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Improved Male Rig with Penis Bones (Updated 17/11/2017)


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Hopefully this question has already been answered but is it possible for the tongue to be part of the default "sim rig" as opposed to an accessory? 

 

i think, yes it is posibble, there is basic head mesh that can be replaced (just like necrodog feet sim default replacement), and it will affect to all sim.

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Hopefully this question has already been answered but is it possible for the tongue to be part of the default "sim rig" as opposed to an accessory? 

 

i think, yes it is posibble, there is basic head mesh that can be replaced (just like necrodog feet sim default replacement), and it will affect to all sim.

 

 

True. You need to add a new tongue mesh to the vanilla head mesh, then you make it as a head replacement.

 

You have to do this for females/males and for child/teen/elder/adult tho, exactly like the feet replacement.

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My very compliment azmodan22. Beautiful works. I was wondering since i use the RIG that FlowerSimFactory (breast's physics + RIG Control) share with us, with the mesh for penis from pornstarcock there is a way to merge all this in one single RIG ? Would be perfect having a full female with physics plus penis and tounge mesh+bones in one single RIG.

In any case thank you very much for sharing this with us, i really appreciate it.

 

Pornstarcock by .Noir. ?

I read today that he plans to update his models with wight to be used by this rig. So when he is finished you can add the new model to your rig.

To have the bones form this rig to yours. 

 

Now to the bones in a single rig in blender, The only way I know how to do it is manually. So you either have to add everything from your rig to this one, or the extra bones fro this one to yours. 

Do you know how to do that?

Yes pornstarcock by Noir. He share a female rig with the mesh of his mod attached to the RIG i simply drag it to the RIG of flowersimfactory and it works.

About moving single bones to another RIG unfortunatly i don't know how to do that nor how to add tounge mesh and how attach new penis RIG to the pornstarcock mesh. Sadly i'm not skilled like you in blender.

In any case thanks again for sharing your work.

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My very compliment azmodan22. Beautiful works. I was wondering since i use the RIG that FlowerSimFactory (breast's physics + RIG Control) share with us, with the mesh for penis from pornstarcock there is a way to merge all this in one single RIG ? Would be perfect having a full female with physics plus penis and tounge mesh+bones in one single RIG.

In any case thank you very much for sharing this with us, i really appreciate it.

 

Pornstarcock by .Noir. ?

I read today that he plans to update his models with wight to be used by this rig. So when he is finished you can add the new model to your rig.

To have the bones form this rig to yours. 

 

Now to the bones in a single rig in blender, The only way I know how to do it is manually. So you either have to add everything from your rig to this one, or the extra bones fro this one to yours. 

Do you know how to do that?

Yes pornstarcock by Noir. He share a female rig with the mesh of his mod attached to the RIG i simply drag it to the RIG of flowersimfactory and it works.

About moving single bones to another RIG unfortunatly i don't know how to do that nor how to add tounge mesh and how attach new penis RIG to the pornstarcock mesh. Sadly i'm not skilled like you in blender.

In any case thanks again for sharing your work.

 

 

Ok, pm me your rig and I will add the new bones and the tongue to it. But it will propably be ready tommorow. 

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I can NOT for the life of me figure out why this won't work in my game...Got WickedWhims Updated, Animations too and extracted these files in the mods folder, without subfolders. Tried and tried again...would anyone mind letting me know what I'm doing wrong? Usually I get everything to work fine ..

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I can NOT for the life of me figure out why this won't work in my game...Got WickedWhims Updated, Animations too and extracted these files in the mods folder, without subfolders. Tried and tried again...would anyone mind letting me know what I'm doing wrong? Usually I get everything to work fine ..

There currently aren't any animations released to the public using this rig. If that's what you mean.

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I can NOT for the life of me figure out why this won't work in my game...Got WickedWhims Updated, Animations too and extracted these files in the mods folder, without subfolders. Tried and tried again...would anyone mind letting me know what I'm doing wrong? Usually I get everything to work fine ..

