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Daggers Control Rigs (Updated by Simite for WW June 2022)


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Posted
58 minutes ago, dannysdb5 said:

Is it possible to get it working for clothed sims?

Sure, if you'll edit all clothing meshes you want to jiggle.

Posted (edited)
16 minutes ago, dannysdb5 said:

 

Damn.

I guess it works fine for boobs because the perverts at EA actually rigged them.

 

 


unrelated, it’s because they are rigged for sliders. The bones used was locked for animation for some reasons. 
 

also I’m sorry but you might need to do your own research. You sounds like someone that ask help all the time without trying to figure it out first. It’s alright to ask for help but there it sounds like you want to know things without even trying. Adding stuff to package is really the first thing to learn in sims 4 studio.
 

We can’t really baby sitting you when a lot of tutorial are already at your disposal. Especially for WW body part where a full written tutorial is available. But then maybe you are just excited and curious? Lol
 

as for rigging, i can help you as I did for wild guy for his meshes.

 

if you are stuck somewhere when trying to do it, you can dm me. Making meshes compatible with butt jiggle isn’t really complicated but it can be sometimes 

Edited by Khlas
Posted
6 hours ago, Khlas said:


unrelated, it’s because they are rigged for sliders. The bones used was locked for animation for some reasons. 
 

also I’m sorry but you might need to do your own research. You sounds like someone that ask help all the time without trying to figure it out first. It’s alright to ask for help but there it sounds like you want to know things without even trying. Adding stuff to package is really the first thing to learn in sims 4 studio.
 

We can’t really baby sitting you when a lot of tutorial are already at your disposal. Especially for WW body part where a full written tutorial is available. But then maybe you are just excited and curious? Lol
 

as for rigging, i can help you as I did for wild guy for his meshes.

 

if you are stuck somewhere when trying to do it, you can dm me. Making meshes compatible with butt jiggle isn’t really complicated but it can be sometimes 

 

You know what? Pretend I didn't ask. I am no longer interested in your input.

Next time you see someone asking questions and it's annoying you, I'd recommend just ignoring them.

Posted (edited)
1 hour ago, dannysdb5 said:

 

You know what? Pretend I didn't ask. I am no longer interested in your input.

Next time you see someone asking questions and it's annoying you, I'd recommend just ignoring them.

It’s hard to ignore when I’m being quote, tagged, and when this thread is becoming a « can you help me to set up my animating environment and creating my own CC » instead of being related to the daggers control rig being updated. 
 

I offered you help and wasn’t being rude at all if you read it all, but whatever. Have fun.

Edited by Khlas
Posted
11 minutes ago, Khlas said:

It’s hard to ignore when I’m being quote, tagged, and when this thread is becoming a « can you help me creating my CC » instead of being related to the daggers control rig being updated. 
 

I offered your help and wasn’t being rude at all if you read it all, but whatever. Have fun.

You're right, I shouldn't have posted about it in this thread and deleted those posts.

As for the second paragraph: so basically you feel entitled to be rude so long as it's only the first half of a post? Sure.

 

This site has an ignored users feature, sounds like you should be using it. I know I will now.

Posted
On 10/14/2022 at 3:57 AM, nooddood said:

 

 

Tyvm for your replies, it has helped me a lot! But I am still not sure I am doing it correctly as when I import the file into S4S the frames aren't registering correctly.

 

If and when you have a moment would you be able to look at my file and see where I am going wrong? I would appreciate the help.

 

Also apologies if this is not the place to ask these questions I can DM you if that would be better

squat_test.blend 1.9 MB · 2 downloads


This is looking very promising!!! Please keep up the good work, you have potential there. I checked sideview and back and looks good from both too, excellent! I hope to see what you come up with soon. Did the rig control make it easier for you to animate then?

  • 2 months later...
Posted

Hiya! Baby animator/blender user here :) I was wondering if there was a reason the texture of the male rig didn't show up when I imported it? The textures of other objects show up just fine as I'm in material preview mode. I just wanted to make sure I'm doing everything right. Thank you so much for this rig, it's a lifesaver!

  • 9 months later...
Posted

Hello, i'm trying to use this rig but when I open the rig in Blender 2.70 and if i move any of the Limb Controllers like say the Hand, or the Foot -- the entire Rig is lifted a few inches off the ground and i don't know how to correct this.

Untitled.jpg

  • 3 weeks later...
Posted (edited)
3 hours ago, KarolHime said:

I need a help. I tried everything, but the texture don't show up in both rings, male and female. I have blender 3.6. I'm super new with blender

It's because Blender 3 uses different material system than Blender 2 in which the rig was made. Any old .blend file opened in Blender 3 will result in textureless objects, you should learn a little about this.

