Post by MisterS on Nov 9, 2016 20:33:23 GMT -5
If its any consolation SrslySims Ive been watching this thread as Ive never been able to work it out either.
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Post by necrodog on Nov 9, 2016 23:18:34 GMT -5
hello SrslySims Im surprised. I solved this issue on my counter fridge tutorial 8-) moving the "_ctnm_food slot" dont work. You need to move b_ROOT bone instead and move it using negative numbers on the Z axis until the cilinder that is ctm_food bone is located over the rack. I dont know if this change with the patch so i can check tomorrow.
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Post by brujah on Nov 9, 2016 23:20:58 GMT -5
I did a quick test of moving the b__ROOT__ bone down to -1 on the Z axis (of course adding 1 to the container slot). It kind-of worked as you see in the picture except the slice of pizza strayed to the right a little. Try playing with different positions to see if you get your desired results. | |
Posting at the same time with the same response... lol necrodog
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Post by SrslySims on Nov 9, 2016 23:37:26 GMT -5
Thanks you guys! I will go play around with that and see if I can get it working
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Post by SrslySims on Nov 10, 2016 0:07:21 GMT -5
You guys are great! I got it working, now off to go add the rest of the tuning~ ( ) Thanks brujah necrodog for figuring it out!
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