DAMnimation Posted February 22, 2024 Posted February 22, 2024 Yeah, so after several days of pain and misery, I was finally able to make the animation work by using the original rig that I hadn’t made any change with, so I think maybe some of the changes I made cause the animation to mess up. I can finally move on to my next project, but before that I have some questions I want to ask you guys : 1. Do you guys have any way to move the crotch area without moving the entire lower body? I really need this as it makes my process of animating the thrusting animation a little less painful, I can animate it without the worry of having to adjust its legs’ position every time I make a slight movement with the pelvis bone. 2. How to bake Rigify keyframes into the main rig, if it’s possible? I made a Rigify armature quite a while ago, but when I tried animating it and put it into the game, my sims would just stand still in the rest position, so it looks like S4S doesn’t recognize keyframes on rigify armature. I honestly want to work with the rigify armature more cuz it helps me create more natural pose, plus I made a lot of change to that file to help with my animation process and it will be such a shame if I can’t use it. I don’t really understand what baking does. They seem to add a bunch of keyframes into the rig so that S4S can recognize all the data of the rig. And I see a lot of people on this topic saying to “bake animation on the control rig into the main rig, then delete the control rig”, so i guess maybe you can transfer the keyframe from the control rig into the main rig with bake animation. I just don’t know how. I tried to use the bake option on the S4S rig and it worked fine. But I could also just add 2 keyframes on all the legs and arms bones and it worked completely fine too, so I find it kinda redundant to do. Please tell me if you can bake keyframes from rigify bones into S4S rig and, if yes, how to do it? 3. How to add sound? I want to add like custom moaning sounds to the animation but I don’t really know how to convert it into the data that S4S can use. 4. I want to make jiggle physics for more parts than just the chest (like thighs, butt, etc.), but I am unsure if the game will recognize it. So I want to ask how to add jiggle physics into the game? Hope someone can help me with these questions. Thank you very much!
Swee3 Posted February 23, 2024 Posted February 23, 2024 21 hours ago, D.A.M said: Yeah, so after several days of pain and misery, I was finally able to make the animation work by using the original rig that I hadn’t made any change with, so I think maybe some of the changes I made cause the animation to mess up. I can finally move on to my next project, but before that I have some questions I want to ask you guys : 1. Do you guys have any way to move the crotch area without moving the entire lower body? I really need this as it makes my process of animating the thrusting animation a little less painful, I can animate it without the worry of having to adjust its legs’ position every time I make a slight movement with the pelvis bone. 2. How to bake Rigify keyframes into the main rig, if it’s possible? I made a Rigify armature quite a while ago, but when I tried animating it and put it into the game, my sims would just stand still in the rest position, so it looks like S4S doesn’t recognize keyframes on rigify armature. I honestly want to work with the rigify armature more cuz it helps me create more natural pose, plus I made a lot of change to that file to help with my animation process and it will be such a shame if I can’t use it. I don’t really understand what baking does. They seem to add a bunch of keyframes into the rig so that S4S can recognize all the data of the rig. And I see a lot of people on this topic saying to “bake animation on the control rig into the main rig, then delete the control rig”, so i guess maybe you can transfer the keyframe from the control rig into the main rig with bake animation. I just don’t know how. I tried to use the bake option on the S4S rig and it worked fine. But I could also just add 2 keyframes on all the legs and arms bones and it worked completely fine too, so I find it kinda redundant to do. Please tell me if you can bake keyframes from rigify bones into S4S rig and, if yes, how to do it? 3. How to add sound? I want to add like custom moaning sounds to the animation but I don’t really know how to convert it into the data that S4S can use. 4. I want to make jiggle physics for more parts than just the chest (like thighs, butt, etc.), but I am unsure if the game will recognize it. So I want to ask how to add jiggle physics into the game? Hope someone can help me with these questions. Thank you very much! What happens is that the vast majority here uses the dagger's rig, I recommend that you also use it, since apparently it is what you are looking for. Regarding sounds, Turbo has a tutorial Adding Native Events to Animations [6] - WickedWhims by TURBODRIVER (itch.io)
DAMnimation Posted February 23, 2024 Posted February 23, 2024 3 hours ago, Swee3 said: What happens is that the vast majority here uses the dagger's rig, I recommend that you also use it, since apparently it is what you are looking for. Regarding sounds, Turbo has a tutorial Adding Native Events to Animations [6] - WickedWhims by TURBODRIVER (itch.io) Ok thank you so much!! Just one dumb question though :))))) How to change the mesh's texture into the human skin. I remember there is a hotkey you can press to change the texture of the mesh, but I tried every button and couldn't seem to find it. Can you help me please?
