Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
Ms. Byte (Deceased)
Original Poster
#1 Old 19th Dec 2011 at 6:22 PM
Default Testers Wanted: slider and script to lift sims wearing high shoes
This is a mod to make very high platform shoes and heels possible without distorting the lower leg. There's a slider Bloom created to raise the sim off the ground or floor, and a script to apply that slider in-game.

Use in CAS: The slider appears as Sim Lift in the Head/Ears Global section. Any adjustments done here will apply to all outfits and categories, like any other slider.

Use in the game: A Lift Sim option has been added to all female sims teen and above. It will prompt you for an amount from 0 to 10 - this determines how far up the sim is moved. You can enter decimals. The lifting is applied ONLY to the current outfit! If the sim changes to another category or another outfit in the same category, she will come back down to earth. Keep in mind that if you do the Stylist or MC Edit in CAS while she's elevated, the lift slider will be applied to every category/outfit. (To get rid of it, just Edit in CAS and bring the slider to zero.)

The idea is to make shoes with the bottoms lower than the floor level, then raise the sim enough to get them in the right place.

Bloom will upload a set of shoes to experiment with.

Some pics are below, with the adult sim at level 10 and the elder sim at level 5. The problem I've seen so far is with sitting - the sim floats above the chair, although the knees don't seem to be affected as much as the hips, which I don't totally understand. Hopefully if the sim is not lifted so high it won't be obvious, and possibly the slider could be modified to compensate for this somehow.

Installation: Use EITHER the Pets or Pre-Pets versions. 'Pre-Pets' means patch level 1.24 or previous - it doesn't actually matter if you have Pets installed. Using the Pre-Pets version on a game patched to 1.26 or 1.29 will result in female animals have the option, which actually could be interesting. Using the Pets version on a pre-1.26 game will result in your world never loading.

Thanks in advance for feedback!
Screenshots
Attached files:
File Type: zip  SimLift_prePets.zip (6.3 KB, 982 downloads) - View custom content
File Type: zip  SimLift_Pets.zip (6.3 KB, 3482 downloads) - View custom content
Advertisement
Sockpuppet
#2 Old 19th Dec 2011 at 6:31 PM Last edited by BloomsBase : 22nd Dec 2011 at 4:12 AM.
TEST shoes
For private use only!!


OOPs, made a small mistake in the last update.......will fix asap!
Recloned and updated, plz redown and delete previous version.

I will try to finetune the slider with droppin some slots and offsets.
Maybe hide it in CAS?


Screenshots
Attached files:
File Type: 7z  Bloom_afShoesBsettPlatswithSexyFeet.7z (289.2 KB, 757 downloads) - View custom content
Scholar
#3 Old 19th Dec 2011 at 7:05 PM
*drools*

Augh... I don't have TS3 installed on my laptop!!! I can't test this until after New Year's when I get back from the holidays, but I will definitely be making some platforms to test this! Just a couple quick questions:

The ankles should line up as usual on the afbody example mesh, right? Which means that under normal circumstances (non-lifted sim), the shoes would clip into the ground, correct?

.:Kitty Klan:.
Visit for Sims 3 Hair, Tattoos, and other free custom content downloads.

.For website updates, subscribe to my RSS feed at.
Dreamwidth Blog
Ms. Byte (Deceased)
Original Poster
#4 Old 19th Dec 2011 at 7:20 PM
Correct, that's the idea!

Bloom, I'll look at hiding the slider in CAS - I know this is done with the teenbody slider, but have to experiment with doing it with a CC slider. Could be very useful!
Sockpuppet
#5 Old 19th Dec 2011 at 7:24 PM Last edited by BloomsBase : 19th Dec 2011 at 9:52 PM.
This is awsome Cmar, thank you soooo much!!!
That is correct Robokitty.

There are so many slots and offsets in the skeleton so it will be alot of testing....
I noticed the shoes drop down again when a sims sits down also, there must be a way to change that.
Test Subject
#6 Old 19th Dec 2011 at 8:54 PM
Cool! I really love the extreme high heels :P
so this slider would work with any shoe?
Sockpuppet
#7 Old 19th Dec 2011 at 9:30 PM
Quote: Originally posted by nanabooboo
Cool! I really love the extreme high heels :P
so this slider would work with any shoe?


