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Question about animations that use sex toys


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Posted

I know R-Lo's WickedWhims Animations use sex toy objects for example, but in order for the sim to actually USE those objects they "have to be equipped just before the animation starts". My question is, are there any mods out there that do that automatically? Maybe something that checks whether or not a sex toy animation is playing and then "equips" the necessary object before the animation starts?

Posted

Something like that has been implemented and will be on the public version soon, 

We can now spawn the objects into the animation but it only works with items from build mode and the object needs to be animated manually, with accessories the sim is actually holding the toy and it allows for more complex movement, 

 

The accessory animations may have to stay as they are but I'll be attempting to convert those toy accessories into objects soon so they can be used on the fly too, 

To update the existing animations to this feature might not look so great as the movement may be difficult to follow by hand but rather than lower the quality or lose them I'll give both options and make the animation to fit the object versions eventually 

Posted
18 hours ago, R-Lo said:

Something like that has been implemented and will be on the public version soon, 

We can now spawn the objects into the animation but it only works with items from build mode and the object needs to be animated manually, with accessories the sim is actually holding the toy and it allows for more complex movement, 

 

The accessory animations may have to stay as they are but I'll be attempting to convert those toy accessories into objects soon so they can be used on the fly too, 

To update the existing animations to this feature might not look so great as the movement may be difficult to follow by hand but rather than lower the quality or lose them I'll give both options and make the animation to fit the object versions eventually 

I thought that might be the case. Speaking of which I just got an idea for more balloon dildo animations, currently there is only one where your sim will bounce up and down on it, but there could also be one for rocking back and fourth or swirling or gyrating the hips. Just putting that out there if you're looking for suggestions with regards to animation ideas. Also, would it be possible for the object placement mod to look for toys that are already present in the environment and then place them back after the animation, or is it only possible for the mod to pull them out of the either?

Posted
2 hours ago, Z0mBieP00Nani said:

I thought that might be the case. Speaking of which I just got an idea for more balloon dildo animations, currently there is only one where your sim will bounce up and down on it, but there could also be one for rocking back and fourth or swirling or gyrating the hips. Just putting that out there if you're looking for suggestions with regards to animation ideas. Also, would it be possible for the object placement mod to look for toys that are already present in the environment and then place them back after the animation, or is it only possible for the mod to pull them out of the either?

I actually have done 3 with the balloon! The most recent was more towards the dildo and not so much bounce, I will be going back to that soon just to add some slight movement/roll, it's already been uploaded here so you might need to update my file! That one was my first attempt at using the breast physics rig! 

 

As far as the object stuff goes, I'm not gonna update the existing animations to this, I'm adding it on top of them, 

This way you'll have the option to use the toys in the regular fashion if they have been placed as normal but you can also trigger it as a floor animation without placing the toy first, 

In a nutshell it'll allow for more freedom of the way objects are used and eliminate the need for explicit things to be left lying around! 

 

 

I don't know if it's possible to have the toy that was placed on the lot being connected into it, 

This isn't tied to the inventory in any way and items are called from the GUID list, it's all connected by instance numbers or something like that and we add this via the xml like effects, 

 

Sims will look for and use objects that are placed as normal if the autonomy allows it and now I'm guessing that the random select will occasionally pop one of these objects out and put it away when the next animation is triggered 

 

 

 

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