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Small guide for creating animations for TS4 + tips and tricks.


Guest Redabyss

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  • 1 month later...

I use the rig from page 2 and I really love it. For me most of it just works as desired except the Forward Kinematic handlers from layer 5. When I move one of them, for example P_L_UpperArm_FK, all the other controllers for the left arm move but not the arm mesh. I am quite new to all this Blender rigging and animation stuff so I have no clue what I should do to make these controllers work. Can anybody tell me?

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  • 3 weeks later...
On 5/24/2021 at 7:47 PM, KyleWoohoo said:

I use the rig from page 2 and I really love it. For me most of it just works as desired except the Forward Kinematic handlers from layer 5. When I move one of them, for example P_L_UpperArm_FK, all the other controllers for the left arm move but not the arm mesh. I am quite new to all this Blender rigging and animation stuff so I have no clue what I should do to make these controllers work. Can anybody tell me?

You should switch IK to FK first to use FK. You can do that by picking a foot or hand bone on the layer 1 and switch IK_FK from 1 to 0 in properties

Spoiler

11.jpg

You should do that separately for both feet and hands.

Note that you can't dynamically change IK/FK while making an animation, once the body limb switched to FK, the entire animation of it must be made in FK.

Edited by wild_guy
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  • 2 weeks later...
  • 2 weeks later...

Hello everyone. I'm curious how people have made their Sim's feet and hands stay rooted in place in animations, despite moving the torso/pelvis. The slightest movement of the joining bones like thighs, pelvis, knees, and the feet fly up too, which of course makes sense, but I have noticed in some people's animations, their feet are totally stationary and I cannot for the life of me work out how to lock the ankle in place like it seems they have. 

Thanks for any help, it's been driving me mad. 

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On 7/1/2021 at 12:49 PM, gemmac said:

Hello everyone. I'm curious how people have made their Sim's feet and hands stay rooted in place in animations, despite moving the torso/pelvis. The slightest movement of the joining bones like thighs, pelvis, knees, and the feet fly up too, which of course makes sense, but I have noticed in some people's animations, their feet are totally stationary and I cannot for the life of me work out how to lock the ankle in place like it seems they have. 

Thanks for any help, it's been driving me mad. 

They use advanced rigs with Inverse Kinematics, you need to learn what is that. Also you probably wouldn't have to ask about this if you had read this thread first.

Edited by wild_guy
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  • 3 weeks later...
  • 1 month later...

So I really want to try my hand at making WW animations. Most animations I find are too rough/pornographic for my tastes; I prefer the more passionate, romantic side of things.  I already have some references in mind (a couple of love scenes from movies) but I don't know where to start. I'm somewhat (but not really) familiar with blender. 

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  • 5 weeks later...
On 9/18/2021 at 1:57 PM, parzysty said:

Does anyone know how to edit already existing animations from other creators? I opened a WW file in S4Studio but I don't know what to do next...

Better don't waste time and drop this idea. If you don't have author's source file, you most likely won't be able to edit the animation even if you export needed clip as blender file. It will have the form in which editing is almost impossible.

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  • 2 weeks later...
On 8/20/2021 at 9:57 PM, BrinaFlute said:

So I really want to try my hand at making WW animations. Most animations I find are too rough/pornographic for my tastes; I prefer the more passionate, romantic side of things.  I already have some references in mind (a couple of love scenes from movies) but I don't know where to start. I'm somewhat (but not really) familiar with blender. 

 

I agree with you totally. I am not a fan of fetishes and BDSM. I want more cuddle, kiss, petting, touch, stroke, dance, massage and more foreplay and softcore animations.

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2 hours ago, deejayz said:

 

I agree with you totally. I am not a fan of fetishes and BDSM. I want more cuddle, kiss, petting, touch, stroke, dance, massage and more foreplay and softcore animations.

Yessss! Holding hands during climax, vaginal or anal animation where they're looking into each other's eyes... the passionate animations are so few and far between! 

 

 

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On 9/18/2021 at 12:57 PM, parzysty said:

Does anyone know how to edit already existing animations from other creators? I opened a WW file in S4Studio but I don't know what to do next...

You can't. The only way would be to ask the creator if they could send you their blender file, and hope they don't bake their animations.
(Baking is the process of filling the timeline with keyframes, so you store information about every join in every single frame, making it impossible to edit more than just one frame at a time)

Also, just saying, wanting to edit someone else's animation just for your own sake is fine. It would be like recoloring a painting you bought to make it fit better in your room. If you're planning on editing someone else's animation in order to post it that's getting close to stealing, and even if it isn't it's still just kinda rude.

