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tickle mercilessly example


prawnin69

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Breast movement example - see http://www.loverslab.com/topic/81008-sims-4-breast-bones-unlocked-for-animation-final-v3/?p=1950582

 

[edit] fixed broken links. If you want to override the tickle animation, you just need to extract tickle-y-br02.package.7z into your mods folder. The other file is the .blend file used with Sims 4 Studio to create the package.


 

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It's an override package that replaces the recipient animation for the "tickle mercilessly" interaction.

eZPwEAb.png

I've attached a .7z file containing the .blend file used in the animation shown in the GIF file. I also attached a .7z file with the package in it.

This animation file is nowhere near polished, just wanted a proof of concept, i.e. confirm that Denton47's mod works with stuff other than WW animation packages, which he confirmed in a reply:

http://www.loverslab.com/topic/81008-sims-4-breast-bones-unlocked-for-animation-final-v3/?p=1951597

 

tickle-y-br02.7z

tickle-y-br02.package.7z

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Guest Marwin1230

It's an override package that replaces the recipient animation for the "tickle mercilessly" interaction.

eZPwEAb.png

I've attached a .7z file containing the .blend file used in the animation shown in the GIF file. I also attached a .7z file with the package in it.

This animation file is nowhere near polished, just wanted a proof of concept, i.e. confirm that Denton47's mod works with stuff other than WW animation packages, which he confirmed in a reply:

http://www.loverslab.com/topic/81008-sims-4-breast-bones-unlocked-for-animation-final-v3/?p=1951597

 

nice! so it's possible to see Bella Goth jiggle boobs while working out? it just need animation clips that contain breast animation like you did with the "tickle mercilessly" interaction?

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Hey Marwin1230, exactly!

Do you have any workout routines in mind? I might create override clip(s) for it/them.

 

I think overrides is a great idea as a way to "enhance" the game, Sims 4 doesn't have a physics engine so this is as close as we are going to get.

 

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I tried to export jogging, treadmill, even Motion Gaming Rig, using Sims 4 Studio (Wishes and Harmony versions) and the resulting packages are all one tick (frame) long.

I haven't tried putting my own animation in place of it (import a completely new .blend file) because I assumed I would get the original animation on export.

I haven't tried export with S4PE yet in case it's a tool-specific issue.

 

Has anyone else been able to export these types of animations successfully?

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keep getting: We could not find the file specified..When i try to download.

 

If you're trying to get the .7z files containing the .blend and .package files they both downloaded in my post and and opened for me just now:

http://www.loverslab.com/topic/81190-tickle-mercilessly-example/?do=findComment&comment=1951855

 

Ok got them..thanks for the quick response to this problem..i checked the announcements and it looks like a growing problem..Thanks again :)

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keep getting: We could not find the file specified..When i try to download.

 

If you're trying to get the .7z files containing the .blend and .package files they both downloaded in my post and and opened for me just now:

http://www.loverslab.com/topic/81190-tickle-mercilessly-example/?do=findComment&comment=1951855

 

Ok got them..thanks for the quick response to this problem..i checked the announcements and it looks like a growing problem..Thanks again :)

 

Oops, actually you did find a broken link on the download page which I just fixed.

Download page: http://www.loverslab.com/files/download/4267-tickle-mercilessly-example/

The download page has the same two files that I attached to reply #7 above, no need to download them again.

 

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keep getting: We could not find the file specified..When i try to download.

 

If you're trying to get the .7z files containing the .blend and .package files they both downloaded in my post and and opened for me just now:

http://www.loverslab.com/topic/81190-tickle-mercilessly-example/?do=findComment&comment=1951855

 

Ok got them..thanks for the quick response to this problem..i checked the announcements and it looks like a growing problem..Thanks again :)

 

Oops, actually you did find a broken link on the download page which I just fixed.

Download page: http://www.loverslab.com/files/download/4267-tickle-mercilessly-example/

The download page has the same two files that I attached to reply #7 above, no need to download them again.

 

Lol..it's a strange world...anyway thanks your doing a great job :)

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I tried to export jogging, treadmill, even Motion Gaming Rig, using Sims 4 Studio (Wishes and Harmony versions) and the resulting packages are all one tick (frame) long.

