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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

July 2016

WickedWoohoo 1.1.1.008-PROTOTYPE

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes recent (and the ongoing) problem with social interactions when flashing sims. In addition this update introduces the ability to setup stages, but I am not releasing any supported animations or tutorial for it yet.

Download Here

Get Required Mods Here


Known Bugs

  • House veranda still counts as inside home
  • Default skill learn notification doesn’t pop-up when learning skill using manual functions
  • Sim portrait outfit overlay doesn’t update on exhibitionism interactions
Jul 31, 2016 19 notes
#WickedWoohoo #Wicked #Woohoo #Sims #4 #Sims 4 #Sims4 #Download #Mod #Sex
WickedWoohoo 1.1.1.007-PROTOTYPE

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required

THIS IS PROTOTYPE VERSION! This means that not everything is finished! List at the end of this post shows what have to be done for the full release.

This release introduces sex interactions! Yay!

Features

  • Sex:
    • Start sex interaction with one or two sims
    • Invite any amount of sims to the sex interaction
    • Change sex type and position
    • Swap actors in the sex interaction
    • Undressing actors in the sex interaction
  • Exhibitionism:
    • Undressing top and/or bottom underwear parts
    • Undressing top and/or bottom outfit parts
    • Flashing naked body parts
    • Auto-applying penis mesh cas part for males when naked
    • Auto-undressing pants when using a toilet
    • Modification of privacy system to avoid uncomfortable situations when naked with high exhibitionism level
    • Male sims get erect when seeing other naked sims
    • Exhibitionism Skill:
      • Gain more confidence with every level and unlock more possibilities
      • Sim mood and traits affect how quick you progress
      • Higher levels of skill will not make you embarrassed and shoo other sims when taking shower, using toilet or just being nude
      • Improve your skill using additional special interactions
    • Story Progression:
      • Sims learn exhibitionism skill
    • Settings
      • Change autonomy settings
      • Change notifications settings
      • Change household only notifications settings
      • Change story progression settings

Known Bugs

  • Flashing interaction don’t properly engage sims into social interaction
  • House veranda still counts as inside home
  • Default skill learn notification doesn’t pop-up when learning skill using manual functions
  • Sim portrait outfit overlay doesn’t update on exhibitionism interactions


Elements that have to be done for the full release:
  • Missing ability to setup stages of animations
  • Missing ability to set preferred genders for actor when it takes both genders
  • Sex interactions on the floor does not check for clipping with objects around
  • After sex interactions on the floor sims are placed in the same spot
  • Missing social interaction to ask for sex, it happens immediately
  • Missing walking to sex interaction location for group sex (two sims or more), it happens immediately
  • Missing auto detection of object height (some objects of the same type can have different heights)
  • Objects used for sex interactions are not blocked from normal use
  • Missing ability to switch to different location while in sex interaction (only for objects in the same room)
  • Missing ability to disable selected animations in settings
  • Extra: Tutorial on how to add sounds and how to change facial expression of sims
Jul 30, 2016 20 notes
#Sims #4 #Sims4 #Sims 4 #Mod #WickedWoohoo #Sex #Exhibitionism #Download
Creating WickedWhims Animation XML File

This tutorial will explain to you how to setup the WickedWhims Animations XML Tuning file.

If you want to know how to create animations check the ‘Creating Basic Animations In Blender’ tutorial and 'Converting Blender Animations to Clips’.

If you want to know how to create packages with animations, check the 'Creating WickedWhims Animations Package’ tutorial.


1. Download a template & tools

Pick one of the templates. Commented one is recommended for beginners.

> Commented Template - Download (Open -> Right Click -> Save as…)

> Uncommented Template - Download (Open -> Right Click -> Save as…)

This application is required:

> Modding Toolbox - Download (or use Hash Generator in Sims4Studio)

These applications are optional. If you don’t own any coloring text editor, try one out:

> Sublime Text 3 - Download

> Notepad++ - Download

> XML Validation - Open

2. Create the hash values

To setup everything, we need a plain package name, a hexadecimal hash of that name and a decimal hash of that name.
To get three of these values we will be using the 'Modding Toolbox’, so open it.

> 2.1. Type in the name of your package and make sure it contains your name.

Recommended naming: “YOUR_NAME:WickedWhimsAnimations”, example: 'TURBODRIVER:WickedWhimsAnimations’.

> 2.2. Copy the FNV 64 field without the '0x’ prefix.

> 2.4. Replace the '0000000000000000’ at the end of the XML Template file name with copied FNV 64 value.

The XML file should be originally named 'S4_7DF2169C_00000000_0000000000000000.xml’.

> 2.4. Switch the display result to 'Decimal’.