KatsuKitty Posted February 23, 2024 Posted February 23, 2024 6 hours ago, D.A.M said: Ok thank you so much!! Just one dumb question though :))))) How to change the mesh's texture into the human skin. I remember there is a hotkey you can press to change the texture of the mesh, but I tried every button and couldn't seem to find it. Can you help me please? click the body mesh in object mode and go to the material in the properties tab and pick the material there, make sure the mesh is actually selectable first using the filters in the outliner
KatsuKitty Posted February 23, 2024 Posted February 23, 2024 On 2/22/2024 at 8:39 AM, D.A.M said: Yeah, so after several days of pain and misery, I was finally able to make the animation work by using the original rig that I hadn’t made any change with, so I think maybe some of the changes I made cause the animation to mess up. I can finally move on to my next project, but before that I have some questions I want to ask you guys : 1. Do you guys have any way to move the crotch area without moving the entire lower body? I really need this as it makes my process of animating the thrusting animation a little less painful, I can animate it without the worry of having to adjust its legs’ position every time I make a slight movement with the pelvis bone. 2. How to bake Rigify keyframes into the main rig, if it’s possible? I made a Rigify armature quite a while ago, but when I tried animating it and put it into the game, my sims would just stand still in the rest position, so it looks like S4S doesn’t recognize keyframes on rigify armature. I honestly want to work with the rigify armature more cuz it helps me create more natural pose, plus I made a lot of change to that file to help with my animation process and it will be such a shame if I can’t use it. I don’t really understand what baking does. They seem to add a bunch of keyframes into the rig so that S4S can recognize all the data of the rig. And I see a lot of people on this topic saying to “bake animation on the control rig into the main rig, then delete the control rig”, so i guess maybe you can transfer the keyframe from the control rig into the main rig with bake animation. I just don’t know how. I tried to use the bake option on the S4S rig and it worked fine. But I could also just add 2 keyframes on all the legs and arms bones and it worked completely fine too, so I find it kinda redundant to do. Please tell me if you can bake keyframes from rigify bones into S4S rig and, if yes, how to do it? 3. How to add sound? I want to add like custom moaning sounds to the animation but I don’t really know how to convert it into the data that S4S can use. 4. I want to make jiggle physics for more parts than just the chest (like thighs, butt, etc.), but I am unsure if the game will recognize it. So I want to ask how to add jiggle physics into the game? Hope someone can help me with these questions. Thank you very much! 4, not sure if you can make jiggle physics for the thighs or butt, because there's only a limited amount of bones you can use, but if its something you're really interested in trying to do try asking @Khlas,i think they are more knowledgeable in this field.
wild_guy Posted February 23, 2024 Posted February 23, 2024 The main common problem (sorry guys) is people don't wanna learn anything even about the software they use and they try to find the "make it cool" button. There is no such button, no easy way, you need to learn, learn, try and try... This makes me personally skip questions if I see that the person has not tried to learn anything. 2
DAMnimation Posted February 24, 2024 Posted February 24, 2024 6 hours ago, KatsuKitty said: click the body mesh in object mode and go to the material in the properties tab and pick the material there, make sure the mesh is actually selectable first using the filters in the outliner Hi, thank you for your reply! I did it like what you said and found out that the mesh didn't have the human skin texture. So I copied the texture from my old rig .blend file and put it into this file. It turned out pretty good. I still need to do some test to make sure that the rig can work in the game, but overall, I think I'm ready to make my own animation package now. I really appreciate you guys' help. Thank you!!!