Yes, it will work with any shoe.
Build your shoe into the ground instead of trying to lift the ankles and such.
Ms. Byte (Deceased)
Original Poster
#8 Old 20th Dec 2011 at 1:00 AM
Bloom, you should be able to work with the slider and it should work with the script as long as the FBLN file (type 0xB52F5055) has the same Instance ID. Tomorrow I'll look at whether it's possible to do the morph using the FACE files instead - I think that's what's actually stored in the Sim outfit. Also the script won't work if the slider package doesn't have the XML file I added to it. I really should have put that in the script package instead for testing.
Sockpuppet
#9 Old 20th Dec 2011 at 1:54 AM
i deleted the left slider but it didn't work(did change the entries tho)
Anyway, plenty of time to test.
I also updated the shoes, they are finished.
Might redo the nails one time, but not now.
Sockpuppet
#10 Old 20th Dec 2011 at 5:44 AM
Found the settings
It was indeed one of the root joints.
Cool thing is that interactions between sims are still ok, shaking hands and such.
Also some poses seem to work fine but the moment a adult to object animation is called the sim resets but lifts up again after the interaction.
When a sim sits she also resets wich places the foot in default position.
I might have to look at those animation files to see wich slots or offsets are used.
Think i also can make it hidden in CAS, i saw the settings in the face file.
Sockpuppet
#11 Old 21st Dec 2011 at 5:19 PM
Here is a updated slider, sims will sit normal now, the feet are still at a default position when sitting.(i doubt if i can change that.)
All animations/interactions will work normal as long as the item(or other sim) is within his/her reach.
I didn't try the kissing yet but it should work.
Attached files:
File Type: 7z  Bloom_Simlift_slider.7z (1.2 KB, 675 downloads) - View custom content
Blenderized to Pieces
retired moderator
#12 Old 21st Dec 2011 at 9:43 PM
o! What an interesting fix to a problem! I Like it. I do have one question, though. Does the 'lifted' body interfere with everyday animations other than sitting in chairs? Riding horses, walking strollers, hugging other sims, sitting in tubs, etc.

Oh! Just saw your new one Bloom. I'll try to remember to play with this over break.
Sockpuppet
#13 Old 21st Dec 2011 at 10:01 PM Last edited by BloomsBase : 22nd Dec 2011 at 3:26 PM.
it depends, if the IKchains can reach it it works without a problem.
Like if your going to play tablefootball a sim will hold the handles normally.
If you lift her up a little(say set to 1) she still holds the handles at the same position but her arms will less bend
Lift her up another notch and she still holds the table as in default position but her arms will be almost stretched.
At one point she can no longer reach for the handles, so she lets go of the handles with her arms stretched.
With ALL sitting animations i tried she temperary resets, i might have to lookup a particular slot or change some offsets.
Unfortunate the RIG has many.

Edit,
OOPS, had a error on the specular on the last shoe update, will fix asap!!

Edit,
I am afraid i can not change the shoe offset while sitting
To lift her up i edited the rootworld and the left and right footworld joint.
The moment a sim interacts with a chair both footworld joints attache to the object joint, the 0xC56683FC(sit_template) and i can not edit it(tried adding it to the sliderfile but with no succes)
Ms. Byte (Deceased)
Original Poster
#14 Old 22nd Dec 2011 at 1:32 PM
Very impressive work, Bloom! I've been tied up with other things but hope to give this more attention soon - certainly after Christmas.
Sockpuppet
#15 Old 22nd Dec 2011 at 3:27 PM
Thats cool, you made me very happy already
Changing the root and footworld joints should be the base of heightsliders aswell.
It keeps all slots in the correct spot(simwise).
Here is a list of the joints and slots.

<bone name="b__ROOT__" hash="FEAE6981" />
<bone name="b__ROOT_bind__" hash="57884BB9" />
<bone name="b__Pelvis__" hash="556B181A" />
<bone name="b__Penis__" hash="6FF229EA" />
<bone name="b__R_Thigh__" hash="83B1355C" />
<bone name="b__R_Calf__" hash="81B330DE" />
<bone name="b__R_Foot__" hash="37BB051C" />
<bone name="b__R_Toe__" hash="A6F3B078" />
<bone name="b__R_Toe_slot" hash="B8587539" />
<bone name="b__R_PantsLeg_slot" hash="9AAFEDC7" />

<bone name="b__R_Ankle_slot" hash="6A3A218A" />
<bone name="b__R_backCalfTarget_slot" hash="87F4F3CD" />
<bone name="b__R_outCalfTarget_slot" hash="9618393A" />
<bone name="b__R_frontCalfTarget_slot" hash="E73D6C39" />
<bone name="b__R_inCalfTarget_slot" hash="0FF1BDD1" />

