MaryJane Posted January 28, 2017 Posted January 28, 2017 Thanks! I obviously already had buhudains rigs. Since they came with masters tutorial....But i am very eager to try out the assser-fixed ones Thanks You're welcome! They are simple IK constraint and can be changed depending on how you want to use them. I don't know if you're familiar with IK and FK, but FK is where you first have to move the upperarm, then the elbow, then the hand etc etc. With this rigs you'll notice that when you grab the hand bone and move it, the whole arm moves with it. Same for the leg. That's a very basic IK thingy over there ^^
maraas Posted January 28, 2017 Posted January 28, 2017 Yes, tested it now and it is exactly what i have been hoping for. Tried making my own sim rig with pitchipoy addon.(Might add i have never done any rigging nor done anything blender related before, so I guess I was a tad too optimistic of my own abilities) Failed miserably, but learned about blender and rigs in the process so not a total failure Thanks again!
MaryJane Posted January 29, 2017 Posted January 29, 2017 I'm sharing a XML file for Kinky world and explain it in the spoiler as much as I can (I don't know everything, but I do know the basics since I finetune the XML files of animators to my own liking =) First: the title. To know what you must do with that, follow the tutorial of TheMaster, he got that covered. It should always end with KW_yourname_animations though (S3_0333406C_00000000_(NEEDS YOUR HASH HERE)_KW_yourname_animations%%+_XML), only the hash depends on the name you choose. <?xml version="1.0"?> <WooHooStages> </WooHooStages> This is the basic of the xml file. Al woohoostages must come between the <WooHooStages> </WooHooStages>. Look at my file for the example. <!-- BED //////////////////////////////////////////////////////////// --> <!-- Non existing sex anim --> Not necessary to make the xml file work, but comes in handy for the overview if you have a lot of animations. <WooHooStage> </WooHooStage> Your animation data (see below) ALWAYS need to be between this. For every animation you create another <WooHooStage> </WooHooStage> and put the data (see below) in between. <?xml version="1.0"?> <WooHooStages> <WooHooStage> <Creator>MaryJane</Creator> Your nickname. Or mine in this case. This name will be seen in the KW menu with animations <Key>KW_MaryJane_NonExisting_Animations.a_nonexistinganim1</Key> This is the key of your animation, needed for the STBL files - always starts with the name of the package files where you have the clip files stored - See TheMaster tutorial for that, he got that covered <Category>Vaginal</Category> The category in which your animation belongs. Categoriess are Teasing, Handjob, Oraljob, Vaginal and Anal. "None" is also an category, used for after woohoo idles (followed by a line of <Hidden>true</Hidden>, since they can't be displayed in the kinky menu as there is no category for it) <Objects>BedSingle,BedDouble</Objects> The objects on which the animation can be used. Oniki has a list on her Wiki if I remember that correctly. Frequently used are: Bedsingle, BedDouble, Couch, ChairLiving, ChairDining, Bathtub, Shower, Floor etc etc. As you can see, you can enable an animation for more then one object. They are always separeted by one comma (,) and no spaces. <LoopMax>10</LoopMax> The max of the loops the animation plays in game. If your animation doesn't have much keyframes, there should be more loops. <Skill>0</Skill> Never seen this one filled in actually. Don't know what it does. Leave it like this, lol. <MinSims>2</MinSims> The minimal amount of sims for this animation to be played. So if you make an animation with two sims fucking, never fill in 1 or 3. 