 

 

1. Please dont tell me you also extracted the blend files in the mods folder. !!!

2. Delete the rig file that is in your ww folder

3. delete the Old_Cas penis file from your WW folder or overight it wi this one.

 

4. if you plan to create animations or other content then this rig file should also be copied in your sims 4 mods directory.

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I can NOT for the life of me figure out why this won't work in my game...Got WickedWhims Updated, Animations too and extracted these files in the mods folder, without subfolders. Tried and tried again...would anyone mind letting me know what I'm doing wrong? Usually I get everything to work fine ..

There currently aren't any animations released to the public using this rig. If that's what you mean.

 

 

*facepalm* Of course...That makes sense. Thank you, I have no idea why I didn't realize this XD

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Omg this is awesome. Amazing job !!!

 

Crazy job man, glad you are on board here :)

 

Also question : wouldn't it had been simpler to animate the tongue the same way the breast is animated? Cause every sim has a tongue meshed by default in the game. They simply didn't assign them bones. And considering every female sim has boobs I guess you managed to "simply" attach bone to them. That would then work the same way and we would not have to sacrifice an accessory for the custom tongue. The custom tongue in itself looks better but we should not forget that we can deform the standard on through pulling of the attached bones. 

But I guess my main point is to be able to have tongue bones without having to attach an accessory for it. But maybe Turbodriver could do that directly in the WW package ? The same way we don't equip the penis.. (or is it already like that ? Gotta read the patch note I guess xD)

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I was thinking about the different types of penis by other creators and if all creators put the same names of bones in their rigs and all creators put the bones in the same position, IMO will be possible make animation with  a default  Wicked Whim penis (for example) and look at in game with "Noir and Dark Penis" and work without problems with these bones... so you only need to put in a folder of S4S the model of penis that you want, but the animation will be the same in all rigs, doesn't need to make different animations for the differents models, not? Because the bones are the same, only change the meshes, and really we move the bones not meshes.

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Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

 

you need tounge mesh,

you can extract it from toungmesh package or append from blend file that you can download from here :

https://www.dropbox.com/sh/r4wbmdxsfzy4saa/AAB7a9Hgh9MafPFB7GqhVAhba?dl=0

 

and dont forget to set weight on it (you can choose automatic weight)

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Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

you need tounge mesh,

you can extract it from toungmesh package or append from blend file that you can download from here :

https://www.dropbox.com/sh/r4wbmdxsfzy4saa/AAB7a9Hgh9MafPFB7GqhVAhba?dl=0

 

and dont forget to set weight on it (you can choose automatic weight)

Thank you autoballed. I just thought that it would be great if this already be done by default in Azmodan's rig (if you don't mind).

Well, I can append the mesh by myself but I never dealt with meshes in blender and I know nothing about weight you're talking about:)

I don't mind at all if azmodan include it in his rig

 

Step to set weight: (after you append)

- Select your rig and set to object mode

- Now select tounge mesh + rig (left click on tounge mesh then hold shift key and select any bone from rig)

- Press ctrl-p and select "with automatic weight"

- Now select tounge mesh and in vertex group setting, and remove all associated bone except tounge bone

- Done

 

If this still find to hard, then I will update detailed how to append the mesh and set weight on it, but i can't do this right now (still on public transportation, but after i arrive at home i will update asap)

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I was thinking about the different types of penis by other creators and if all creators put the same names of bones in their rigs and all creators put the bones in the same position, IMO will be possible make animation with  a default  Wicked Whim penis (for example) and look at in game with "Noir and Dark Penis" and work without problems with these bones... so you only need to put in a folder of S4S the model of penis that you want, but the animation will be the same in all rigs, doesn't need to make different animations for the differents models, not? Because the bones are the same, only change the meshes, and really we move the bones not meshes.

I think the first is we have to talk with Turbodriver about both penis and tongue implementation in new default WW rigs and in WickedWhims, so that users would not have to equip anything additionaly (about tongue) and animators could just use default rigs with everything necessary implemented.

