|
Post by k9db on Jan 12, 2020 9:30:37 GMT -5
Hi,
Is it possible to change the position of sims using an object? Basically all I need is for my sims to stand closer to a sink. I made a sink smaller and moved the mesh of the sink back against the wall, but now the animation of the Sims washing their hands is too far away and they wash in front of the sink instead. Any ideas?
Hope you guys are having a great start to the year!
|
|
|
Post by k9db on Sept 18, 2019 7:57:50 GMT -5
I can't seem to get this to work. There are no visual effects now (light effect or sparkles when they drink it). I've only changed the "standing" posture so far. The kids don't stretch anymore, but the adults don't do any animation at all. I've changed it a million times...my brain has turned to mush...maybe you can see what I've done wrong?
<?xml version="1.0" encoding="utf-8"?> <ASM name="Potion_Chug" dcc="sage"> <Actor name="x" type="Sim" master="true" virtual="false" /> <Actor name="sitTemplate" type="Object" virtual="true" /> <Actor name="potion" type="Object" virtual="false" /> <Parameter name="x:age" type="enum" labels="baby,toddler,child,teen,youngadult,adult,elder" default="adult" /> <Parameter name="x:sex" type="enum" labels="male,female" default="male" /> <Parameter name="x:carryState" type="enum" labels="none,left,right,both" default="right" /> <Parameter name="potion:carryTrack" type="enum" labels="left,right" default="right" /> <IkConfiguration name="a2o_potion_chug.ma"> <SourceFile name="a2o_potion_chug.ma"> <MapNamespace namespace="x" actor="x" /> <MapNamespace namespace="carryObject" actor="potion" /> </SourceFile> </IkConfiguration> <IkConfiguration name="a2o_potion_chug_seated.ma"> <SourceFile name="a2o_potion_chug_seated.ma"> <MapNamespace namespace="x" actor="x" /> <MapNamespace namespace="sitTemplate" actor="sitTemplate" /> <MapNamespace namespace="carryObject" actor="potion" /> </SourceFile> </IkConfiguration> <PostureManifest actors="" /> <PostureManifest actors="x"> <Support family="stand" compatibility="FullBody" carry_left="potion" carry_right="-" surface="*" /> <Support family="stand" compatibility="UpperBody" carry_left="-" carry_right="potion" surface="*" /> <Support family="stand" compatibility="UpperBody" carry_left="potion" carry_right="*" surface="*" /> <Support family="stand" compatibility="FullBody" carry_left="*" carry_right="potion" surface="*" /> <Support family="sit" compatibility="FullBody" carry_left="potion" carry_right="-" surface="*" /> <Support family="sit" compatibility="UpperBody" carry_left="-" carry_right="potion" surface="*" /> <Support family="sit" compatibility="UpperBody" carry_left="potion" carry_right="*" surface="*" /> <Support family="sit" compatibility="FullBody" carry_left="*" carry_right="potion" surface="*" /> </PostureManifest> <State type="public" skippable="false" interrupt_this="false" name="Fail" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="public" skippable="false" interrupt_this="false" name="Succeed" focus="none" facialoverlays="false" tailoverlays="true" /> <State type="private" skippable="false" interrupt_this="false" name="mirror" focus="full body" facialoverlays="false" tailoverlays="true" /> <Connection from="Fail" to="exit" /> <Connection from="Succeed" to="exit" /> <Connection from="entry" to="mirror" /> <Connection from="mirror" to="Fail" /> <Connection from="mirror" to="Succeed" /> <State name="Fail" type="public" skippable="false" interrupt_this="false" focus="none" facialoverlays="false" tailoverlays="true"> <description /> <MakeController> <PostureSelector parameter="x:posture" unique_id="39"> <Choice value="-sit-FullBody" track="carryinteraction" mask=""> <Controller target="x" controller="@ClipController(clip=a2o_potions_chug_fail_seated_x, loop_count=#1)" overridePosture="false" mask="" track="carryinteraction" mirror_conditional="False" suppress_footsteps="False" transition_class_in="Default" transition_class_out="Default" ik_configuration="a2o_potion_chug_seated.ma" focus="undefined" start_frame_offset="0" end_frame_offset="0" timescale="1" unique_id="1"> <TransitionClassList /> </Controller> </Choice> <Choice value="-sit-UpperBody" track="carryinteraction" mask="Trackmask_UpperBody"> <Reference target="1" /> </Choice> <Choice value="-stand-FullBody" track="carryinteraction" mask=""> <ParameterSelector parameter="x:age" unique_id="41"> <Choice value="child"> <Controller target="x" controller="@ClipController(clip=a2o_serum_drink_x, loop_count=#1)" overridePosture="false" mask="" track="normal" mirror_conditional="False" suppress_footsteps="False" transition_class_in="Default" transition_class_out="Default" ik_configuration="a2o_potion_chug_seated.ma" focus="undefined" start_frame_offset="0" end_frame_offset="0" timescale="1" unique_id="4"> <TransitionClassList> <Transition