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August 2016

Adding Native Events to Animations

This tutorial will explain to you how to add native events (lips movement and sounds) to animations.
To add sex events check out the Creating WickedWhims Animation XML File tutorial.

1. Download S4PE

> S4PE - Download (at least version 0.5.0)

Note that archives for 7-Zip (.7z) should be unpacked using 7-Zip, otherwise, it may result in errors when using the unpacked files.

2. Edit in S4PE

To add events you need to have an animation, so check other tutorials if you have not already made one.
You add events to your animations after you’re done with creating and exporting them.
Open your package with animations using S4PE.

3. Open Events Grid View



Select your CLIP and click the Grid button at the bottom of the S4PE editor.


Select the ‘ClipEvents’ line from the list and click the ’…’ button on the far right.
You can remove existing, added by Sims4Studio, two events from the list by using the 'Delete’ button on the bottom.
Note that editing CLIP file in S4PE will edit CLHD file for you automatically, so you don’t have to worry about it.

4. Understanding Timecodes

Events require to set the Timecode they will be triggered at when the animation plays.

Every frame of your animation has a specific length. That length is set in the 'TickLength’ field of your animation and by default, it’s ’0.03333334’. This means that the 'TickLength’ value multiplied by a number of frames of your animation will result in the duration of your animation.Example: If your animation has 81 frames and you multiply it by the 'TickLength’ (81 * 0.03333334) you will get the animation duration which is '2.7’.

Example: If your animation has 81 frames and you multiply it by the 'TickLength’ (81 * 0.03333334) you will get the animation duration which is '2.7’.

To get the Timecode for a specific frame of your animation, take that frame number and multiply it by the 'TickLength’.

Example: If you want to play a sound at the 20th frame of your animation, multiply that by the 'TickLength’ (20 * 003333334 = 0.06666668). Your Timecode for the 20th frame is '0.06666668’.

5. Adding Sounds Events


To add sounds, click the 'Add’ button at the bottom and select 'ClipEventSound’.
Setup the values just like in the screenshot above for the first sound.
Replace the 'SoundName’ field with a name of a sound you want to play.
Replace the 'Timecode’ field with the time you want to play the sound at.
The 'Unknown1’ field defines the ID of your event. The first event will have the value 0x00000001.
Every next event ID grows by 1 in hexadecimal format: 0x00000001 -> 0x00000002 -> 0x00000003 -> 0x00000004 -> 0x00000005 -> 0x00000006 -> 0x00000007 -> 0x00000008 -> 0x00000009 -> 0x0000000A -> 0x0000000B -> 0x0000000C -> 0x0000000D -> 0x0000000E -> 0x0000000F…
List #1, List #2, List #3 of sounds that you can use. I don’t know of any way to listen to them yet. The only thing you can do is to use them and test them in-game or try to export them based on the included instance id.
Once you’re done adding events, click the 'OK’ button and then 'Commit’ button. Remember to save your package!

6. Adding Lips Movement Suppression Event (unlock mouth bones)


By default, the game uses mouth bones to make Sims speak, which means that you can’t animate them.
This is not true if you suppress lips. Doing that will block Sims from talking and allow you to animate mouth bones.

To add lips movement suppression, click the 'Add’ button at the bottom and select 'ClipEventCensor’. Setup the values just like in the screenshot above. Keep the 'Timecode’ as '0’ since it should start from the beginning of the animation. The 'Unknown1’ field defines the ID of your event. The first event will have the value 0x00000001.
Every next event ID grows by 1 in hexadecimal format: 0x00000001 -> 0x00000002 -> 0x00000003 -> 0x00000004 -> 0x00000005 -> 0x00000006 -> 0x00000007 -> 0x00000008 -> 0x00000009 -> 0x0000000A -> 0x0000000B -> 0x0000000C -> 0x0000000D -> 0x0000000E -> 0x0000000F…
Once you’re done adding events, click the 'OK’ button and then 'Commit’ button. Remember to save your package!



Last update: 25th of August 2017

Aug 30, 2016 18 notes
#WickedWoohoo #Tutorial #Animation #Event #Sound
Exporting Objects from The Sims 4

This tutorial will explain to you how to export objects from The Sims 4 that are usable in Blender.

1. Download Sims4Studio

> Sims4Studio - Download (you need an account) (Sims 4 Studio Site)

Use a more recent version of Sims4Studio if you have issues exporting objects.