 

Yeah, this rejoins my suggestion.

Having a possibility directly through WW to have either the custom Tongue from autobanned equipped through it or rig the tongue that is in every Sim by default. (not to have to manualy equip it and lose and accessory slot)

 

@Mike24 If every penis is weighted/rigged the same way it would technically work at least regarding the rotation for the base of the penis.

As Azmodan said the rest of the bones are there to shorten the penis to avoid clipping or (as Amra showed in a preview gif) to make the penis move in different ways in a non-erected way.

That being said, some custom penis have quite a different lenght/shape so even when rigged in the same way it is possible that it will clip through the model while using the same animation.

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I don't mind at all if azmodan include it in his rig

 

Step to set weight: (after you append)

- Select your rig and set to object mode

- Now select tounge mesh + rig (left click on tounge mesh then hold shift key and select any bone from rig)

- Press ctrl-p and select "with automatic weight"

- Now select tounge mesh and in vertex group setting, and remove all associated bone except tounge bone

- Done

 

If this still find to hard, then I will update detailed how to append the mesh and set weight on it, but i can't do this right now (still on public transportation, but after i arrive at home i will update asap)

 

Thank you very much autobanned, I'll try:)

 

 

it should be right click not left click, sorry i forgot that one...

 

but... its done, 

you can see it here : see post 26 and 27

http://www.loverslab.com/topic/85318-test-sims-4-tounge/page-2?do=findComment&comment=2046930

 

if you already done it, you are awesome... :D

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it should be right click not left click, sorry i forgot that one...

 

but... its done, 

you can see it here : see post 26 and 27

http://www.loverslab.com/topic/85318-test-sims-4-tounge/page-2?do=findComment&comment=2046930

 

if you already done it, you are awesome... :D

 

Yes, I already done it as you said but thank you very much for your excellent guide anyway. I added tongue mesh to Azmodan's rig but  something goes wrong, tongue 3 an 4 bones does not move the mesh at all and this is what I see when rotate tongue 1 and 2 bones

 

 

 

 

i made tounge_1 for "lock" tounge mesh base (but you can move/rotate it as you please)

to move/rotate tounge, i use tounge 2,3 or 4

 

and i dont have any problem with rotating it, could you check vertex group in tounge mesh ?

it should only tounge1,2,3 and 4 only

 

if there any bone associated to tounge mesh, it will create weird deform tounge mesh, like if b__jaw included in tounge vertex group, and when you move b__jaw, tounge mesh will be deform. 

(this is ussualy happen with automatic weight)

 

i choose automatic weight, because with manual weight paint it will took longer step

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I was thinking about the different types of penis by other creators and if all creators put the same names of bones in their rigs and all creators put the bones in the same position, IMO will be possible make animation with  a default  Wicked Whim penis (for example) and look at in game with "Noir and Dark Penis" and work without problems with these bones... so you only need to put in a folder of S4S the model of penis that you want, but the animation will be the same in all rigs, doesn't need to make different animations for the differents models, not? Because the bones are the same, only change the meshes, and really we move the bones not meshes.

I think the first is we have to talk with Turbodriver about both penis and tongue implementation in new default WW rigs and in WickedWhims, so that users would not have to equip anything additionaly (about tongue) and animators could just use default rigs with everything necessary implemented.

I'm talking about now we have 3 different main rigs (for females for example):

1) New WW default, with my skin implemented so that we could see where exactly vagina and butt hole are, but without Azmodan's penis bones and without autibanned's tongue

2) Azmodan's, with penis and tongue bones but without detailed skin and tongue mesh

3) Autobanned's, with tongue mesh and bones, but withiout penis bones and skin details

And the same situation for male rigs.

I would like to have all those parts implemented in one rig. WW default rig is most preferable I think, because this rig is given by Turbodriver to animators in his guide and it could be most universal to use with WickedWhims.