transition_class_name="Default" transition_duration_in="0.2666667" use_custom_transition_in="true" transition_type_in="linear" transition_mask_in="" transition_duration_out="0.2666667" use_custom_transition_out="false" transition_type_out="linear" transition_mask_out="" /> </TransitionClassList> </Controller> </Choice> <Choice value="youngadult"> <Controller target="x" controller="@ClipController(clip=a2o_potions_chug_fail_x, loop_count=#1)" overridePosture="false" mask="" track="normal" mirror_conditional="False" suppress_footsteps="False" transition_class_in="Default" transition_class_out="Default" ik_configuration="a2o_potion_chug_seated.ma" focus="undefined" start_frame_offset="0" end_frame_offset="0" timescale="1" unique_id="4"> <TransitionClassList> <Transition transition_class_name="Default" transition_duration_in="0.2666667" use_custom_transition_in="true" transition_type_in="linear" transition_mask_in="" transition_duration_out="0.2666667" use_custom_transition_out="false" transition_type_out="linear" transition_mask_out="" /> </TransitionClassList> </Controller> </Choice> <Choice value="teen"> <Reference target="40" /> </Choice> <Choice value="adult"> <Reference target="40" /> </Choice> <Choice value="elder"> <Reference target="40" /> </Choice> </ParameterSelector> </Choice> <Choice value="-stand-UpperBody" track="carryinteraction" mask="Trackmask_UpperBody"> <Reference target="2" /> </Choice> </PostureSelector> </MakeController> </State> <State name="Succeed" type="public" skippable="false" interrupt_this="false" focus="none" facialoverlays="false" tailoverlays="true"> <description /> <MakeController> <PostureSelector parameter="x:posture" unique_id="38"> <Choice value="-sit-FullBody" track="carryinteraction" mask=""> <Controller target="x" controller="@ClipController(clip=a2o_potions_chug_succeed_seated_x, loop_count=#1)" overridePosture="false" mask="" track="normal" mirror_conditional="False" suppress_footsteps="False" transition_class_in="Default" transition_class_out="Default" ik_configuration="a2o_potion_chug_seated.ma" focus="undefined" start_frame_offset="0" end_frame_offset="0" timescale="1" unique_id="4"> <TransitionClassList /> </Controller> </Choice> <Choice value="-sit-UpperBody" track="carryinteraction" mask="Trackmask_UpperBody"> <Reference target="4" /> </Choice> <Choice value="-stand-FullBody" track="carryinteraction" mask=""> <ParameterSelector parameter="x:age" unique_id="41"> <Choice value="child"> <Controller target="x" controller="@ClipController(clip=a2o_serum_drink_x, loop_count=#1)" overridePosture="false" mask="" track="normal" mirror_conditional="False" suppress_footsteps="False" transition_class_in="Default" transition_class_out="Default" ik_configuration="a2o_potion_chug_seated.ma" focus="undefined" start_frame_offset="0" end_frame_offset="0" timescale="1" unique_id="4"> <TransitionClassList> <Transition transition_class_name="Default" transition_duration_in="0.2666667" use_custom_transition_in="true" transition_type_in="linear" transition_mask_in="" transition_duration_out="0.2666667" use_custom_transition_out="false" transition_type_out="linear" transition_mask_out="" /> </TransitionClassList> </Controller> </Choice> <Choice value="youngadult"> <Controller target="x" controller="@ClipController(clip=a2o_potions_chug_succeed_x, loop_count=#1)" overridePosture="false" mask="" track="normal" mirror_conditional="False" suppress_footsteps="False" transition_class_in="Default" transition_class_out="Default" ik_configuration="a2o_potion_chug_seated.ma" focus="undefined" start_frame_offset="0" end_frame_offset="0" timescale="1" unique_id="4"> <TransitionClassList> <Transition transition_class_name="Default" transition_duration_in="0.2666667" use_custom_transition_in="true" transition_type_in="linear" transition_mask_in="" transition_duration_out="0.2666667" use_custom_transition_out="false" transition_type_out="linear" transition_mask_out="" /> </TransitionClassList> </Controller> </Choice> <Choice value="teen"> <Reference target="40" /> </Choice> <Choice value="adult"> <Reference target="40" /> </Choice> <Choice value="elder"> <Reference target="40" /> </Choice> </ParameterSelector> </Choice> <Choice value="-stand-UpperBody" track="carryinteraction" mask="Trackmask_UpperBody"> <Reference target="5" /> </Choice> </PostureSelector> </MakeController> </State> <State name="mirror" type="private" skippable="false" interrupt_this="false" focus="full body" facialoverlays="false" tailoverlays="true"> <description /> <ParameterSelector parameter="potion:carryTrack" unique_id="8"> <Choice value="left"> <SetMirror target="x" mirror="true" unique_id="7" /> </Choice> <Choice value="right" /> </ParameterSelector> </State> </ASM>
|
|
|
Post by k9db on Sept 16, 2019 18:36:34 GMT -5
Thanks sigma1202! Yeah, that's just what I was thinking while looking at it now. I was just comparing the two to see what might go where and what I should be changing...it's like learning a new language...makes no sense till you know what it means, LOL! I'll see if I can figure it out.