2. Get to the objects


Open Sims4Studio, select the ‘Override’ option under 'Object’ button and click the 'Object’ button.
Prepare for a potentially long loading since Sims4Studio has to load all objects from the game.

3. Pick an object


Start typing in the name of an object you’re looking for and select it from the list.
Once you’re sure this is the object you want, click the 'Next’ button.
When asked where to save your new package put anything you want in, it doesn’t matter when exporting objects.

4. Get to the mesh


Switch to the 'Meshes’ tab.

5. Export the mesh


Click the 'Export Mesh’ button and choose where you want to save the blend file.

6. Import the mesh to Blender


Importing the mesh to Blender is the same process as appending actors to your animations.
The only difference is that you have to select objects called 's4studio_mesh_’ to add the objects.


Last update: 25th of August 2017

Aug 28, 2016 22 notes
#Sims 4 #WickedWoohoo #Tutorial #Export #Object #Sims 4 Studio #WickedWhims
Creating Basic Animations In Blender

This tutorial will explain to you basics about creating animations for The Sims 4 using Blender.

Videos may not be visible in some browsers!


This tutorial is safe for people who never used Blender. Keep in mind that this is not the most optimal way to use Blender. You should consider looking up professional tutorials to learn more.

1. Download Blender

> Blender 2.70a - Download

This version is required to work with Sims4Studio 2.7.1.5. If you’re using a newer version of Sims4Studio, use the recommended Blender version.

2. Download Sims 4 Rigs

> Edited Male and Female Rig - Download

These are heavily edited Sims rigs that support custom tongue and penis movement. You’re free to use any other The Sims 4 rigs you can find.


Downloaded files with extension ’.blend’ can now be loaded directly to Blender.

3. Open rigs in Blender

Rig files with extension ’.blend’ can be simply loaded to Blender.
After you install Blender, open one of the downloaded rigs.

In this tutorial only the ‘YOURNAME_Animation_Name_male’ and 'YOURNAME_Animation_Name_female’ files will be used.

4. This is the animation timeline


You use the timeline to move the time of your animation and add keyframes. To actually interact with created keyframes you need to use the 'Dope Sheet’ which will be explained later.
Below the timeline, you will find numbers labeled 'Start’ and 'End’.
'Start’ is the frame your animation starts with and it always has to be set as 0.
'End’ is the frame that your animation ends with (duration or your animation). Note that this only applies to Blender and if you add keyframes past the animation duration they will be counted by Sims4Studio when exporting.

5. This is the Dope Sheet


On the left, you can change the visible editor to 'Dope Sheet’ and switch the mode to the 'Action Editor’.
Dope Sheet/Action Editor is like an advanced timeline where you can move, copy and delete existing keyframes. More on that later.

6. This is your camera


Moving camera in Blender can be really complicated and there is a lot to learn about it, but here are the basics.
By holding the Middle Mouse Button you can rotate the camera around.
With the Scroll Wheel, you can move forward or backward.
While holding the Shift button and holding the Middle Mouse Button at the same time you can move in space.
This is in no way the most optimal way of operating the camera in Blender, but it should be enough for beginners.

7. These are bones


Before animating rigs, make sure to always select one by clicking on the icon of the actor you want to modify. The screenshot above shows the 'Outliner’ which contains all the objects in your scene. Any icon with a circle on it means that it is selected as the active object you’re modifying.


All the black dots on the Sim model are called 'bones’. You can select any bone by using the Right Mouse Button, it will get highlighted when it is selected.

8. Rotating bones


For purposes of this tutorial, we will be using the Rotation Tool, but this is not the only way to rotate bones.
To enable the Rotation Tool you need to click on the icon showed on the screenshot above. If you don’t see the icon pointed by the arrow, click on the icon on the left, with lines colored in red, blue and green, to make the 'Rotation Tool’ icon visible.
To move bones (don’t do this) you need to use the 'Translation Tool’ which will be explained later in this tutorial.


Once you select the 'Rotation Tool’ and one of the bones, you can rotate it by dragging one of the colored lines that are displayed around the bone.
Try selecting different bones and see what you can move.

9. Even more rotating bones


Some bones can be clicked multiple times to access different bones that are placed in the same spot. An example is an eye, which with every click allows you to move the upper lid, bottom lid and the eye itself.
To know that you’re selecting different bones, look at the name of the selected bone that is displayed at the bottom left corner of the 3D View.

10. Import second actor (or more)


Importing actors and objects allows you to align everything properly in one animation. Note that you can’t export the animation with multiple actors, but more on that later.


