View Full Version : Wooden leg and hook for pirate Sims?
Cheryl Mason
23rd Oct 2011, 07:23 PM
Though I’m sure someone must have asked about this before, I can’t find anything about it in a “pirate” search, so here goes.
Is it possible to create a peg-leg accessory that overrides the bottom half of the Sim’s leg, plus that side of the footwear slot? With a hook for a hand you’d want it to override the hand and any hand accessories instead, of course.
I am assuming the answer is no and that I’ll have to create several peg-leg outfits (with a wooden leg that goes all the way down to the ground) and some “One Shoe” shoes to wear with them. For the hook I’ll need hook outfits instead (probably with the hook on the right side since most hand accessories are on the left). That won’t be too difficult to do, but if there is a simpler method I’d love to use it.
whiterider
23rd Oct 2011, 08:04 PM
For both the leg and the hand, you're right - the leg is part of the trousers/skirt/dress, and the hands are part of the top/dress, so you'd have to make clothes with a peg leg or hook attached.
BloomsBase
24th Oct 2011, 08:45 AM
If i would have to create this i would:
Create it as accesoire, both the hook and leg.
The hook assigned to the wrist joint and the pegleg assigned to the calve joint.
Then i would create a slider that scales down the hand to 0 and do the same for the calve_compress and foot joint.
I am sure it will work for the hook, the leg might be a little harder.(you might have to scale the calve itself aswell and assigne the pegleg to the thigh joint.)
I think a slider is the best choice as it will shrink down every hand or leg on ach outfit used.
A pegleg i once created for the sims2 with textures placed on the skintone file, you dont want that with sims 3.
I promised to do some request sliders, i can create a test one for the hand at the same time if you like?
Cheryl Mason
24th Oct 2011, 10:02 AM
Bloom, the more I think about this idea, the better it gets! \o/ It'll take up hardly any file space, it's genius. I'm just wondering if animations will still be correct? Will the game know that the hand and foot are still there, or will it think they've vanished?... Ah, wait, the bone in the skeleton is still there, isn't it, and that's what the game recognises. And will one shoe vanish, or will I still have to make the One Shoe Shoes? Oh, well, that won't be too much to ask of people.
Yes, please do! That would be great. I'll try and get going on the hand and leg accessories and the calf slider.
BloomsBase
24th Oct 2011, 11:41 AM
Pirates is mostly righthanded hook and left leg wood eh?
I would do it the other way arround i think as the right hand is used in most animations?
Cheryl Mason
24th Oct 2011, 11:47 AM
I'm just working on it now myself; it seems to work! :D I need to mess around with the slider settings, but I've got the hand to vanish leaving just a stump; hurrah! I think I can probably cope by myself from here. Thanks, Bloom, I'll be sure to give you the credit!
Update for anyone who's interested in this: the shoe does turn out to vanish along with the foot, and accessories such as rings vanish along with the hand. Unfortunately, so do items the Sim holds during cooking, et cetera, so they pour liquids out of an invisible pan and so forth.
BloomsBase
24th Oct 2011, 03:56 PM
Doesn't have to be that way.
Attached to the hand joint is the hand_slot wich like the index/thumb/pinky etc scales along with the hand.
By scaling the handslot back all items will appear as they should.(or even bigger lol)
In Delphy's installation folder of his Bonedeltaeditor you find a file called ''bones''
Replace it with this one and ALL bones will showup the next time you use it.
You should find the hand slot bonehash in there also
I updated and uploaded this file once but it had one wrong named joint in it......the calve joint :)
This one is fixed.
This will fix your items error while the rings still should dissapear.
Cheryl Mason
24th Oct 2011, 08:55 PM
Thanks! I've replaced the bones like you said and am experimenting with the settings, but I haven't got very far. The hand is set to -1 to make it disappear, and I've tried setting hand_slot to 1, 5 and 20, but the things the Sim holds are still invisible. :[ I'll try some more tomorrow.
BloomsBase
24th Oct 2011, 10:08 PM
Its been a while and i forgot a few things....srry
First is that there are more slots you might need.
I created a quick testfile and know it is possible(screenshot=hand scaled -1/rest scaled 20x bigger)
There is some nasty work arround the scaling tho...you might have noticed the hands start to tremble when they get scaled
(same with the objects they hold), prolly cos of the IKchain offset to the animationfiles is no longer correct, or something like that)
In my opinion it should be possible to scale the hand and scale the slots back so the objects will not start to tremble.(i made the bodybuilder slider similar)
Here is the testfile with the slots i adjusted, i think you only need the hand slot and the carry slot, but maybe the rest is needed aswell....donno.
Another thing is that s3PE is kinda buggy when you import those bonefiles back, you need to import them both back in the correct order.
I had it so many times when importing just one Bone file the whole package got corrupt.
And make sure to delete some of the caches everytime you test....
I always included a stupid test joint move(on the leg orso to check if my slider worked.)
edit,
It is possible you only need the carry slot. :)
Cheryl Mason
5th Nov 2011, 10:23 PM
Hope this doesn't count as necromancy... Hi, Bloom, I've been working away on this and it's coming along well :) The leg slider is now finished; the only problem with it is that long skirts turn out to be assigned to the calf_compress joint, so half of the skirt vanishes along with the Sim's foot. Too bad; I'll just have to tell people not to use this slider with skirts or dresses.
I've got a hook accessory working and my slider reduces the hand to a stump, but the Sim still holds invisible objects :/ I copied your example BOND as closely as possible, but I can't replicate your results. Please could you explain what you mean by "you need to import them both back in the correct order"? What IS the correct order?
The only other difference is I'm setting the left slider direction to make the changes, and the right direction to do nothing. I don't know if that makes any difference.
BloomsBase
5th Nov 2011, 11:42 PM
if you test the slider add a stupid joint edit so you know the files get updated.
I dont know why but my slider files often get corrupt when trying to update them.....
That is why i always import the left and the right BONE file in s3PE.
the one who's listed first i update first, the one listed as 2nd i import as 2nd.
got to look if i still have the slider, ill upload it.
Cheryl Mason
6th Nov 2011, 01:07 PM
OK, clear your caches, replace all the BONDs in alphabetical order... ARGH! IT STILL DOESN'T WORK! /o\ Maybe I should start all over again.
BloomsBase
6th Nov 2011, 03:45 PM
yes, its done in a sec to start over.
Use Delphy's template and create one from scratch.
Ill try to do the same, cos i can not find the one i made earlier.
Pfff
I made a new slider and loaded the old bond file in it+added the calf joint and loaded it in the other side of the slider(left and right)
Result, corrupt....
Ill have another look tonight and upload, dont have much time.
BloomsBase
6th Nov 2011, 08:47 PM
i found my old slider in the recycle bin lol
Edited the slots again but i am afraid you have to settle for dissapairing objects.
I only tested the notebook(CAS computernerd) and althoug it scales back it is to far out of position wich results in the awfull trembling.
You prolly have to move, rotate and scale it again to fix this.....and i dont have time for that.(and not sure if you even get it right.)
To avoid corrupt files:
Leave the name of the sliderfiles untouched.
Make sure the left slider is listed first in s3PE.
Import from the menu(not right click).
Choose import and not replace.
Import the left slider first, then the right slider(Always import both even if one is unedited.).
click ok on import, it will delete the older one.
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