Redabyss93 Posted February 27, 2024 Posted February 27, 2024 Are there any tips or tricks to do handjob animations properly? I've been struggling with rotating fingers and whatnot. 2
WhiteReaven2030 Posted March 14, 2024 Posted March 14, 2024 Greetings everyone, i am new to this great community. Reading trough all the pages i also saw that some use besides the DaggersControlRig_FemaleBoobPhysics_Blender3.3 rig also an similar for the male with genital physics. Would be great if someone could share the link. (BCD rig was it called if i am not mistaken) Thanks in advance
Swizzle_Sims Posted March 28, 2024 Posted March 28, 2024 (edited) Does anyone know what might be the cause of my animation being ever so slightly off in game but is perfectly aligned in blender. See screenshots below. For reference, the XML doesn't have any positional offsets. Both the male and female blend files are the same tick count, tick length, and total duration. In the Blend file, both rigs are also at 0,0,0 and never moved the origin. I can't tell if its one of the models being offset, or if its something with mismatch animation speeds that arent lining up. I saw someone had the same question/issue back in like 2017 on page 2-3 of this topic but never saw a resolution get posted. Any thoughts? Edited March 28, 2024 by Swizzle_Sims
WhiteReaven2030 Posted March 28, 2024 Posted March 28, 2024 @Swizzle_Sims try different dick meshes there are some out which fits very good the default rig one you are using
Swizzle_Sims Posted March 28, 2024 Posted March 28, 2024 17 hours ago, Swizzle_Sims said: Does anyone know what might be the cause of my animation being ever so slightly off in game but is perfectly aligned in blender. See screenshots below. For reference, the XML doesn't have any positional offsets. Both the male and female blend files are the same tick count, tick length, and total duration. In the Blend file, both rigs are also at 0,0,0 and never moved the origin. I can't tell if its one of the models being offset, or if its something with mismatch animation speeds that arent lining up. I saw someone had the same question/issue back in like 2017 on page 2-3 of this topic but never saw a resolution get posted. Any thoughts? Fixed my own issue. When I first started my blend file, I keyframed Loc/Rot/Scale on frame 1 so everything was ready to animate. As I was going through clicking random bones, I noticed that some bones would just randomly have small changes in their Location X/Y/Z. Needless to say, I just had to spend the time, clicking every bone that isn't meant to be positional changed, and deleted those keyframes, and reset all those values to 0. Once I did that and went through the export and package building, everything lines up in game now. I never move bones with the position gizmo outside of ones like the hips, hands, feets, etc. But somehow the various penis controls were getting randomly positions of like 0.000485 and that was enough to throw it off in game.
beijolesbico Posted April 4, 2024 Posted April 4, 2024 How do i get this shit tied up? Everytime i try to move or rotate any joint, the mesh just metamorphose into smth like a noodle having a seizure.
Nelandros Posted April 15, 2024 Posted April 15, 2024 Hello animators! Hope everyone is doing well. My question today is a bit different for this thread as it's not a technical issue I want to raise, but just a general question to all of you. How do you guys keep yourself motivated to keep producing animations? There are animators her on LL that have released hundreds of animations and continue to churn out more. I on the other hand started animating about 3 years ago and have managed to make about 10. I find myself with a million and one ideas about what to do and yet can never bring myself to actually make them, as I always seem to convince myself I have something better to do. How do you guys do it? 1
KatsuKitty Posted April 15, 2024 Posted April 15, 2024 3 hours ago, Nelandros said: Hello animators! Hope everyone is doing well. My question today is a bit different for this thread as it's not a technical issue I want to raise, but just a general question to all of you. How do you guys keep yourself motivated to keep producing animations? There are animators her on LL that have released hundreds of animations and continue to churn out more. I on the other hand started animating about 3 years ago and have managed to make about 10. I find myself with a million and one ideas about what to do and yet can never bring myself to actually make them, as I always seem to convince myself I have something better to do. How do you guys do it? i ask myself the same question lol, i think it all come down to discipline, or that they really enjoy what they do, i also struggle finishing animations because of all of the different ideas i had, but one tip i'd give you is to just start small, like with a looping animation, because those are the easiest to make, it will make you feel way more accomplished and motivated to make more animations in the long run if you start small. i also think it has to do with time management , which is another thing i suck at lol , they're really good at managing their time, but your the first person to ask a question like this on this thread, i honestly thought i was the only one who felt this way , glad im not alone haha 3
