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Announcement: Naughty Zoi ready for animations!


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Posted

Just an announcement!  It's time to create custom animations for Spirit Shard's Naughty Zoi framework.  So if anyone is interested in making animations for Inzoi, just head on down to this link  ....   and start creating animations for Naughty Zoi today.  Spirit Shard has a Anim Config template in his test build updates section of his discord so that people can start making animations!. 

 

Spirit Shard is in the process of creating a tutorial for people to make and import animations! But if anyone knows how to make animations for Inzoi, there is an Anim Config template at his discord, so that anyone can use the Mod Kit to import animations.

 

Here is the link to his discord - https://discord.gg/h3vB7S4FEw

Posted

Future TEST builds of NaughtyZOI will also include the templates as well! They were already suppose to be included but I just straight up forgot, multiple times. X.x

 

More context to why NaughtyZOI is now more prepared for animations than before. inZOI underwent an Engine Upgrade from 5.4 to 5.6 that we knew was coming, which was going to break all mod packages. In addition to that, until some very recent breakthroughs and updates to the ModKit, setting up a UE5.6 (or UE5.4 before the recent update) to get stuff imported properly was actually quite complex and a pain. However, now the framework is capable of loading assets directly from mod packages and is fairly painless to set-up!

I've been on a roll with breakthroughs over the last week and am currently working on integrating things with the in-game interactions system so animations can actually be applied directly through gameplay. So yeah, we're ready for actual animations now! ^-^

 

1 hour ago, paradisesins said:

Do you think there's any way for sims 4 animators to easily convert their animations?


Depends on your skill level and how close you expect the results to be. inZOI has different proportions for their the 2 main body types (M/F) so anything that expects the same scale and offsets will 'work' with a humanoid re-target, but stuff may not align as you expect. I already even tried just going from a different Meta Human based skeleton (Oblivion Remastered) to inZOI, and while it worked, stuff just didn't align as well as I would have liked. If your animation doesn't require much precision though (like the most degenerate example, hand holding!) then it shouldn't be too bad or complicated. ^-^

Posted

Wonder if any vets from The Sims will contribute. Probably not since there's not much of a real demand for adult mods for this game. Much like there's not much in the way of mods in general for Inzoi. If anything I see the interest and demand coming from Paralives given its got more hype behind it. Inzoi may just be like Oblivion Remastered or Starfield it'll have a tiny fanbase and modder scene but nothing compared to others in the same category. But hey lets hope this will spark something. Who knows Azmodan22, Lupobianco, or even Motherlode may show up. Would be good to have experienced animators doing stuff.

Posted

I myself would hope that LAMABOY contributes.  His animations for Sims 4 are very romantic and passionate, probably the best animations for that sort of thing.

Posted
14 hours ago, Darkening Demise said:

If anything I see the interest and demand coming from Paralives given its got more hype behind it. Inzoi may just be like Oblivion Remastered or Starfield it'll have a tiny fanbase and modder scene but nothing compared to others in the same category.

I disagree. inzoi is what everyone who loved sims 3 was expecting the sims 4 to be.

Posted

I think any adult animations for InZOI will come only once it is officially launched. its not wise to mod and animate early access games. 

Posted
On 5/15/2026 at 6:19 AM, alliaz2022 said:

I think any adult animations for InZOI will come only once it is officially launched. its not wise to mod and animate early access games. 

Spirit Shard is making some and there is at least one other member of Spirit Shard's discord community making some.

Posted
On 5/11/2026 at 6:19 PM, Thunderbird270 said:

Hey I was just thinking...if anyone here is subscribed to LAMABOY's patreon, can you guys ask him if he has any plans to animate for Inzoi?

Will do right now

Posted
On 5/11/2026 at 6:19 PM, Thunderbird270 said:

Hey I was just thinking...if anyone here is subscribed to LAMABOY's patreon, can you guys ask him if he has any plans to animate for Inzoi?

Will do right now

  • 2 weeks later...
Posted

I know blender animation, but I've never animated for a game. Is this the pipeline?

 

Make a control rig for the modkit skeletal mesh in UE5 (idk why they don't provide that already), animate in UE5, then export the animation file to give you with a GIF sample of how it looks?

 

Then you use that UE5 animation file to add to your framework?

Posted

This is my first time looking at UE5 animation stuff. This metahuman face animation is insane. So maybe we just need penis mesh/skeleton?

Posted
11 hours ago, PAWGJunkie said:

I know blender animation, but I've never animated for a game. Is this the pipeline?

 

Make a control rig for the modkit skeletal mesh in UE5 (idk why they don't provide that already), animate in UE5, then export the animation file to give you with a GIF sample of how it looks?

 

Then you use that UE5 animation file to add to your framework?

If you want to animate within UE5, you can most certainly do so. Most of us will just export the skeletal mesh with the skeleton and animate in blender as usual. Unreal Engine plays baked animations so before export we bake them in the FBX and import that to the in-game skeleton. Thankfully you can use the modkit to import the animation and they have some retargeting set-up that makes it extremely easy! ^-^

Posted
12 hours ago, Spirit_Shard said:

If you want to animate within UE5, you can most certainly do so. Most of us will just export the skeletal mesh with the skeleton and animate in blender as usual. Unreal Engine plays baked animations so before export we bake them in the FBX and import that to the in-game skeleton. Thankfully you can use the modkit to import the animation and they have some retargeting set-up that makes it extremely easy! ^-^

I'm at work rn. But does the skeletal mesh UE5 export come with the control rig inside of blender? Or will I have to make a control rig for the skeleton in blender? Also I notice the head is separate from the body and I'm unsure how I'd animate the face. For all I know the export has everything and I'll have to try exporting when I get home.

 

I'm just used to everything being together when animating and I don't want to mess up the skeleton. If I can get that I can start pumping out animations easy.

Posted
6 hours ago, PAWGJunkie said:

...does the skeletal mesh UE5 export come with the control rig inside of blender? Or will I have to make a control rig for the skeleton in blender? Also I notice the head is separate from the body and I'm unsure how I'd animate the face...

So we use FModel to export the game's skeletal mesh and skeleton so we can animate it, but it doesn't come with any control rigs or anything so you'd need to make your own animation rig (or just animate on the skeleton directly if you're a masochist lol). I already have an export of the adult (fe)male bodies, so if you're interested I can make a cleaned up file and send that over. The body and head are separate pieces but we can just bind them to the same skeleton in blender so it's not an issue. I haven't tested facial animations yet, they have some complex set-up for layering facial animations together and I haven't gotten to investigating it yet.
 

4 hours ago, StubbornDevil said:

Perfect, I'm interested in supporting this project with animations🙂

Would certainly love to help if you're ready! If you need assistance, It's typically easiest to comms over on our Discord for easier back-and-forth and it's where I've been posting the research. I sadly haven't gotten to making a rig or anything yet because I've gotten stuck on some technical problems (getting a unique interaction that plays and triggers the API without modifying existing assets, the modkit has been a maze to figure out >.<), but I imagine an experienced animator could make a better rig than I could anyways. lol

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