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Post by VioletM on Jun 7, 2020 8:18:46 GMT -5
I was working on some basic project - like make debug items buyable, like a crate. Then to make an object to behave like another object. Crate now behaves as a Storage-Toybox. Based on Bakie's great tutorial about basic object tuning.My next step would be to replace the complex get toy out of the box animation for everyone to something more simple. Like a get book from the bookshelf, or when they get a ball from a Pet toy box, or any type of "get object from surface" or even the "empty trash" movement would do, anything which looks like just swiping. I need this because I do not have a lid to be open on my recycled crate. I am very keen to figure things out I only need some suggestions from a mentor. How to identify/find the ID of the Animation/Pose/Clip my object currently using? Is this information visible in the object tuning XML? How to identify (find it in search box) the animation I would like to export and re-use? Even with a good-enough key word there are these a2a, a2ad, cc, a2ao etc prefixes or has a "-x or -y" behind it, what these are standing for? How to find the interaction tuning file I need to connect them together? I would love to read tutorials about animation tweeking, for now just to replace EA ones with one another and apply them on different objects. If you could rotate me to a sensible direction that would be really appreciated.
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Post by MizoreYukii on Jun 7, 2020 9:45:52 GMT -5
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Post by salvatorest on Jun 7, 2020 11:27:29 GMT -5
So can i change fight animation? Because original one is foolish.
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Post by VioletM on Jun 7, 2020 14:24:25 GMT -5
MizoreYukii Thank you this tutorial indeed is very helpful. How can I assign these edited interaction tuning files into one specific object? In my case, I do not need to overwrite every single toybox to have the altered animation but this specific one. Do I just add these interaction tuning files into my toybox package, along with the object tuning, or do I have to have an individual new tuning IDs created and link them? (Like we do it with the object tuning - new ID - change it in the object definition) Could you help me with this?
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Post by VioletM on Jun 7, 2020 14:31:56 GMT -5
So can i change fight animation? Because original one is foolish. It seems like it. I guess that is the method to change awkward animations like "accepting woohoo with a high five" to something more realistic. Which I definitely am going to try.
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Post by MizoreYukii on Jun 8, 2020 15:31:47 GMT -5
There are multiple ways to alter animations, but for very basic already existing stuff, the tutorial I list will work. If you want custom animations, it's a different process and much harder depending on what you are trying to accomplish. MizoreYukii Thank you this tutorial indeed is very helpful. How can I assign these edited interaction tuning files into one specific object? In my case, I do not need to overwrite every single toybox to have the altered animation but this specific one. Do I just add these interaction tuning files into my toybox package, along with the object tuning, or do I have to have an individual new tuning IDs created and link them? (Like we do it with the object tuning - new ID - change it in the object definition) Could you help me with this? Locate and extract the toybox object file that is referenced in your Object Definition. You then need to make it into a custom file, and you can follow my newly written tutorial here on how to do that. Now take your tuning ID of this new file and replace the one in your Object Definition with the new one. Then locate the interaction whose animation you want to replace, make it into a custom file as well and replace the reference in your object tuning with it, then follow Zero's tutorial that I linked earlier. This should keep the object tuning and object interactions separate from EA's toyboxes.
