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Mad Poster
Original Poster
#1 Old 31st Oct 2025 at 3:06 PM
Default Animated Fan/Mobile Object not spinning in-game; help please?
Hi! So, I'm trying to give my CC a spinning animation, like the spinning fans Cmomoney/Morphead made (https://modthesims.info/download.php?t=439754 | https://modthesims.info/download.php?t=440192), and the spinning mobiles Sandy made (https://aroundthesims3.com/objects/...html#gsc.tab=0).
I know for a fact that theirs work, cuz I use them in-game; they're awesome.

But when I tried to make my own, nothing works.

The menu box opens when I click my mesh, so I can turn it on/off and change the speed and make the light come on/off, but the ANIMATION doesn't work; the mesh is still static.

First I tried just cloning an EA object and adding the script. Nope, that didn't work.

Then I decided to directly clone one that worked--I cloned one of Sandy's mobiles; with 2 groups (G0 static unimportant mesh, G1 spinning mesh). There's nothing in the Material Editor that I can tell is any different.

There are no Joints as far as I can tell, on the fans or mobile when I load them in Milkshape. But in TSRW's Joints tool it says there IS a fan joint (bind_fan_spin, 0xCD68F001)--right where the fan blades and mobile spins. I didn't even notice it in my first 20+ attempts, but in my most recent attempts I was like fine, lemme manually assign a normal 0xCD68F001 joint. Nada. So I said fine, lemme manually drag the joint's XYZ axis down from the ceiling (where the fan/mobile mesh spins) to align with MY mesh; maybe it needs to be moved? Nope, even THAT didn't work.

So what gives?

I really am at my wit's end; what am I doing wrong?
Screenshots
Attached files:
File Type: zip  MurfeeL_MDZS INSP Zombie Talismans (Hexagon) V2 (Rotates).zip (508.5 KB, 0 downloads)
Mad Poster
Original Poster
#2 Old 31st Oct 2025 at 3:42 PM
Okay, progress....I think?

I went back and assigned the bone_fan_spin in TSRW's joint edit tab, and OH LAWD all kinds of things went haywire, I can't even explain it, but basically the mesh glitches out when I click the menu options, flickering in and out of visibility.

This is CURSED.
Inventor
#3 Old 31st Oct 2025 at 11:53 PM
I'm curious - why not clone Cmo's object?
Best to work from the point least removed, the more incarnations a piece of CC goes through the less reliable of a clone it tends to be.

It also sounds like bones are being lost during export - or that TSRW doesn't support custom bones, so it's not listing or exporting them correctly.

I quickly looked at Cmo's fan in MilkShape and there are two bones, one for each group:
The 0xCD68F001 object joint for group00, the static part of the mesh.
And 0x287A0242, which must be from the animation rig, for group01 - the spinning part.

Should be simple enough to assign in MS and import back into the package, but if TSRW is still borking it I can give instructions for doing that without it.

Cardinal has been taken by a fey mood!
Mad Poster
Original Poster
#4 Old 1st Nov 2025 at 2:34 AM
Quote: Originally posted by CardinalSims
I'm curious - why not clone Cmo's object?
Best to work from the point least removed, the more incarnations a piece of CC goes through the less reliable of a clone it tends to be.

It also sounds like bones are being lost during export - or that TSRW doesn't support custom bones, so it's not listing or exporting them correctly.

I quickly looked at Cmo's fan in MilkShape and there are two bones, one for each group:
The 0xCD68F001 object joint for group00, the static part of the mesh.
And 0x287A0242, which must be from the animation rig, for group01 - the spinning part.

Should be simple enough to assign in MS and import back into the package, but if TSRW is still borking it I can give instructions for doing that without it.


Thanks so much for the tips! I love making life hard for myself.
Yeah, I think something's definitely messing up in TSRW--one thing I didn't do was use S3PE/Blender, so I'll try that first.
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