Hello Sérinion . Sorry in my late reply. I dont have jungle adventures. But hope i will guide you. You need to rehash the asm where the jungle bottle is and change the id of the bottle prop at the ASM with your custom bottle. The id its located at object definiton or object catalog at warehouse of the custom bottle. To change the duration you need to change the duration of the visibility event at the clips that uses the bottle in the asm. As I said before you need to rehash the asm where the bottle is used and put the new hash in a new animation tuning that uses this new asm, and call the new animation tuning in your custom iteraction. hope it helps.
Thanks a lot for your answer. I admit not understood everything, but with your indications I will try to find where this ASM is located and change this.
I'm French, sorry I don't speak English very well.
so I've got this to work with one flaw I cant seam to get my sim to go to the object' the animation starts where ever the sims at. any suggestions. I've posted images and test file here
I know this is old but I also have this problem. necrodog I made the animation in blender at the object's root. So is there a way to make it play where the object's root bind is? Also would it be possible to animate an object using this method and combine it with a sim animation? (and make them play at the same time?)
Annd final question, would it be possible to play an animation and then another one after that. For example, a person taking a seat followed by the person sitting idle. And to maybe play an animation when the interaction is cancelled? Thank you for the help!
Hello @flowerssimsfactory. Making custom animations is a bit difficult. To solve the problem you are talking about the sim doing animation outside the object. I suggest using the mirror_PsychSelfUp iteraction as a base for your object and work in this iteraction. And replace there
For animation a object and a sim at the same time. I suggest using the spookyCandyBowl_eatCandy Animation state machine as a base (instance is = 807EC16120CA0E35 at the game file cruiser ASM) There do this:
1. Add this new actor name. This will be the object reference in the animation. You can replace "guitar" with another object name of the game in the ASM
6. Then check when you create your object animation that in the clip is guitar or the object name you have selected in 1. in the actorname part instead of x and then you have to declare x and guitar in the explicitnamespaces of the clip.
7. Do the same in 6 in the sim animation clip, but leave as actorname x.
For the multianimations. Im still searching how to achieve that. Hope this will help. n_n
Post by FlowersSimFactory on Jun 9, 2020 13:36:02 GMT -5
necrodog I see. I'll try what you suggested above and see if it works.
As for what you mentioned in steps 6 and 7 , I'm not exactly sure how to do that? Or how to extract the object animation as a clip itself? I see where you can change the ActorName in the warehouse but i'm not certain about the explicitnamespaces
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