> 2.5. Copy the FNV 64 field. We will need it in the next steps. Keep the 'Modding Toolbox’ open.

3. Understanding the file structure

Keep in mind that this image is not up to date, it’s just representing the idea of the file structure.

> 3.1. Focus on the red outline presented on the image, this is the file header. It contains the file name and numerical ID that is required for it to work.

> 3.2. Focus on the purple outline presented on the image, this is all of the data of a single animation. It contains all information about the animation, actors, actor interactions, and events.

As every entry in a list, an animation is contained between the <T></T> tags.

If you want to add another animation to the file, select the whole purple section and copy it underneath the existing one.

> 3.3. Focus on the light-blue outlines presented on the image, these are actors. They contain all information about the actors and actor interactions in the animation.

Actors are inside the “animation_actors_list” field which represents a list. Every entry in a list is contained between the <T></T> tags.

If you want to add/remove actors in the animation (for solo, threesome, foursome or more) just copy/remove the whole light-blue section.

When you’re adding more actors make sure to give them unique 'actor_id’ highlighted with light-blue. The first actor should always start with ID “0” (zero) and continue by increments of one.

> 3.4. Focus on the yellow outlines presented on the image, these are actor interactions. They contain all information about the actors that are receiving an interaction from the actor in the light-blue section.

When an actor in the light-blue section is doing an interaction, that actor can interact with other actors in that interaction. The type of interaction the actor has with other actors is set in that yellow section. If you want to add more receiving actors just copy this section underneath it and set the 'receiving_actor_id’ that corresponds to the actor 'actor_id’ that should be receiving set interaction.

On the image, inside the light-blue actor with ID 0, yellow section refers to an actor with ID 1. That actor with ID 1 is receiving a VAGINAL sex category interaction from the actor with ID 0.

> 3.5. Focus on the green outlines presented on the image, these are events. They contain all information about special events that can occur during the animation.

Events are inside the “animation_events_list” field which represents a list. Every entry in a list is contained between the <T></T> tags.

If you want to add/remove events in the animation (for more effects or dynamic cum layers) just copy/remove the whole green section.

4. Setup the variables

> 4.1. The image below presents variables highlighted in red, purple, light-blue and yellow that you can modify. These variables are always between “>” “<” characters.

> 4.2. The first variable we will be changing is the ’s’ at line 2 in the file, highlighted in red. The template has it as '12345’. You have to change it to copied in step 2.5 FNV 64 decimal hash.

> 4.3. Second variable we’re changing is the ’n’ at the line 2 in the file, highlighted in red. The template has it as 'YourName:YourPackageName’. You have to change it to unique name you’ve typed into the Modding Toolbox.

After this point you can close the Modding Toolbox.

> 4.4.1. Variable 'animation_display_name’ is the hexadecimal hash id from an STBL file that represents the name of your animation.

This method is not used anymore so delete the whole line if you don’t know how to use it.

> 4.4.2. Variable 'animation_raw_display_name’ is a raw text that represents the name of your animation. You should be using either 'animation_display_name’ or this variable to name your animation.

> 4.4.3. Variable 'animation_author’ is the name of the animation creator. It’s probably your name.

> 4.4.4. Variable 'animation_locations’ is a list of location categories that animation can be used at. Location names are separated by commas.

Here are all available animation locations:

  • NONE
  • FLOOR
  • TABLE_DINING_SHORT
  • TABLE_DINING_LONG (this object can have wideness of 2 or 3 spaces)
  • TABLE_TV_STAND
  • TABLE_COFFEE
  • TABLE_ACCENT (this object can have different heights)
  • TABLE_PICNIC
  • TABLE_OUTDOOR
  • TABLE_OUTDOOR_UMBRELLA
  • DESK
  • BAR (this object can have wideness of 2 or 3 spaces)
  • COUNTER
  • SOFA
  • LOVESEAT
  • BENCH_OUTDOOR (this object can have wideness of 2 or 3 spaces)
  • WORKOUT_MACHINE
  • CHAIR_LIVING
  • CHAIR_DINING
  • CHAIR_STOOL
  • CHAIR_DESK
  • TOILET
  • DOUBLE_BED
  • SINGLE_BED
  • OTTOMAN
  • HOTTUB
  • SHOWER_TUB
  • SHOWER
  • BATHTUB
  • SAUNA
  • YOGA_MAT
  • MASSAGE_TABLE
  • WINDOW

> 4.4.5. Variable 'animation_custom_locations’ is a list of specific objects WWIDs that animation can be used at. Location WWIDs are separated by commas. [OPTIONAL]

To recognise what location type an object is, enable debug functions using a command 'ww.enable_debug’ (or 'ww.enabledebug’) and click on objects to display their data. You’re looking for WWID value.

