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Post by SpinningPlumbobs on Nov 12, 2021 0:23:03 GMT -5
Yeah, for objects you'd use PhongAlpha or you can try GlassForObjectsTranslucent. It gives it more of a glassy effect so that when you pan your camera around you'll see the item...flash?...a little. Like you'd see with a window; it would reflect light like a window would. As for fade, you'd just need to make a gradient grey in the diffuse's alpha channel. Okay, I got it figured out. I had to reduce the AlphaMaskThreshold to 0 to allow the transparency to fade down from translucent to completely invisible. Looks perfect now! Thanks for your help and suggestions!
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Post by SpinningPlumbobs on Nov 12, 2021 0:05:08 GMT -5
I would think, yes, you should change the shader. I think it's the simglass shader for CAS objects. Progress! I changed the shader to PhongAlpha and that made the object transparent, but I still need to figure out how to get the right fade where the wings meet the sim's back.
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Post by SpinningPlumbobs on Nov 11, 2021 23:57:53 GMT -5
I would think, yes, you should change the shader. I think it's the simglass shader for CAS objects. Does that work for build/buy objects? While this object will be connected to the sim, it isn't related to CAS at all.
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Post by SpinningPlumbobs on Nov 11, 2021 22:31:27 GMT -5
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Post by SpinningPlumbobs on Nov 11, 2021 22:21:06 GMT -5
I don't think it is sideways. See that little box in the corner of Studio's viewer window? For me, the box says R when an item or sim is facing front. You can rotate around in Studio with the right mouse button. You may already know that; I'm only mentioning it in case you're an absolute beginner. Thanks for the reply! You're right, it actually was facing forward in S4S. I guess I just assumed it was turned because it would be turned to the side when placed in the game. Nevertheless, I just recreated the object from scratch and now it looks right.
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Post by SpinningPlumbobs on Nov 9, 2021 23:14:24 GMT -5
I'm trying to create an animated object based on the fairy familiar and everything looks fine in blender, the object faces forward and animates perfectly, but when it's imported into S4S, the object faces to the right. I can't figure out why this random rotation is happening. Does anyone know what might be causing this?
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Post by SpinningPlumbobs on Nov 9, 2021 17:51:59 GMT -5
Pancake thinks that if sims go too high up, it causes them to be seen as offscreen and is what is causing this bug. He recommends you try using a snap event for when they fly. Thanks for the reply! That definitely sounds plausible. I'm familiar with events for clips, but I've never actually created a snap event, so what exactly do I need to do?
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Post by SpinningPlumbobs on Nov 9, 2021 3:54:52 GMT -5
Hello! I'm trying to create a flying animation that takes the actor sim high in the air and it looks perfect in blender, but when I test it in game, the sim flattens when they reach a certain height. I'm not sure whether or not there's a defined range limit for animations, but does anyone know if there's a fix for this?
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Post by SpinningPlumbobs on Oct 13, 2021 1:27:52 GMT -5
Got it! Worked like a charm! I don't know why this happened, as I've created many custom objects and never ran into this issue, but I'm happy to know what to do if it ever happens again. Thank you so much for your help! You're a lifesaver!
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Post by SpinningPlumbobs on Oct 13, 2021 0:58:20 GMT -5
This is caused the shadow LOD is imported, and the PosScale value of the shadow LOD changes to 1. Therefore, if you copy the PosScale value of ModelLOD(the imported mesh) and paste it into the PosScale of the shadow mesh, the shadow issue is solved. Thanks for replying! Where would I find the place to change the PosScale value?
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Post by SpinningPlumbobs on Oct 12, 2021 23:37:11 GMT -5
Okay, I've done some testing and it looks like creating a new object package and importing a custom mesh without touching the shadow lod doesn't cause this issue, but as soon as I export the shadow lod and import it again, this shadow glitch shows up. Even if I don't alter the original shadow lod in any way. Something about the export/import process is causing it. Any ideas why this is happening?
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Post by SpinningPlumbobs on Oct 12, 2021 19:30:49 GMT -5
I'm trying to create a functional converted object from TS3, but I'm getting a very strange graphical issue that seems to be related to the shadow lod. I've created this object before and it looked fine, but I lost it because of some computer issues and upon recreating it now, I cannot fix this problem. The object shadow doesn't show up at all and other shadows off the lot seem to become glitched and it results in a horrible visual moraying effect. I've tried recreating the object from scratch, reconverting the mesh, using different base objects from the game, but nothing works. Does anyone know what might be causing this?
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Post by SpinningPlumbobs on Jun 5, 2021 15:20:30 GMT -5
I'm wondering if there's any way to clone the object.set_as_head console command and change the target bone from b__Head__ to b__Spine1__? It sounds like a fairly simple thing to do, but I'm not very knowledgeable about script modding. I'm trying to create an animated object that is applied through this kind of command. Any advice would be greatly appreciated! -spin
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Post by SpinningPlumbobs on May 3, 2020 21:53:31 GMT -5
Hello! I'm creating an animation for the transformation from mermaid to human and vice versa. From what I've gathered, mermaids have a script event in certain animations that trigger the addition and removal of the "Mermaid Form" trait. Is there any way for me to apply that script event to my own custom animation?
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Post by SpinningPlumbobs on Apr 25, 2020 18:47:19 GMT -5
Ah, sorry, I misunderstood what you wanted. xD Have you tried removing Func_Hunger and any other tag that doesn't match a consumable fruit to see if that's the issue? I don't see Func_Hunger on the garden fruit I extracted. I haven't seen anything else in the object itself that seems different and could cause issues, except that. I haven't checked the tuning yet. Unfortunately, that didn't change anything. >.< It's such a strange little bug that doesn't seem to have any cause.
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