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Post by edd on Jan 14, 2017 8:16:28 GMT -5
Hi, I'm reading through some threads ( Rotating Deco Slots, Rotating Rig slots) to try to figure out how to rotate the seating placement on one object by -45º (and then reposition it a bit later, too), but besides earning a lot of new knowledge (thanks all) I'm not getting any success on achieving it. A lot of questions arose while trying things, if someone could help me with them I really appreciate: 1. I tried to manipulate the armature from Blender itself and save the file. Nothing seems to change when imported to S4S at the Rig/Slots or the Warehouse/Data tabs and properties. Does importing the mesh also imports anything regarding the rig or only geometric data is imported (and rig data is a completely independent resource regarding importing .blend files)?
2. When trying to modify any values through Warehouse/Data > [Rig] > [Bones: Edit Items...] to see if it would make any difference I noted some properties can have X,Y,Z values (like 0,0,0) or 'Identity'. What 'Identity' means for some of their properties (and why we can't change it to an actual value like 0,1,0, i.e. Orientation in Bones)? 3. Is it a "good idea" to make changes to [transformBone] (instead of to its children) or that could imply on some weird side effects?Thanks for any info. (EDIT: wrong thread url)
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Post by Mathcope on Jan 14, 2017 12:47:35 GMT -5
Hi edd. What I can really say for now is that the rotating process of slots is really hard to achieve. There's a lot of test and error and It includes some knowledge of advance math. Hopefully Studio will automate this in the future. I've tried to rotate some slots and still have issues to get it done properly. So you will need to experiment a lot. 1. Rig information doesn't get imported to Studio when you edit it. Only geometric data. 2. The rig orientation values are represented in quaternions. That means X,Y,Z,W values to represent the rotation. You can simple edit the field and remove the "Identity" and type your values separating with a comma. I think the order it's X,Y,Z,W but still, you will need to experiment with it. However, those values needs to be also represented in the Slot resource. Which uses another input method. The same values are represented as a rotation matrix that also has it's own specifications. 3.I haven't tested this one. But again, if you want, experiment and see what you come up with. Make backups of your files. Any information you can give will ofcourse be of use. Good luck!
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Post by Leniad on Jan 14, 2017 13:25:08 GMT -5
The order it's X,Z,Y,W just FYI
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Post by edd on Jan 14, 2017 15:29:17 GMT -5
Thank you very much Mathcope and Leniad , helped a lot. Then I went to experiment.. first thing was to try to change the transformBone bone's Orientation from Identity to an actual XZYW Quaternion value. To get that I used a tip I've seen on sims4studio.com/post/64607/thread by necrodog (thanks): Then to input it at the bone's properties: As for this experiment I let everything else alone, to see how it would go, and.. First good news! At S4S preview the bone elements indeed rotated, since they're all children from transformBone (be aware that it only updates their positions on the preview if switch tab to any other then back to Rig/Slots) And ingame.. voilà: Errrrr not quite but a lot of progress! This was kinda expected, after all the geometric data is rigged to the bones (to the transformBone itself in this case, I'm guessing) - although the 3D preview didn't show it. Next step would really be only to rotate the mesh itself, and only its geometric data, 45º back. Problem is the footprint.. but in this case I won't touch it only to see if it works, but I see this "technique" becoming a problem because of that. Any news I get for this I share here.
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Post by edd on Jan 14, 2017 21:19:52 GMT -5
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Post by necrodog on Jan 14, 2017 22:22:11 GMT -5
Well. Or you can start with a loveseat and rotate the b__subroot__1 bone -45 degrees, also you need to do another love seat with the b__subroot__0 in the mirrored degree i think 45 ?? and need to alter the tuning of naping and delete cuddle affordance for avoiding strange animations. It just an idea.
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Post by edd on Jan 15, 2017 7:52:56 GMT -5
Thanks for the idea necrodog - for which issue, specifically, you suggest using the loveseat? I ask because in its current state, the 1-tile corner I'm testing can already make the sim sit properly angled 45º with all those tweaks - the main issue now is how to tweak/hack (if possible) or modify the way the front of the object behaves. Because, since - in those examples - although the sim sits 45º facing SW, its front still is facing South, which causes that:
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| Since the object's front still faces 45º back.. | ..the Sim starts the interaction there, and not only causes that weird sliding.. | ..but, of course, blocks any interaction if anything is in its way. |
I don't know if I made it clear enough (and sorry the 1MB gifs, I thought animated examples would do better in this specific issue). Does anyone have any idea?
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Post by necrodog on Jan 15, 2017 21:17:54 GMT -5
For the one tile issue blocked edd you posted recently. On my pic sims sit in 45 degrees correctly even if the living chair is blocking the loveseat. Is just a suggestion.
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Post by necrodog on Jan 15, 2017 21:24:01 GMT -5
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Post by ChippedSim on May 5, 2018 11:58:59 GMT -5
I'm currently trying to use this idea to create a l-shaped sofa. I imported my edited mesh into a three seat sofa and currently trying to move and rotate b_subroot_2 to make a sim able to sit on the short side of the sofa. I'm stuck on how to rotate only one subroot in blender and getting the correct value. When I switch back to object mode it selects the whole rig so how can I get the values of only the one subroot?
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Post by menaceman44 on May 5, 2018 17:09:24 GMT -5
You might find these two threads about the sectional sofa I made that involved diagonal corner pieces helpful. sims4studio.com/thread/12032/solved-overly-ambitious-sectional-sofasims4studio.com/thread/12300/closed-functional-sectional-dive-seatingI was having the same issue of Sims sliding to the seat as well as getting blocked when seats where placed next to it but I can't for the life of me remember what I did to correct it. It was more a case of dumb luck on my part I think. I do know that I didn't have to rotate the seat at all though, I only made changes to the slots. Make sure to double check child and toddler animations as well as they have very specific slot rotation data for their feet so that the animations work correctly. If it helps you are welcome to download my sectional sofa and see what I did and compare to get yours working. Be aware though that mine is a bit of a franken-project as it is originally cloned from a counter so that all of the different mesh pieces share a single catalogue entry.
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Post by ChippedSim on May 26, 2018 6:20:32 GMT -5
Thank you I settled for seperating the sofa into two parts because sims would always walk through the short part of the sofa. One part is working as a loveseat and the short side is working like an armchair with the slots pushed to one side so sims don't clip through the sofa
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