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Showing results for tags 'rig'.
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Version 1.1
562 downloads
Bardø's Camera Rig For some time I enjoyed taking screenshots in Sims 4 more than actually playing the game, but something that always bothered me, was that there is no real photo mode like in other games. Sure you can get far with the cinematic cam, but even the cinematic cam is limited (can't rotate the camera and thus not take 'vertical' or tilted screenshots) and sometimes its just buggy (messing up rotations, clipping objects while moving the camera). I was looking for mods, that would add a better camera or an object that would work as camera, but I had no luck. So some day I found out, that you could set camera points while being in first person mode and it would save everything I could ask for. So instead of mods or objects, I figuered out, that sims would be the perfect camera and after messing around for some time I created a rig for blender, that is 95% accurate and now I want to share this rig, to help this community to create even better screenshots, than it already does. So, how does this work? You need: - Blender - Sims 4 Studio - Basic knowledge of creating poses and exporting/importing poses from/into posepacks. - Download the rig and extract it from the zip. - Open up a pose in blender, delete the already existing camera and append the camera_rig + camera into the scene. If the rig looks like on the first thumbnail, then you did it right. - Move the camera_rig so, that it wouldnt be in the shot later. - Now move the camera by moving the 'b_neck' bone of the camera_rig. - If you want, you can rotate the 'b_neck' bone, to rotate the camera - To get a preview of the shot, just press 0 on the numpad and then alt+F10. If you're playing Sims 4 fullscreen, press alt+F11 aswell. Make sure you don't see the rectangle of the camera by zooming in, but stop zooming in as soon you don't see the rectangle anymore. - If you have 'b_neck' still selected, you can move and rotate the camera, while being in preview. Press 0 to leave the camera, press alt+F10 to get back the interface and press alt+F11 to leave fullscreen mode. - As soon you are happy with your shot, LocRot the camera_rig, just like you would with every other rig and save. - Make sure every rig is saved separately and import them into your posepack. I always put a 'CAM' behind the name of the pose with the camera_rig. - Get into the game. Choose a sim in your household who will act as camera (can be the same sim who poses). Make sure this sim is teen or older (use an adult to make sure) and doesnt have a custom height. - Let the camera-sim pose the 'CAM'-pose. Depending on how much the 'b_neck' bone was moved/rotated around, the camera-sim might look completely messed up, thats totally fine. - Now get into the first person mode (shift+tab), don't move around with your mouse or zoom in ( if you did, just press ctrl or re-enter the first person mode). - You should see that the view is kinda like the preview in blender, but the FOV is not right. Don't worry you did nothing wrong. - Now you have to set a camera point by pressing ctrl+5/6/7/8. - Leave the first person mode and move the camera-sim away or make the camera-sim pose, if the sim is supposed to. - If every sim is posing like they're suppose to, get into the cinematic cam by pressing tab and press shift+5/6/7/8. - If you did everything right, you should now (almost) see the same shot, you saw in blender. - Take screenshot. I hope this rig will help you guys to create the screenshots you always envisioned. Alternate download (Google Drive - No adfly or some other virus infested sites) To get an even better result, set the resolution of your scene in Blender to the same resolution of your game. You do this here: I hope, I didn't mess up this tutorial, if so please forgive me, it was 5 a.m when I started this. -
ive seen some creators make poses and they are able to manipulate the penis and tongue despite them not being on the sims 4 rig. Does anyone have a guide or tutorial on how to achieve this? Ive tried using the whickedwhims rig but that causes errors. If there are any other rigs specific for posing the tongue and penis, please let me know, Thank you
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How to add a rig to a WW penis mesh
cowplantscandance posted a topic in The Sims 4 Technical Support
Hi. So I updated Hiroki's Better Body penis to be compatible with the WW body selector. Updated the mesh, the texture, the weights, everything. The only thing I can't figure out is how to assign the rig to it so it actually animates? It works for sex, but looks bad in animations where the penis is animated because it isn't moving and causes clipping. I looked around but nothing I saw was helping me and I'm stuck with a rig that I can't figure out how to attach. How do I connect the mesh to the bones? Thanks. I will upload the project here whenever I get this sorted out. -
Animated Beast's Cocks(ABC) For modders - 3ds Max Rigs View File Animated Beast's Cocks ABC - For Modders 3ds Max Controller Rigs Description I am sick and tired of watching their daed stony dicks... And I even felt sorry about them endeavoring to have sex with a girl, which would suffer a cold stony dick. You know, watching them overly shaking their pelvis to align their dicks and putting them in her pussy looks painful to me... I feel pity... I don't like it... I couldn't see the whole animations go stiff and bad only because of that ugly dick. No... Not any more... They deserve more 'living' dicks!!!! So here it is... BAD!! BAD... It sounds real bad, isn't it? I changed the name for it sounded too bad! Anyway... Right Now there's no animation that is newly made for ABC. This is modder's resource for now. But I believe every animator will definetely use this. Of course, you can use this without any harm in existing giant animations. They will do fine with it. Don't worry. But this is not like SOS. If there's no keyframes on his privates, no moving Penis. I just launched it starting from Giant. Who will be next? For Modder's Note It's really easy to import his organ and implement it in game. Also It's really easy to import and merge the dick rig with your existing animation works. Just align it with pelvis bone and link to it. A Personal Note to Modders When you make SLAL motions using these rigs, let's tag 'ABC' or 'MovingDick' perhaps? 