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Introducing me, come say hello <3


Simite

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Hello too you all, I'm Simite, this is my first post here so I'm going to make it a good one. 

Firstly, I'd like to thank turbodriver for creating the mod and all of the animators and various other types of artist who are creating and have created for wicked whims, I've had a lot of fun playing with this mod now, with almost 2,000 free animations this is a wonderful community with great and talented people. 

 

So now with that said I've taken to creating myself, it started with some recolours for some posters and now I'm also getting started on my first animations, again thanks to the wonderful people in this community with the helpful guides from turbo and Azmodan, RedAbyss (;]) and others, the experience has been a lot easier then I had anticipated. I'm using blender and they are my first animations of any kind ever so I'm not expecting them to be especially good, but any suggestions, tips or helpful information anyone can offer; it would be appreciated. (I'm using Azmo's male rig, for now only solo male animations hopefully with AP.)
 

 

[Edit] A little more about where I'm up to, I've had a lot of fun learning how to animate in blender and all the tutorials and guides around the site have been super helpful. Thanks Guys 'n' Gals. :D

I will be trying to make solo male animations first and then possibly try to move onto m/m animations when I'm a little more comfortable on how to set things up.

 

[Edit:6/12/17] I have attached my latest animations package that I'm still working on these animations they are not exactly finished but they are working.

8(12) total animations, 1 male solo hand job, Another 3 stage solo male hand job animations and 1 4 stage(2) m/m anal animation that I'm very much in the process of cleaning up some slight mistakes, any feedback would be great. :smile: <3


Clips of the animations:

 

 

Thank you for reading, hope you have a nice day. :smile:

 

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Also there was a couple questions I forgot to ask, I use Azmodans rig with penis bones, is there any way to have that work with the Noir pornstar cocks? I'd like to make some animations that look nice with the larger penis sizes.

 

Most of my animations will be based on male sims with other male sims, the WW mod will recognise the animations for females with the right settings in game correct?

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Sorry I'm not very good with forums, been lurking a while downloading and playing with the animations and stuff, don't really have a way I could contribute other then to produce some stuff myself that maybe you guys will also enjoy someday.

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4 hours ago, Simite said:

Also there was a couple questions I forgot to ask, I use Azmodans rig with penis bones, is there any way to have that work with the Noir pornstar cocks? I'd like to make some animations that look nice with the larger penis sizes.

 

Most of my animations will be based on male sims with other male sims, the WW mod will recognise the animations for females with the right settings in game correct?

Unfortunately, no, not yet. You can of course make animations for larger penis but until .Noir. updates the penis model you cannot test them or see them in game. 

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2 hours ago, azmodan22 said:

Unfortunately, no, not yet. You can of course make animations for larger penis but until .Noir. updates the penis model you cannot test them or see them in game. 

Okay I guess I'll have to continue maniplulating the basic bb model, it would seem with the bones in this rig you jigged I can stretch arm strong the penis :D 
 

I guess cause I don't have pets I can still see and use his model in game? just don't know how to fit it to your rig for animating. (Thanks again for this rig, makes a huge difference not having static balls and such ^_^)

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I've added a bit of lip licking and eyeball rolling along with the blinking but I sill need to fine tune that for a better look, took me a while to stop the feet jigging around on the spot, an important lesson was learned though, don't animate too much before the next LocRot. :D

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20 hours ago, Simite said:

I've added a bit of lip licking and eyeball rolling along with the blinking but I sill need to fine tune that for a better look, took me a while to stop the feet jigging around on the spot, an important lesson was learned though, don't animate too much before the next LocRot. :D

Here is another lesson.
Find tutorials for Inverse Kinematics in Blender :)

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15 hours ago, azmodan22 said:

Here is another lesson.
Find tutorials for Inverse Kinematics in Blender :)

A valuable lesson indeed, I've rigged the legs with IK after following your instructions and spending many hours watching tutorials but the arms are proving to be difficult, I may just have to animate the arms the regular way. Still not having any success getting my test animation to work in the game though, it just seems too T pose for the duration of the animation, I've checked the XML it has no faults, I re-did the whole thing to make sure names and decimal codes all match up but still no luck. :(

 

is it bad if I re-position the existing rig bones when setting up the IK in edit mode? for example if I move the toe bone within the foot to make it point forwards and the foot bone to point at the toe?

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No, Do NOT change any bones in edit mode.

First of , it will not work. The bones will still be where they are supposed to be in game.

Second if the animation does not play in game but it plays in blender, it is 100% xml problem. 

9 hours ago, Simite said:

A valuable lesson indeed, I've rigged the legs with IK after following your instructions and spending many hours watching tutorials but the arms are proving to be difficult, I may just have to animate the arms the regular way. Still not having any success getting my test animation to work in the game though, it just seems too T pose for the duration of the animation, I've checked the XML it has no faults, I re-did the whole thing to make sure names and decimal codes all match up but still no luck. :(

 

is it bad if I re-position the existing rig bones when setting up the IK in edit mode? for example if I move the toe bone within the foot to make it point forwards and the foot bone to point at the toe?

 

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10 hours ago, azmodan22 said:

No, Do NOT change any bones in edit mode.

First of , it will not work. The bones will still be where they are supposed to be in game.

Second if the animation does not play in game but it plays in blender, it is 100% xml problem. 

 

Ok, got it. Thank you, I wont mess with the bones.

