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Simmers' Paradise => Content Creation & Recoloring Help => Topic started by: XPTL297 on February 03, 2011, 07:37:27 am



Title: Proper lay down anims
Post by: XPTL297 on February 03, 2011, 07:37:27 am
I have been working in some objects and I'm missing proper lay down animations. Has anyone been able to correct some of EAxis "fantastic" lay down animations? I took as start point the "vampire" coffin. The lay down animations are better than the original beds but some genial "emptloyees" created the animation with the sim in a stupid position holding the coffin cover with one arm/hand, what gives ... well, the stupid look as always!
I got a "Numenorian" object named "UVAtanningBed" but he didn't do anything more than replace the meshes. The animations for Beach Towel Suntanning are far better but are limitated to the ground level. I know that any object that is initialized to support weight 0x00C8 is able to hold a Sim, but it is still the issue of snapping the sim to the proper slot. Is there anyone who has any clue on this?  The massage table is out of questions, I couldn't even find the codes to enter the massage table. Thanks.


Title: Re: Proper lay down anims
Post by: Theraven on February 03, 2011, 08:38:23 am
When I'm doing photoshoots and need a sim to pose lying on his back, I use the Bon Voyage suntanning animations (I'm a heavy user of JD's animation boxes). I know it's a pose meant to be on the floor, but with OMSPs it looks great compared to the EAxis bed poses...

Only thing I can think of, is to somehow clone a towel be in bed height, so the sim snaps up in the pose. Not sure if it's even possible. I know atavera from MTS did a working floor mattress (even one hanging upside-down), and I'd really liked to know how that was done...


Title: Re: Proper lay down anims
Post by: XPTL297 on February 07, 2011, 07:15:31 am
The work of changing heights is not a cloning work. The process being used is to transfer slots from one object to another. It has something to do with copy and paste and at the same time making the values to match the ones stated in the Geometric Node. For me it still looks like the old methode "Try and Fail" and this is not something you can teach someone. There are some people that really know how to change animations but they are not available, either because they joined paysites or because they reached "Diva" status. I'm only wishing some 3D tools that allow you to make very simple movements, some sort of macro of the most basic elements, like make it bigger or smaller to a known standard as for example the popular making of clothes fit automatically to different ages or the even more needed "make someone that is on the ground to be able to go a little higher". We had a tool to do this in TS1, I remember that I changed the size of heads to fit different bodies.  :rolleyes:


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