'MovingDick' seems better. Please tag it, ok? I beg you guys... I want a common tag keyword to sort them out. !Warning! [When you animate, be careful of these] [Collisions for Horse - Schlong] [Collisions for Giant - Schlong, Middle Fingers] [Collisions for Werewolf - Schlong, Tongue] [Collisions for Troll - Schlong] [Collisions for Falmer - Schlong, Hands, Middle Fingers] Chaurus / Chaurus Hunter / Chaurus Reaper: When you export Chaurus Hunter and Chaurus, you'd better set its NPC Root scale to 100. Otherwise everything will be messed up. [Collisions for Chaurus Species - Ovipositor, Larva, Eggs] Dragon Priest: Dragon Priest has its own invisible collision that can be used in so many ways. (Ctrl_DPMA01~Ctrl_DPMA06 & Ctrl_DPMB01 ~ Ctrl_DPMB07) [Collisions for Dragon Priest - Schlong, Invisible Collision Sticks] [Collisions for Gargoyle - Schlong, Hands, Middle Fingers] [Collisions for Lurker - Schlong, Middle Fingers] [Collisions for Riekling - Schlong, Tongue, Hands, Middle Fingers] [Collisions for Ash Hopper - Stinger, Mouth, Jaw] [Collisions for Netch - Two ovipositors] Requirement(for modders, not for users.) 3ds max 2012 or above Some knowledge with animating BakaFactory's ABC HDT Skeleton Patch Or Here Special Thanks to 9204 from Team TAL for technical 3ds Max Collision Support(HDT) - He surely knows what he's doing. His skill is beyond your expectation. Thank you for your time, pal. Groovtama - XPMSE modder for technical advice - You're a genius. Credits Anubis - For his effort on the original horse rig Compare the old rig with the new one The old dick bone A new dick bone Submitter factoryclose Submitted 11/16/2018 Category Modders Resources Requires Special Edition Compatible Yes
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F4BipedCAT (Zex skeleton extended) [3d max] View File A set of rigs MaikCG (original) created, but with zex bones added... *I used MaikCG's rig for my pose pack, except the extended sex. Should be fine with importing existing hkx with this rig. A rig you can animate with: - Penis and its testicle balls (supports AM + BT) - Vagina (only supports FG) - Tongue (supports anything) - Anus (FG, AM, BT) - Breasts (FG) I made each rigs built for: - FG - CBBE (or universal, clothes) - AM (1 and 2) - BT3 (All of them are separate to prevent larger space per scene) - Strap-ons for FG and CBBE are imported from my fixed bones. Requires: - 3D max 2014 (let me know if u want it 2013 converted. I don't support 2015) - niftools (3d max) - havok content tools (i use 2014 anarchy pc) *There's internet, search on Google... Blender version (BRF) will be soon. Before you download the txt an hko... You gotta put them in a folder anywhere... When you open the HCT export, load the hko, update the skeleton txt path in the CREATE SKELETON tab. *Recommended is to save the hko after that. Write to platform tab, you set a path where you want your poses/animations to export. Credits: TBOS, Zaz (BT, FG, ZeX skeleton), Ulfberto (AM), Caliente (CBBE), MaikGC (Rigs).... These meshes are imported as references. Intended for making either poses or animations for your future mod pack. Submitter EngineGaming Submitted 09/02/2023 Category Modders Resources Requires 3d Max, niftools, HCT
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Version Framework
576 downloads
A set of rigs MaikCG (original) created, but with zex bones added... *I used MaikCG's rig for my pose pack, except the extended sex poses. Should be fine with importing existing hkx with this rig. A rig you can animate with: - Penis and its testicle balls (supports AM + BT) - Vagina (only supports FG) - Tongue (supports anything) - Anus (FG, AM, BT) - Breasts (FG) I made each rigs built for: - FG - CBBE (or universal, clothes) - AM (1 and 2) - BT3 (All of them are separate to prevent larger space per scene) - Strap-ons for FG and CBBE are imported from my fixed bones. Requires: - 3D max 2014 (let me know if u want it 2013 converted. I don't support 2015) - niftools (3d max) - havok content tools (i use 2014 anarchy pc) *There's internet, search on Google... Blender version (BRF) will be soon. Before you download the txt an hko... You gotta put them in a folder anywhere... When you open the HCT export, load the hko, update the skeleton txt path in the CREATE SKELETON tab. *Recommended is to save the hko after that. Write to platform tab, you set a path where you want your poses/animations to export. Credits: TBOS, Zaz (BT, FG, ZeX skeleton), Ulfberto (AM), Caliente (CBBE), MaikGC (Rigs).... These meshes are imported as references. Intended for making either poses or animations for your future mod pack. -
View File Fallout 4 Animation Kit (F4AK) The Full animation Guide is in PDF format inside the Kit archive! Please, make sure you've read it and FAQ here, before contacting me with questions. Important! Rig version "F4AK_Rig_Final_2013.max" suffix may be outdated and broken. Will fix it in future versions. Use "F4AK_Rig_Final.max" instead. It is for max 2015. If you want to work in earlier max versions, you'll have to open it in max 2015 or 2016 and Save it for earlier version. First to mention - this will be the place I put the latest stable release. I recommend using kit downloaded from here, NOT github! Github contains a lot of trash files, scripts can be newer but with more bugs. This KIT includes: Detailed guide on working with Fallout 4 animations in PDF format. Both import and export are covered. Almost all tools and plugins you need to export or import animations. If something is not included you can find a download link in the guide. Preset files for HCT, including rig.txt files and .hko settings files. Scenes and rigs for 3ds max for Human character. In later version will add other rigs as well. Deathclaw skeleton and mesh in max format, but its not quite correct, there just an example. MaikCG is another animator working on F4 animations, who is also taking part it creating this kit. He has his own upload and rig here on nexus, called F4Biped. We work in parallel, and sometimes he can find some new information or something, before me. It will get into this guide