Dagger_ControlRig_Simite_male_e6a.blend

Edited by wild_guy
Posted
4 minutes ago, KarolHime said:

I'll learn more about this. Thank you!

 

On page 2 of this topic is the answer you are looking for.

Posted (edited)
15 hours ago, Swee3 said:

 

On page 2 of this topic is the answer you are looking for.

There are a couple of methods described there, but as I can see none of them are completely correct from the point of view of using nodes. This needs to be done a little differently to get it right.

Edited by wild_guy
Posted
3 hours ago, wild_guy said:

There are a couple of methods described there, but as I can see none of them are completely correct from the point of view of using nodes. This needs to be done a little differently to get it right.

 

I guess so, I'm still using blender 2.79 so I don't know ?

Posted
1 hour ago, Swee3 said:

 

I guess so, I'm still using blender 2.79 so I don't know ?

I used it too but believe me, it sucks compared to Blender 3.6

Posted

I just wanted to say thank you to all those involved with these rigs.  They are amazing.  I'm only working on my second animation, and I wouldn't have gotten even this far without them.  They make it so easy to make things look natural compared to the other rigs that have 1000 bones.  Not that my work looks natural yet, but these rigs make me believe it's possible.  Thanks!!

 

  • 3 months later...
Posted (edited)

Hi. I have a question about these rigs. The problem is that when I add a second character to Blender rigs, via the Append function, duplicated and enlarged model controls called shapes appear in the 3d viewport. This is what it looks like in the screenshot:

 

 


1.png.34af7057bb7f0b31a6fdb3f56aa898ee.png

 

2.png.bc98e6d75d84d84b12171e5f173b46ed.png
 

 

I solved the problem for myself as follows - I simply moved the model I added, and then manually removed each duplicated control (shape). And nothing seems to have broken. But I'm not sure if this is the right solution to the problem. Yes, I saw an answer on this problem(?) on the first page of this track, but firstly, the answer there is two years old, secondly, it didn't help me (well, and to be honest, I didn't really understand it). There is no such problem with the standard rigs from TurboDriver.

I will be very grateful for any help, as there is nowhere else to ask.

 

Edited by becqut
  • 1 month later...
Posted
On 3/8/2024 at 9:46 AM, becqut said:

Hi. I have a question about these rigs. The problem is that when I add a second character to Blender rigs, via the Append function, duplicated and enlarged model controls called shapes appear in the 3d viewport. This is what it looks like in the screenshot:

  Reveal hidden contents

 


1.png.34af7057bb7f0b31a6fdb3f56aa898ee.png

 

2.png.bc98e6d75d84d84b12171e5f173b46ed.png
 

 

I solved the problem for myself as follows - I simply moved the model I added, and then manually removed each duplicated control (shape). And nothing seems to have broken. But I'm not sure if this is the right solution to the problem. Yes, I saw an answer on this problem(?) on the first page of this track, but firstly, the answer there is two years old, secondly, it didn't help me (well, and to be honest, I didn't really understand it). There is no such problem with the standard rigs from TurboDriver.

I will be very grateful for any help, as there is nowhere else to ask.

 

You can also hide control rig and primary male rig and then ctrl+A everything and delete.

  • 7 months later...
Posted
On 7/2/2022 at 5:04 PM, Rasky said:

Resolved this issue with moving all shapes to another collection and hiding it... Now the controls are accessible.

Sorry for the noob question.

 

Hi, I have the same problem but I just haven't managed to understand how to solve it, do you think you could explain me exactly what you did (step by step)?

  • 6 months later...
Posted (edited)
On 6/29/2022 at 7:47 AM, Khlas said:

Might help people that don't know how to make a control rig, or making them compatibles with these new bones.

 

However, I unlocked pectoral jiggles for males, there is no need to separate breast control with a female rig. I'm probably the only one interested by it so you can probably let it that way.

 

You forget to add the custom bones shapes for the females (for the anus). Not a big deal tho, sounds easy to add with the plugin from blender.

There is an issue with this control rig however, it uses body rotation when moving the root, thus making creating animations outside of wickedwhims not very doable if the actor is not starting the animation from the origin axis after baking (unless there is no rotation of the root involved). It needs load of copy transform and parent/unparent bones play to fix it after it's done. 

 

Wickedwhims use its own way to perform animations, so it works fine with it, but for creating animatons interactions using Animation State Machine, it doesn't. 

 

This was the dagger rig I updated a few days after I made the new ww rig for some animators already, there's jiggles for boobs included afaik. Feel free to add/modify it to your download page. I think the meshes might be outdated, however.

 

I didn't care about creating custom shapes for the bones, and I do have one with butt jiggle physics, but I removed them, because I prefer to have full control with the bones. I don't use this rig personally though.

 

DaggerSimite_FemalePhysics_Khlas_Edit.blend 7.71 MB · 272 downloads

Hi Khlas. Could you please help me with applying control rigs to the most recent WW body rigs?