<bone name="b__R_KneeTarget_slot" hash="DAB8292B" />
<bone name="b__R_Calf__Compress__" hash="DD534A80" />
<bone name="b__R_ThighFrontTarget_slot" hash="3444D3BF" />
<bone name="b__R_backThighTarget_slot" hash="33BDD8A1" />
<bone name="b__R_outThighTarget_slot" hash="7507A630" />
<bone name="b__R_upThighTarget_slot" hash="F56412F3" />

<bone name="b__R_upBackThighTarget_slot" hash="5BB64526" />
<bone name="b__R_Thigh__Compress__" hash="4CDE546A" />
<bone name="R_legExportPole" hash="C183EF50" />
<bone name="b__R_ThighTwist__" hash="E723D915" />
<bone name="b__R_ThighUntwist__" hash="13A6779A" />
<bone name="b__R_ThighTwisted__" hash="5FF7B14A" />
<bone name="b__L_Thigh__" hash="C6035E5E" />
<bone name="b__L_Calf__" hash="85E195D0" />

<bone name="b__L_Foot__" hash="23B79422" />
<bone name="b__L_Toe__" hash="FBCF5C32" />
<bone name="b__L_Toe_slot" hash="9D61D403" />
<bone name="b__L_PantsLeg_slot" hash="422D4175" />
<bone name="b__L_Ankle_slot" hash="70F31118" />
<bone name="b__L_backCalfTarget_slot" hash="94A6A77B" />
<bone name="b__L_inCalfTarget_slot" hash="EFB28827" />

<bone name="b__L_frontCalfTarget_slot" hash="18CB5A9F" />
<bone name="b__L_outCalfTarget_slot" hash="B78AEAA4" />
<bone name="b__L_KneeTarget_slot" hash="0E7DFA65" />
<bone name="b__L_Calf__Compress__" hash="631006B6" />
<bone name="b__L_backThighTarget_slot" hash="0EFA497F" />
<bone name="b__L_ThighFrontTarget_slot" hash="DAE21D5D" />
<bone name="b__L_outThighTarget_slot" hash="54135682" />

<bone name="b__L_upThighTarget_slot" hash="C4B39ACD" />
<bone name="b__L_upBackThighTarget_slot" hash="64CFF6B4" />
<bone name="b__L_Thigh__Compress__" hash="EC80A400" />
<bone name="L_legExportPole" hash="C2D0302A" />
<bone name="b__L_ThighTwist__" hash="D0C4D27B" />
<bone name="b__L_ThighUntwist__" hash="ECA95D4C" />

<bone name="b__L_ThighTwisted__" hash="4DBAF2A8" />
<bone name="b__L_HipTarget_slot" hash="E4500CC3" />
<bone name="b__R_HipTarget_slot" hash="0526AA3D" />
<bone name="b__upper_skirt__" hash="6804DEDB" />
<bone name="b__skirt_upper_Compress__" hash="7C647B6E" />
<bone name="b__lower_skirt__" hash="D5E15C10" />
<bone name="b__skirt_lower_Compress__" hash="4ECFFCC3" />
<bone name="b__Spine0__" hash="6FA96266" />
<bone name="b__Spine1__" hash="AFAC05CF" />
<bone name="b__Spine2__" hash="6FAF7238" />
<bone name="b__Neck__" hash="BC81D5B8" />
<bone name="b__Head__" hash="0F97B21B" />
<bone name="b__HeadNew__" hash="6E191ACB" />
<bone name="b__LeftCheek__" hash="F2EE99A0" />
<bone name="b__LeftSquint__" hash="4C4A702A" />
<bone name="b__RightCheek__" hash="C7AD1731" />
<bone name="b__RightSquint__" hash="812806D9" />
<bone name="b__EyeArea__" hash="2506208F" />
<bone name="b__LeftEyeArea__" hash="37E413CE" />
<bone name="b__LeftInBrow__" hash="BDF5C2C1" />
<bone name="b__LeftMidBrow__" hash="312E6F96" />
<bone name="b__LeftOutBrow__" hash="08E5E1CC" />
<bone name="b__LeftEye_mod__" hash="9B2ED3B8" />
<bone name="b__LeftEye__" hash="58B9EB01" />
<bone name="b__LeftUpLid__" hash="5BDC542C" />
<bone name="b__LeftLoLid__" hash="E5331C30" />
<bone name="b__RightEyeArea__" hash="8EC5268F" />
<bone name="b__RightInBrow__" hash="A9F33BB2" />
<bone name="b__RightMidBrow__" hash="CE442223" />
<bone name="b__RightOutBrow__" hash="32E75AD1" />
<bone name="b__RightEye_mod__" hash="E7551519" />
<bone name="b__RightEye__" hash="9BD5E550" />
<bone name="b__RightUpLid__" hash="64D8444D" />
<bone name="b__RightLoLid__" hash="0F585BC9" />
<bone name="b__MouthArea__" hash="78894999" />