too eventually, but if something is missing, you can check F4Biped too, sometimes it may have some additional files or more updated information. And vice versa. FAQ Q: So, we can now create animations for Fallout 4? A: Yes, we can. You can. Q: Can I make 3rd person animations using this Kit\Guide? A: Yes, you can. Q: What is not included in the kit? A: 3ds max\maya\blender are not included, HavokContentTools is also not included. You'll have to ask other modders to obtain a link for HCT. Everything else is there. But I still recommend looking for newer versions of included tools, like niftools or hkxpack. Q: Were do I get the Guide? A: Download the rar archive in the Files page here, and it will be in the root, called F4AK_AnimationGuide.pdf. You can view PDF using free Adobe Acrobat Reader, or using your web browser. Q: Will this guide teach me how to work with 3ds max, rig tech and animation theory? A: No. It is assumed that you know your way around 3ds max at least to some extent, even though I tried to described everything in as much detail as possible. You don't need to be a rigging\animation\3ds max guru, but if you never worked with 3ds max or 3d animation before - I recommend learning those things first. DigitalTutors introductions may be a good place to start. Also I highly recommend larning 12 Animation Principles. Just google it. Q: I'm a newbie in 3ds max and animation, can YOU teach me\explain to me how <stuff> works, etc? A: No, sorry, I'm not here to teach you basics of 3ds max. I can suggest you learning it first, for example using DigitalTutors. Q: CAT\Biped rig is missing some of the control joints for the game skeleton's joints i'd like to animate, can I add them? A: Yes you can. Just add additional bones using CAT or Biped tools, align it to match the joint you'd like to move, and name it the same as the joint you'd like to move, but with a correct prefix (Bip_ or F4CAT_). Now using F4AK Rig Connector, disconnect and connect everything again. If you named everything correctly, it should find the joint and connect it. It will only connect Orientation by default, so you may have to add Position Constraint manually. In later version I will add more control joints into biped and cat. Q: When i open the F4bipedimport scene , the biped bones are locked i can't move them ,is it normal? A: F4bipedimport scene is from F4Biped by MaikCG. It is there to support his animation-import workflow. The Guide has two workflows for animation importing described. For keyframe hand-animation use the main rig scene, "F4AK_Rig_Final.max" Q: 32 bit, 64bit, what this all means, do I need max 32bit or 64bit? A: You should use 3ds max 64 bit version, there is no reason for you to use max 32bit unless you're using some old 32bit processor in your PC. Autodesk does not support 3ds max 32bit version even anymore. HavokContentTool 2014 is 64bit natively too. Fallout 4 HKX files are bitcoded in 64 bit. Skyrim HKX files were bitcoded in 32 bit. HKX2FBX converted was created for Skyrim's 32 bit HKX. So the only moment you ever encounter this bit problem for now, is when you want to IMPORT existing fallout 4 animation from hkx into max. You need to first convert it from 64 to 32 bit and then use HKX2FBX converter. The process is described in the guide. CREDITS While the author behind this guide and F4AK is ShadeAnimator, it would not be possible without the help of some people. • ShadeAnimator – author of F4AK and F4AK Guide. • DexesTTP – developer of HKXPack and HKXAnim. • MaikCG – author of F4Biped, helped a lot with information, research, guides and some files. • CPU – a lot of help during research • NifTools team for NifTools plugins • JoshNZ – contribution to research TUTORIALS https://www.youtube.com/watch?v=bbR9hCcH3W8 Also available from nexus. Submitter ShadeAnimator Submitted 07/29/2016 Category Modders Resources Requires
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Hi, I can't get the animated rig to work, I have selected the default WW female bottom in the body selector and still no animated vagina.... No i don't have any mods that could cause conflict and yes i am playing an animation that uses the new rig system. Your help would be appreciated.
- 2 replies
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- wickedwims
- sims4
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Not 100 percent sure where to put this... I put it directly on the 'improved male rig' post by Azmodan but incase that doesn't get seen I figured I might as well put it up here as well. I'm still on the newer side to Blender so I apologize if this is a dumb question, but I'm having a hard time figuring out how to add multiple copy's of Azmodan's Improved Male Rigs to one blender file making for M x M animations. I couldn't find anybody asking this question already which makes me assume its relatively easy lol. It could be something wrong with me, but appending it doesn't work like you would do for the traditional basic rigs as it says its not a library. So how exactly do I add a second one to blender to make an animation with multiple sims with the rigged genitalia? Any help is greatly appreciated
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- wickedwhimshelp
- wickedwhims help
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Hey folks, I'm working on animations for Skyrim for 2 years and I really got tired of using old rigs from someone else. I learned how to add my own controllers to rigs in 3ds max and to make my own stuff, but one thing always gets me...how the hell do I get the right order of bones in .txt file which is needed for export? I look on XPMS 1.6c rig.txt file and then I look on 3ds max work file attached to it...and I cant see any pattern. None of it makes any sense to me. I imported my updated newest male skeleton from Schlongs of Skyrim and then I renamed that skeleton (outside of 3ds max) from .nif to .txt which made the file readable. I removed all the bullshit between the bone names and the order of it made sense. NPC Root at top and NPC COM under it and so on. When exporting animation from 3ds max there is 0 errors, yet ingame the male is distorted af. I even tried the anton tools skeleton exporter...same. Anyone wiser than me to help please? @factoryclose can you help me please? I cant DM you.