 

Dagger's rigs are E6A for male and E4 for female, while the most recent WW rigs are E8-1 for male and E6 for female. The only difference I've noticed so far is a misaligned vagina, but there might be other differences as well.

 

Spoiler

1.png2.png

 

I want to keep the existing control rigs but apply them to the latest WW rigs. My current process is:
1. I open Dagger's rig (with control rig)

2. Append the most recent WW rig.

3. Select each body part from the most recent WW rig (female rig.001) one by one, and in the Modifiers tab, change the Armature "Object" from "female_rig.001" to "female_rig" for each part.

4. Hide Dagger's rigs body parts (female rig).


Everything appears to be as I intended, the body from the latest WW rig follows the control rig, but the dots themselves ("female_rig.001") from the latest WW rig doesn't follow the body like the older rig does.

 

Spoiler

3.png4.png

 

However, I tried baking the "female_rig.001" from the latest WW rig, and it seems to work as expected. I think I can bake the Dagger's female rig (the old one), but hide the old body parts and use most of the recent WW body parts in their positions as a guidance. As long as no new bones have been added, I should be fine... I think. 

 

Am I doing this correctly? Any advice would be greatly appreciated! 🥰

Edited by Simpossible_xx
  • 2 months later...
Posted

Super noob question but when working with DaggersControlRig_FemaleBoobPhysics_Blender3.3 I find that I can't move the torso without the breasts deforming. Am i doing something wrong? If i use the older versions there doesn't seem to be the issue but the rig is grey with no texture. I've got a tiny bit of Blender experience but nothing in this subject and i've watched a handful of tutorials based on the Vyxated Rig but this issue has me stumped!

Posted
On 9/2/2025 at 1:35 PM, soundguyry said:

Super noob question but when working with DaggersControlRig_FemaleBoobPhysics_Blender3.3 I find that I can't move the torso without the breasts deforming. Am i doing something wrong? If i use the older versions there doesn't seem to be the issue but the rig is grey with no texture. I've got a tiny bit of Blender experience but nothing in this subject and i've watched a handful of tutorials based on the Vyxated Rig but this issue has me stumped!

I'm not sure about the breast issue but to get a texture on your sim you need to select the rig's parts (head,feet etc) the Material tab will become available.

Screenshot2025-09-04203729.png.ac4e17dfbbcc44da3c690ff9268f373c.png

 

In the Material section, press ''Use Nodes'', then click the yellow dot next to Base Colour.

Screenshot2025-09-04203751.png.c8a042e5ce888153cfaf6b33a20aa4ad.pngScreenshot2025-09-04203807.png.1a39b15a1b1060e2c6aa82bb6f8f7362.png

 

You'll get this pop up, Select Image Texture, select your texture. Voila' ❤️

Screenshot2025-09-04203849.png.4a166ae2631f4b21871919a990c44eac.pngScreenshot2025-09-04203927.png.8118d302b3ef74ab64da5a2f0962b71e.png

Posted
On 8/5/2022 at 11:27 PM, Darula15 said:

First of all, thank you very much for your awesome control rig!

 

I have a (probably noob) issue however. I have created animations in blender before but i am completely new to modding the sims, so far it has been a bit of a headache using all the different tools etc., but i finally got it to work with the rig from the loverslab tutorial.

 

Your rig is much more fun to work with than the one from the loverslab tutorial however.

The problem is that i cant export the animations to the game, whenever i create an animation with your rig and export it from the .blend file with sims 4 studio and then put it in a package, the animation just shows up as a A-posing character with a slightly distorted face ingame. I suspect that sims 4 studio doesnt properly convert the animation into a clip.

In the loverslab tutorial it told me to put the

 

TURBODRIVER_WickedWhims_Override_Sim_Rig .package
 
file into the sims 4 studio mods folder.  Is there something like this for your rig?
 
Suppose i am correct regarding what the problem is, how do i get sims 4 studio to recognize your rig and export the clips correctly?
Would be very grateful for any advice here, cant wait to make some animations.

 

EDIT: found the issue, i had to bake the animation to the "rig female" rig. Just in case anyone is making the same mistake: Make "rig female" armature selectable by clicking the little mouse pointer in the file outliner. Select the  "rig female" armature. Go into pose mode.

Select all bones, click on pose -> animation -> bake action...

then check visual keying and click ok.

But what if my armature doesnt have a pose mode?, it isnt showing up

Posted

Hii, ive been trying to make an animation using this rig, and i did!,

however it gave me an a-pose in sims. i saw some other person encounter the same problem, and they fixed it by baking the animation on a rig, not control rig. The issue for tho, is that the rig doesnt even give me the option to switch to pose mode, which means i cant bake it 

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