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10 minutes ago, wild_guy said:

Like this?

Something like that, yeah! (I do have that animation installed, definitely one of my favorite climax animations) 

 

Although I was more envisioning something like this scene. (I know it's not a climax but I like they way they hold hands~) 

 

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2 minutes ago, BrinaFlute said:

Something like that, yeah! (I do have that animation installed, definitely one of my favorite climax animations) 

 

Although I was more envisioning something like this scene. (I know it's not a climax but I like they way they hold hands~) 

Mine is not a climax too, it's a vaginal animation but in fact it doesn't matter. Not everything is possible for sims to look good. For example sims may have thin or fat belly and so we can't make some rubbing or kissing belly animations without a high risk for it to look inaccurate, I mean partner's body parts most likely will drown in their belly or vise versa you'll see a gap. Female breast is the second such problematic body part. Other body parts like arms or legs can also have different sizes but that's not so critical. So you always should keep in mind some restrictions while making animations, of course unless you accept such inaccurate look for them.

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  • 1 month later...
3 hours ago, Cyber_Samurai said:

Подскажи в чем была проблема?

А я точно уже и не помню, просто перезапек по нормальному и все вроде. У тебя там для rig male, смотрю, какие-то кадры существуют, хотя до запекания там ничего быть не должно, плюс он не переключен в Pose mode

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On 10/2/2021 at 4:38 PM, JaybeeAnimations said:

You can't. The only way would be to ask the creator if they could send you their blender file, and hope they don't bake their animations.
(Baking is the process of filling the timeline with keyframes, so you store information about every join in every single frame, making it impossible to edit more than just one frame at a time)

Also, just saying, wanting to edit someone else's animation just for your own sake is fine. It would be like recoloring a painting you bought to make it fit better in your room. If you're planning on editing someone else's animation in order to post it that's getting close to stealing, and even if it isn't it's still just kinda rude.

actually you can and it's pretty easy to do.

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  • 3 weeks later...
  • 2 weeks later...
  • 1 month later...
On 3/14/2018 at 12:05 AM, Simite said:

So for those animators who might not have these resources yet I'm going to share them here, some advanced control rigs that Dagger created and shared; which I have updated maintained to function with current WW rig. You need to have autopython scripts enabled to make the body pivoting fuction correctly. Some of the functions are on different layers to make it easier to focus on those areas separately such as the face and eye control and the finger controls on layer 2 on layer 5 is the Forward Kinamatic handles. I'd recommend playing around with the rig and testing stuff out, try rotating the controllers as well as dragging them and seeing how it fully functions. The body handle has an important function in the propertys tab, for deciding where the body will be moved and pivot from, you should only use 0, 0.25, 0.5, 0.75, 1. As these are the points at which bones connect and best pivot from.

 

I will say that the physics are not going to be perfect for every animation, you will need to tweak the settings of them for each animation, you can change when/if there is gravity effect on them, I just added some basic settings to give examples of how to solve certain issues, then other issues present themselves with these settings depending on how the actor is positioned, its a matter of finding what works best for you because we all have different taste and animation styles and what I think looks good might not be what you're going for. It's just not possible to make settings that work for everything/everyone. (Feel free to message me for help changing the settings to better fit your animation.)

 

When using these control rigs you need to bake the animation onto the original EA rig, by clicking the pose tab and selecting animation then bake action. Make the start frame and end frame match that of your animation make sure to select visual keying and then hit OK. You can change the frame steps to something like 10 or 20 if you wish to further alter the animation after removing the control rig. (Again I recommend playing around with this a little bit and finding what works best.) 

 

Remember if you ever make a mistake while animating you can always use CTRL+Z to undo your last action, and repeat as many times as you need. It is still important to save your work and create a new file save if your not sure if something you did "looks/works better".

 

The Physics in these rigs is only set by default to simulate up to frame 1000, if you wish to have a longer animation then this you need to go into the soft body physics tab and then the Soft Body Cache and change the frame start and finish to match your animation exactly. You will need to do this for each object that has physics applied to it. Breast_Phys.L, Breast_Phys.R and Testicle_Phys, you find these in the control rig.

 

All the rigs have been improved by the wonderful Oraya and myself. If you enable Auto python scripts in your user preferences this will allow the pivoting body function to work correctly.

 

Here's also a link too Nanashi 2.0 for their automatic boob physics; https://www.youtube.com/watch?v=r8Alzk4jTqQ

The Futa and Male Rig is from Noir and can be found here: https://www.loverslab.com/topic/74520-sims-4-noir-and-dark-sims-adult-world-05032018/ 

 

The rig_fem is the origional file shared by dagger that does not use the most recent version of the WW rig.