<bone name="b__LeftUpLip__" hash="5C0DF160" />
<bone name="b__Jaw__" hash="405EC0BD" />
<bone name="b__JawComp__" hash="BF7D091C" />
<bone name="b__LeftLoLip__" hash="A550CC9C" />
<bone name="b__Chin__" hash="DB898525" />
<bone name="b__LoLip__" hash="A0FCA895" />
<bone name="b__RightLoLip__" hash="0F26BE95" />
<bone name="b__Tongue1__" hash="DC4C77AE" />
<bone name="b__Tongue2__" hash="DC5333E9" />
<bone name="b__Jawline__" hash="F9629BBB" />
<bone name="b__LowerTeeth__" hash="C896DD5E" />
<bone name="b__UpLip__" hash="F6DFCA81" />
<bone name="b__RightMouth__" hash="BA821CD6" />
<bone name="b__LeftMouth__" hash="EC2DDEBB" />
<bone name="b__RightUpLip__" hash="6509E081" />
<bone name="b__UpperTeeth__" hash="549CB097" />
<bone name="b__NoseArea__" hash="27DED11F" />
<bone name="b__LeftNostril__" hash="7F6C538B" />
<bone name="b__RightNostril__" hash="84794242" />
<bone name="b__NoseTip__" hash="344AF043" />
<bone name="b__NoseBridge__" hash="BFEE3853" />
<bone name="b__HeadDome__" hash="9D5460CE" />
<bone name="b__LeftEar__" hash="4F5E1CDA" />
<bone name="b__RightEar__" hash="4289076B" />
<bone name="b__Glasses_slot" hash="E4FB4FF0" />
<bone name="b__mouth_slot" hash="1716D67F" />
<bone name="b__L_Earring_slot" hash="E21C1965" />
<bone name="b__R_Earring_slot" hash="D4DAE48F" />
<bone name="b__Glasses__" hash="12EDC5C3" />
<bone name="b__Hat_grip__" hash="4952E727" />
<bone name="b__Neck_slot" hash="E34CB479" />
<bone name="b__backNeck_slot" hash="C0FF7EDA" />
<bone name="b__R_Clavicle__" hash="646EA315" />
<bone name="b__R_UpperArm__" hash="A92B596E" />
<bone name="b__R_Bicep__" hash="EA51AA75" />
<bone name="b__R_UpperArmTarget_slot" hash="E7183236" />
<bone name="b__R_Forearm__" hash="F0143B40" />
<bone name="b__R_Wrist__" hash="1E8EDCA5" />
<bone name="b__R_Bracelet_slot" hash="A4F523AD" />
<bone name="b__R_ForearmTarget_slot" hash="5B099700" />
<bone name="b__R_Hand__" hash="CEB0355B" />
<bone name="b__R_Index0__" hash="EB208104" />
<bone name="b__R_Index1__" hash="EB22BFAD" />
<bone name="b__R_Index2__" hash="2B1C68B2" />
<bone name="b__R_Mid0__" hash="BD2CE17E" />
<bone name="b__R_Mid1__" hash="BD2F1FE7" />
<bone name="b__R_Mid2__" hash="7D30F9D0" />
<bone name="b__R_Pinky0__" hash="A8B5E7D3" />
<bone name="b__R_Pinky1__" hash="A8B3A8AA" />
<bone name="b__R_Pinky2__" hash="A8BA64E5" />
<bone name="b__R_Ring0__" hash="1CA23C66" />
<bone name="b__R_Ring1__" hash="5CA4DFCF" />
<bone name="b__R_Ring2__" hash="1CA84C38" />
<bone name="b__R_Ring_slot" hash="CE76A127" />
<bone name="b__R_Hand_slot" hash="8EA6A2C8" />
<bone name="b__R_Thumb0__" hash="D2A9E720" />
<bone name="b__R_Thumb1__" hash="92ABC109" />
<bone name="b__R_Thumb2__" hash="92A505CE" />
<bone name="b__R_inForearmTarget_slot" hash="CFB47C1D" />
<bone name="b__R_outShortSleeve_slot" hash="2993E16F" />
<bone name="b__R_inShortSleeve_slot" hash="D7707182" />
<bone name="b__R_ShoulderTwist__" hash="C619C029" />
<bone name="b__R_ShoulderTarget_slot" hash="6D158FB0" />
<bone name="R_armExportPole" hash="05AB4F06" />
<bone name="b__R_BackShoulderTarget_slot" hash="4A1C1C4B" />
<bone name="b__R_FrontShoulderTarget_slot" hash="1237C6BF" />
<bone name="b__L_Clavicle__" hash="A303CE83" />
<bone name="b__L_UpperArm__" hash="0C9E57D0" />
<bone name="b__L_Bicep__" hash="7EDE491B" />
<bone name="b__L_UpperArmTarget_slot" hash="6498A8F0" />
<bone name="b__L_Forearm__" hash="15AF037E" />
<bone name="b__L_Wrist__" hash="3BD15657" />
<bone name="b__L_Bracelet_slot" hash="2AB0350B" />
<bone name="b__L_ForearmTarget_slot" hash="772ABBA6" />
<bone name="b__L_Hand__" hash="7CCD6D29" />
<bone name="b__L_Index0__" hash="B1F508AA" />
<bone name="b__L_Index1__" hash="B1F747D3" />
<bone name="b__L_Index2__" hash="F1F9EABC" />
<bone name="b__L_Mid0__" hash="27BFBAD0" />
<bone name="b__L_Mid1__" hash="27C1F979" />
<bone name="b__L_Mid2__" hash="67BBA27E" />
<bone name="b__L_Pinky0__" hash="B3881055" />
<bone name="b__L_Pinky1__" hash="F386366C" />
<bone name="b__L_Pinky2__" hash="F383F7C3" />
<bone name="b__L_Ring0__" hash="17472B18" />
<bone name="b__L_Ring1__" hash="17496981" />
<bone name="b__L_Ring2__" hash="17411B46" />
<bone name="b__L_Ring_slot" hash="BABB3A7D" />
<bone name="b__L_Hand_slot" hash="B07A2E26" />
<bone name="b__L_Thumb0__" hash="EFF5BB2E" />
<bone name="b__L_Thumb1__" hash="AFF79517" />
<bone name="b__L_Thumb2__" hash="AFF9D380" />
<bone name="b__L_inForearmTarget_slot" hash="D81E3ABF" />
<bone name="b__L_inShortSleeve_slot" hash="2F7FEB00" />
<bone name="b__L_outShortSleeve_slot" hash="ACA798D9" />
<bone name="b__L_ShoulderTwist__" hash="AF9E9A53" />
<bone name="b__L_ShoulderTarget_slot" hash="4F8A24BE" />
<bone name="L_armExportPole" hash="750AF470" />
<bone name="b__L_BackShoulderTarget_slot" hash="B106820D" />
<bone name="b__L_FrontShoulderTarget_slot" hash="8E3C4B89" />
<bone name="b__R_shoulderbladeTarget_slot" hash="25805E96" />
<bone name="b__L_shoulderbladeTarget_slot" hash="53E2D95C" />
<bone name="b__R_armpitTarget_slot" hash="3731EEB3" />
<bone name="b__R_chestTarget_slot" hash="1986AD99" />
<bone name="b__L_chestTarget_slot" hash="CA6D6D7F" />
<bone name="b__L_armpitTarget_slot" hash="490A5B29" />
<bone name="b__R_BackTarget_slot" hash="BD4CC753" />
<bone name="b__R_sideBackTorsoTarget_slot" hash="E8507E6F" />
<bone name="b__R_sideFrontTorsoTarget_slot" hash="EBDDE945" />
<bone name="b__R_frontTorsoTarget_slot" hash="425D636A" />
<bone name="b__L_BackTarget_slot" hash="5A5E1651" />
<bone name="b__L_sideBackTorsoTarget_slot" hash="E06C74D5" />
<bone name="b__L_sideFrontTorsoTarget_slot" hash="F14F68E3" />
<bone name="b__L_frontTorsoTarget_slot" hash="46327B8C" />
<bone name="b__carryGroupOffset_noBind__" hash="37664E95" />
<bone name="b__carryGroup_noBind__" hash="9F266CA6" />
<bone name="b__L_carry_slot" hash="D97D2E80" />
<bone name="b__R_carry_slot" hash="8EEABF86" />
<bone name="b__L_breast__" hash="1EB57A41" />
<bone name="b__L_breastTarget_slot" hash="28696C2B" />
<bone name="b__R_breast__" hash="58B9EB01" />
<bone name="b__R_breastTarget_slot" hash="C94C0C65" />
<bone name="b__R_frontBellyTarget_slot" hash="5BC6AAF1" />
<bone name="b__R_backBellyTarget_slot" hash="98E8FF25" />
<bone name="b__R_lowBackTarget_slot" hash="AC57C1D9" />
<bone name="b__L_lowBackTarget_slot" hash="80E537C3" />
<bone name="b__L_backBellyTarget_slot" hash="91B1B2DB" />
<bone name="b__R_BellyTarget_slot" hash="E75F9BD4" />
<bone name="b__L_BellyTarget_slot" hash="0CF10D3E" />
<bone name="b__L_frontBellyTarget_slot" hash="5C614B0F" />
<bone name="b__belly__" hash="48FC3B0B" />
<bone name="b__L_ThighTarget_slot" hash="DA12AA46" />