1 will just look weird, woohooing the air, and if you'd fill in 3, two sims can't perform this stage. It is kinda obvious ofcourse, but better safe than sorry. <NextStage>KW_MaryJane_NonExisting_Animations.a_nonexistinganim2</NextStage> This one is optional. If you have a nice nextstage for your anim, fill in the KEY of that anim here. I filled in a key that isn't in my made up XML file, only to show what to do, but if you do this for real it will only give errors, since the stage would not exist. So only fill this in if your animation has a next stage, or else delete the line (assuming that you'll copy paste). IF your animation is a rape animation, it should be followed by the next lines: <Flags>Rough</Flags> <Victim>1</Victim> This means that it is a rough animation, and the actor that has woohoo actor ID 1, is the victim in the animation. If the animation has a male victim, being raped by a woman, it should be <Victim>0</Victim> assuming that your male actor is actor 0. I really recommend to do it that way, 0 being the man and 1 being the woman for ALL your animations, so you won't get confused later. It's easier then do it different for each animation. You can also specify BDSM animations with it: <Flags>BDSM</Flags> <Victim>1</Victim> Is it suitable for both rape and BDSM? Then do this: <Flags>Rough,BDSM</Flags> <Victim>1</Victim> Is your animation not a rough or a BDSM one? Just delete the lines, or just don't use them, aight? <!-- Actor 1 --> Not necessary, but may come in handy for overview. <WooHooActor Id="0"> The ID of the actor. The first actor = 0, the second =1, and if you have a third, that one will be 2. <Animation>a_nonexistinganim1A</Animation> The name of the clip file in my KW_MaryJane_NonExisting_Animations.package. An animation name always starts with 'a'. See the masters tutorial. <NakedFlags>FullBody</NakedFlags> Fill in FullBody OR UpperBody OR LowerBody OR None. <Species>Human</Species> If you're making animal animations, you need to fill in Dog or Horse. <Genders>Male</Genders> The gender that can perform this animation. It can be both ofcourse and if that is the case, fill in Male,Female <UseStrapon>true</UseStrapon> This specifies if a female sim must wear a strapon when performing this animation. Recommended to add this line for all animations that have a male penetrating a female involved. <Action> This specifies the actions in which the sim is involved. <Category>Vaginal</Category> If it's anal or vaginal, both actors should have that filled in. That doesn't count for Oral -and handjob. The one receiving an oraljob or handjob, should have 'None' filled in, UNLESS it's a mutual masturbation or 69 animation. A lot of animators make mistake with this part, that is why I edit XML files so much. <Partner>1</Partner> This specifies on who this actor is performing the action on ( <WooHooActor Id="1"> ) . You can have more than one action for one actor (that's most of the times the case in threesome animations), look at XML files of animators for an example. <Arousal>-60</Arousal> This is the short term arousal of the sim and what the animation does with it. Anal and Vaginal should always decrease the arousal (-60 to -100). Masturbation too (I like those on -20, but that is personal), otherwise it would be so harsh for your sim. Teasing should always increase the arousal. Oraljob and handjob are free for your interpretation (but correct me if I'm wrong). I like it when my sims get aroused and not fullfilled by only an oraljob for example, so most of the times I edit the XML files to my own liking. </Action> </WooHooActor> Always end what you started! Important, or your animation won't show up in game <!-- Actor 2 --> <WooHooActor Id="1"> <Animation>a_nonexistinganim1B</Animation> As you might noticed already, the animation are different. A = the male (the first animation), B = the female (the second animation). <NakedFlags>FullBody</NakedFlags> <Species>Human</Species> <Genders>Female</Genders> <Action> <Category>Vaginal</Category> <Partner>0</Partner> <Arousal>-60</Arousal> </Action> </WooHooActor> </WooHooStage> Following how an masturbation anim should be filled in: <!-- COUCH/CHAIR //////////////////////////////////////////////////////////// --> <!-- Non existing masturbation anim --> <WooHooStage> <Creator>MaryJane</Creator> <Key>KW_MaryJane_NonExisting_Animations.a_nonexistingmasturanim1</Key> <Category>Handjob</Category> <Objects>Couch,ChairLiving,Chairdining</Objects> <LoopMax>10</LoopMax> <Skill>0</Skill> <MinSims>1</MinSims> <!