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- Ongoing - What determines orientation of object as it comes out of catalog?
Replies: 2 (Who?), Viewed: 1377 times.
#1
24th Aug 2020 at 3:31 PM
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What determines orientation of object as it comes out of catalog?
This is probably one of those questions that if you've experienced the issue, you'll know exactly what I mean. Otherwise, you might not. When you click an object in the catalog and it comes out into the game environment, sometimes it's turned around and the first thing you have to do is use the < > to turn it to face you so you see it properly. A lot of Criquette's seem to do this, for example. I have assumed this has something to do with it's orientation to the origin in Blender (or whatever you use), but haven't been able to figure it out. Does anyone know for sure? Ideally, I'd like to know if I could achieve a consistent result by putting a certain face to the front ortho view, for example. Does this also determine the thumbnail that is automatically generated? I have a couple of objects where the thumbnail is also not a front view of the object.
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#2
24th Aug 2020 at 4:28 PM
Last edited by simmer22 : 24th Aug 2020 at 7:00 PM.
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The CRES usually controls the rotation and translation (XYZ placement) of the slots and the joints. I'm not too sure about footprint editing (never done it), so for all I know the actual trick could be there.
For objects that don't need to be a spesific rotation, like deco and such, it helps to position them so they are faced in the position you want them to be ("front view" in Milkshape is usually the default setting of the green arrow ingame, at least for one-tile objects). It does depend on the object you've cloned, and whichever changes you've done to the settings of the object. If you're unsure, check ingame first.
Some objects with a different orientation have a thumbnail file in the CRES (which is also the reason some cloned items get small/large thumbnails or thumbs with the wrong orientation).
For objects that don't need to be a spesific rotation, like deco and such, it helps to position them so they are faced in the position you want them to be ("front view" in Milkshape is usually the default setting of the green arrow ingame, at least for one-tile objects). It does depend on the object you've cloned, and whichever changes you've done to the settings of the object. If you're unsure, check ingame first.
Some objects with a different orientation have a thumbnail file in the CRES (which is also the reason some cloned items get small/large thumbnails or thumbs with the wrong orientation).
I had some "fun" (insert heavy sarcasm here) with object orientation when I was playing around with the infant bouncy seat, trying to figure out how to lower the animation and rotate it so I could make a "car seat" that was tipped a bit backward instead of sitting straight. However, in the catalog it's turned the right way, but when you extract the mesh it's turned 180 degrees in Milkshape, and there's a lot of things going on. So I was trying to figure out how to rotate something backwards when it already had a 180 degree rotation, and don't get me started on the Z/Y shift and the -X/X thing between MS and SimPE, and the fact I had to go in and out of the game for every adjustment... I thought I was going insane at the end of those sessions (and I have a ton of unfinished projects I dread going back to because of that).
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#3
24th Aug 2020 at 6:33 PM
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Quote: Originally posted by simmer22
For objects that don't need to be a specific rotation, like deco and such, it helps to position them so they are faced in the position you want them to be ("front view" in Milkshape is usually the default setting of the green arrow in game, at least for one-tile objects). It does depend on the object you've cloned, and whichever changes you've done to the settings of the object. |
Having them facing "front" doesn't seem to give consistent results, but given all the possibilities you mention, I can see why. If I find anything useful, I'll update. If anyone else knows, I'd love to hear!
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