<bone name="b__R_ThighTarget_slot" hash="4A3FCA04" />
<bone name="b__ROOT_export__" hash="27689D9E" />
<bone name="L_slotOffset" hash="2B0CFBFB" />
<bone name="R_slotOffset" hash="B1DE1AE5" />
<bone name="L_footOffset" hash="2010CA87" />
<bone name="R_footOffset" hash="6E7C259D" />
<bone name="world_offset" hash="0EB4037B" />
<bone name="rootWorld" hash="8FE06873" />
<bone name="L_footWorld" hash="A4870F4A" />
<bone name="R_footWorld" hash="B1AAD278" />
<bone name="L_slotInfo" hash="62A942B2" />
<bone name="L_Info1" hash="88B9696B" />
<bone name="L_Info2" hash="88B96968" />
<bone name="L_Info3" hash="88B96969" />
<bone name="L_Info4" hash="88B9696E" />
<bone name="L_Info5" hash="88B9696F" />
<bone name="L_Info6" hash="88B9696C" />
<bone name="L_Info7" hash="88B9696D" />
<bone name="L_Info8" hash="88B96962" />
<bone name="L_Info9" hash="88B96963" />
<bone name="L_Info10" hash="A6E0F341" />
<bone name="R_slotInfo" hash="81E1CCC8" />
<bone name="R_Info1" hash="0EBDA935" />
<bone name="R_Info2" hash="0EBDA936" />
<bone name="R_Info3" hash="0EBDA937" />
<bone name="R_Info4" hash="0EBDA930" />
<bone name="R_Info5" hash="0EBDA931" />
<bone name="R_Info6" hash="0EBDA932" />
<bone name="R_Info7" hash="0EBDA933" />
<bone name="R_Info8" hash="0EBDA93C" />
<bone name="R_Info9" hash="0EBDA93D" />
<bone name="R_Info10" hash="69915E5F" />