To import actors or objects:
10.1. Click 'File’ -> 'Append’.
10.2. Pick blend file that contains the actor/object you want to add (for example the female rig).
10.3. Open 'Objects’ folder and select the rig and body parts (rig, head, top, bottom, feet). To select multiple things hold the Shift key and click the things from the list.
10.4. Click the 'Link/Append from Library’ button.


You can import as many actors/objects as you want to one animation.


Remember that after importing actors (Sims) and/or objects you need to switch them to the 'Pose Mode’.

11. Move actors around


To move actors you need to select the root bone. There is nothing that would indicate the right one, you have to find it yourself and remember which one is it (for reference look at the video above).
Once the root bone is selected, switch to the 'Translation Tool’ and move the sim by dragging one of the colored arrows around the selected bone.


Remember to never move objects, only actors!

12. First keyframe


A keyframe is basically a frame/pose of your animation. You can understand it as a pose that your Sim is at, before moving into another pose (keyframe).


The first frame has to start from the first frame position, so make sure your timeline is set to the farthest left.
In addition, the screenshot above shows your active selected frame which should be displayed as “0” (zero).

To create a keyframe you have to select all actor bones you’re creating the keyframe for. Select the rig of the actor and hover over its model with your mouse.
Press the “a” key on your keyboard to select all the bones, they should light up.
Then press the “i” key on your keyboard and select 'LocRot’ from the list. This saves all of the bones rotation values in a form of a keyframe.

That’s it, the first frame of your animation is done.


When you want to add more keyframes:
1. Move the active frame on the timeline few frames forward.
2. Move bones of the actor to make a new pose.
3. Select all the bones and 'LocRot’ again.

13. Delete, move and copy keyframes


To move, copy and delete keyframes you need to use the 'Dope Sheet’.

There are multiple ways you can select keyframes on the 'Dope Sheet’, but you only need one to learn the basics.
To select a keyframe (whole column with all the bones), hold the Alt key and click one of the diamond shapes with the Right Mouse Button. They will light up in orange when they are selected.

While a keyframe is selected use:
Key the “g” button to move selected keyframe and place it somewhere else.
Hold the Shift key and press the “d"  key to copy selected keyframe and place it somewhere else.
Press the Delete key to delete the selected keyframe.

You can select multiple keyframes if you hold the Shift and Alt keys together and click the Right Mouse Button on keyframes.

14. Handle multiple actors


Every rig has its own timeline with keyframes which means that you can’t export one animation with multiple actors.
Every actor has to have its own animation file, so once you’re done with your animation, save and close Blender.


Create a copy of your animation file per actor in your animation. For example, if you have two actors (a male and a female), create two copies.
Then open each copy and remove other actors from it, leaving only one actor per animation file.
Removing an actor means removing its rig from the file. The video above shows how to remove the model too, but that is not required. To select multiple things, hold the Shift key.

15. Exporting animations


Check the 'Converting Blender Animations to Clips’ tutorial on how to turn blend files into clips and clip headers to use them in the game.

> Converting Blender Animations to Clips



Last update: 25th of August 2017

Aug 28, 2016 78 notes
#WickedWoohoo #Tutorial #Blender #Animation #WickedWhims
WickedWhims 1.1.1.025

Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required

Changes in this release:

  • Added extra error safety for outfit changing
  • Improved outfits data cache triggers
  • Fixed ghost interaction of overridden ‘Get Naked’ interaction
  • Fixed 'animation_force_nude_feet’ not working on some naked flags settings

Download Here

How to Install

Aug 28, 2016 12 notes
#WickedWoohoo #Download
WickedWhims 1.1.1.024

Requires at least Sims 4 version 1.20.60.1020 - No Expansions Required

This release fixes issues with updating outfit data which caused sex interactions and exhibitionism to not work.

