#4
27th Sep 2010 at 12:46 AM
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Unfortunately, I'm not sure if there is much that you can do about this easily...
The animations that the sim plays when they walk or do something affect all the joints in the sim's arm - the elbow, wrist, hand and finger joints. To snap an accessory into a sim and have it persist past the end of your interaction, you have to snap it into the wrist slot (I think this is what you have done, which is correct). If you try to snap it into the hand slot, it will get destroyed either when the interaction ends, or when the next interaction involving the hand starts. The problem is that many animations move the sim's hand and fingers, and your accessory won't move with them (because it's attached to the wrist, not the hand or the fingers).
There are two things you might be able to try:
- Attaching the object to the fingers. This might not even be possible - I think the only container slot on a sim's fingers is the ring slot, which would mean that no married or engaged sim could use your knife.
- Running a carry-pose overlay at very high priority. A carry pose is one which just affects the parts of the sim's body which is relevant to the carrying - in this case, the right-hand wrist, hand and fingers. You then need to run that carry pose, at a very high overlay priority. That will force it to override all other hand and wrist animations playing on the sim at the time. That is how sims can carry babies and things like that, and still move the rest of their bodies without specific "carrying-a-baby" versions of every animation. If you can't find a close enough carry animation in the game already though, you would need to make it yourself.