Besides that, for now, every animator must notify users that they have to instal those different parts from different places so that animations look completely right. I think it's uncomfortable as for animators as for users. 

 

Azmodan22 released this so you can test it, share your opinion, and help create one full rig that is capable of all the necessary movement. I will have my new model and rig updated accordingly and consulted with him to assure that everything is in place and ready to be "officially" deployed. It obviously seems like a pretty natural step to have it included by default with WickedWhims to save the confusion and trouble of downloading multiple files. At this moment, autobanned and azmodan22 are the ones that know better what to do, and you should help them. :D

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i made tounge_1 for "lock" tounge mesh base (but you can move/rotate it as you please)

to move/rotate tounge, i use tounge 2,3 or 4

 

and i dont have any problem with rotating it, could you check vertex group in tounge mesh ?

it should only tounge1,-4 only

 

if there any bone associated to tounge mesh, it will create weird deform tounge mesh, like if b__jaw included in tounge vertex group, and when you move b__jaw, tounge mesh will be deform. 

(this is ussualy happen with automatic weight)

 

i choose automatic weight, because with manual weight paint it will took longer step

 

here is it

 

 

 

 

ok, i know where the problem is, i will contact azmodan about this

this because all the tail bone have a different position, and that make bone that near tounge mesh tip are "locked"

 

this will not happen if you export new rig from s4s (if you already copy custom rig bone in s4s mod folder)

if you export new rig from s4s, the penis and tounge bone will be there, but you have to weight paint tounge and penis mesh

you can automatically weight paint on tounge, but penis mesh i didnt know, the penis was an advanced mesh because it connected to many different bone

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Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

 

Yes, that is because in the test penis I made with cmar penis I made it before I added those bones and they are not assigned. I didn't assigned them after I aded them for 2 reasons:

1. Cmars mesh as a model is not that detailed so it is not weight painting it might not be that easy.

2. Most creators hame made far better models (meshes) and after they weight paint them I am pretty confident that Cmar's penis will not be used any more.

 

I can however, update it if you want to.

 

I was thinking about the different types of penis by other creators and if all creators put the same names of bones in their rigs and all creators put the bones in the same position, IMO will be possible make animation with  a default  Wicked Whim penis (for example) and look at in game with "Noir and Dark Penis" and work without problems with these bones... so you only need to put in a folder of S4S the model of penis that you want, but the animation will be the same in all rigs, doesn't need to make different animations for the differents models, not? Because the bones are the same, only change the meshes, and really we move the bones not meshes.

 

That is the exactly the purpose of this rig. If all creators weight paint their models using This rig, then it doen not matter what penis you use to designe the animation. All animations will play with all penises that are updated. Provided of course that all creators follow the same rules (witch pretty much easy) and weight paint their models correctly. We can discuss those rules here if they want to. Generaly there 3 ways they can waight paint their models.

 

1. Automatic waght painting in Blender

    This way, paints waights on a mess a bit beffore and a bit after the bone according to where it is. For this to work correctly the penis must have been designed i a way that the bones are DEAD CENTER of the Penis model

2. Manually painting them following the auto weights principle.

   This way the creators ill paind weights ont their meshes manually, but try do it the same way auto weights sould work. A bit before and a bit after the bone.

3. Manually just assign to the bone everythis that is AFTER that bone. 

    The easyest way to do it, but bending the penis will not look that good as auto waights would. It would be more cruel.

 

4. Combination of auto waights anf manual assignment. 

    Propably the best way, But I havent tested it yet. This way you auto weight the penis model and then check and correct any mistakes it did. For example the L testicle should only affect the L testicle and not th R.

 

 

 

I was thinking about the different types of penis by other creators and if all creators put the same names of bones in their rigs and all creators put the bones in the same position, IMO will be possible make animation with  a default  Wicked Whim penis (for example) and look at in game with "Noir and Dark Penis" and work without problems with these bones... so you only need to put in a folder of S4S the model of penis that you want, but the animation will be the same in all rigs, doesn't need to make different animations for the differents models, not? Because the bones are the same, only change the meshes, and really we move the bones not meshes.