Download Here

How to Install

Aug 27, 2016 31 notes
#WickedWoohoo #Download #1.1.1.024
WickedWhims 1.1.1.023

Requires at least Sims 4 version 1.20.60.1020 - No Expansions Required

List of changes:

  • Implemented mod version difference detection to avoid corrupted save data
  • Made ability to change animation to work on any sim you click
  • Made sex animations that remove bottom outfit part to remove shoes with it
  • Made Exhibitionism work better with sex interaction
  • Changed exhibitionism icon (thanks to derover)
  • Changed mirror ‘Admire Yourself Sexually’ option be available on every level, but only give experience below level 4
  • Created overrides package that removed options to change outfit to nude (you can remove the package if you don’t like this change)
  • Changed manual undressing in sex interaction to switch first to underwear
  • Changed time to really low for the time penis erection stays after looking at naked sims
  • Changed reason for male sim erection to be caused by preferred gender of sims
  • Changed loaded animations count to display every animation (even duplicates, removed 'animation_is_unique’ field from XML specification)
  • Changed detection of mirrors objects to be based on tags
  • Added social interaction of asking for sex
  • Added walking to the sex interaction destination
  • Added notification about no sims around when trying to start sex interaction (instead of empty sims dialog)
  • Added system of preferred genders for animations if both are set to any gender
  • Added validation for sex handlers before saving them
  • Added checking if object is already used by sim to prevent sex interaction
  • Added locking of objects used by sex interaction
  • Added system of safe saving which disables mod special save data to allow only save the game if there are any problems
  • Added checking for broken sex interactions and restarting them if any problems are detected
  • Added setting to allow auto full undressing on sex interaction
  • Added setting to disable exhibitionism functions (autonomy, skill and story progression)
  • Added Footjob sex category
  • Added 'Go Away’ interaction to make sims around your sex interaction go away
  • Added sex settings
  • Added ability to enable/disable selected animations in settings
  • Added ability to disable taking off shoes with bottom part during sex interaction
  • Added ability to force shoes to be taken off when animation requires that ('animation_force_nude_feet’ field for XML specification)
  • Added ability to manually undress shoes in sex interaction
  • Added ability to enable 'Always Accept’ to make sims always accept sex propositions (does not have real use yet)
  • Added ability to disable talking & walking to sex location and make it instant (requires Always Accept to be enabled)
  • Added extra checks if proper penis cas part is being used
  • Added simple caching of animations data
  • Added extra refresh to UI on sim reset to avoid ghost interactions in the queue
  • Added two new locations: TABLE_TV_STAND, TABLE_OUTDOOR_UNBRELLA
  • Added ability to set sex interaction progression type (full random*, staged only, disabled)
    • Random sex interaction progression now prioritises categories (Teasing -> Handjob -> Oraljob -> Vaginal <-> Anal)
  • Added ability to enable/disable auto undressing during sex
  • Added ability to enable/disable gender restriction for every animation
  • Added system to make sure actors are undressing properly
  • Organised save system
  • Rewritten sex interactions menu test functions
  • Reworked system of picker dialog interfaces
  • Improved animation syncing to depend on game ticks
  • Improved detection of floor surface height
  • Improved undressing code when in sex interaction
  • Improved detection of objects for locations
  • Improved checks for age when replacing body parts
  • Improved gender preference detection
  • Improved detection of outfit bodyparts
  • Improved initialization of sex interaction
  • Reworked exhibitionism system, fixing a bunch of problems with underwear detection for outfits
  • Fixed issue with random playing of sex animations
  • Fixed issue with shifting position of actors (for cost of fluid transition with animation that uses offsets)
  • Fixed issue with visibility of settings option when clicking on the floor
  • Fixed issue with sims changing outfit to the last used instead of active when starting sex interaction
  • Fixed issue with sims going back to everyday outfit after sex
  • Fixed issue with sims located at the same spot after sex on the floor
  • Fixed issue with detection of terrain that sex interaction can be started on
  • Fixed issue preventing from using custom locations for animations
  • Fixed issue with sim portrait not updating on outfit change
  • Fixed issue with sims waking up from sleep to do exhibitionism autonomy
  • Fixed issue with sims dressing up into wrong outfit after sex
  • Fixed issue with penis turning soft in the middle of sex interaction
  • Fixed issue with updating penis erection status after sex
  • Fixed issue with naked male top counting to watchers exhibitionism
  • Fixed issue with detection of proper body parts in exhibitionism watching
  • Fixed issue with gender detection for animations
  • Fixed issues with undressing fullbody outfits during sex interaction
  • Fixed issues with loading sex handlers data
  • Removed autonomy flashing (could be back in the future)

Known bugs:

  • Males with feminine physical frame has broken looking penis mesh
  • Sims asking for sex sometimes stand in weird positions when talking
  • House veranda still counts as inside home
  • Default skill learn notification doesn’t pop-up when learning skill using manual functions

Download Here

How to Install

Aug 26, 2016 18 notes
#WickedWoohoo #Download #1.1.1.023
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