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Are there any updated rigs for both male and female sims with ik controls and custom bone controllers? trying to animate with the current rigs is frustrating
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Are there any updated rigs for both male and female sims with ik controls and custom bone controllers? trying to animate with the current rigs is frustrating
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Version 1.0.5
1,243 downloads
Fallout 4 Animation Kit (F4AK) The Full animation Guide is in PDF format inside the Kit archive! Please, make sure you've read it and FAQ here, before contacting me with questions. Important! Rig version "F4AK_Rig_Final_2013.max" suffix may be outdated and broken. Will fix it in future versions. Use "F4AK_Rig_Final.max" instead. It is for max 2015. If you want to work in earlier max versions, you'll have to open it in max 2015 or 2016 and Save it for earlier version. First to mention - this will be the place I put the latest stable release. I recommend using kit downloaded from here, NOT github! Github contains a lot of trash files, scripts can be newer but with more bugs. This KIT includes: Detailed guide on working with Fallout 4 animations in PDF format. Both import and export are covered. Almost all tools and plugins you need to export or import animations. If something is not included you can find a download link in the guide. Preset files for HCT, including rig.txt files and .hko settings files. Scenes and rigs for 3ds max for Human character. In later version will add other rigs as well. Deathclaw skeleton and mesh in max format, but its not quite correct, there just an example. MaikCG is another animator working on F4 animations, who is also taking part it creating this kit. He has his own upload and rig here on nexus, called F4Biped. We work in parallel, and sometimes he can find some new information or something, before me. It will get into this guide too eventually, but if something is missing, you can check F4Biped too, sometimes it may have some additional files or more updated information. And vice versa. FAQ Q: So, we can now create animations for Fallout 4? A: Yes, we can. You can. Q: Can I make 3rd person animations using this Kit\Guide? A: Yes, you can. Q: What is not included in the kit? A: 3ds max\maya\blender are not included, HavokContentTools is also not included. You'll have to ask other modders to obtain a link for HCT. Everything else is there. But I still recommend looking for newer versions of included tools, like niftools or hkxpack. Q: Were do I get the Guide? A: Download the rar archive in the Files page here, and it will be in the root, called F4AK_AnimationGuide.pdf. You can view PDF using free Adobe Acrobat Reader, or using your web browser. Q: Will this guide teach me how to work with 3ds max, rig tech and animation theory? A: No. It is assumed that you know your way around 3ds max at least to some extent, even though I tried to described everything in as much detail as possible. You don't need to be a rigging\animation\3ds max guru, but if you never worked with 3ds max or 3d animation before - I recommend learning those things first. DigitalTutors introductions may be a good place to start. Also I highly recommend larning 12 Animation Principles. Just google it. Q: I'm a newbie in 3ds max and animation, can YOU teach me\explain to me how <stuff> works, etc? A: No, sorry, I'm not here to teach you basics of 3ds max. I can suggest you learning it first, for example using DigitalTutors. Q: CAT\Biped rig is missing some of the control joints for the game skeleton's joints i'd like to animate, can I add them? A: Yes you can. Just add additional bones using CAT or Biped tools, align it to match the joint you'd like to move, and name it the same as the joint you'd like to move, but with a correct prefix (Bip_ or F4CAT_). Now using F4AK Rig Connector, disconnect and connect everything again. If you named everything correctly, it should find the joint and connect it. It will only connect Orientation by default, so you may have to add Position Constraint manually. In later version I will add more control joints into biped and cat. Q: When i open the F4bipedimport scene , the biped bones are locked i can't move them ,is it normal? A: F4bipedimport scene is from F4Biped by MaikCG. It is there to support his animation-import workflow. The Guide has two workflows for animation importing described. For keyframe hand-animation use the main rig scene, "F4AK_Rig_Final.max" Q: 32 bit, 64bit, what this all means, do I need max 32bit or 64bit? A: You should use 3ds max 64 bit version, there is no reason for you to use max 32bit unless you're using some old 32bit processor in your PC. Autodesk does not support 3ds max 32bit version even anymore. HavokContentTool 2014 is 64bit natively too. Fallout 4 HKX files are bitcoded in 64 bit. Skyrim HKX files were bitcoded in 32 bit. HKX2FBX converted was created for Skyrim's 32 bit HKX. So the only moment you ever encounter this bit problem for now, is when you want to IMPORT existing fallout 4 animation from hkx into max. You need to first convert it from 64 to 32 bit and then use HKX2FBX converter. The process is described in the guide. CREDITS While the author behind this guide and F4AK is ShadeAnimator, it would not be possible without the help of some people. • ShadeAnimator – author of F4AK and F4AK Guide. • DexesTTP – developer of HKXPack and HKXAnim. • MaikCG – author of F4Biped, helped a lot with information, research, guides and some files. • CPU – a lot of help during research • NifTools team for NifTools plugins • JoshNZ – contribution to research TUTORIALS https://www.youtube.com/watch?v=bbR9hCcH3W8 Also available from nexus. -
Version 2.3.0
46,866 downloads
