Post by orangemittens on Mar 23, 2016 13:45:15 GMT -5
Introduction
Studio has now introduced the ability to add slots to counters. This documentation will go over the special features of counters that are relevant to their slots.
What you will need
Sims 4 Studio 2.7.0.1
Documentation
Most, if not all counters have multiple LODs each with a different mesh. These meshes allow counters to be put together in multiple ways in the game. The base game counters and most pack counters contain 10 LODs. You can access the various models from the Models drop down in the Rig/Slots tab:
Counter LODs are paired so that the first 5 LODs each have a match in the second 5 LODs with the difference between them being the lack of a back on the first 5 and the presence of a back on the second 5. In the game the first 5 LODs will be used if the counter is not placed on a wall while the second 5 LODs will be used if the counter is placed against a wall. The order of matching is:
1 - 6
2 - 7
3 - 8
4 - 9
5 - 10
Here is an example showing LOD 2 and LOD 7 of the Harbinger counter. 7 has a back and 2 does not:
In the game if an item is placed into a slot on the counter that is backless and the counter is moved against a wall the mesh will be changed to the backless counter's counterpart. If the slots on the backless counter and the slots on the counter with a back do not match up the item will hop to a new spot on the counter. For example, if slot 1 is in the center on the backless counter but is in the front right corner on the counter with a back an item placed in the center of the backless counter will hop into the front right corner of the counter if it is moved against a wall.
For this reason it is best to make your slots for LODs 6-10 first and then export those as rig.binaries to be imported into LODs 1-5. In this way you will be certain that the slot numbers are in identical places on both versions of any given counter type. This can be done in the Warehouse where the rig list is in correct order...that is the first rig on the list corresponds to Model 1 and so on. When you first import a new rig.binary into Studio's Warehouse you will need to save the .package, return to the main screen, and then reopen the .package before you will see the new bones in the model viewer. When you first see them they will appear as small pink cones because they do not yet have a corresponding slot. Click on one of the slots and add a zero to the end of one of the numbers in the x, y, or z, position lines and then click out of the box. This will cause Studio to instantly update the .package by adding slots for each bone in the rig and the cones will turn into cylinders. At this point if you want you can add more slots to fill the gap that results from the fact that backless counters have more surface area than counters with backs. Items placed in additional slots like these will cause the counter to not move against a wall unless MOO is on and, if MOO is on, it will cause the items placed in those slots to be removed from the counter if it is moved against a wall.
When you look at the list of bones in the rig you will notice that counters have several different kinds of bones and that several of these bones are parented to subroot bones. Parented bones take on the characteristics of the parent as well as having their own characteristics. If you move a bone that is parented to another and it is not moving to the location you expect the most likely reason is that it is parented to another bone and is affected by that bone's data as well as the transforms you enter. The additional bones that counters have determine where appliances can go, where a Sim will be able to interact with an item on the counter and so on. An additional bone in some of the LODs allows the counter to accept a dishwasher as well.
If you have questions about this documentation please post them in the thread below.
Studio has now introduced the ability to add slots to counters. This documentation will go over the special features of counters that are relevant to their slots.
What you will need
Sims 4 Studio 2.7.0.1
Documentation
Most, if not all counters have multiple LODs each with a different mesh. These meshes allow counters to be put together in multiple ways in the game. The base game counters and most pack counters contain 10 LODs. You can access the various models from the Models drop down in the Rig/Slots tab:
Counter LODs are paired so that the first 5 LODs each have a match in the second 5 LODs with the difference between them being the lack of a back on the first 5 and the presence of a back on the second 5. In the game the first 5 LODs will be used if the counter is not placed on a wall while the second 5 LODs will be used if the counter is placed against a wall. The order of matching is:
1 - 6
2 - 7
3 - 8
4 - 9
5 - 10
Here is an example showing LOD 2 and LOD 7 of the Harbinger counter. 7 has a back and 2 does not:
In the game if an item is placed into a slot on the counter that is backless and the counter is moved against a wall the mesh will be changed to the backless counter's counterpart. If the slots on the backless counter and the slots on the counter with a back do not match up the item will hop to a new spot on the counter. For example, if slot 1 is in the center on the backless counter but is in the front right corner on the counter with a back an item placed in the center of the backless counter will hop into the front right corner of the counter if it is moved against a wall.
For this reason it is best to make your slots for LODs 6-10 first and then export those as rig.binaries to be imported into LODs 1-5. In this way you will be certain that the slot numbers are in identical places on both versions of any given counter type. This can be done in the Warehouse where the rig list is in correct order...that is the first rig on the list corresponds to Model 1 and so on. When you first import a new rig.binary into Studio's Warehouse you will need to save the .package, return to the main screen, and then reopen the .package before you will see the new bones in the model viewer. When you first see them they will appear as small pink cones because they do not yet have a corresponding slot. Click on one of the slots and add a zero to the end of one of the numbers in the x, y, or z, position lines and then click out of the box. This will cause Studio to instantly update the .package by adding slots for each bone in the rig and the cones will turn into cylinders. At this point if you want you can add more slots to fill the gap that results from the fact that backless counters have more surface area than counters with backs. Items placed in additional slots like these will cause the counter to not move against a wall unless MOO is on and, if MOO is on, it will cause the items placed in those slots to be removed from the counter if it is moved against a wall.
When you look at the list of bones in the rig you will notice that counters have several different kinds of bones and that several of these bones are parented to subroot bones. Parented bones take on the characteristics of the parent as well as having their own characteristics. If you move a bone that is parented to another and it is not moving to the location you expect the most likely reason is that it is parented to another bone and is affected by that bone's data as well as the transforms you enter. The additional bones that counters have determine where appliances can go, where a Sim will be able to interact with an item on the counter and so on. An additional bone in some of the LODs allows the counter to accept a dishwasher as well.
If you have questions about this documentation please post them in the thread below.