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Virtual gardener
staff: administrator
Original Poster
#1 Old Yesterday at 3:50 PM
Default 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!
Screenshots
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Imagine Wonderfully!
staff: trainee moderator
#2 Old Yesterday at 7:49 PM
The poses/animations themselves do have some influence on how much the sim's head turn, which in this case since she's looking to her left in the pose, so it probably will limit how much she can look to her right. Have you also tried removing the disable look ats line or waiting a couple sim minutes before calling it? It could be interrupting the look at function too early so the sim doesn't get enough time to look at something, but this is just speculation based on what I've seen with animations. And about the torso turning, I don't think I've ever seen sims actually turn their body towards something to look at it like in sims 2 and 4, so it might not even be a thing in the game itself, but I might be wrong (hopefully).

- When one gets inspired by the other, the one inspires another - Anything is Possible.

You can view some of my WIPs and other stuff for TS3 on my Twitter here ---> https://twitter.com/SweetSavanita
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