<bone name="L_footInfo" hash="07DDF1DE" />
<bone name="L_footInfo1" hash="4063C04B" />
<bone name="L_footInfo2" hash="4063C048" />
<bone name="R_footInfo" hash="0CD0D7C0" />
<bone name="R_footInfo1" hash="ECC3A371" />
<bone name="R_footInfo2" hash="ECC3A372" />
<bone name="Root_info" hash="5A172D98" />
<bone name="RootInfo1" hash="9DDFF306" />
<bone name="RootInfo2" hash="9DDFF305" />
<bone name="rootOffset" hash="0ACC24B0" />
Lab Assistant
#16 Old 3rd Jan 2012 at 9:17 AM
Not long ago I meshed some geta sandals, but due that they are higher, required that the sim would also, so it fits in a realistic way.
(unless squeeze the foot mesh, which is awful thing to do)

There is also another way we can mod that.
After some digging, I found that it is a possible thing to mod directly to the CASP resource.
This was done before on Store sets, some dress, if left to sim standard pose bind, the arms would go inside the dress mesh.
Maybe you saw some already, but anyway, what EA did is, link the CASP to a BOND resource making adjustments on the sim arms joints by rotating them, so the arms fit them.

All I used is S3OC to generate the clothing package and S3PE to edit it manually.
First of all, after meshing the shoes, they should be moved down to the sole of the feet, even if they go to negative axis:


The mesh being like that it should work fine, now just need to do the manual edits.
Now just make a FNV64 hash that will represent your BOND resource.
On the CASP resource, on the TGIBlocks add a new reference to the BOND resource (only if you don't have one already)
BOND 0x0355E0A6, then the Group and Instance that you made the hash.
For the BOND resource, I just cloned from a bone slider and removed all the adjustments on it.

After that, you need to relink the CASP BONDIndexes to the index that represents it on the CASP TGIBlock List.
To find the respective index easier, you can go to the CasPart1Index and on the dropdown list find the one that is the BOND TGI you just add, copy the index value it sets, and set the value it was on the CasPart1Index field before.