I haven't tried putting my own animation in place of it (import a completely new .blend file) because I assumed I would get the original animation on export.

I haven't tried export with S4PE yet in case it's a tool-specific issue.

 

Has anyone else been able to export these types of animations successfully?

 

I assume these are the clips you have tried:

 

a_loco_jog_female_LFoot_short_x

a_loco_jog_female_LFoot_x

a_loco_jog_female_RFoot_short_x

a_loco_jog_female_RFoot_x

 

If I look at the clips in ClientFullBuild0.package with s4pe they have 11 frames, this is b__L_Foot__ (0x23B79422):

 

 

 


--- Channels[28] ---
   Target: 0x23B79422
   Offset: 0.4634
   Scale: 0.5153
   Channel_Type: 0x14 (F4_SuperHighPrecision_Quaternion)
   ChannelSubTarget: 0x02 (Orientation)
   --- FrameList: Frames (0xB) ---
   --- Frames[0] ---
      StartTick: 0x0000
      Flags: 0x0007
      Indices: [0:'0x0FFF'] [1:'0x0D32'] [2:'0x0583'] [3:'0x0F4B']
   --- Frames[1] ---
      StartTick: 0x0001
      Flags: 0x0007
      Indices: [0:'0x0FA8'] [1:'0x0D05'] [2:'0x076C'] [3:'0x0FCF']
   --- Frames[2] ---
      StartTick: 0x0002
      Flags: 0x0007
      Indices: [0:'0x0EFE'] [1:'0x0C9D'] [2:'0x084D'] [3:'0x0FFF']
   --- Frames[3] ---
      StartTick: 0x0003
      Flags: 0x0007
      Indices: [0:'0x0DF6'] [1:'0x0CD9'] [2:'0x0331'] [3:'0x0E86']
   --- Frames[4] ---
      StartTick: 0x0004
      Flags: 0x0007
      Indices: [0:'0x0D91'] [1:'0x0D6E'] [2:'0x00D1'] [3:'0x0D82']
   --- Frames[5] ---
      StartTick: 0x0005
      Flags: 0x0007
      Indices: [0:'0x0D71'] [1:'0x0DD6'] [2:'0x01D3'] [3:'0x0DFB']
   --- Frames[6] ---
      StartTick: 0x0006
      Flags: 0x0007
      Indices: [0:'0x0D48'] [1:'0x0DA6'] [2:'0x0091'] [3:'0x0D61']
   --- Frames[7] ---
      StartTick: 0x0007
      Flags: 0x0003
      Indices: [0:'0x0D48'] [1:'0x0D44'] [2:'0x020D'] [3:'0x0BE6']
   --- Frames[8] ---
      StartTick: 0x0008
      Flags: 0x0003
      Indices: [0:'0x0DAC'] [1:'0x0D06'] [2:'0x01E4'] [3:'0x0C01']
   --- Frames[9] ---
      StartTick: 0x0009
      Flags: 0x0003
      Indices: [0:'0x0DF0'] [1:'0x0D03'] [2:'0x04F2'] [3:'0x09DC']
   --- Frames[A] ---
      StartTick: 0x000A
      Flags: 0x0003
      Indices: [0:'0x0E18'] [1:'0x0D17'] [2:'0x0677'] [3:'0x0893']
   ---

 

 

 

However when I try to export the clip with S4S I also only get the default starting position :( , but maybe I am doing something wrong, I don't have a lot of experience with this.

 

Link to comment

 

 

 

I tried to export jogging, treadmill, even Motion Gaming Rig, using Sims 4 Studio (Wishes and Harmony versions) and the resulting packages are all one tick (frame) long.

I haven't tried putting my own animation in place of it (import a completely new .blend file) because I assumed I would get the original animation on export.

I haven't tried export with S4PE yet in case it's a tool-specific issue.

 

Has anyone else been able to export these types of animations successfully?

