|
Post by menaceman44 on Jan 27, 2018 15:11:23 GMT -5
Quite some time ago I had the thought to use a counter as a base to try and create some sectional seating so that all the seat variants could be contained within one catalogue entry without having to have six or so entries for each individual piece. Then you would be able to select the pieces needed like you can with manual counter placement. So I started by cloning an island counter and then simply changed the tuning to that of a living chair. When I tested in game it worked surprisingly well as the option to Sit showed up and adult Sims could sit in it without issue. The catalogue thumbnails were a bit messed up but I figured I'd fix that later with custom ones. For the outer corner piece I wanted the Sim to sit diagonally, which I discovered couldn't be done without a lot of maths knowledge to work out how to rotate a slot and so I sort of abandoned the project at that point to sit on the back burner until some point when we would hopefully be able to edit slot rotation in a more user friendly way. I decided to take another look at the project today and realised that although Sims can sit correctly, there are no actual seating slots in the object rig! Also that pets still have the option to "Climb on Counter" which ultimately route fails. I decided to see what would happen if I replaced the counter slots with the ones that a chair is supposed to have but the result wasn't pretty. So now I'm at a point wondering why actual chair slots break the seating but leaving all the counter slots allows it to work (partially) fine. I've two versions of the package. The first one only has the original counter slots. Version 1The second version has got chair slots on ALL seating sections. Version 2I highly doubt that anyone will be able to help me with this because I'm not aware of anyone having attempted anything similar, but I thought I would give it a try anyway. Apologies for the rambling description of the issue. Thank you if you read all the way to the end.
|
|
|
Post by brujah on Jan 27, 2018 22:24:22 GMT -5
So I took a look at both and I think I found your issue. In the rig resource if you look at the orientation field of transformBone you will see "Identity" but when you look at your added butt and feet bones this field is a quaternion rotational value of 0,0,0,0. For a quaternion to be correct there needs to be at least one value greater than 0. Identity in terms of quaternion rotation is 0,0,0,1 (x,y,z,w). Edit that field to say Identity and all should be well. For future slotting with rotations you can use THIS web page. I have used it several times and it is a lifesaver. As far as the cat issue I'm not sure of a fix for that but it could be the fact that this is based off an island.
|
|
|
Post by menaceman44 on Jan 28, 2018 13:08:35 GMT -5
Thanks! I'll take a look and see what I can do. Also, to clarify (and I'll edit the first post too) The Version 1 file I have shared hasn't actually got any chair slots added to it anywhere. In my haste to post last night I forgot that I deleted that version and the one I shared was where I was up to before I started looking at it again recently.
EDIT: It looks as though I can either change the entry to "Identity" OR "0,0,0,1" as both save as "Identity" in the end it seems. I forgot to check if it makes any difference to pets behaviour though.
|
|
|
Post by brujah on Jan 28, 2018 18:27:01 GMT -5
I think I found a fix for the pet issue too. In the Object Catalog resource in the Tags field you still have the tag entry of Func_Counter, remove it and test to see if that fixes it.
|
|
|
Post by menaceman44 on Jan 29, 2018 6:26:57 GMT -5
I do? Thanks. I'd not checked those tags.
While I was testing my game last night I noticed that if I use the controllable pet mod and tell a large dog to "Jump on counters" they route fail. If I direct a cat to do it they will jump up onto the sofa and then immediately off again onto the floor next to it and complete the interaction there instead.
Seeing if pets were supposed to be able to climb on living chairs I placed a bunch of EA living chairs down and none of them had any option to climb on BUT if I directed a cat to go somewhere that required passing the EA chairs, it would jump onto and off of every chair it passed. Just an observation. I've not really touched pets since getting the pack other than for CC testing purposes.
|
|
|
Post by menaceman44 on Jan 31, 2018 8:02:44 GMT -5
Changing the object tag from counter to recliner has indeed fixed the issue with pets having the option to "jump on counters." The next task is now altering the slot rotations for the diagonal sections and fixing the toddler slots. I know how to do this though so it's just a case of getting on with it. There is only one other thing I may need to ask for help with but I'll wait until I get there before I do.
|
|
|
Post by menaceman44 on Feb 1, 2018 17:35:09 GMT -5
Okay so I am back with another slot issue. Not the issue I thought I would have unfortunatley. So it turns out that for toddler animations to function properly there are some specific orientation co-ordinates that the feet slots need to have. I've been able to add these to all of the seat meshes except for the diagonal corner piece. If I add in the orientation values for the diagonal seat then the toddler animates correctly but faces the wrong way. If I add the orientation to match the seat then the animation is broken. Is there any way to add two sets of quarternion values together so that I can have the correct animation and at the required 45 degree? Simple addition obviously doesn't work as you get a value higher than 1. The child feet also need the same attention but the animation isn't broken with them, it just stops their feet from hanging down like they do on the seats that face forwads. My most recent package is here> simfil.es/438553/I did try applying the 45 degree rotation seperately to both the b_ROOT_ and the transformBone slots but all that seemed to do was rotate the actual object on the footprint instead. EDIT: think I've solved it now after reading through this thread> sims4studio.com/thread/7146/rotating-deco-slots?page=3&scrollTo=96582
|
|
|
Post by brujah on Feb 2, 2018 20:37:06 GMT -5
I replied to you on that thread too.