A much needed upgrade to my furry set originally found originally on my blog. Now with nsfw/WickedWhims integration! What you'll find with this mod is that: -You can make anthro sims on the realism side! -An edit of the existing WW rig is included. -Adding to this new rig, animations with tail movement are now possible! -Most of the parts for furry sims are skin details. -You can choose from certain colors/patterns to make different species. Available species: Canines, Hyenas, Cats, Dragons, Deer, Dinosaurs, Leaf nosed Bats, Microbats, Birds, Unicorns, Rabbits Files: The main zip is for non WW gameplay. The one with WW at the in the name is for when you have WW installed/active. Both are to be extracted into your 'mods' folder. Things to know: -I have 2 WW animations by me included in the WW file. M x either, anal on double bed and Solo F on floor, masturbation with tail. -This mod doesn't edit every animation ever, and is certainly a work in progress. -Every available color pattern cannot be edited ingame. Making your own skin overlays via cc is absolutely welcome, though. -Ears automatically match the skin you're using. -Muzzle types have select teeth styles to fit them. -There are 2 accessory types to hide the original sim ears. Spikes or fur, with many color options each. -Neck fur is available in multiple generic color choices. -Tails will usually have a matching color palette for the respective species and skin. -No wings or horns, aside from deer antlers and a curved horn, are included. You'll probably want to find some in order to have the best experience. -Customization options are for Teen through Elder. I do not plan on adding support for any other life stages. -This mod is not digitgrade, so no animal legs or feet. I have added an overridden set of WW's default penises. You can select the shaft color in tattoos. Incompatibility/Known issues: -Tails will use the left wrist texture space. -The fur/spikes to hide the original ears take up the earrings texture. -Neck fur has the same texture space as glasses. -I had to remove some aspects of the WW rig in order to accommodate animated tails. This means that most male parts will have issues! -To get around this, I've added an edit of MiniGiles' Staff of Lycaon beta male. This should have the best effect with my animations and the new rig. -Default tongue has been edited in my mod for the new rig as well. -WW will probably give a 'fatal error', this is because of the new rig edit. It is not game breaking! -Nipple colors won't show with the skin overlays, tattoos such as Noir and Dark Sims' for nipple textures will work. Credits: Turbodriver for WW (necessary for WW addon), penises and the tutorials ColonolNutty for a little WW animation bugfixing MiniGiles for the Staff of Lycaon (necessary for WW addon) CCadence on Mod the Sims for the original muzzle mod (required for this cc set!) Nelfeah for feathered wings Here, required as of 2.3 About making your own cc or mods with this in mind: -You definitely can! Do not claim the original mod, on this page, as your own. -Credit me and please state this mod as being required/recommended. -I'd enjoy seeing your work! The more the merrier.-
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- furry
- wickedwhims
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Version 1.17V
7,049 downloads
Human Biped Rig by BakaFactory (3BBB / TBBP Compatible) Description I hope you work for your animations both in a easier way and in an optimized way. I hope you like it! I made the rig compatible with 3BBB skeleton. It has controllable Anus, Belly as well. With this, you can control your belly as well. Cheers. Requirements 3ds Max 2012(only for exporting motions) HCT Tool - [HavokPcXsContentTools_X64_2011-3-1_20120402] 3ds Max version over 2014(for making motions) Your animation skill Note for Modders Use 'XPMS 4.64 RIG TBBP 3BBB Bone Skeleton' for exporting motions. If you want to use your own rig or old rigs from other sites, you should use either 'XPMS 4.64 RIG HDT Extension Bone Skeleton' or 'XPMS 4.64 RIG HDT Extension Bone Skeleton.txt' at least. Do not use other bone lists other than these three txt files! -
Version 3.10V
17,913 downloads
Animated Beast's Cocks ABC - For Modders 3ds Max Controller Rigs Description I am sick and tired of watching their daed stony dicks... And I even felt sorry about them endeavoring to have sex with a girl, which would suffer a cold stony dick. You know, watching them overly shaking their pelvis to align their dicks and putting them in her pussy looks painful to me... I feel pity... I don't like it... I couldn't see the whole animations go stiff and bad only because of that ugly dick. No... Not any more... They deserve more 'living' dicks!!!! So here it is... BAD!! BAD... It sounds real bad, isn't it? I changed the name for it sounded too bad! Anyway... Right Now there's no animation that is newly made for ABC. This is modder's resource for now. But I believe every animator will definetely use this. Of course, you can use this without any harm in existing giant animations. They will do fine with it. Don't worry. But this is not like SOS. If there's no keyframes on his privates, no moving Penis. I just launched it starting from Giant. Who will be next? For Modder's Note It's really easy to import his organ and implement it in game. Also It's really easy to import and merge the dick rig with your existing animation works. Just align it with pelvis bone and link to it. A Personal Note to Modders When you make SLAL motions using these rigs, let's tag 'ABC' or 'MovingDick' perhaps? 