bp1116 Posted November 14, 2020 Posted November 14, 2020 Finally got my animation in the game, but my sims are inside of each other, how do i fix this?
Crashdown117 Posted November 14, 2020 Posted November 14, 2020 Not an animation creator myself, but this looks like they're both at the same spot (i.e. the coordinates for both actors are identical). Had a similar problem designing UI elements for something else entirely - twice, actually. Fixed it by using offset values (adding a couple units to push elements along the axes) the first time, and later by changing my reference point (so that one element was to the left of the X and the other one to its right). Both required a little trial and error, but the end results looked rather good - although offset is definitely easier, while the reference point thing is probably smarter.
bp1116 Posted November 15, 2020 Author Posted November 15, 2020 Appreciate it. Do you have any idea how change the reference point?
Crashdown117 Posted November 15, 2020 Posted November 15, 2020 Had time to look at some animations in S4S today, and while I don't know the first thing about the internal mechanisms at play here, something struck my eye. Quote { "FrameData": "AAAPAP8P/g/+D/8P", "ChannelSubTarget": "Orientation", "ChannelType": "F4_SuperHighPrecision_Quaternion", "FrameCount": 1, "Scale": -0.25, "Offset": 0.25, "Target": "0x57884BB9" }, I've seen a lot of blocks like this one in "Clip" type objects, all of them either targeting "Translation" with some kind of "PrecisionNormalized" (that's probably XYZ coordinates - or longitude, latitude and altitude, if you're more familiar with these terms), or "Orientation" with with a "Precision_Quarternion" involved, like the above example (which is definitely rotation, similar to an aircraft's pitch, roll and yaw). All those blocks also contain an "Offset" variable, so maybe playing around with that will change something about actor positioning. However, I feel like I should point out, that, as I am no animation creator myself, I might be completely misleading you here. Those translation and orientation blocks might as well reference world position (i.e. define, that the action happens on the left edge of the bed), and "Offset" might not be the type of offset you're looking for. I can only speak from my experience as a Computer Science / Informatics student, who has worked with UI editors and IDEs for both C++ and Java (that's when I had to solve those problems I mentioned), and also done some C#-stuff in Unity (which resulted in what I would call "half a demo of half a game that isn't even half good").
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