 

I assume these are the clips you have tried:

a_loco_jog_female_LFoot_short_x
a_loco_jog_female_LFoot_x
a_loco_jog_female_RFoot_short_x
a_loco_jog_female_RFoot_x

If I look at the clips in ClientFullBuild0.package with s4pe they have 11 frames, this is b__L_Foot__ (0x23B79422):

--- Channels[28] ---
   Target: 0x23B79422
   Offset: 0.4634
   Scale: 0.5153
   Channel_Type: 0x14 (F4_SuperHighPrecision_Quaternion)
   ChannelSubTarget: 0x02 (Orientation)
   --- FrameList: Frames (0xB) ---
   --- Frames[0] ---
      StartTick: 0x0000
      Flags: 0x0007
      Indices: [0:'0x0FFF'] [1:'0x0D32'] [2:'0x0583'] [3:'0x0F4B']
   --- Frames[1] ---
      StartTick: 0x0001
      Flags: 0x0007
      Indices: [0:'0x0FA8'] [1:'0x0D05'] [2:'0x076C'] [3:'0x0FCF']
   --- Frames[2] ---
      StartTick: 0x0002
      Flags: 0x0007
      Indices: [0:'0x0EFE'] [1:'0x0C9D'] [2:'0x084D'] [3:'0x0FFF']
   --- Frames[3] ---
      StartTick: 0x0003
      Flags: 0x0007
      Indices: [0:'0x0DF6'] [1:'0x0CD9'] [2:'0x0331'] [3:'0x0E86']
   --- Frames[4] ---
      StartTick: 0x0004
      Flags: 0x0007
      Indices: [0:'0x0D91'] [1:'0x0D6E'] [2:'0x00D1'] [3:'0x0D82']
   --- Frames[5] ---
      StartTick: 0x0005
      Flags: 0x0007
      Indices: [0:'0x0D71'] [1:'0x0DD6'] [2:'0x01D3'] [3:'0x0DFB']
   --- Frames[6] ---
      StartTick: 0x0006
      Flags: 0x0007
      Indices: [0:'0x0D48'] [1:'0x0DA6'] [2:'0x0091'] [3:'0x0D61']
   --- Frames[7] ---
      StartTick: 0x0007
      Flags: 0x0003
      Indices: [0:'0x0D48'] [1:'0x0D44'] [2:'0x020D'] [3:'0x0BE6']
   --- Frames[8] ---
      StartTick: 0x0008
      Flags: 0x0003
      Indices: [0:'0x0DAC'] [1:'0x0D06'] [2:'0x01E4'] [3:'0x0C01']
   --- Frames[9] ---
      StartTick: 0x0009
      Flags: 0x0003
      Indices: [0:'0x0DF0'] [1:'0x0D03'] [2:'0x04F2'] [3:'0x09DC']
   --- Frames[A] ---
      StartTick: 0x000A
      Flags: 0x0003
      Indices: [0:'0x0E18'] [1:'0x0D17'] [2:'0x0677'] [3:'0x0893']
   ---

However when I try to export the clip with S4S I also only get the default starting position :( , but maybe I am doing something wrong, I don't have a lot of experience with this.
 

 

 

 

 

Okay I got it working, first you export CLIP and CLHD with s4pe (some are in ClientDeltaBuild0.package, some in ClientFullBuild0.package), then you add them to a package, open the package with S4S and click Export, this will create a working .blend file.

 

Link to comment

 

 

I tried to export jogging, treadmill, even Motion Gaming Rig, using Sims 4 Studio (Wishes and Harmony versions) and the resulting packages are all one tick (frame) long.

I haven't tried putting my own animation in place of it (import a completely new .blend file) because I assumed I would get the original animation on export.

I haven't tried export with S4PE yet in case it's a tool-specific issue.

 

Has anyone else been able to export these types of animations successfully?

 

I assume these are the clips you have tried:

 

a_loco_jog_female_LFoot_short_x

a_loco_jog_female_LFoot_x

a_loco_jog_female_RFoot_short_x

a_loco_jog_female_RFoot_x

 

If I look at the clips in ClientFullBuild0.package with s4pe they have 11 frames, this is b__L_Foot__ (0x23B79422):

 

 

