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Those accessories are not actually used in the animation itself, they're just simply objects that are parented to the Sim's hands in the animation clip data grid, and if it's not an accessory, then a script takes place for the object to appear or disappear at a certain time or keyframe in the animation. Here's an example, a Sim is taking a sponge bath, and the sponge is an accessory to the Sim's hand. Both the Sim and sponge have their own animations, but the sponge would be parented to the Sim in it's data grid:
ActorName: sponge <--- This is the sponge's animation clip.
--- EventTable: EventSection ---
Version: 0x00000103
--- EventList: Events (0x3) ---
--- Events[0] ---
EventName:
Float01: -1.0000
Float02: -1.0000
Id: 0x00000001
Int01: 0x00000007
Short01: 0xC1E4
Timecode: 0.0000 <--- This is the time where the animation either becomes visible or parented.
ActorNameHash: 0x4573C303
ObjectNameHash: 0x050C5D67
SlotNameHash: 0x8EA6A2C8
Unknown01: 0x00000000
Transform: [0:'1.0000'] [1:'0.0000'] [2:'0.0000'] [3:'0.0000'] [4:'0.0000'] [5:'1.0000'] [6:'0.0000'] [7:'0.0000'] [8:'0.0000'] [9:'0.0000'] [A:'1.0000'] [B:'0.0000'] [C:'0.0000'] [D:'0.0000'] [E:'0.0000'] [F:'1.0000']
Type: 0x00000001 (Parent) <--- This is the parent event for the actor X which is the Sim.
Now, I don't know if there's a way to preview the animation of the sponge, since if you imported the animation into Blender the sponge would be flat on the ground. But you could mess around with the location/transform values you see above. I hope this helped you a bit
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