I think the first is we have to talk with Turbodriver about both penis and tongue implementation in new default WW rigs and in WickedWhims, so that users would not have to equip anything additionaly (about tongue) and animators could just use default rigs with everything necessary implemented.

I'm talking about now we have 3 different main rigs (for females for example):

1) New WW default, with my skin implemented so that we could see where exactly vagina and butt hole are, but without Azmodan's penis bones and without autibanned's tongue

2) Azmodan's, with penis and tongue bones but without detailed skin and tongue mesh

3) Autobanned's, with tongue mesh and bones, but withiout penis bones and skin details

And the same situation for male rigs.

I would like to have all those parts implemented in one rig. WW default rig is most preferable I think, because this rig is given by Turbodriver to animators in his guide and it could be most universal to use with WickedWhims.

Besides that, for now, every animator must notify users that they have to instal those different parts from different places so that animations look completely right. I think it's uncomfortable as for animators as for users. 

 

 

I can add the tongue mesh in these rigs and update the files. For the skin you will have to add it again but it is easy.

 

Just remember that the Rig you export from the game, Is not EXACTLY the same Rig we have been using to make animations. At some point EA made some differences but I dont know when. Or maybe it was like this always. The difference is:

1. The rig we make animations that Turbodriver had in his tutorial (and propably the one most of us are using) has bone Heads, and bone Tails (thus the octahedral shapes in edit mode) in slightly different possition. In pose mode we are rotating the Head. the exported rig has bone heads and tails in the same possition.

2. The exported Rig from studio is exported slightly lower that the rig in those blend files and the one we are using to make animations. 

 

Their differences however are so small that it does not cause any difference which one you use to make animations. If you rise the exported rig (or lower the Rig Male/Female) so that b__ROOT_ bones re exactly on top of each other, you will notice that all other bones are at exactly the same possition between the two rigs. That incluse penis and tongue bones.

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Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

 

you need tounge mesh,

you can extract it from toungmesh package or append from blend file that you can download from here :

https://www.dropbox.com/sh/r4wbmdxsfzy4saa/AAB7a9Hgh9MafPFB7GqhVAhba?dl=0

 

and dont forget to set weight on it (you can choose automatic weight)

 

Thank you autobanned. I just thought that it would be great if this already be done by default in Azmodan's rig (if you don't mind).

Well, I can append the mesh by myself but I never dealt with meshes in blender and I know nothing about weight you're talking about:)

 

 

 

 

 

 

Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

you need tounge mesh,

you can extract it from toungmesh package or append from blend file that you can download from here :

https://www.dropbox.com/sh/r4wbmdxsfzy4saa/AAB7a9Hgh9MafPFB7GqhVAhba?dl=0

 

and dont forget to set weight on it (you can choose automatic weight)

Thank you autoballed. I just thought that it would be great if this already be done by default in Azmodan's rig (if you don't mind).

Well, I can append the mesh by myself but I never dealt with meshes in blender and I know nothing about weight you're talking about:)

I don't mind at all if azmodan include it in his rig

 

Step to set weight: (after you append)

- Select your rig and set to object mode

- Now select tounge mesh + rig (left click on tounge mesh then hold shift key and select any bone from rig)

- Press ctrl-p and select "with automatic weight"

- Now select tounge mesh and in vertex group setting, and remove all associated bone except tounge bone

- Done

 

If this still find to hard, then I will update detailed how to append the mesh and set weight on it, but i can't do this right now (still on public transportation, but after i arrive at home i will update asap)

 

 

I have updated the file with the new rigs. Both Male and Female Rigs have the Wide tongue (v1) included.

I have also added a constraint to the Tongue 1 Bone ( in Blender, not it the Rig) so that the tongue follows the b__CAS_JawComp__ and thus stays whare it should be when the Jaw opens.