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Post by VioletM on Jun 11, 2020 6:32:29 GMT -5
That was a lovely idea from my behalf, but after struggling for two days I have to admit, Toybox tweaks are more difficult than just swapping animations. Probably it is in the 2nd Skill Book and I am not there yet. MizoreYukii I have had object_toybox.object tuning file with unique tuning ID in my custom file alright. I hit the wall when finding the necessary Interaction Tuning file. 1. Super affordances - a good place to look for interactions, these ones I thought relevant: <L n="_super_affordances"> <T>13983<!--sim-stand--></T> <T>156434<!--toyBox_PlayWithToy_picker--></T> <T>157456<!--toybox_RouteAway--></T></L> 13983<!--sim-stand--> really is about the sim standing in there and I need it. 156434<!--toyBox_PlayWithToy_picker--> shows me that is an interaction for CHILD and TODDLER and that is the interaction that will cause a pop-up list of toys in the toybox to choose from. But there is no animation reference in this file. I have got this: <T n="affordance">157456<!--toybox_RouteAway--></T>It has a reference <T n="reference">104104<!--AlreadyCarryingCarryTarget--></T> and this is the part when the people got their toy already, and they are going to play with them. And I need it also. When I observe the OBJECT TUNING file, I see this: <V n="_anim_overrides" t="enabled"> <U n="enabled"> <L n="params"> <U> <T n="name">objectName</T> <V n="value" t="string"> <T n="string">toybox</T> </V> </U> <U> <T n="name">useCustomSwipe</T> <V n="value" t="boolean"> <T n="boolean">True</T> </V> </U> </L> </U> </V> AND THIS <V n="inventory" t="enabled"> <U n="enabled"> <V n="get_put" t="custom"> <U n="custom"> <U n="get"> <T n="factory">29906<!--Toybox_GetPut_Get--></T> </U> <U n="put"> <T n="factory">29907<!--Toybox_GetPut_Put--></T> </U> </U> </V> AND ALSO HERE <U n="_components_native"> <V n="Slot" t="enabled"> <U n="enabled"> <V n="get_put" t="custom"> <U n="custom"> <U n="get"> <T n="factory">29906<!--Toybox_GetPut_Get--></T> </U> <U n="put"> <T n="factory">29907<!--Toybox_GetPut_Put--></T> </U> 29906<!--Toybox_GetPut_Get--> and 29907<!--Toybox_GetPut_Put--> ARE Animation Tuning Files. And I guess these are exactly the ones when they are opening the lid, get the toy/put the toy, closing the lid. But I am stuck here as I am sure that it is not just like I am extracting two generic get put animation tuning files into my custom package, giving them new ID's and replace these ID's just within those lines. I am right, aren't I?
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Post by MizoreYukii on Jun 11, 2020 8:37:12 GMT -5
VioletM You are confusing yourself. xD 1. You are not extracting animation files. You just need the s=/Tuning ID to reference like they are doing in the file. 29906<!--Toybox_GetPut_Get--> 2. If that's the only area the take and put away animations are referenced then yes, you need to replace those with the tuning ID of the animations you want. That's usually it. Of course you need to test to make sure it works, but that's it if it does work.
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Post by VioletM on Jun 11, 2020 8:48:33 GMT -5
VioletM You are confusing yourself. xD 1. You are not extracting animation files. You just need the s=/Tuning ID to reference like they are doing in the file. 29906<!--Toybox_GetPut_Get--> 2. If that's the only area the take and put away animations are referenced then yes, you need to replace those with the tuning ID of the animations you want. That's usually it. Of course you need to test to make sure it works, but that's it if it does work. 1. No, I am not extracting animation files. (Only to get their IDs correctly) I am only pointing out that 29906<!--Toybox_GetPut_Get--> interaction file does not contain any animation reference. So nothing to replace in there. 2. I will try then replacing the Animation IDs right in the Object Tuning Files.
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Post by MizoreYukii on Jun 11, 2020 8:55:45 GMT -5
It does contain an animation reference, just not in a way that's like other files. Animations have their own thing going on. You don't want to replace that file anyhow, just reference it like I said. It's already setup for you to use in any interaction.
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Post by VioletM on Jun 11, 2020 11:41:16 GMT -5
It does contain an animation reference, just not in a way that's like other files. Animations have their own thing going on. You don't want to replace that file anyhow, just reference it like I said. It's already setup for you to use in any interaction. Just to summarize: I have my custom_object.package with the UniqueID Object Tuning File, so it looks as it looks and have a toybox tuning. So far so good. As this TUTORIAL - Replacing an Animation by Zero's Sims 4 Mods says, I need to find an interaction file which refers Animations. I cannot see anything similar to <U n="animation_ref"> <T n="factory">animID<!--animNAME--!> in any of the interaction tuning files are listed in super affordances. It means I have to skip the interaction tuning step, right? And if this toybox specific this way, if I replace these two lines <T n="factory">29906<!--Toybox_GetPut_Get--></T> <T n="factory">29907<!--Toybox_GetPut_Put--></T>straight within the object tuning file with this "11528" n="Generic_GetPut_Get" "11529" n="Generic_GetPut_Put"then every interaction, which would use the toyboxput and toyboxget animations, will use the generic instead. In this package. Because my object.tuning file is unique, I can change anything without disturbing these animations anywhere else. UPDATE: I gave it a go, it is getting there. They use the new animations but skip the standing part/walk away part. I examine the xml a little more. Thank you for enduring my nonsense
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