--- Channels[28] ---
   Target: 0x23B79422
   Offset: 0.4634
   Scale: 0.5153
   Channel_Type: 0x14 (F4_SuperHighPrecision_Quaternion)
   ChannelSubTarget: 0x02 (Orientation)
   --- FrameList: Frames (0xB) ---
   --- Frames[0] ---
      StartTick: 0x0000
      Flags: 0x0007
      Indices: [0:'0x0FFF'] [1:'0x0D32'] [2:'0x0583'] [3:'0x0F4B']
   --- Frames[1] ---
      StartTick: 0x0001
      Flags: 0x0007
      Indices: [0:'0x0FA8'] [1:'0x0D05'] [2:'0x076C'] [3:'0x0FCF']
   --- Frames[2] ---
      StartTick: 0x0002
      Flags: 0x0007
      Indices: [0:'0x0EFE'] [1:'0x0C9D'] [2:'0x084D'] [3:'0x0FFF']
   --- Frames[3] ---
      StartTick: 0x0003
      Flags: 0x0007
      Indices: [0:'0x0DF6'] [1:'0x0CD9'] [2:'0x0331'] [3:'0x0E86']
   --- Frames[4] ---
      StartTick: 0x0004
      Flags: 0x0007
      Indices: [0:'0x0D91'] [1:'0x0D6E'] [2:'0x00D1'] [3:'0x0D82']
   --- Frames[5] ---
      StartTick: 0x0005
      Flags: 0x0007
      Indices: [0:'0x0D71'] [1:'0x0DD6'] [2:'0x01D3'] [3:'0x0DFB']
   --- Frames[6] ---
      StartTick: 0x0006
      Flags: 0x0007
      Indices: [0:'0x0D48'] [1:'0x0DA6'] [2:'0x0091'] [3:'0x0D61']
   --- Frames[7] ---
      StartTick: 0x0007
      Flags: 0x0003
      Indices: [0:'0x0D48'] [1:'0x0D44'] [2:'0x020D'] [3:'0x0BE6']
   --- Frames[8] ---
      StartTick: 0x0008
      Flags: 0x0003
      Indices: [0:'0x0DAC'] [1:'0x0D06'] [2:'0x01E4'] [3:'0x0C01']
   --- Frames[9] ---
      StartTick: 0x0009
      Flags: 0x0003
      Indices: [0:'0x0DF0'] [1:'0x0D03'] [2:'0x04F2'] [3:'0x09DC']
   --- Frames[A] ---
      StartTick: 0x000A
      Flags: 0x0003
      Indices: [0:'0x0E18'] [1:'0x0D17'] [2:'0x0677'] [3:'0x0893']
   ---

However when I try to export the clip with S4S I also only get the default starting position :( , but maybe I am doing something wrong, I don't have a lot of experience with this.

 

 

 

Okay I got it working, first you export CLIP and CLHD with s4pe (some are in ClientDeltaBuild0.package, some in ClientFullBuild0.package), then you add them to a package, open the package with S4S and click Export, this will create a working .blend file.

 

 

Thanks for the tip! I'll try some and update this reply with my findings.

[update] To find the names of the clips did you use Sims 4 Studio first (which is indexed so faster searching), then search for a portion of that name using Tools > Search (Ctrl-E) in s4pe?

I don't see a way to browse clip names within s4pe itself, and it seems like I'd have to search for each clip's name through the whole package.

It think I've deduced that can use Enable Filter to select type for CLIP 0x6B20C4F3 and search for e.g. "loco_walk_feminine" (with the quotes), then repeat the search with filter CLHD 0xBC4A5044 which seems much faster and ensures I only export clips and clip headers.

Going to try making a package of the above and open it in S4S.

Link to comment

 

 

 

 

 

I tried to export jogging, treadmill, even Motion Gaming Rig, using Sims 4 Studio (Wishes and Harmony versions) and the resulting packages are all one tick (frame) long.

I haven't tried putting my own animation in place of it (import a completely new .blend file) because I assumed I would get the original animation on export.

I haven't tried export with S4PE yet in case it's a tool-specific issue.

 

Has anyone else been able to export these types of animations successfully?