I'm running out of ideas on where I can be going wrong with this now, I've re-started the process a couple times over and followed every step, you said its 100% an xml problem, so I've checked and rechecked, the only thing I have that could be an issue is the animation length in the XML, it doesn't specify that it needs to match the length used in the Clip/CLHD animation file, so I assumed there is room for extending the animation loops in the XML by setting a longer time, I set to 60 in the hopes it would loop the animation for 1 minute.

Its only a solo male animation so I removed the second actor bit of the XML along with any of the [Remove if unused lines]. It still has receiving actor part but I set that to None for cum layers since there should not be a receiving actor.

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On 11/23/2017 at 10:36 AM, Redabyss said:

Best of luck!
There is a thread for asking question animation-related, in case you need it.

Also, if you missed them, I created, as well, a thread with a guide for creating animations, and another one with a collection of descriptions for sounds.

I have a question about your animations, do any of the selfie/photo taking animations trigger the camera for taking a screen shot? I havn't gotten the phone so I havn't tried those animations yet. Is that even possible to do in an animation? ^^ 

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Hi simite! 

 

If you're having trouble with t pose, it's likely to be the clip name in your XML is wrong, each time you edit or change your animation and re-export through studio, it'll generate a new clip name, likely to read.... Simite_posepack25111736437437_set_1 or something like that, 

 

This is your clip name to be pasted to XML to assign that blend file to that specific hex name and the rest of the animation,

 

If you have a clip name in your XML that has no destination eg, a clip deleted or replaced, this will give a t pose

 

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On 11/26/2017 at 2:20 AM, R-Lo said:

Hi simite! 

 

If you're having trouble with t pose, it's likely to be the clip name in your XML is wrong, each time you edit or change your animation and re-export through studio, it'll generate a new clip name, likely to read.... Simite_posepack25111736437437_set_1 or something like that, 

 

This is your clip name to be pasted to XML to assign that blend file to that specific hex name and the rest of the animation,

 

If you have a clip name in your XML that has no destination eg, a clip deleted or replaced, this will give a t pose

 

Hello and thank you for responding, I just used "Simite:PosePack_201711241141169534_set_1" which I copied from the Clip file in S4PE. 

 

I only have 1 animation 1 name in the XML, (I did have 2 on an old one but thats gone), started a new package went through the process again. I think I'm getting fairly familiar with it but I'm still having the same issue even with the clip name set to as above, it's not exactly a T-Pose but very but standing completely still arms near sides.

 

I can set the animation time in the XML longer right though? That's how I can have it loop a shorter animation?  I have tried changing the animation time to 8 seconds in the XML which is the rounded down time of the animation.

 

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No probs!

 

You can set the duration in XML to anything upto 60 seconds, it's only the values in studio that need to be specific,

Not too sure as I use the older XML without raw animation name display and use hex names,

 

Maybe it's the section for receiver? As it's a solo the recieving actor id must be set to 0 so the sim is both giver and receiver,

Also the receiving actor category needs to be changed to handjob too,

 

Hope this helps!

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35 minutes ago, R-Lo said:

No probs!

 

Maybe it's the section for receiver? As it's a solo the recieving actor id must be set to 0 so the sim is both giver and receiver,

Also the receiving actor category needs to be changed to handjob too,

 

Hope this helps!

I adjusted the receiver to 0, set to HANDJOB also FEET,CHEST for layers. Very helpful to know, so thank you for trying cause I would have made that mistake many times in the future; but it didn't fix after the change.

 

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Thankyou! Thank you for trying.

 

Yeah I think I might have to call it a night on this, come back to it with a refreshed mind tomorrow, almost 6am for me and I have not slept. Aha!

 

I'll change the file in the first post to the latest version of minor corrections in the xml just in case someone decides to have a look while I'm away.

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2 hours ago, Simite said:

Hello and thank you for responding, I just used "Simite:PosePack_201711241141169534_set_1" which I copied from the Clip file in S4PE. 

 

I only have 1 animation 1 name in the XML, (I did have 2 on an old one but thats gone), started a new package went through the process again. I think I'm getting fairly familiar with it but I'm still having the same issue even with the clip name set to as above, it's not exactly a T-Pose but very but standing completely still arms near sides.

 

I can set the animation time in the XML longer right though? That's how I can have it loop a shorter animation?  I have tried changing the animation time to 8 seconds in the XML which is the rounded down time of the animation.

WW_Simite_Animations_AP.package

try to re-export the blend file, it will fix the issue

WW_Simite_Animations_AP.package

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6 hours ago, Simite said:

I have a question about your animations, do any of the selfie/photo taking animations trigger the camera for taking a screen shot? I havn't gotten the phone so I havn't tried those animations yet. Is that even possible to do in an animation? ^^ 

Well I sort of cheated so no, you have to manually equip the phone I linked in my thread to make the animation work as intended :)

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7 hours ago, autobanned said:

try to re-export the blend file, it will fix the issue

WW_Simite_Animations_AP.package

Okay so maybe I have misunderstood what I'm supposed to do, but I just opened the blend file with S4S, saved it in a new package, extracted the CLP and CLPHD from the new package, deleted the existing CLP+CLPHD+Key files from the package I already had, imported the new ones double clicked the CLP file and set the name which made the new key file. saved then changed the animation clip name in the XML to the new clip name from the new animation CLP, imported new XML to replace old and then saved before testing, still not working for me :(

 

Thank you for your help, sorry if I'm a pain XD

 

Maybe you mean exporting directly from blender? I usually just click "save", I'm so confused >.<

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