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Post by oosooc on Feb 27, 2021 21:22:50 GMT -5
I'm very very beginner at anything involving object tuning. I've been trying to make it so an object gets picked up by your sim before the interaction animation plays. I've been looking at the tuning for the future cube for reference but I still haven't figured it out. I've tried looking up how but can't find anything helpful. I'm hoping one of you actually know what you're doing and could explain how this would be done? Or point me in the direction of helpful resources.
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Post by MizoreYukii on Feb 27, 2021 23:24:08 GMT -5
Whenever you're not sure about something and the TDESCs aren't helping it's always a good idea to rip apart EA interactions that do what you want. Delete anything to do with animations and pickup until you narrow it down, basically. I gave it a quick test because I wasn't 100% sure myself, I'm only used to the default pickup interaction for inventories, and seems that both the canonical_animation and the _animation_actor_map work for this situation. With either one the sim picks up the future cube, and with none at all the sim doesn't. For your situation I believe _animation_actor_map may be worth a try, unless this is an EA animation that used to pick up objects? Then canonical could also work, or you could add both like the future cube. Give that a try and see if they work.
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Post by oosooc on Feb 28, 2021 16:29:50 GMT -5
Whenever you're not sure about something and the TDESCs aren't helping it's always a good idea to rip apart EA interactions that do what you want. Delete anything to do with animations and pickup until you narrow it down, basically. I gave it a quick test because I wasn't 100% sure myself, I'm only used to the default pickup interaction for inventories, and seems that both the canonical_animation and the _animation_actor_map work for this situation. With either one the sim picks up the future cube, and with none at all the sim doesn't. For your situation I believe _animation_actor_map may be worth a try, unless this is an EA animation that used to pick up objects? Then canonical could also work, or you could add both like the future cube. Give that a try and see if they work. So this part would be referring to the canonical_carryobject, right? <V n="_anim_overrides" t="enabled"> <U n="enabled"> <L n="params"> <U> <T n="name">carryObject</T> <V n="value" t="string"> <T n="string">futureCube</T> I'm confused on what I'd replace "futureCube" with for other objects. What determines what the string name would be? Like for a child's violin, the catalog name is "True Prodigy Child’s Violin" and the object name is "musicViolinChildGENExpensive" so what makes the string name just "violin?" What would be put there for custom objects or ea objects that you've added the carryobject to?
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Post by MizoreYukii on Feb 28, 2021 16:41:44 GMT -5
Whenever you're not sure about something and the TDESCs aren't helping it's always a good idea to rip apart EA interactions that do what you want. Delete anything to do with animations and pickup until you narrow it down, basically. I gave it a quick test because I wasn't 100% sure myself, I'm only used to the default pickup interaction for inventories, and seems that both the canonical_animation and the _animation_actor_map work for this situation. With either one the sim picks up the future cube, and with none at all the sim doesn't. For your situation I believe _animation_actor_map may be worth a try, unless this is an EA animation that used to pick up objects? Then canonical could also work, or you could add both like the future cube. Give that a try and see if they work. So this part would be referring to the canonical_carryobject, right? <V n="_anim_overrides" t="enabled"> <U n="enabled"> <L n="params"> <U> <T n="name">carryObject</T> <V n="value" t="string"> <T n="string">futureCube</T> I'm confused on what I'd replace "futureCube" with for other objects. What determines what the string name would be? Like for a child's violin, the catalog name is "True Prodigy Child’s Violin" and the object name is "musicViolinChildGENExpensive" so what makes the string name just "violin?" What would be put there for custom objects or ea objects that you've added the carryobject to? Oh you're looking at the object tuning, I'm referring to the interactions though since that's what you were asking about. xD I used futureCube_AskQuestion for my testing purposes if you want to take a look to see what I was describing. For the object tuning, the string is referring to the actor object in the ASM files. You will need to open the ASM of whatever animation you are attempting to use and look at the string there, but I'm not entirely sure if that will help your situation though since this is probably a different object. Is this an object with new animations or a recolor? For the violin example:
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Post by oosooc on Feb 28, 2021 18:19:53 GMT -5
So this part would be referring to the canonical_carryobject, right? <V n="_anim_overrides" t="enabled"> <U n="enabled"> <L n="params"> <U> <T n="name">carryObject</T> <V n="value" t="string"> <T n="string">futureCube</T> I'm confused on what I'd replace "futureCube" with for other objects. What determines what the string name would be? Like for a child's violin, the catalog name is "True Prodigy Child’s Violin" and the object name is "musicViolinChildGENExpensive" so what makes the string name just "violin?" What would be put there for custom objects or ea objects that you've added the carryobject to? Oh you're looking at the object tuning, I'm referring to the interactions though since that's what you were asking about. xD I used futureCube_AskQuestion for my testing purposes if you want to take a look to see what I was describing. For the object tuning, the string is referring to the actor object in the ASM files. You will need to open the ASM of whatever animation you are attempting to use and look at the string there, but I'm not entirely sure if that will help your situation though since this is probably a different object. Is this an object with new animations or a recolor? For the violin example: Sorry, I'm a bit all over the place lol. Right now I'm just using the on the hunt statuette to figure stuff out, but ideally I'd like to make an object with new animations. Would it be possible for you to send the interaction xml from your test where the sim doesn't pick up the cube so I can compare it with the cube's default interaction xml? I think seeing it visually would help me.
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Post by MizoreYukii on Feb 28, 2021 19:28:23 GMT -5
Here is the .package. I duplicated the interaction to show both ways that I tried it.
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Post by oosooc on Feb 28, 2021 19:34:50 GMT -5
Here is the .package. I duplicated the interaction to show both ways that I tried it. Thank you!
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Post by lestatt35 on Feb 20, 2023 12:45:32 GMT -5
I'm trying the same thing right now. That package was no help. Also I couldn't set up basic_extras to do this either, but there are stuff related to carry state there. Any light?
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