|
|
|
Post by menaceman44 on Feb 12, 2018 6:54:27 GMT -5
I'm back with the next issue now. Well, two actually. I'm hoping they're possible but I'm not sure if they actually are. Is there any way to alter at what direction a Sim routes to an object? All of the seats are fine except for the diagonal inner corner piece. I've rotated all of the slots and Sims DO sit on it correctly BUT they route to it as if they were gong to sit on the front of a regular chair and then sort of glide/float to the slot positions. They also can't use the chair if anything is placed connecting to the side on our left. This also slightly affects the outer corner piece as well as I have moved the slots slightly to one side but Sims still route to the middle. Speaking of which, is it possible to add a second seating position to a seat? I'd like Sims to be able to use both sides of the outer corner piece. I tried adding in a second set of seating slots using the same method as in a love seat but if the object has chair tuning then it ignores the second set of slots and if I give it love seat tuning then Sims route-fail when they attempt to use ANY of the seats.
|
|
|
Post by brujah on Feb 12, 2018 20:50:59 GMT -5
Share the updated .package. I really like this idea and want it in my game. Lets get this working!
|
|
|
Post by menaceman44 on Feb 13, 2018 8:56:58 GMT -5
This should be the latest stable version> www.simfileshare.net/download/449462/There is also a deco slot on the back of the inner corner piece that I added. If it does turn out to be possible to get these bits working then the final issue would be the thumbnails. The game will generate them correctly the first time you pass the cursor over the icons but then it overwrites them if you go over an icon again so that it only ends up using two variants. Only two vairants get saved in the thumbnail cache as well.
|
|
|
Post by brujah on Feb 13, 2018 21:55:41 GMT -5
Routing/Tuning: The reason for the route fail when you changed the tuning is how the rig/tuning are related. If you look at the rig of a love seat/couch you will see additional bones not in the chair (I looked at Must Be Loveseat). Specifically the b__subroot__X and transformBone_X bones (x = a number) along with bones referring to pets. In the tuning you will see adjacent/overlapping parts in the part_data_map field. Specifically the Sit_X parts. The tuning is telling what to do with those additional slots. So, if you change to the love seat tuning you will need to add the additional bones to your rig. For example: you have one sit spot (_IKtarget_butt_0), it needs to be parented by transformBone_0, then that by b__subroot__0, before being parented by transformBone. Next example: you have two sit spots (_IKtarget_butt_0 and _IKtarget_butt_1), they need to be parented by transformBone_0 and transformBone_1, then those by b__subroot__0 and b__subroot__1, before being parented by transformBone. EDIT TO ADD: When adding these bones the b__subroot__X bone is what determines the location of the seat to be sat in, so adjust accordingly. The butt, feet, etc. bones will also all need to be renamed to include an _X (x = a number). You must add ALL of the subroot bones even if you won't be using them (I got a last exception without them).
transformBone |_ b__subroot__0 |_ transformBone_0 |_ _IKtarget_butt_0 |_ b__subroot__1 |_ transformBone_1 |_ _IKtarget_butt_1
Thumbnails: I found a fix for the thumbnails by making a new selective clone of the existing mod using 32bit instances! What happened is that the game was trying to number them correctly but was failing because of the increments it uses. It uses the last 8 digits of the instance for the group changing the last digit to either 0,1,2, or 3 depending on the size then increasing the first digit in the instance for the model used. Inner Corner: The way it looks to me is that you will have to do at least one of these things. - Change the orientation back to the front, change the footprint flags to allow intersection with objects, and notify the downloader to rotate after placement
- EXPERIMENTAL add a routing slot and footprint to the correct area. The dance floor uses a this in combination with a jig.
- Other options not explored
|
|
|
Post by menaceman44 on Feb 14, 2018 7:40:32 GMT -5
Thanks brujah! The thumbnails are fixed now. I had tried to create them manually before by changing the instance numbers but obviously that wasn't going to work. It actually crashed my game. Now that I have recloned the object using 32bit instances they work great.
Next I will try and tackle the multiple seating slots. I did go through and add in the subroots and numbered slots last time but I only added them to that one corner piece. I'll add them on to all of the seating pieces this time and see what happens.
|
|
|
Post by menaceman44 on Feb 14, 2018 10:00:08 GMT -5
I broke something. I added in the subroot_0 and subroot_1 slots where I thought they were needed as well as renumbering and altering the slot hierarchie and I now can't place the object in game. It's in the catalogue and I can select it but it vanishes as soon as I click to place it. Seating version 5> simfil.es/451010/Then I tried editing the tuning to remove all references to pets and hugging or napping and any overlapping slots and I have exactly the same result. Seating version 5-2> simfil.es/451011/I tried the pets batch fix at one point as well which said it was "fixed" but the issue remained. All it did was add in every single slot type that a regular love seat would have so I deleted that version. At the moment I'm taking one step forward and two steps back.
|
|
|
Post by brujah on Feb 14, 2018 19:37:24 GMT -5
From version 5 I can tell that you missed a step. The loveseat I looked at has a total of 8 subroots numbered 0-7. The last exception will say something to the effect of 'Unable to find joint b__subroot__2 on object_sitLoveseatAL2x1_01:0x07eb0706463b0c1f[2]'
|
|