'MovingDick' seems better. Please tag it, ok? I beg you guys... I want a common tag keyword to sort them out. !Warning! [When you animate, be careful of these] [Collisions for Horse - Schlong] [Collisions for Giant - Schlong, Middle Fingers] [Collisions for Werewolf - Schlong, Tongue] [Collisions for Troll - Schlong] [Collisions for Falmer - Schlong, Hands, Middle Fingers] Chaurus / Chaurus Hunter / Chaurus Reaper: When you export Chaurus Hunter and Chaurus, you'd better set its NPC Root scale to 100. Otherwise everything will be messed up. [Collisions for Chaurus Species - Ovipositor, Larva, Eggs] Dragon Priest: Dragon Priest has its own invisible collision that can be used in so many ways. (Ctrl_DPMA01~Ctrl_DPMA06 & Ctrl_DPMB01 ~ Ctrl_DPMB07) [Collisions for Dragon Priest - Schlong, Invisible Collision Sticks] [Collisions for Gargoyle - Schlong, Hands, Middle Fingers] [Collisions for Lurker - Schlong, Middle Fingers] [Collisions for Riekling - Schlong, Tongue, Hands, Middle Fingers] [Collisions for Ash Hopper - Stinger, Mouth, Jaw] [Collisions for Netch - Two ovipositors] Requirement(for modders, not for users.) 3ds max 2012 or above Some knowledge with animating BakaFactory's ABC HDT Skeleton Patch Or Here Special Thanks to 9204 from Team TAL for technical 3ds Max Collision Support(HDT) - He surely knows what he's doing. His skill is beyond your expectation. Thank you for your time, pal. Groovtama - XPMSE modder for technical advice - You're a genius. Credits Anubis - For his effort on the original horse rig Compare the old rig with the new one The old dick bone A new dick bone-
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These are physics for BREAST only. You need to download Denton47's Breast Unlock I am not that well known in the animating community, So many of you probably never heard of my stuff. But I've worked on a few rigs, Like IK rig, Fijiko, Melodine, and my most recent, Nanashi. But I've decided to share my rigs with you guys because apparently I'm the only one who's worked out an actual, Working Physics method without having to do it all by hand. (Not the only one it seems). Nanashi - Combination of my Fijiko and Melodine Rig This in my opinion, Is far superior than Melodine in terms of Physics https://www.youtube.com/watch?v=UKaXkFcirZA&t=9s Nanashi V1.0 download Melodine - Self made rig Still in it's beta stages and not really considered to be stable yet. Eventually It will update. https://www.youtube.com/watch?v=JUN5NS6FgC8 Melodine (Beta) Download Nanashi and Fijiko were created using Kijiko's Pose Helper as a base, So Kudos to them for making these rigs possible. If You'd like, Check out and Subscribe to my Youtube channel! I make animations (Not adult ones, just cinematic stuff) I also have a Patreon!
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Hi, the mod I'm referring to is here: http://www.loverslab.com/topic/51833-kasumi-followerarmor-pack-hdt-tbbp-this-is-mugen-tenshin-72/?p=1835568 Kasumi's clothes/armors C1, C2,C4,C5, ILR02 have bone rig problems. The problems lie in the decorative sword on her back. I think this happened when TBBP is applied to the armors. I'm not able to view the nif files but they are located in the "meshes" rar file that is uploaded in the linked thread above. I'm pretty sure they are the files. Folder directory is jackga - kasumi The both ends of the sword is attached to the character's elbows and the sword's string is attached to the character's thigh when it should not be attached to her thigh. Please fix the problems for us and retain the TBBP aspect of the armors. I would really appreciate it. This is a picture of C1. The problems are as I explained above. Below is C5 which is little bit different problem since there is no sword decoration. But almost the same spots. Below is ILR02. It's the same as C1,C2,C4
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Human Biped RIg by BakaFactory View File Human Biped Rig by BakaFactory (3BBB / TBBP Compatible) Description I hope you work for your animations both in a easier way and in an optimized way. I hope you like it! I made the rig compatible with 3BBB skeleton. It has controllable Anus, Belly as well. With this, you can control your belly as well. Cheers. Requirements 3ds Max 2012(only for exporting motions) HCT Tool - [HavokPcXsContentTools_X64_2011-3-1_20120402] 3ds Max version over 2014(for making motions) Your animation skill Note for Modders Use 'XPMS 4.64 RIG TBBP 3BBB Bone Skeleton' for exporting motions. If you want to use your own rig or old rigs from other sites, you should use either 'XPMS 4.64 RIG HDT Extension Bone Skeleton' or 'XPMS 4.64 RIG HDT Extension Bone Skeleton.txt' at least. Do not use other bone lists other than these three txt files! Submitter factoryclose Submitted 06/04/2019 Category Modders Resources Requires Special Edition Compatible
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Melodine V1.1 Male and Female Rigs (ADULT and PG version) The video doesn't showcase the adult rig because of Youtube's strict policies...but the rigs look the same except obviously having a nude bottom and nude top instead. Duh. The Adult Rigs have support for Noir and Dark's Pornstar Cock, as well as the default WW's one. There's also a very extensive guide and it shows how to add your own top / bottom to work with your animations and stuff. ♥ Fluid movements for perfect animation♥ Simplified work space to eliminate clutter♥ Unhidden and easily visible prop bones♥ Pose libraries for quick hand and expressions on the go♥ Easy to follow picture guide with detailed help ♥ Tongue Bones and Breast Physics ♥ Male + Female Versions included with both PG and ADULT version♥ Interchangeable models for maximum compatibility Unfortunately the physics is nothing too complex, I just couldn't figure out how to add collisions but if someone knows and would like to discuss it with me, then I would be more than happy to learn EDIT2: VERSION 1.1 OF THIS RIG WAS RELEASED WHICH FIXED SOME STUFF DELETE THE OLD VERSION AND RE-DOWNLOAD PG-13 RIGS : SimsFileShare | Mediafire ADULT RIGS: SimsFileShare | Mediafire ♥ Like my stuff? Want to help a homie out? Check out MY PATREON and consider giving me some support so i can keep doing this dumb hobby! ?♥ Other Rig Downloads: NB - No breast physics (B - Breast Physics) ; M - Male, F - Female ; PG - Non-Adult Rig Melodine Alpha (Mediafire) - NB, PG, F Fijiko Complete (Mediafire) - NB, PG, M+F Nanashi V1 (Mediafire) - B, PG, F Nanashi V2 (Mediafire) - B, PG, M + F Female IK V2 Rig (Mediafire) - NB, PG, F Toddler IK Rig (Mediafire) - NB, PG Pose Helper Physics version (Mediafire) - B, PG, M + F