Nelandros Posted April 19, 2024 Posted April 19, 2024 On 4/16/2024 at 12:02 AM, KatsuKitty said: i ask myself the same question lol, i think it all come down to discipline, or that they really enjoy what they do, i also struggle finishing animations because of all of the different ideas i had, but one tip i'd give you is to just start small, like with a looping animation, because those are the easiest to make, it will make you feel way more accomplished and motivated to make more animations in the long run if you start small. i also think it has to do with time management , which is another thing i suck at lol , they're really good at managing their time, but your the first person to ask a question like this on this thread, i honestly thought i was the only one who felt this way , glad im not alone haha Maybe that is my problem. I've always been a perfectionist which basically destroys any concept of time management for me. The fact that I always like to overcomplicate things really doesn't help either I suppose! Unfortunately none of my ideas are simple (there's one in particular I've had in mind since the beginning as my "ultimate", final animation, but I dread to think how long it would actually take me now that I know how time consuming animation actually is!) I remember that me and a group of friends got into writing, and we agreed that if any of us got lazy and didn't accomplish anything then the others were allowed to come over to that persons house and punch them! Wouldn't that be an interesting motivator for animating! 😂 1
YammiJammi Posted April 23, 2024 Posted April 23, 2024 Hiya, I've been trying to get back into animating and I'm trying to wrap my head around the new rigs and the latest blender programme. I'm confused by the new list of items to pick when appending a sim. I'm in object and I'm supposed to select the body parts and ignore lamps or cameras, but now there are these items saying shape. Following the original turbodriver tutorial, I did my best to follow but the tutorial doesn't seem to apply to the rigs I'm using. This is what happens when I click the objects I think I'm supposed to use. This is a lot busier than I remember and I can't select anything to move or rotate. What exactly am I doing wrong? Can anyone help me please? I'd really appreciate it x
KPsimworld Posted May 16, 2024 Posted May 16, 2024 On 4/23/2024 at 11:07 AM, YammiJammi said: Hiya, I've been trying to get back into animating and I'm trying to wrap my head around the new rigs and the latest blender programme. I'm confused by the new list of items to pick when appending a sim. I'm in object and I'm supposed to select the body parts and ignore lamps or cameras, but now there are these items saying shape. Following the original turbodriver tutorial, I did my best to follow but the tutorial doesn't seem to apply to the rigs I'm using. This is what happens when I click the objects I think I'm supposed to use. This is a lot busier than I remember and I can't select anything to move or rotate. What exactly am I doing wrong? Can anyone help me please? I'd really appreciate it x Hey I am just getting into animation and have gone through a long process of days and weeks trying to figure out each step with the limited information. I'm unsure if this will resolve your issue, but I eventually found what worked for me when appending a second rig using Dagger's control rig. In order to control the second rig properly, I have to manually go through and hide each of the items listed under "shapes" by closing the eyeball icon next to each. After doing this, I've been able to manipulate the second control rig. 1
KPsimworld Posted May 16, 2024 Posted May 16, 2024 (edited) Hello everyone, I'm finally working on creating animations for myself and have spent days and weeks figuring out the process with limited internet access. I've managed to make it to the final step but this roadblock is proving to be the most stubborn. My issue is properly baking my animation using Dagger's control rig. I'm stuck with my animation causing in game characters to either go into a T pose or morph into one monstrous glob of body parts. There is a step I'm missing that I haven't been able to fix in all of my research and trial and error experiments. Breakdown of my process: - blender 3.3.0 - open first rig (Dagger's control rig) - append second rig (Dagger's control rig) - animate rigs with keyframes - delete one entire character rig - pose mode > pose > animate > bake > (here I've tried nearly every variant of checkbox's checked/unchecked) - keyframes are added to each frame and animation appears normal - delete the control rig - the normal rig that remains immediately goes into a T pose and the entire animation keyframes are gone I do not believe the issue is in the process of converting the .blends to .package using SimStudioStar, it has to be somewhere in my animation or bake process. It has something to do with the animation keyframes only being tied to the control rig and not the normal rig. If anyone has any advice, I would be very appreciative. I've done my best to research the forums and troubleshoot, given my limited access to internet, it's become a weeklong endeavor at this point. Edited May 16, 2024 by KPsimworld