Then, on the BONDIndexes Collection, you should paste that value to all the (should be four, by default) indexes inside of it, the field "Val" for each.

After that add the BOND resource to the package and set its TGI to the one you hashed, go to Grid, and also fix the TGI block on the ChunkEntries, make it the same as the BOND resource.

Now, on the RCOLBlock -> Adjustments...
It was a bit of a boring process to adjust the sim perfectly on the ground.
But I found that a good combination for the sim to stand right is that the rootWorld (0x8FE06873) Yoffset is always 0.904 higher than l_footworld (0xA4870F4A) and r_footworld (0xB1AAD278).

In the case of my mesh, I set the rootWorld Yoffset to 1.0680 while the footworld ones to 0.1640.
Case the mesh is even bigger, you should only need to increase those values, but always maintaining the 0.904 difference.

Also the footworld joints, they collapse to the middle when modifying them.
I fixed that by setting the Xoffset to 0.0900 (respective for them, meaning, Left= 0.0900, Right= -0.0900).

That's it, now when the sim is set to use that specific mesh those values will be applied instantaneously.

There are "problems" similar to the ones your are experiencing too, like when a sim sits, the sandals won't be at the same level as the world:


Same thing happens when a sim is set to "pose" using CMO poseplayer mod;
Unfortunately we can't fix that, because the animation will retrieve the specific values that the CLIP resource refers. So it doesn't know that the world joints are modified.
But it's a problem people have to live with anyway.

Phew.. so this is one of my work in progress projects, means they are not finished yet.
Please don't upload them elsewhere, I upload them here only for modding purposes.

I will be writing a tutorial with pics on my site other time, so it's clearer, but I wrote basically everything that I done to make this to work.
Happy New Year!
Screenshots
Attached files:
File Type: 7z  S-Club [ts3-mesh-cloth] CM001.7z (219.6 KB, 148 downloads) - View custom content

“One small step for man, one blocked path for sim-kind.” - awtmk@blogspot | S-Club Privée
Sockpuppet
#17 Old 3rd Jan 2012 at 10:56 AM Last edited by BloomsBase : 3rd Jan 2012 at 11:48 AM.
Seems only the shoes got resetted when a sim is sitting, wich results in a gap at the ankle.
If you lift the whole sim(instead of only the shoe) you dont have those issues.
Although i have to recheck that ingame

It is cool to know we can edit the Bond(or bone) files right away but i prefer the lift of the whole sim to avoid the gaps.
Ms. Byte (Deceased)
Original Poster
#18 Old 3rd Jan 2012 at 1:49 PM
That's a beautiful pair of shoes, btw.

So the entire sim is lifted, but the shoes reset when sitting while the rest of the sim doesn't? Maybe if the ankle part of the shoes is reshaped to go a little higher with the upper section fitting exactly to the lower body ankle, that would minimize the problem. Also maybe it would be possible to look at the sitting animation and see if the resetting can be changed. I want to start looking at animations anyway, if I ever get the time, especially to see if the kissing animation can be adjusted for sims of different heights.

This is a very exciting discovery, Bloom! Building a bone adjustment into the CASP is much better than a separate slider adjustment. If the kinks can be worked out I could see about a small utility to add the BOND resource to a package more easily.
Sockpuppet
#19 Old 3rd Jan 2012 at 2:23 PM Last edited by BloomsBase : 3rd Jan 2012 at 3:25 PM.
Clone with S3OC or TSRW, then the Bond files are already there.
Saves you alot of work


Edit,
I tried editing the Bond files directly and it works but the values i need do not make sence at all.
While all slots have adjustments between 0.01 and 0,05 the foot and rootworld need much bigger values.
And indeed the feet snap together.
Lab Assistant
#20 Old 3rd Jan 2012 at 9:33 PM
Oh the gap problem is because I didn't made morphs yet.
The BGEO on the package is only a three verts with range of 999999, I use that as a resource to remove morphs from meshes.
Morphs is my nightmare. But I'm sure CMar know that already. :P

Quote: Originally posted by CmarNYC
That's a beautiful pair of shoes, btw.

So the entire sim is lifted, but the shoes reset when sitting while the rest of the sim doesn't? Maybe if the ankle part of the shoes is reshaped to go a little higher with the upper section fitting exactly to the lower body ankle, that would minimize the problem. Also maybe it would be possible to look at the sitting animation and see if the resetting can be changed. I want to start looking at animations anyway, if I ever get the time, especially to see if the kissing animation can be adjusted for sims of different heights.