 

I assume these are the clips you have tried:

 

a_loco_jog_female_LFoot_short_x

a_loco_jog_female_LFoot_x

a_loco_jog_female_RFoot_short_x

a_loco_jog_female_RFoot_x

 

If I look at the clips in ClientFullBuild0.package with s4pe they have 11 frames, this is b__L_Foot__ (0x23B79422):

 

 

--- Channels[28] ---
   Target: 0x23B79422
   Offset: 0.4634
   Scale: 0.5153
   Channel_Type: 0x14 (F4_SuperHighPrecision_Quaternion)
   ChannelSubTarget: 0x02 (Orientation)
   --- FrameList: Frames (0xB) ---
   --- Frames[0] ---
      StartTick: 0x0000
      Flags: 0x0007
      Indices: [0:'0x0FFF'] [1:'0x0D32'] [2:'0x0583'] [3:'0x0F4B']
   --- Frames[1] ---
      StartTick: 0x0001
      Flags: 0x0007
      Indices: [0:'0x0FA8'] [1:'0x0D05'] [2:'0x076C'] [3:'0x0FCF']
   --- Frames[2] ---
      StartTick: 0x0002
      Flags: 0x0007
      Indices: [0:'0x0EFE'] [1:'0x0C9D'] [2:'0x084D'] [3:'0x0FFF']
   --- Frames[3] ---
      StartTick: 0x0003
      Flags: 0x0007
      Indices: [0:'0x0DF6'] [1:'0x0CD9'] [2:'0x0331'] [3:'0x0E86']
   --- Frames[4] ---
      StartTick: 0x0004
      Flags: 0x0007
      Indices: [0:'0x0D91'] [1:'0x0D6E'] [2:'0x00D1'] [3:'0x0D82']
   --- Frames[5] ---
      StartTick: 0x0005
      Flags: 0x0007
      Indices: [0:'0x0D71'] [1:'0x0DD6'] [2:'0x01D3'] [3:'0x0DFB']
   --- Frames[6] ---
      StartTick: 0x0006
      Flags: 0x0007
      Indices: [0:'0x0D48'] [1:'0x0DA6'] [2:'0x0091'] [3:'0x0D61']
   --- Frames[7] ---
      StartTick: 0x0007
      Flags: 0x0003
      Indices: [0:'0x0D48'] [1:'0x0D44'] [2:'0x020D'] [3:'0x0BE6']
   --- Frames[8] ---
      StartTick: 0x0008
      Flags: 0x0003
      Indices: [0:'0x0DAC'] [1:'0x0D06'] [2:'0x01E4'] [3:'0x0C01']
   --- Frames[9] ---
      StartTick: 0x0009
      Flags: 0x0003
      Indices: [0:'0x0DF0'] [1:'0x0D03'] [2:'0x04F2'] [3:'0x09DC']
   --- Frames[A] ---
      StartTick: 0x000A
      Flags: 0x0003
      Indices: [0:'0x0E18'] [1:'0x0D17'] [2:'0x0677'] [3:'0x0893']
   ---

However when I try to export the clip with S4S I also only get the default starting position :( , but maybe I am doing something wrong, I don't have a lot of experience with this.

 

 

 

Okay I got it working, first you export CLIP and CLHD with s4pe (some are in ClientDeltaBuild0.package, some in ClientFullBuild0.package), then you add them to a package, open the package with S4S and click Export, this will create a working .blend file.

 

 

 

 

 

Thanks for the tip! I'll try some and update this reply with my findings.

[update] To find the names of the clips did you use Sims 4 Studio first (which is indexed so faster searching), then search for a portion of that name using Tools > Search (Ctrl-E) in s4pe?

I don't see a way to browse clip names within s4pe itself, and it seems like I'd have to search for each clip's name through the whole package.

It think I've deduced that can use Enable Filter to select type for CLIP 0x6B20C4F3 and search for e.g. "loco_walk_feminine" (with the quotes), then repeat the search with filter CLHD 0xBC4A5044 which seems much faster and ensures I only export clips and clip headers.

Going to try making a package of the above and open it in S4S.

 

 

The clips I listed are referenced by the Locomotion system and I think these are the ones that needs to be edited, but I don't know much about that resource so I may be wrong.

