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Post by leo4sims on Mar 27, 2016 10:18:40 GMT -5
again me, sorry i have too many questions today. Here is an example of file. It is a sims2 to sims 4 conversion. But not just this. All stove conversions has the same problem. It is funtional sims can cook. But when getting something from the stove, stove completeley turns in game. What cause this and how can i fix it? I have the same problem with fireplaces. I m cloning from ea fireplaces but their animations never work proper Thank you
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Post by orangemittens on Mar 27, 2016 11:20:10 GMT -5
Hi leo4sims, if the animations are not functioning properly in the game it's because you have not weighted the stove parts correctly or your joint list is not correct. There is a thread HERE discussing how to weight an animated object and two of the people in the thread successfully got their stoves working Take a look at that and see if it will help.
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Post by leo4sims on Mar 27, 2016 11:41:06 GMT -5
thank you i didnt know weights are important for the objects also. I m going to check it now ♥
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Post by orangemittens on Mar 27, 2016 14:55:09 GMT -5
You're welcome. Almost all objects have every vertex weighted to a single bone and Studio has automated that bone assignment so creators don't have to mess around doing the same tedious weighting every time they make a new object. The exception to this rule is any object that has moving parts. If an object has a moving part the part that doesn't move will be assigned to one bone and the part that does move will be assigned to a different bone. Then animations can be played that are targeted at the second bone and only affect the part of the object that is supposed to move. If the item has a second moving part, like some ovens, then there will be three bones. One for the part of the object that doesn't move and one bone each for the parts that do. For CAS items often the best way to get bone assignments is to transfer weights from a similar EA item using the method described by Brujah and posted in the CAS/Pose tutorial section. For objects, unless the new mesh is almost identical in size and shape to the EA item you're transferring weight from, this method is not as successful. Fortunately objects generally have no more than 2 or 3 extra bones so assigning them manually is not difficult. One exception to this would be the double bed mattress which has a fairly complex bone set up.
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