This is a very exciting discovery, Bloom! Building a bone adjustment into the CASP is much better than a separate slider adjustment. If the kinks can be worked out I could see about a small utility to add the BOND resource to a package more easily.


Yes, but I don't think we can get past that issue.
The CLIP also holds the same data for the joints, when it's loaded they are all set to the ones parsed in the CLIP.
Only way I think we could avoid that would be to see if it would be possible to remove the references to specific joints from the CLIP resource itself.
If that would be possible, it would also mean that face overlays could be done.
If I'm not mistaken CMO did found a function that could be how EA do them.

I don't think it's an "problem" though, we can always put the sim on a OMSP, which would be a work-around for poses only.

And thanks, I'm glad you like the geta.
I am also working on Okobo, which is like geta, but wore by Maikos, it's a lot higher than the sandals, it should be fun. :D

A bit of off topic, but I think you should definitely try the new beta s3pe.
It is on development integrating .NET v4, it has a BGEO wrapper too.
I can't figure out what is what yet on it, seems complicated, maybe we can use it for modifying morphs manually but not sure how it works, you should definitely take a look.
Peter is always looking for new improvements, as well testing of course.

http://dino.drealm.info/den/denforu...758.msg5362#new

“One small step for man, one blocked path for sim-kind.” - awtmk@blogspot | S-Club Privée
Ms. Byte (Deceased)
Original Poster
#21 Old 3rd Jan 2012 at 11:10 PM
Took a quick look at the new S3PE - it reads BGEOs now and I guess you could edit the data, but you probably wouldn't want to do it manually. Also, maybe I'm hallucinating but I could swear the old version would display the vertex format for GEOM files, providing an easy way to tell base meshes from morph meshes, but it doesn't seem to be there now.
Lab Assistant
#22 Old 3rd Jan 2012 at 11:27 PM
Quote: Originally posted by CmarNYC
Took a quick look at the new S3PE - it reads BGEOs now and I guess you could edit the data, but you probably wouldn't want to do it manually. Also, maybe I'm hallucinating but I could swear the old version would display the vertex format for GEOM files, providing an easy way to tell base meshes from morph meshes, but it doesn't seem to be there now.


I noticed that too, however, some GEOM do show up the data, some don't.
Should create a new thread telling peter that, might be something he can fix, that is if the GEOM wrapper is still present on this build.

Bloom, regarding the textures S3OC will be cloning from CASP, I wrote a small list of the default resources it clones.
Which I still update whenever I find something I don't want to see on the generated packages.
It's a bit of work having to manually relink everything, but it's worth.

http://dino.drealm.info/den/denforu...php?topic=680.0

“One small step for man, one blocked path for sim-kind.” - awtmk@blogspot | S-Club Privée
Test Subject
#23 Old 29th Aug 2014 at 1:07 PM
Hello there,

I guess I'm reviving a topic from the abyss but as a new comer at modding I am very interested in the final method that allows you to "code" directly on the pair of shoes to lift the sim over the floor when worn.
I have been looking around and this topic is the one with the most information on the subject but unfortunately for me I don't get really yet how you perform. (as the instruciton are quite advanced)

So I was wondering if in the end somebody had created a Tutorial to do that.
There are a couple of modders out there who are uploading their shoes with this integrated function which I find awesome as it allow sims to look slimmer and taller, but none of them explain how they do it.

Thank you
Lab Assistant
#24 Old 8th Nov 2014 at 8:06 PM
Hey, I too am sorry to revive this, but I had a somewhat... unexpected suggestion? See, I have Sims, both male AND female, of various heights. If I want to see their faces, I have to change their height in order to bring their heads down to a viewable level. But as each Sim is a different height, I always forget what the height setting WAS (or forget to take note of it to begin with) after I'm finished editing the face! Then I have to either undo all changes, or simply guess at their original height, and, considering I have sliders set to 4x, guessing is no easy task, even WITH slider values shown via MasterController.

It would be lovely if this could be set for males as well as females, and set to also LOWER the Sim when slid to the left (as the slider already HAS a left side, it just doesn't do anything) for the sake of viewing a taller Sim's face, then I can just reset it to zero when I'm finished editing, and always know they'll be exactly the right height...

Just a suggestion. I know there's a HUGE chance this is a scrapped project, but if this could be done, I would be SO happy!
Lab Assistant
#25 Old 14th Jul 2016 at 2:35 AM
I am going to see if this works on patch 1.69. I pray that it does!

you and me together, we were gemini feed
Page 1 of 2
Back to top