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Hello guys! This is my first post and my first cry for help. I'm not sure if this is the right place so please correct me if I've done wrong. I've looked all over the internet and I can't seem to find any articles on this. I'm hoping to create an animation set for pregnant sims that includes the mesh for a baby as an object. A realistic birth mod if you will. I've searched for something like this my entire sim-playing career (since the year 2000) and I can't seem to find anything that really fits what I want. For the Sims 4, there seems to be nothing other than poses that you must move sims to the correct place to get them to look right and they are basically only for story telling purposes with photos, not video. I'm looking to make something kind of like WW has with their animations that you can click couches and beds and other objects to initiate the animations. And click the sim to "begin labor" and cycle through different animations and stages on hospital beds, home beds, bathtubs, standing, laying on the floor, and squatting, with and without other sims (father, doctor, midwife, etc). I've pulled the mesh for the baby from Sims 4 Studio and imported to Blender. I can move all the joints and everything as I want and I can move the mother sim (I got a modded rig here). I understand how to create an animation and how the frames work and the looping of the animation and all that. I can change the baby mesh position to where it is scrunched up (like actual babies are in the womb) and it hides it completely within the belly of the mesh of the mother. While animating, I can then move the baby down and out the vagina to have it be realistic. This is all I have done so far on this idea of mine. Most of it is still conceptual in my head, since I've never made a full animation clip or mod or CC before. I know I should probably start smaller, but this mod is something I've been wanting for so long and I've seen many other simmers request something like it as well. I'm no programmer, but I'm more than willing to learn and to take this step by step. I want to have a basic release, then add features and animations into it, like WW has done over the years. I have a few issues and questions that I'm hoping a more experienced animator/modder can answer for me to help me bring my ideas into the light of day. So, my first issue. I would really like to recolor the baby object mesh to be nude. I know that is a strange request, but babies aren't born with diapers or onesies on lol. I'm not very good with 2D editing to make the texture for it from scratch to look realistic or fit the mesh properly. I tried to pull some images off google for the flat texture for the toddle mesh, but again, it wouldn't fit on the baby mesh and I'm not sure how to resize it. I looked everywhere for a pre-made one, but was unsuccessful in find it. Any tips or tricks to 2D edit a texture for a nude baby mesh, or how to edit toddler meshes to be nude and resize them would be greatly appreciated. Next, I would like to learn how to add objects into animations. And be able to click objects to trigger animations. I would like for the mother sim to be able to click the object baby and be able to select for "labor" (mock labor since its an animation probably, unless there is a way to actually mod the labor system in TS4, but from what I've read on post of other simmers requesting it, its extremely difficult and buggy), which would teleport the object baby to the area in the mother mesh where it is hidden in the belly. Then be able to use different objects and sims, like listed above (beds, tubs, etc). Ultimately, it would be really nice to not have to have an object baby to click really. It would be awesome if there was a way to click the sim itself to "start labor" which would generate the object baby within the belly mesh so you don't have to purchase it in buy mode, it is just generated by the animation (kind of like when sims create sculptures, cook food, use a bookshelf, or like Nissa's Whicked Perversions has the daughter of the Easter bunny that lays eggs). I have a ton of other ideas that I'd like to add in time, but these are the basic issues I'm facing and i'm looking too the modding community to help a newbie out. I want to be able to get a basic functioning mod/animation set out to itch that scratch for realism when it comes to childbirth. Like I mentioned, this is my first project. I don't know all the lingo and vernacular yet, or advanced techniques. If you could dumb down your responses, or include pictures, GIFs, or videos to help me better understand, it would mean the world to me! Thanks so much for all your creations that already exist and your efforts into the ones that you are currently working on, you guys are amazing!
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Heyo. I got into animations this year and its so much fun ! But its becoming dull to animate only the game default skeleton rigs. So the question is...can I add into script of sexlab some new races ? Mihail made a lot of awesome monsters...and ...well I want them to enjoy my character xD I read about the way with TesEdit (or what is the name) to just change the name of race...but these races use custom made skeletons so its not the same. Is there an easy way ?
