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Post by JPCopeSIMs on Aug 24, 2017 22:27:19 GMT -5
So I've got every thing about right with this except the direction the second animation plays(though the animation plays correctly just not in the right direction. of course in blender it plays perfect)I wonder if there is a way to set the animation linear toward the -x direction instead of the +x direction when it plays. Now Im not sure but I think that I might have to check out the monkey bars object It jut poped into my head that this object flips it animation .
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Post by JPCopeSIMs on Aug 24, 2017 23:18:43 GMT -5
</V> </U> <L n="_part_data"> <U> <V t="enabled" n="adjacent_parts"> <L n="enabled"> <T>2</T> </L> </V> <V t="enabled" n="is_mirrored" /> <T n="part_definition">14791<!--part_monkeyBar_play--></T> </U> <U> <V t="enabled" n="adjacent_parts"> <L n="enabled"> <T>4</T> </L> </V> <V t="enabled" n="is_mirrored" /> <T n="part_definition">14791<!--part_monkeyBar_play--></T> <V t="enabled" n="subroot_index"> <T n="enabled">1</T> </V> </U> <U> <V t="enabled" n="adjacent_parts"> <L n="enabled"> <T>0</T> </L> </V> <V t="enabled" n="is_mirrored" /> <T n="part_definition">14790<!--part_monkeyBar_hangOut--></T> <V t="enabled" n="subroot_index"> <T n="enabled">2</T> </V> </U> <U> <V t="enabled" n="adjacent_parts"> <L n="enabled"> <T>1</T> </L> </V> <V t="enabled" n="is_mirrored"> <T n="enabled">True</T> </V> <T n="part_definition">14790<!--part_monkeyBar_hangOut--></T> <V t="enabled" n="subroot_index"> <T n="enabled">3</T> </V> </U> <U> <V t="enabled" n="adjacent_parts"> <L n="enabled"> <T>1</T> </L> </V> <V t="enabled" n="is_mirrored" /> <T n="part_definition">14790<!--part_monkeyBar_hangOut--></T> <V t="enabled" n="subroot_index"> <T n="enabled">4</T> </V> </U> <U> <V t="enabled" n="adjacent_parts"> <L n="enabled"> <T>0</T> </L> </V> <V t="enabled" n="is_mirrored"> <T n="enabled">True</T> </V> <T n="part_definition">14790<!--part_monkeyBar_hangOut--></T> <V t="enabled" n="subroot_index"> <T n="enabled">5</T> </V> </U> </L> I think this might be the key reversing my the way my animation is played I'll just have to change my turnings to have 5 supper interactions and seven mixers I think. ill let you know how it works out.
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Post by JPCopeSIMs on Aug 25, 2017 20:53:03 GMT -5
Didn't work open to suggestions
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Post by JPCopeSIMs on Aug 26, 2017 17:42:56 GMT -5
necrodog if I add mirror_conditional="True" to my asm will this mirror the direction of the way my animation plays
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Post by necrodog on Aug 27, 2017 18:52:44 GMT -5
Hello JPCopeSIMs, custom animations into game objects are problematic, the only way I make workable animation is by using a mirror as a base and using one of the mirror iterations as a starting the psych self one. I have tried using another object and another object iteraction, but the results are similars as yours, the animation dont plays correctly. Im going to create a tread later explaining this problem so if anyone else can find a solution, but meanwhile the mirror as a base object one is the option for static animated objects aka object that dont animate along with the sims. The rope using this method will be finished this new week so i will tell you some tips and later a tutorial for all of you.
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