-- Actor 1 --> <WooHooActor Id="0"> <Animation>a_nonexistingmasturanim1A</Animation> <NakedFlags>LowerBody</NakedFlags> <Species>Human</Species> <Genders>Male</Genders> <Action> <Category>Handjob</Category> <Partner>0</Partner> Yes, he is his own partner. So the catagory is 'handjob' and not 'none' since he is performing the handjob himself. <Arousal>-20</Arousal> </Action> </WooHooActor> </WooHooStage> </WooHooStages> This are the basics. I hope I didn't make a mistake or forgot something! Here is the file without the comments, so you can see clearly how it should look. KWXML_EXAMPLE.rar EDIT: I forgot to mention that if you want females to wear strapons when performing male animations, you should add a line in the XML ( <UseStrapon>true</UseStrapon> ) In the spoiler you can see where this line should be added. I made the color blue so you can find it easily. NOTE: this line is not in the example XML. Add it to your own XML file when needed. NOTE 2: When making animal animations, use the proper prefix for the animation name. For adult and teen sims that is always "a", for a dog that is "ad" and for a horse it's "ah" Examples: Human: a_thisisanexample1A Dog: ad_thisisanexample1A Horse: ah_thisisanexample1A
galgat Posted January 29, 2017 Posted January 29, 2017 Getting the animations ready for KW is not so hard. You have to make one package file with the .clip animations (KW_yourname_animations) and one package file with the xml file and STBL files (OKW_yourname_animations). If you wanna know how you create an xml file: look at the files of one of the animators. They are quite simple to understand. Follow this turtorial: http://www.loverslab...ep-walkthrough/ You'll have everything you'll need there. The only thing different is how the xml file looks on the inside, as that is for AW. But that's easily solved by looking at the files of the other animators. Adding sound is not that hard either, just follow the steps of the walkthrough. ^^ I'm pending if I'll give animating for sims 3 a go too actually. I made two simple animations for sims 4, but there are more than enough animators for sims 4 so IF I start animating again, it will be for sims 3. And honestly: I still like sim3 with kinky world better. WickedWhims is awesome, don't get me wrong, but I miss the open world of sims 3 everytime I play sims 4... I though the masters directions were for animated Woohoo, I did not think they worked in KW ?
MaryJane Posted January 29, 2017 Posted January 29, 2017 I though the masters directions were for animated Woohoo, I did not think they worked in KW ? No, the steps for animating and creating the files are exactly the same. I followed the tutorial for myself with a basic animation for kinky world to see if I could get it in game correctly before I started with fancy animating, and got it in my game without any problems. The only thing different is the XML file.
galgat Posted January 29, 2017 Posted January 29, 2017 No, the steps for animating and creating the files are exactly the same. I followed the tutorial for myself with a basic animation for kinky world to see if I could get it in game correctly before I started with fancy animating, and got it in my game without any problems. The only thing different is the XML file. Okay I have already tested some of mine with the animation player, in the game, the single ones I made for testing, they seemed to work fine, I will probably tinker with for a month or two, and see if I think I have done anything worth uploading, May take me awhile, many things i am sure will plague me, like tying them together, where one animation leads to another, I assume that can be done. Blender is actually pretty friendly to animate with, I never tried before now, well I did a few very minor instock animations in Oblivion, and a couple of other minor things, but they were just being bond up, and wiggling your ass things. Not a full animation. I have not figured out how to do and IK lock, feet sliding is a problem for me. I am not sure if this last one I did came out right, it exported okay, and packaged up alright, but something about it troubles me. I will try and set it up with you .XML file, and see if it works. I need to practice the timing thing to, many places are to slow, and I have to narrow the frames on them.