Swee3 Posted May 17, 2024 Posted May 17, 2024 On 4/23/2024 at 11:07 AM, YammiJammi said: Hiya, I've been trying to get back into animating and I'm trying to wrap my head around the new rigs and the latest blender programme. I'm confused by the new list of items to pick when appending a sim. I'm in object and I'm supposed to select the body parts and ignore lamps or cameras, but now there are these items saying shape. Following the original turbodriver tutorial, I did my best to follow but the tutorial doesn't seem to apply to the rigs I'm using. This is what happens when I click the objects I think I'm supposed to use. This is a lot busier than I remember and I can't select anything to move or rotate. What exactly am I doing wrong? Can anyone help me please? I'd really appreciate it x Hi! your question have actually already been answered in this topic multiple times, in fact, I answered this one myself on page 58. On 5/15/2024 at 8:37 PM, KPsimworld said: Hello everyone, I'm finally working on creating animations for myself and have spent days and weeks figuring out the process with limited internet access. I've managed to make it to the final step but this roadblock is proving to be the most stubborn. My issue is properly baking my animation using Dagger's control rig. I'm stuck with my animation causing in game characters to either go into a T pose or morph into one monstrous glob of body parts. There is a step I'm missing that I haven't been able to fix in all of my research and trial and error experiments. Breakdown of my process: - blender 3.3.0 - open first rig (Dagger's control rig) - append second rig (Dagger's control rig) - animate rigs with keyframes - delete one entire character rig - pose mode > pose > animate > bake > (here I've tried nearly every variant of checkbox's checked/unchecked) - keyframes are added to each frame and animation appears normal - delete the control rig - the normal rig that remains immediately goes into a T pose and the entire animation keyframes are gone I do not believe the issue is in the process of converting the .blends to .package using SimStudioStar, it has to be somewhere in my animation or bake process. It has something to do with the animation keyframes only being tied to the control rig and not the normal rig. If anyone has any advice, I would be very appreciative. I've done my best to research the forums and troubleshoot, given my limited access to internet, it's become a weeklong endeavor at this point. Regarding this, I think you are baking the control rig, you don't have to bake the control rig, you have to bake the other rig (the one called rig female/rig male). Also, it is not necessary to delete the rig control, you can simply hide it, but remember, what you have to import is the main rig (called rig female/rig male). I'm sure all your questions have been answered, you should search a bit more in this topic.
YammiJammi Posted July 21, 2024 Posted July 21, 2024 After searching old posts, tutorials with broken images, I've finally managed to get something done! Though I'm having a problem with the sim...wandering. I set my first key frame at 0 and then I move along the timeline, however the sim returns to T posing whenever I move past frame 0. Which means I have to copy the first frame and paste it at the end of the timeline. But then the sim is confined to that pose throughout, making animation tedious. I have auto key on but that doesn't seem to make any difference. What can I do to stop and improve this? blender.exe 2024.07.21 - 14.59.04.01.mp4 1
YammiJammi Posted July 21, 2024 Posted July 21, 2024 On 5/17/2024 at 12:47 PM, Swee3 said: Hi! your question have actually already been answered in this topic multiple times, in fact, I answered this one myself on page 58. Regarding this, I think you are baking the control rig, you don't have to bake the control rig, you have to bake the other rig (the one called rig female/rig male). Also, it is not necessary to delete the rig control, you can simply hide it, but remember, what you have to import is the main rig (called rig female/rig male). I'm sure all your questions have been answered, you should search a bit more in this topic. Sorry for the late reply! I kind of gave up on this topic and haven't been around much since it's not as active. Thanks for letting me know, I ended up figuring it out on my own lol
KTF Posted August 16, 2024 Posted August 16, 2024 Hey there, i'm having trouble getting a basic animation to appear in game. I've detailed all info on this post, could any experienced animator help me out ? it's likely an XML issue but i'm not too sure. All files are present in the ZIP attached in the post Link to said post :
Swee3 Posted August 20, 2024 Posted August 20, 2024 On 7/21/2024 at 10:13 AM, YammiJammi said: After searching old posts, tutorials with broken images, I've finally managed to get something done! Though I'm having a problem with the sim...wandering. I set my first key frame at 0 and then I move along the timeline, however the sim returns to T posing whenever I move past frame 0. Which means I have to copy the first frame and paste it at the end of the timeline. But then the sim is confined to that pose throughout, making animation tedious. I have auto key on but that doesn't seem to make any difference. What can I do to stop and improve this? blender.exe 2024.07.21 - 14.59.04.01.mp4 I think it's a problem with the breasts physics, try using the rig that doesn't have physics 1
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