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Post by ellyz on Mar 25, 2022 1:19:15 GMT -5
Hi all,
After (many) hours of struggle I finally have my first animated object!
The issue I am facing now is that my object changes it’s size after the animation, and I have no idea how to change the footprint depending on its state.
Is there any feature that can allow me to achieve this effect?
I was thinking of checking out the Murphy pull out bed, which has a similar behavior, but when I export it in S4S there are no points in the footprint object polygons, so I’m at a loss.
Would it be dynamically generated in game? Is there a way for me to achieve that?
Note that currently my animation does not use geostates, if that makes any difference. I’m not sure if using them instead would offer more possibilities..
Thanks in advance, any help is appreciated !
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Post by qolygonal on Mar 25, 2022 2:46:40 GMT -5
Click "Adjust footprint to fit mesh" in the Meshes tab and Studio will load the linked Murphy bed footprint.
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Post by ellyz on Mar 25, 2022 3:31:58 GMT -5
Hi. Thanks. I'll try that, but I have some doubts since I found this on another forum topicI'll still try to see if anything interesting is generated.. (Also, on other items the footprint is included directly, and some are quite complex, like the footprint of the gazebo for instance)
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Post by qolygonal on Mar 25, 2022 3:59:09 GMT -5
Footprints are only edited for imported meshes. For default ones, Studio loads maxis footprints.
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Post by ellyz on Mar 25, 2022 4:02:01 GMT -5
AAAH! Good to know! I'll test during my lunch break :p
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Post by ellyz on Mar 25, 2022 9:11:46 GMT -5
Great tip!
There are several object polygons indeed, with different settings and bounds, that I need to study to make sure which is which, but at first glance there are 2 pathing ones which seem to correspond to the put-up and pu-down states, and I notice (ahaa!) that only one of them has the "enabled" flag checked!
If this is it, I guess I just need to find the place where the footprint flags are edited....
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Post by ellyz on Mar 25, 2022 12:23:17 GMT -5
OMG, this looks so much like what I want, that I will believe it is until proven otherwise :p
I'll post the result
<V t="footprint_toggle"> <U n="footprint_toggle"> <L n="toggles"> <U> <T n="footprint_hash">photoStudio_ftp_discouragedShape</T> </U> </L> </U> </V>
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Post by ellyz on Mar 25, 2022 14:51:38 GMT -5
Omg, it worked, I'm thrilled :D Here are the steps: - In the Footprint file create the different object polygons you need for each state (I had 2 states, so 2 polygons). - Choose a name for each footprint polygon and use the hash generator to create a FNV32 value to paste in the "Name hash" field of each polygon. Note that I could not get that working while I had a colon in the footprint name and while I used the "High bit" option. However, just before it worked I changed both, so I'm not sure which one did the trick - Make sure you have the "Enabled" flag on for the default footprint , and off for the other one - Then, in the object tuning, where you have defined the different states of your object, add this bit of xml (the bold parts, which define the toggle_footprint for each state) <L n="client_states"> <U> <T n="key">9405161227670458507<!--myClosedState--></T> <U n="value"> <V n="toggle_footprint" t="apply_new_value"> <U n="apply_new_value"> <L n="toggles"> <U> <T n="footprint_hash"> my_opened_footprint_hash </T> </U> </L> </U> </V> </U> </U> <U> <T n="key">17265514392443567802<!--myOpenedState--></T> <U n="value"> <V n="toggle_footprint" t="apply_new_value"> <U n="apply_new_value"> <L n="toggles"> <U> <T n="enable">True</T> <T n="footprint_hash">my_opened_footprint_hash</T> </U> </L> </U> </V> </U> </U> </L> <V n="default_value" t="reference"> <T n="key">9405161227670458507<!--myClosedState--></T> </V> <T n="reset_to_default">True</T> </U>
What this code does is simply switch on and off the second footprint, without even bothering to turn off the default one. Note that for the footprint_hash parameter you need to enter the name that was used as base in the hash generator
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Post by Sérinion on Oct 14, 2024 5:14:02 GMT -5
Omg, it worked, I'm thrilled :D Here are the steps: - In the Footprint file create the different object polygons you need for each state (I had 2 states, so 2 polygons). - Choose a name for each footprint polygon and use the hash generator to create a FNV32 value to paste in the "Name hash" field of each polygon. Note that I could not get that working while I had a colon in the footprint name and while I used the "High bit" option. However, just before it worked I changed both, so I'm not sure which one did the trick - Make sure you have the "Enabled" flag on for the default footprint , and off for the other one - Then, in the object tuning, where you have defined the different states of your object, add this bit of xml (the bold parts, which define the toggle_footprint for each state) <L n="client_states"> <U> <T n="key">9405161227670458507<!--myClosedState--></T> <U n="value"> <V n="toggle_footprint" t="apply_new_value"> <U n="apply_new_value"> <L n="toggles"> <U> <T n="footprint_hash"> my_opened_footprint_hash </T> </U> </L> </U> </V> </U> </U> <U> <T n="key">17265514392443567802<!--myOpenedState--></T> <U n="value"> <V n="toggle_footprint" t="apply_new_value"> <U n="apply_new_value"> <L n="toggles"> <U> <T n="enable">True</T> <T n="footprint_hash">my_opened_footprint_hash</T> </U> </L> </U> </V> </U> </U> </L> <V n="default_value" t="reference"> <T n="key">9405161227670458507<!--myClosedState--></T> </V> <T n="reset_to_default">True</T> </U>
What this code does is simply switch on and off the second footprint, without even bothering to turn off the default one. Note that for the footprint_hash parameter you need to enter the name that was used as base in the hash generator Hello, I don't know if this tutorial is still functional. But I can't get it to work on my objects. I don't quite understand the steps to follow. Should I create multiple footprints? What is the "footprint_hash"> ? Decimal or Hexadecimal hash of the footprint or the namehash of the polygon? Could you help me please ? Best regards
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