Any object in the game can be used but if that object gets modified in the future it is very possible you will have to update its WWID.

> 4.4.6. Variable 'object_animation_clip_name’ is the clip name of your object animation CLIP (ClipName). [OPTIONAL]

> 4.4.7. Variable 'animation_category’ is the category of your animation that it’s displayed as.

Here are all animation categories:

  • TEASING
  • HANDJOB
  • FOOTJOB
  • ORALJOB
  • VAGINAL
  • ANAL
  • CLIMAX

> 4.4.8. Variable 'animation_tags’ is a list of sex tags that is used to give the animation context. THIS FEATURE IS NOT YET FUNCTIONAL, PLEASE DO NOT USE THIS.

> 4.4.9. Variable 'animation_loops’ is the number of times the animation will play in a row.

> 4.4.10. Variable 'animation_stage_name’ is a unique stage name of this animation that is used to trigger this animation as the next stage. [OPTIONAL]

> 4.4.11. Variable 'animation_next_stages’ is a list of stage names that are used as the next animation to play after this one ends. Stage names are separated by commas. [OPTIONAL]

> 4.4.12. Variable 'animation_allowed_for_random’ is a flag which determines if this animation will be randomly picked in sex.

> 4.5.1. Variable 'animation_actors_list’ is the section where all actors of the animation are defined.

> 4.5.2 Variable 'actor_id’ is the numerical ID that represents an actor and it is used to recognised it.

It should always be 0 for the first actor.

> 4.5.3. Variable 'animation_clip_name’ is the clip name of your animation CLIP (ClipName).

> 4.5.4. Variable 'animation_type’ is the category of the interaction actor is performing.

Here are all animation categories:

  • TEASING
  • HANDJOB
  • FOOTJOB
  • ORALJOB
  • VAGINAL
  • ANAL
  • NONE

> 4.5.5. Variable 'animation_genders’ is the gender type that this actor represents.

When using the “BOTH” type make sure to define the 'animation_pref_gender’ variable as well.

Here are all gender types:

  • MALE
  • FEMALE
  • BOTH

> 4.5.6. Variable 'animation_pref_gender’ is the gender type that this actor would preference if 'animation_genders’ is set to BOTH. [OPTIONAL]

Here are all gender preference types:

  • MALE
  • FEMALE

> 4.5.7. Variable 'animation_naked_type’ is the type of outfit part that will be undressed when performing this animation.

Here are all naked flags types:

  • NONE
  • TOP
  • BOTTOM
  • ALL

> 4.5.8. Variable 'animation_force_nude_hands’ is a flag which determines if gloves are forced to be undressed when performing this animation (0=Ignore, 1=Force) [Recommended for handjob animations].

> 4.5.9. Variable 'animation_force_nude_feet’ is a flag which determines if shoes are forced to be undressed when performing this animation (0=Ignore, 1=Force) [Recommended for footjob animations].

> 4.5.10. Variable 'animation_allow_strapon’ is a flag which determines if the actor will use a strapon even if the position is not designed for males (0=Disallow, 1=Allow).

If 'animation_genders’ is set for males while this position is used with a female, strapon will be applied no matter what.

> 4.5.11. Variable 'animation_y_offset’ is the offset of the actor position on the Y axis. [OPTIONAL]

> 4.5.12. Variable 'animation_facing_offset’ is the offset of the actor orientation (360 degrees). [OPTIONAL]

> 4.6.1. Variable 'actor_interactions’ is the section where receiving actors are defined.

It’s important to determine interactions between actors in the animation. Things like cum or pregnancy depend on it.

> 4.6.2. Variable 'receiving_actor_id’ is the numerical ID of the receiving actor.

> 4.6.3. Variable 'receiving_actor_category’ is the interaction category that the receiving actor is receiving.

Here are all animation categories:

  • TEASING
  • HANDJOB
  • FOOTJOB
  • ORALJOB
  • VAGINAL
  • ANAL
  • NONE


For example: Actor 0 is giving VAGINAL interaction to Actor 1, so Actor 1 is receiving VAGINAL interaction from Actor 0.

> 4.6.4. Variable 'receiving_actor_cum_layers’ is a list of cum types that will be applied on the receiving actor if this would be the last played animation. Cum layer types are separated by commas.

Here are all cum layer types:

  • DISABLED
  • FACE
  • CHEST
  • BACK
  • VAGINA
  • BUTT
  • FEET
  • NONE


The default value is 'NONE’ which means that the type of the cum layer is defined by the receiving category.

> 4.6.5. Variable 'receiving_actor_cum_inside’ is a flag which determines if the receiving actor should receive cum inside or outside (0=Outside, 1=Inside).