|
|
|
Post by k9db on Sept 16, 2019 15:41:34 GMT -5
Ooooooo nice! Looking good! That would look so cute next to a spellcasters fireplace. Glad you got it working
|
|
|
Post by k9db on Sept 16, 2019 15:37:48 GMT -5
Hmmm...Ok, can't seem to find the example the Andrew gave, not sure what it attaches to? I'm trying to make a mod that allows kids to drink some of the potions that came with Realm of magic. I've gotten to the point where they can drink it, but they stretch using the adult animations. I put in an alternative animation that works for both (for good quality potions at least), but it means that the sparkle effects are then missing for both. Not the biggest deal really, but I've wanted to separate the animations a few times for mods, figured I might as well learn now.
Does anyone have any advice on an animation machine I could use? What it links to?
|
|
|
Post by k9db on Sept 16, 2019 13:32:14 GMT -5
Oooooh! I didn't even have the "Include JAZZ Resources" option in my version of the extractor, and I wouldn't have known to look in "AsmJazz". Thank you! Thank you! Will update and see if I can figure it out from there Thanks so much sigma1202!
|
|
|
Post by k9db on Sept 16, 2019 11:45:25 GMT -5
Or perhaps it's the occluders?
|
|
|
Post by k9db on Sept 16, 2019 11:45:01 GMT -5
Is there maybe a problem with one of your shadow meshes? I think I had this once and one of my shadow meshes went "sky high" when I looked in my meshing program.
|
|
|
Post by k9db on Sept 16, 2019 11:41:30 GMT -5
Hi Andrew,
I never forgot your suggestion, I even saved it, but I never got around to trying it before, but now that I have a little time I was working on a mod last night and tried to figure it out, but wasn't successful. I looked for an animation state machine in an XML somewhere to see how it's used and what I might be doing wrong, but I haven't been able to find one? I'm not sure how/where to add this to my XML? Maybe you can point me in the right direction please?
|
|
|
Post by k9db on Mar 30, 2018 20:50:30 GMT -5
I'm having the same problem. I converted a Sims 3 tent and added the Sims 4 doorway to it for the animations to work. Seems to work when I make it in Workshop. Transferred it to Sims4Studio to get the UV mapping right...but now I can't get the newly mapped mesh imported again? I tried what was suggested above, but I don't quite get it. I don't know what bones? Or import the obj where?
|
|
|
Post by k9db on Mar 20, 2018 16:31:38 GMT -5
Hmm..not sure then. Did you make sure the slots are the same in both places you can change them? The slots tab on the first page and the slots in the list of resources?
|
|
|
Post by k9db on Mar 18, 2018 7:38:20 GMT -5
You mean the animations are outside it? You might need to move the slots so they're not outside the mesh?
|
|
|
Post by k9db on Mar 17, 2018 21:21:17 GMT -5
|
|
|
Post by k9db on Mar 17, 2018 20:41:07 GMT -5
Thanks inabadromance! Oooh, ok, I'll try the third party thing. I hope EA fixes them, that would be great, but I wonder if they will. I managed to fix the shadows when sizing down, unfortunately it isn't just the occuders that are the problem, I had to change a bunch of things associated with the meshes...but now the "outdoor" sun shadow isn't working right.
|
|
|
Post by k9db on Mar 17, 2018 19:40:15 GMT -5
Hi guys,
I've been working on doing shadow fixes for certain objects when you scale them down. I've managed to get it to work on solid objects, but the plants won't show their sun shadows properly. The shadows of the leaves appear as solid blocks, as if it can't see the alpha map?
Here's an example:
...ummm...hold on...how does one share a package file here? LOL!
|
|