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Help with converting decorative objects.
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Topic: Help with converting decorative objects. (Read 3623 times)
rosenshyne
Dimwitted Dunce
Posts: 177
I/ENFJ
Help with converting decorative objects.
«
on:
2008 April 20, 16:19:20 »
I'm not sure if this is possible. I want to take some decorative laundry hampers I've downloaded and make them dressers. I don't want to add the animations, just the function. I would also like to be able to do something similar with some kitchen clutter, i.e. make a toaster a working food processor. Again, I don't care about animations, just the function, and I'd like to do it quickly and easily. How feasible are my ideas?
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Inge
Round Mound of Gray Fatness
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Posts: 4320
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Re: Help with converting decorative objects.
«
Reply #1 on:
2008 April 21, 10:27:36 »
The way I would approach it is to first clone a working dresser or whatever, then import the desired mesh to change its appearance.
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rosenshyne
Dimwitted Dunce
Posts: 177
I/ENFJ
Re: Help with converting decorative objects.
«
Reply #2 on:
2008 April 22, 02:11:06 »
The long way, then. Looks like I'll be spending some quality time with a tutorial. Thanks for the response.
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Inge
Round Mound of Gray Fatness
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Re: Help with converting decorative objects.
«
Reply #3 on:
2008 April 22, 08:16:53 »
Actually that's the short way
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Gwill
Terrible Twerp
Posts: 2162
Re: Help with converting decorative objects.
«
Reply #4 on:
2008 April 22, 08:56:58 »
It isn't possible to just steal the pie menues then?
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Inge
Round Mound of Gray Fatness
Senator
Posts: 4320
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Re: Help with converting decorative objects.
«
Reply #5 on:
2008 April 22, 10:20:28 »
No. You'd need all the stuff like the slots to be there, or the sim would just keep erroring out of the interactions. So the mesh needs to be imported as a .obj leaving all other 3D details intact as per a functioning dresser (or whatever). And depending on the object not everything you need is in the semiglobals - many objects keep most of their animation, sound etc, even BHAV resources actually on the object. Even those where you can import the TTAB and it only calls stuff on the semiglobals, you still need to understand OBJD editing to ensure the object recognises the TTAB.
A simple clone and .obj import is very very quick. Obviously unless you go into detail, the sim will still be pulling a drawer out of a basket or whatever when they get changed, but the OP said that wouldn't be a problem. What I do for situtations like that is the unwanted parts of the mesh I make into tiny boxes that don't show. You don't want to go deleting them or you'll get errors.
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