 

 

 

<LocomotionBuilder name="jog_human_adult_female_cycle_l" name_key="[email protected]<script data-cfhash='f9e31' type="text/javascript">/*  */</script>" blend_duration_in="0.26" blend_duration_out="0.26" mask="" mask_key="" timescale="1" disable_tail_overlay="False">
  <Blend type="Distance" syncpoint_schema="" syncpoint_schema_key="">
    <Clip name="a_loco_jog_female_LFoot_short_x" start_offset="0" end_offset="0" timescale="1" />
    <Clip is_pivot="True" name="a_loco_jog_female_LFoot_x" start_offset="0" end_offset="0" timescale="1" />
    <Clip name="a_stand_posture_x" start_offset="0" end_offset="0" timescale="1" />
  </Blend>
</LocomotionBuilder>
 
<LocomotionBuilder name="jog_human_adult_female_cycle_r" name_key="[email protected]/*  */" blend_duration_in="0.26" blend_duration_out="0.26" mask="" mask_key="" timescale="1" disable_tail_overlay="False">
  <Blend type="Distance" syncpoint_schema="" syncpoint_schema_key="">
    <Clip is_pivot="True" name="a_loco_jog_female_RFoot_x" start_offset="0" end_offset="0" timescale="1" />
    <Clip name="a_loco_jog_female_RFoot_short_x" start_offset="0" end_offset="0" timescale="1" />
    <Clip name="a_stand_posture_x" start_offset="0" end_offset="0" timescale="1" />
  </Blend>
</LocomotionBuilder>

 

 

 

The easiest way to extract them with s4pe would be something like this:

 

1. Open ClientFullBuild0.package.

2. Select Tools -> FNV Hash, past the clip name, like a_loco_jog_female_LFoot_short_x into Text to hash, click Calculate, copy the FNV64 hash, close.

3. Paste into Instance (field at bottom), check the box in front of the field, click Set and then check Filter active.

4. You should now see the resources for the clip, right-click each resource and select Export -> To file.

5. Repeat 2-4 for each clip name.

6. Open ClientDeltaBuild0.package and repeat 2-5 overriding the files you previously exported.

 

You could also start with Delta first and then add whatever is missing from Full, it doesn't matter, just make sure you are using whatever is in Delta as this is the latest version.

 

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Aww your locomotionbuilder look different that this one that i have with S4S

 

<?xml version="1.0" encoding="utf-8"?>
<LocomotionBuilder name="jog_human_adult_female_cycle_l" name_key="5611456e-f639-4cf7-a3bf-2d94a84b6524@RWS1-BBELL7600" blend_duration_in="0.26" blend_duration_out="0.26" mask="" mask_key="" timescale="1" disable_tail_overlay="False">
  <Blend type="Distance" syncpoint_schema="" syncpoint_schema_key="">
    <Clip name="a_loco_jog_female_LFoot_short_x" start_offset="0" end_offset="0" timescale="1" />
    <Clip is_pivot="True" name="a_loco_jog_female_LFoot_x" start_offset="0" end_offset="0" timescale="1" />
    <Clip name="a_stand_posture_x" start_offset="0" end_offset="0" timescale="1" />
  </Blend>
</LocomotionBuilder>

Link to comment

Aww your locomotionbuilder look different that this one that i have with S4S

 

 

 

<?xml version="1.0" encoding="utf-8"?>

<LocomotionBuilder name="jog_human_adult_female_cycle_l" name_key="[email protected]<script data-cfhash='f9e31' type="text/javascript">/* */</script>" blend_duration_in="0.26" blend_duration_out="0.26" mask="" mask_key="" timescale="1" disable_tail_overlay="False">

  <Blend type="Distance" syncpoint_schema="" syncpoint_schema_key="">

    <Clip name="a_loco_jog_female_LFoot_short_x" start_offset="0" end_offset="0" timescale="1" />

    <Clip is_pivot="True" name="a_loco_jog_female_LFoot_x" start_offset="0" end_offset="0" timescale="1" />

    <Clip name="a_stand_posture_x" start_offset="0" end_offset="0" timescale="1" />

  </Blend>

</LocomotionBuilder>

 

The resource content is the same, it is the forum formatting that messes up the XML because I used the code tags.

 

For export a clip with S4S

 

Create a Clip pack then Studio > Clips

Choose EA clip export.

 

I don't know if it's that you asking so sorry ^^

 

Yeah, I used S4S wrong, apparently they changed it since the last time I used it:

 

http://sims4studio.com/thread/7907/having-problem-exporting-animations

 

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