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Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

 

you need tounge mesh,

you can extract it from toungmesh package or append from blend file that you can download from here :

https://www.dropbox.com/sh/r4wbmdxsfzy4saa/AAB7a9Hgh9MafPFB7GqhVAhba?dl=0

 

and dont forget to set weight on it (you can choose automatic weight)

 

Thank you autobanned. I just thought that it would be great if this already be done by default in Azmodan's rig (if you don't mind).

Well, I can append the mesh by myself but I never dealt with meshes in blender and I know nothing about weight you're talking about:)

 

 

 

 

 

 

Azmodan, I cant inderstand what for some penis bones are because nothing happens with mesh when I rotate them (R & L_Testicle, Penis_Mid01 and higher).

And also I can't understand how it is possible to animate the tongue having only tongue bones in the rig, withiout its mesh

you need tounge mesh,

you can extract it from toungmesh package or append from blend file that you can download from here :

https://www.dropbox.com/sh/r4wbmdxsfzy4saa/AAB7a9Hgh9MafPFB7GqhVAhba?dl=0

 

and dont forget to set weight on it (you can choose automatic weight)

Thank you autoballed. I just thought that it would be great if this already be done by default in Azmodan's rig (if you don't mind).

Well, I can append the mesh by myself but I never dealt with meshes in blender and I know nothing about weight you're talking about:)

I don't mind at all if azmodan include it in his rig

 

Step to set weight: (after you append)

- Select your rig and set to object mode

- Now select tounge mesh + rig (left click on tounge mesh then hold shift key and select any bone from rig)

- Press ctrl-p and select "with automatic weight"

- Now select tounge mesh and in vertex group setting, and remove all associated bone except tounge bone

- Done

 

If this still find to hard, then I will update detailed how to append the mesh and set weight on it, but i can't do this right now (still on public transportation, but after i arrive at home i will update asap)

 

 

I have updated the file with the new rigs. Both Male and Female Rigs have the Wide tongue (v1) included.

I have also added a constraint to the Tongue 1 Bone ( in Blender, not it the Rig) so that the tongue follows the b__CAS_JawComp__ and thus stays whare it should be when the Jaw opens.

 

 

I for one think this topic deserves to be pinned.

 

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I was thinking about the different types of penis by other creators and if all creators put the same names of bones in their rigs and all creators put the bones in the same position, IMO will be possible make animation with  a default  Wicked Whim penis (for example) and look at in game with "Noir and Dark Penis" and work without problems with these bones... so you only need to put in a folder of S4S the model of penis that you want, but the animation will be the same in all rigs, doesn't need to make different animations for the differents models, not? Because the bones are the same, only change the meshes, and really we move the bones not meshes.

 

That is the exactly the purpose of this rig. If all creators weight paint their models using This rig, then it doen not matter what penis you use to designe the animation. All animations will play with all penises that are updated. Provided of course that all creators follow the same rules (witch pretty much easy) and weight paint their models correctly. We can discuss those rules here if they want to. Generaly there 3 ways they can waight paint their models.

 

1. Automatic waght painting in Blender

    This way, paints waights on a mess a bit beffore and a bit after the bone according to where it is. For this to work correctly the penis must have been designed i a way that the bones are DEAD CENTER of the Penis model

2. Manually painting them following the auto weights principle.

   This way the creators ill paind weights ont their meshes manually, but try do it the same way auto weights sould work. A bit before and a bit after the bone.

3. Manually just assign to the bone everythis that is AFTER that bone. 

    The easyest way to do it, but bending the penis will not look that good as auto waights would. It would be more cruel.

 

4. Combination of auto waights anf manual assignment. 

    Propably the best way, But I havent tested it yet. This way you auto weight the penis model and then check and correct any mistakes it did. For example the L testicle should only affect the L testicle and not th R.

 

 

 

 

I think this is very good idea... We should talk with other creators, Hiroki, Noir and Lunaris.

 

PS: I will comment to Noir & Dark.

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