View Full Version : Sim facing when snapped into an object
2nd Aug 2009, 02:31 PM
I'm creating a dancing cage object based on the "Coloratura" shower. I've modified the BHAVs to make the sim dance instead of shower, but the problem is that the sim's facing the wall. Ideally the sim would be facing back out through the door.
Adding the "a-TurnInPlace-90" animation to the enter BHAV will make the sim turn, but once the animation's complete the sim returns to the original facing. I expect this is because of the SnapInto primitive which is holding the sim in one position.
Is it even possible to change a sim's facing when it's snapped into an object? It wouldn't make a lot of sense to do so for most objects, e.g. a bath or a chair, the shower's a special case as the sim is effectively just standing there. If it is impossible, would the better bet be to release the SnapInto, or is there a way to specify another container slot in the same position but with a different facing?
5th Aug 2009, 01:51 AM
Any chance you can post your WIP? The sequence for this stuff is fairly important. From memory, you either need to:
1. Snap into slot
2. Play rotation animation
3. Disable blend out
or alternatively you can rotate the container slot 180 degrees, then:
1. Play rotation animation
2. Snap into slot.
The first will only work if you don't want the sim to animate after they have turned around. Given that you're making a dancing cage, you probably want the second option. :)
6th Aug 2009, 08:57 PM
OK, very messy WIP attached.
I've tried playing around with your second suggestion, but can't get it to work. If I use the GetIn animation, then turn, then snap, it jumps back outside between the GetIn and the turn. I guess the way round that it to have 2 slots, one rotated and one not, and snap either side of the turn?
The problem is my poor understanding of slots. I think the main things I'm failing to grasp are:
1) If SimPE tells me one of the operands of the SnapInto operation is Slot 0x00, how does that relate to the slot file? I'm guessing it would have to be the container slot, but I9=1, I10=1 so I can't immediately see a direct relationship.
2) Presumably to edit the rotation of a slot I need to edit the CRES, but how does the CRES relate to the slot file? You say in another thread:i9 has to be pointing to the line in text list 0x90 which has the same name as the node in the cres which you are movingBut I don't get what text list 0x90 is: does it mean line #0x0090 in some text list not in the package? One of the SemiGlobal STR#s?
24th Aug 2009, 09:27 PM
I've finally found time to look at this again, and I think I'm understanding slots a bit more now. I can see that the Test List "Object Bones", which is instance 0x90 (d'oh!), links i9 in the slot file to the names in the cres.
And though fiddling with the rotations of the slots hadn't been working for me before, suddenly it's all hunky dory. I'm not quite sure what I did - I've started getting into the habit of deleting the object and putting down a new one after I've changed something, but I didn't think that was necessary in general - editing the BHAV doesn't seem to require it. I vaguely recall noticing that one of the groups hadn't been set to 0xffffffff and changing that a while back, maybe deleting and re-placing the object was required after that change?
EDIT: It seems that any changes I make to the cres requires me to delete and re-buy the object, though I'm not sure if that's something wrong or a "feature"
Anyway, it'd dead easy now I know what I'm doing. Rotating the container slot seems to rotate the axes for translation and rotation of the routing slot that's a child of it, but that's pretty easy to compensate for. So now I've got exactly the sequence of animations and positioning I was looking for. Huzzah! Thanks for your help, Echo!
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