MaryJane Posted January 29, 2017 Posted January 29, 2017 Okay I have already tested some of mine with the animation player, in the game, the single ones I made for testing, they seemed to work fine, I will probably tinker with for a month or two, and see if I think I have done anything worth uploading, May take me awhile, many things i am sure will plague me, like tying them together, where one animation leads to another, I assume that can be done. Blender is actually pretty friendly to animate with, I never tried before now, well I did a few very minor instock animations in Oblivion, and a couple of other minor things, but they were just being bond up, and wiggling your ass things. Not a full animation. I have not figured out how to do and IK lock, feet sliding is a problem for me. I am not sure if this last one I did came out right, it exported okay, and packaged up alright, but something about it troubles me. I will try and set it up with you .XML file, and see if it works. I need to practice the timing thing to, many places are to slow, and I have to narrow the frames on them. Ah yes, that is a familiar problem, the feet sliding. I've had exactly the same problem and unfortunately didn't solve it myself yet. I know what to do (watched a lot of tutorials on rigging), but I can't seem to get it right. The bones in the sims rig suck, meh. One time I was so "clever" to move them around. I finally got the full IK on hands and legs, could move the root_bind so the knees would bend and the feet stayed put, and made the smoothest animation in blender ever. The downside was that in game the mesh got totally distorted, lol. You can't move the bones apparently xD Ah well, I also learn from mistakes. It is possible though, L666 en Amra are total bosses with extra IK bones, I just don't know how to do it
galgat Posted January 29, 2017 Posted January 29, 2017 Ah yes, that is a familiar problem, the feet sliding. I've had exactly the same problem and unfortunately didn't solve it myself yet. I know what to do (watched a lot of tutorials on rigging), but I can't seem to get it right. The bones in the sims rig suck, meh. One time I was so "clever" to move them around. I finally got the full IK on hands and legs, could move the root_bind so the knees would bend and the feet stayed put, and made the smoothest animation in blender ever. The downside was that in game the mesh got totally distorted, lol. You can't move the bones apparently xD Ah well, I also learn from mistakes. It is possible though, L666 en Amra are total bosses with extra IK bones, I just don't know how to do it I figured out how to lock one foot, but if I tried to lock both of them, it went bonkers! Anyway with one locked, I can at least see where it was at, and if there both the same, drag the other back..LOL
galgat Posted January 31, 2017 Posted January 31, 2017 Okay. great big thank you to Maryjane for the help Thanks entirely to there guidance I have now managed to put together at least 2 workable animations, that will come up in game. Now is there, or does anyone have a list of the sound clip's used in the game ? That would really be a big help, I do not know what sounds to place in my animations, it appears that i need exact names. EDIT >>> I may have been ahead of my self.. Still having problems. 1. I keep getting animations in the game that are not in the right place, actually both characters are sitting in the same spot, I do not understand what I am doing wrong. 2. In blender every thing looks right. I do everything in Pose mode. I never ever touch the root Bone, I do use the b_root_bind_ to position actors. Once I have the position as I like it, I quite often hit the "A" key a couple of time to highlight all bones, then I hit the "I" key, and set the Key frame. Then I move ahead to do the next key frame, and so on, until I have picked at the animation enough, and feel it is ready for the Game, I save each rig, male and female individually with s3py, making sure that I have scene selected, and then import the two files to my animation Package, and set up the XML package, and do the string names with EasySTBLmanager, I see my animations in game, but they are both on top of each other, and are no longer in there proper place. I wish I could figure out what I am doing wrong, it is frustrating
maraas Posted February 2, 2017 Posted February 2, 2017 How did you lock that one foot? Cause they seem to be sliding all over the place here
MaryJane Posted February 5, 2017 Posted February 5, 2017 Working on it! (need a lot of work! Animating is so hard men )
galgat Posted February 6, 2017 Posted February 6, 2017 How did you lock that one foot? Cause they seem to be sliding all over the place here Okay to get the IK to work, now that I have sort of made it happen, I am sure is not the right way. ( I am a click this and see what happens person ) Example:: Say like if you wanted to lock the feet 1. click the bone you want to lock, like the toe or ankle bone. There is a menu in the 3d screen that is named pose. bring that menu up, and find IK 2. lock new object. that should get one bone locked. 3. Don't try to lock any more on that figure right now or it will suck that bone over to the last bone you locked. 4. Now go to you other figure, I am assuming you have at least two characters in your rig. 5. click on a bone for it, move it a little. Then ctrl + "z" key it back like it was. 6. now go back to the character you want to lock the other toe or ankle bone on, and select the other toe or ankle. 7. bring up the pose menu again, and click the IK Lock again. now you should be able to lock that bone as a new target, and it will stay in place ( not get sucked over to the other ankle or toe bone ). 8. Probably and easier way, but this has worked for me. ( I am a click this and see what happens person ) 9. Be aware that if you unlock these joint's after having moved the model around a lot with IK on. you model will go Bonkers, so make sure you lock things that you don't plane to move ever again during this animation. Like if I am going to use the hand to slap, or spank with, I won't lock that hand. But sometimes if you do a ctrl +"C" copy of the arm, and all its joint before unlocking it, you can get it back. but a lot of times the whole model goes screwy when you remove the IK. NOTE :: Ik is okay, but on Sims 3 it likes to kind of jamb up all the other joint's, so sometimes it can really screw things up. But it can be really handy too.
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