View Full Version : Question about Childs Toys
18th Apr 2007, 06:09 PM
I've noticed that just importing a new mesh into the kids rabbit head toy causes it to revert to the rabbit when they play with it. I also tried using the Mesh Tool to replace parts in the GMDC to retain the animation and I've tried using the unimesh tool to assign parts of the toy to different joints which mucked up where the 'ears' on my new toy were but didn't solve the problem. Can someone point me in the right direction of how to approach this object as I've tried searching on the forum but it kept timing out?
I did check through all the odd accessory objects in OW as well just in case it had a second sub-object that needed to be tied to it but didn't find anything?
19th Apr 2007, 10:39 PM
My guess (don't have a chance to look at the object at the moment) is that there is a reference to the toy's own GUID in the BAHV Which means you'll need to update that GUID to your new one or it will always pull the original object when it runs that BHAV (child interaction).
20th Apr 2007, 12:31 AM
A lot of toy items change after some use. For example, the bunnybear toy (teddy bear) from the original game has clean and worn texture images.
Since I do not at this time have any EPs active, I couldn't find the rabbit head toy. But I suspect that it has more than one GMDC, representing the new and used states. Perhaps the ears are the main difference between the two.
<* Wes *>
20th Apr 2007, 07:35 AM
wes, the toy is from the base game and called Rip Co. Wobbly Wabbit Head. I tried cloning it to check if it references any GUIDs in the BHAVs, but the BHAVs don't seem to be included in the package. They are listed under the Resource Tree, but they don't seem to be there.
20th Apr 2007, 02:28 PM
You can look at my See and Say (http://www.modthesims2.com/showthread.php?t=113264) to see how it is done.
The item is a boned item. When the item is put into the childs hand it creates a new one and deletes the original. (Event - Pick Up) . You need to put your guid there. Also you probably need to import alot of bhav's in, link the TTAB to the private bhav's. Look for any Animate Sims calls that are pointing to the semi-global events.
I'm at work now, so I can't do a detailed analysis of what I did.
30th Apr 2007, 04:25 PM
Snowstorm, that sounds helpful, thank you - I figured there was a GUID reference *somewhere* but I didn't want to go poking around too much because I have a habit of breaking things when I do ;)
Edit: damn it! I've gone ahead and deleted the object and the working folder :( Never mind, I shall re-create and try this out! I take great comfort in the fact this has been done before so if necessary I can always give it to my husband to fix!
3rd May 2007, 02:20 PM
I highly recommend getting the Disasim2 (http://www.modthesims2.com/showthread.php?t=33537) tool and using it on your object. If the item is something new, I will create a temp object, pull in all the bhav's. Then run it thru disasim, and look for guid references, and animate sim commands calling semi-globals bhav's.
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