 

The Male rig attached to this post has the penis bones and tounge. (Improved functions by Oraya.) (Now with Testicle Physics added by me W.I.P)

 

The Female_Dagger's_Rig(boobphys) is like it says Female Rig with Daggers Control Rig and has boob physics created by me. (Still W.I.P)

 

The Futa rig has penis + testical bones, breast bones and tounge. (with Vagina where testicals would be) (Now has Breast + Testicle physics. W.I.P)

 

A request from a fellow animator for the Dumbaby Booty Bounce to be added to one of these rigs, I have added a dagger female rig modded to match the booty bounce rig with control rig functionality.

 

 

Credits:

Azmodan For the penis + testicle bones.

Autobanned + NaoDong* For the tounge + bones.

Noir For the Futa Sims Rigs + Various sizes for males.

Dagger For the origional animating rig I developed from.

Oraya For helping me + configuring the fingers.

Simite For the physics and general effort making these functional.

 

Updated 24/06/2018 (Now using the latest version of the female futa rig with vagina from Noir.)

 

Updated 20/09/2020 - The All 3 Rigs Final file has been updated to remove all keyframes, including removing the gravity solution I tried to use for physics and tweaked physic settings. Extended the frames physics runs for too 1000 frames, you can extend this further if your animation is longer. (Read Above)

 

 

Update: 20/09/2020 ; I have added another rig Female_Dagger's_Rig_BigBooty_Both(BoobPhys) that should simply allow the Big booty to be controlled along side all previous functionality in these control rigs. Its using the Booty rig from Dumbaby so if you don't want to make animations for this mod you don't need this rig. Additionally includes male body meshes by simdulgence in the female rig so can be used for both genders.

.

rig_fem.blend 1.61 MB · 760 downloads

.

Female_Dagger's_Rig(boobphys).blend 4.35 MB · 817 downloads

.

BigFutaRigBoob+TesticlePhysV2.0.blend 6.8 MB · 608 downloads

.

rig_MaleBPC_Master_TesticlesPhysV1.blend 4.84 MB · 892 downloads

.

All3_MasterRigs_Final.blend 17.9 MB · 354 downloads

.

Female_Dagger's_Rig_BigBooty_BOTH(BoobPhys).blend 9.88 MB · 231 downloads

 

 

What would be the simplest way to transfer the ass jiggle rig to the normal/vanilla WW mesh?

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On 3/14/2018 at 12:05 AM, Simite said:

I will say that the physics are not going to be perfect for every animation, you will need to tweak the settings of them for each animation, you can change when/if there is gravity effect on them, I just added some basic settings to give examples of how to solve certain issues, then other issues present themselves with these settings depending on how the actor is positioned, its a matter of finding what works best for you because we all have different taste and animation styles and what I think looks good might not be what you're going for. It's just not possible to make settings that work for everything/everyone. (Feel free to message me for help changing the settings to better fit your animation.)

 

When using these control rigs you need to bake the animation onto the original EA rig, by clicking the pose tab and selecting animation then bake action. Make the start frame and end frame match that of your animation make sure to select visual keying and then hit OK. You can change the frame steps to something like 10 or 20 if you wish to further alter the animation after removing the control rig. (Again I recommend playing around with this a little bit and finding what works best.) 

 

Remember if you ever make a mistake while animating you can always use CTRL+Z to undo your last action, and repeat as many times as you need. It is still important to save your work and create a new file save if your not sure if something you did "looks/works better".

 

The Physics in these rigs is only set by default to simulate up to frame 1000, if you wish to have a longer animation then this you need to go into the soft body physics tab and then the Soft Body Cache and change the frame start and finish to match your animation exactly. You will need to do this for each object that has physics applied to it. Breast_Phys.L, Breast_Phys.R and Testicle_Phys, you find these in the control rig.

Female_Dagger's_Rig_BigBooty_BOTH(BoobPhys).blend 9.88 MB · 233 downloads

 

 

I know Simite hasn't logged in for almost a year, but I can categorically tell you all that the physics for the ass are broken. The butt bones use a Child Of constraint targeting the boob bones (which have the actual physics) and it does NOT behave properly. The butt bones are completely out of control, and the only way to fix it is by turning the constraint's influence to zero, or just removing the constraint.

 

If you want to animate the butt, you have to either do it manually, or set up the physics independently (instead of just using a child of constraint with the breast bones).

 

Here is a screenshot of the issue. The only bone I moved manually here is the root control bone. The butt bones are selected, but I haven't moved them, they just behave erratically.

 

butt-physics.jpg

Edited by dannysdb5
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