dreoh
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Post by dreoh on Nov 27, 2019 3:43:39 GMT -5
I'm trying to make it so that the sims can still be seen while in the sleeping pods I've been able to remove the texture overlay that plays over the glass while it's occupied, however it turns out the sims themselves disappear for the duration after rising with the pod for a moment. I'm somewhat new to modding sims and have tried looking in various places for a way to stop the disappearing from happening. I've looked in the pod interaction tuning files, the object state files, etc. however I can't see any reference to a "hide model" variable or script. I thought that maybe it was just part of the animation for it to disappear, so I tried following the tutorial on this forum for overriding animation clips, however when extracting any animation all I get is the posed model with no animation data in blender. So before I attempt go through the process of fixing the animation extraction bug I figured I'd ask if I'm even on the right track Below is some screenshots of what I'm trying to fix
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Post by MizoreYukii on Nov 27, 2019 16:36:10 GMT -5
It's not a bug, just don't do Override Animation as it's meant for new animations to replace it. Do Clip Pack, go to the Clip tab once you've named it and it loads, then you'll see a green Export button towards the middle of the window. Make sure "EA Clip" is checked, the rig you need, then click the Export button. A list of animations appear. Find the one you need and then it will export properly. Once you've made your changes, save the blend, then do the Override option.
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dreoh
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Post by dreoh on Nov 28, 2019 4:59:33 GMT -5
Thank you MizoreYukii, that did fix the problem with exporting animations
Though now I've confirmed it's not the animation that makes the sim disappear, so does anyone know where I should look or what I should look for to find where that happens? What variables or states, etc. should I be looking for?
Edit: I've looked in all the tunings with SleepingPod in the name. Animations, buffs, interactions, objects, object parts, object states, etc. but can not see where the game would read the instruction to make the sim's model hidden. The model disappears like .5 seconds after the pod starts rising, but the animation for the Sim shows the Sim rises all the way up with the pod for like the full 1 second of rising, which leads me to believe that it's definitely not an issue with the animation
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dreoh
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Posts: 4
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Post by dreoh on Dec 1, 2019 4:07:55 GMT -5
I've tried a countless number of things but I guess this XML-style programming is harder to understand than I thought it would be If anyone who is more experienced wants to take a look at it and help steer me in the right direction it'd be very much appreciated, though I'm going to still continue by myself regardless Here's what I've got so far
Edit: So far the closest I've gotten was by removing/commenting out lines 344 - 350 in the sleepingPod_Interactions_Sleep interaction tuning file as seen below. Doing that made the sim not disappear, but instead played the a2o_sleepingPod_sleep_default_hover_FXstart_x animation and clipping halfway outside of the pod, and caused the pod to break and never stop sleeping as shown in the second image below I suspect that this result is actually just because the pod interaction broke and not because of any animation being played correctly
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dreoh
New Member
Posts: 4
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Post by dreoh on Dec 3, 2019 0:46:54 GMT -5
In the SleepingPod_Sleep_Actions asm if I change the animations that are supposed to play as seen below to 'a2o_sleepingPod_sleep_default_hover_FXstart', I can see that the Sim still exists because the said animation can be seen in the shadow projected next to the pod as seen in the second pic, but the Sim is still nowhere to be seen Outside of animations failing to play and causing models to disappear I don't know what to look for, and it seems no one else has posted of similar issues either
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