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Ways to move the upper body on LookAtManager
Hey everyone!
This is probably going to be a far stretch, but i've run into a little annoyance (not necessarily an issue, but just annoying).
I'm currently working on maintaining Virtual Artisan's Pose Addon and fixing some bugs (and adding some of my own features!
) but i've come across an issue when looking at the "look at" code.
Right now I got this:
Code:
Actor.LookAtManager.EnableLookAts();
Actor.LookAtManager.SetInteractionLookAt(gameObject, 20000, LookAtJointFilter.EyeBones);
Actor.OverlayComponent.UpdateInteractionFreeParts(AwarenessLevel.OverlayUpperbody);
Actor.LookAtManager.DisableLookAts();
PoseManager.SetCurrentPose(Actor, currentPose);
Target.PlaySoloAnimation(Actor.SimDescription.IsHuman, Actor, currentPose, true, ProductVersion.BaseGame);
Actor.ResetAllAnimation();
Actor.WaitForExitReason(float.MaxValue, ExitReason.UserCanceled);
Actor.LookAtManager.EnableLookAts();
return true;
It works! But, here's the catch: When a sim is posed, and there is an object right next to them, they only ever so slightly move their head, rather than rotating it like, well, we humans would!
Example:
Here, Morgana is posed normally. No looking at anything.
Here she's "looking" at the bookcase.
As you can see... it's not really "looking".
Now what I've tried so far:
1. Changing the LookAtJointFilter from eyes to HeadBone or even TorsoBone, but none have any effect.
2. Joinging them through bit assignment (like so: LookAtJointFilter.EyeBone & LookAtJointFilter.TorsoBone), but nothing works.
3. Made my own Look At task! (Yep I went this far into the rabbit hole lol), changing the Torso Percentage and threshold, but nothing changes it. In fact, I'm convinced this code is pretty much abandoned by EA at some point and is mostly calculated internally now.
4. Changed the "UpdateInteractionFreeParts"param to have AwarenessLevel.OverlayBothArms, since eventually that seems to tell the game to use the torso fully.
5. Also tried "bit assigning" the awarenesslevel like 2.
6. Changed the LookAtManager tuning for human sims, and that got me to the conclusion that EA must've replaced most of the code and doing stuff internally, because I set the values to pretty insane numbers (High and super low) and it still had the same effect.
But it just keeps being so subtle! :/
My question is: Is there a way for the sim to ACTUALLY move their torso towards the item they're looking at, or at least a more extreme version of a head turn?
Currently I'm getting so desperate that I wonder if a better approach would be using "sliders" here. Similar to how the Growth mod by Consort does it.
Thanks in advanced!