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Sims 4 Furry Set (Animated Tails!) View File A much needed upgrade to my furry set originally found originally on my blog. Now with nsfw/WickedWhims integration! What you'll find with this mod is that: -You can make anthro sims on the realism side! -An edit of the existing WW rig is included. -Adding to this new rig, animations with tail movement are now possible! -Most of the parts for furry sims are skin details. -You can choose from certain colors/patterns to make different species. Available species: Canines, Hyenas, Cats, Dragons, Deer, Dinosaurs, Leaf nosed Bats, Microbats, Birds, Unicorns, Rabbits Files: The main zip is for non WW gameplay. The one with WW at the in the name is for when you have WW installed/active. Both are to be extracted into your 'mods' folder. Things to know: -I have 2 WW animations by me included in the WW file. M x either, anal on double bed and Solo F on floor, masturbation with tail. -This mod doesn't edit every animation ever, and is certainly a work in progress. -Every available color pattern cannot be edited ingame. Making your own skin overlays via cc is absolutely welcome, though. -Ears automatically match the skin you're using. -Muzzle types have select teeth styles to fit them. -There are 2 accessory types to hide the original sim ears. Spikes or fur, with many color options each. -Neck fur is available in multiple generic color choices. -Tails will usually have a matching color palette for the respective species and skin. -No wings or horns, aside from deer antlers and a curved horn, are included. You'll probably want to find some in order to have the best experience. -Customization options are for Teen through Elder. I do not plan on adding support for any other life stages. -This mod is not digitgrade, so no animal legs or feet. I have added an overridden set of WW's default penises. You can select the shaft color in tattoos. Incompatibility/Known issues: -Tails will use the left wrist texture space. -The fur/spikes to hide the original ears take up the earrings texture. -Neck fur has the same texture space as glasses. -I had to remove some aspects of the WW rig in order to accommodate animated tails. This means that most male parts will have issues! -To get around this, I've added an edit of MiniGiles' Staff of Lycaon beta male. This should have the best effect with my animations and the new rig. -Default tongue has been edited in my mod for the new rig as well. -WW will probably give a 'fatal error', this is because of the new rig edit. It is not game breaking! -Nipple colors won't show with the skin overlays, tattoos such as Noir and Dark Sims' for nipple textures will work. Credits: Turbodriver for WW (necessary for WW addon), penises and the tutorials ColonolNutty for a little WW animation bugfixing MiniGiles for the Staff of Lycaon (necessary for WW addon) CCadence on Mod the Sims for the original muzzle mod (required for this cc set!) Nelfeah for feathered wings Here, required as of 2.3 About making your own cc or mods with this in mind: -You definitely can! Do not claim the original mod, on this page, as your own. -Credit me and please state this mod as being required/recommended. -I'd enjoy seeing your work! The more the merrier. Submitter BetLV Submitted 04/18/2020 Category Other Requires ccadence's Snouts for Sims, WickedWhims (for nsfw addon), Staff of Lycaon (for nsfw addon)
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So I am looking to build or buy a pc mostly to play and mod skyrrim. Trouble is I'm looking to spend around 500. I don't know much about computers so I'm hoping someone will ttake on the challenge of finding a setup in my price range. I could run oout and buy a simple tower aand be able to play buy I want tto be able to play now and be able to upgrade as money comes in.
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Camera Rig View File Bardø's Camera Rig For some time I enjoyed taking screenshots in Sims 4 more than actually playing the game, but something that always bothered me, was that there is no real photo mode like in other games. Sure you can get far with the cinematic cam, but even the cinematic cam is limited (can't rotate the camera and thus not take 'vertical' or tilted screenshots) and sometimes its just buggy (messing up rotations, clipping objects while moving the camera). I was looking for mods, that would add a better camera or an object that would work as camera, but I had no luck. So some day I found out, that you could set camera points while being in first person mode and it would save everything I could ask for. So instead of mods or objects, I figuered out, that sims would be the perfect camera and after messing around for some time I created a rig for blender, that is 95% accurate and now I want to share this rig, to help this community to create even better screenshots, than it already does. So, how does this work? You need: - Blender - Sims 4 Studio - Basic knowledge of creating poses and exporting/importing poses from/into posepacks. - Download the rig and extract it from the zip. - Open up a pose in blender, delete the already existing camera and append the camera_rig + camera into the scene. If the rig looks like on the first thumbnail, then you did it right. - Move the camera_rig so, that it wouldnt be in the shot later. - Now move the camera by moving the 'b_neck' bone of the camera_rig. - If you want, you can rotate the 'b_neck' bone, to rotate the camera - To get a preview of the shot, just press 0 on the numpad and then alt+F10. If you're playing Sims 4 fullscreen, press alt+F11 aswell. Make sure you don't see the rectangle of the camera by zooming in, but stop zooming in as soon you don't see the rectangle anymore. - If you have 'b_neck' still selected, you can move and rotate the camera, while being in preview. Press 0 to leave the camera, press alt+F10 to get back the interface and press alt+F11 to leave fullscreen mode. - As soon you are happy with your shot, LocRot the camera_rig, just like you would with every other rig and save. - Make sure every rig is saved separately and import them into your posepack. I always put a 'CAM' behind the name of the pose with the camera_rig. - Get into the game. Choose a sim in your household who will act as camera (can be the same sim who poses). Make sure this sim is teen or older (use an adult to make sure) and doesnt have a custom height. - Let the camera-sim pose the 'CAM'-pose. Depending on how much the 'b_neck' bone was moved/rotated around, the camera-sim might look completely messed up, thats totally fine. - Now get into the first person mode (shift+tab), don't move around with your mouse or zoom in ( if you did, just press ctrl or re-enter the first person mode). - You should see that the view is kinda like the preview in blender, but the FOV is not right. Don't worry you did nothing wrong. - Now you have to set a camera point by pressing ctrl+5/6/7/8. - Leave the first person mode and move the camera-sim away or make the camera-sim pose, if the sim is supposed to. - If every sim is posing like they're suppose to, get into the cinematic cam by pressing tab and press shift+5/6/7/8. - If you did everything right, you should now (almost) see the same shot, you saw in blender. - Take screenshot. I hope this rig will help you guys to create the screenshots you always envisioned. Alternate download (Google Drive - No adfly or some other virus infested sites) I only tested this with a 16:9 1920x1080 screen, so i don't know if this works with other screens. I hope, I didn't mess up this tutorial, if so please forgive me, it was 5 a.m when I started this. Submitter Bardø Submitted 03/26/2023 Category Animations - Other Requires