Outside will lower the chance of pregnancy by half. Inside will use full pregnancy chance. Variable by default is set to Inside.

> 4.7.1. Variable 'animation_events_list’ is the section where events are defined.

> 4.7.2. Variable 'event_type’ is the type of the event that will be triggered.

Here are all event types:

  • EFFECT
  • CUM

> 4.7.3. Variable 'event_start_timecode’ is the time as a decimal number at which the event will be triggered.

> 4.7.4. Variable 'event_end_timecode’ is the time as a decimal number at which the event will be stopped.

You can learn more about understanding timecodes in the Adding Native Events to Animations tutorial.

If the event is not intended to ever end, set the 'event_end_timecode’ as some high number like 999.

> 4.7.5. Variable 'event_target’ is the target of the event. It can be either an actor or the object used for sex.

To use an actor as a target, take its 'actor_id’ and put an 'a’ in front of it forming an ID like 'a0’, 'a1’, 'a2’ etc.

To use an object as a target, simply put the character 'o’ into the field without any numbers.

> 4.7.6. Variable 'effect_name’ is the name of the effect used for an EFFECT event. You can find the list of all effects here.

You can test events in-game by using the 'ww.play_effect <effect_name> [joint_name]’ command.

> 4.7.7. Variable 'effect_joint_name’ is the bone joint name from the actor or object rig. You can find them at the bottom-left corner of Blender 3D View when selecting rig bones.

> 4.7.8. Variable 'cum_layer_type’ is the cum type that will be applied on the 'event_target’ at the set 'event_start_timecode’ timecode.

Here are all cum layer types:

  • FACE
  • CHEST
  • BACK
  • VAGINA
  • BUTT
  • FEET

> 4.7.8. Variable 'actor_has_condom’ is used to prevent the event from running if the 'event_target’ is wearing a condom.

5. Identifying objects

> 5.1. Turn the game on and start the game.

> 5.2. Open the game console by pressing Ctrl+Shift+C.

> 5.3. Type in 'ww.enable_debug’ (or 'ww.enabledebug’) command.

> 5.4. Click on any object and use 'Debug - Get Object Data’ option.

> 5.5. Displayed notification contains WWID (numerical value) that you put in as the custom location.

In addition, the notification contains info about the object category that you might want to use instead.


Last update: 15th of October 2018

Jul 21, 2016 14 notes
#Tutorial #Wicked #Woohoo #WickedWoohoo #Sims #4 #Sims4 #XML #WickedWhims
Creating WickedWhims Animations Package

This tutorial will explain to you how to create a The Sims 4 package with animations for WickedWhims.
If you want to know how to create animations check the ‘Creating Basic Animations In Blender’ tutorial and 'Converting Blender Animations to Clips’.

1. Download tools

> S4PE - Download (at least version 0.4.6)

> Modding Toolbox - Download (or use Hash Generator in Sims4Studio)


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. Create a new package

> 2.1. Open S4PE and create a new package (File -> New).

Unless you already have a package.

> 2.2. Import your animation, CLIP (.animation) and CLHD (.bnry) files to your package.

Unless you already have a package with your animations.

> 2.3. Double click on the CLIP file in the package to open 'Resource Details’ menu.

> 2.4. Select 'Use resource name’ and 'Rename if present’ and type in the name of your animation to be able to recognize it easier in the future.

The ’_KEY’ file will be created which keeps all names of your files in your package.

> 2.5. This is how your package should look after importing and naming files.

3. Create XML WickedWhims Animations File

For this, you have to check out the “Creating WickedWhims Animation XML File” tutorial on how to do this.

> Creating WickedWhims Animation XML File

4. Import XML WickedWhims animation file

Simply import the created XML file to your package.
That’s it, your package is ready. Remember to save it.
The only thing now is to put the created package into the Mods folder and test it.



Last update: 5th of May 2018

Jul 21, 2016 20 notes
#Wicked #Woohoo #WickedWoohoo #Sims #4 #Sims4 #Tutorial #Animation #S4PE
Converting Blender Animations to Clips

This tutorial will explain to you how to convert animations from Blender to clips for The Sims 4.

1. Download Sims4Studio & S4PE

> Blender 2.70a - Download

> Sims4Studio 2.7.1.5 - Download (you need an account) [Mirror] (Sims 4 Studio Site)

> S4PE - Download (at least version 0.4.6)

If you’re using a newer version of Sims4Studio, use the recommended Blender version.

2. Import Animations

Once you’re done with your animation, you have to turn the ’.blend’ files into Clip and Clip Header files.
To do that you have to use Sims4Studio, so open it. For this tutorial, we are using version 2.7.

If at any point Sims4Studio requires Blender to be installed and you’ve already installed it, set its location in ‘Settings’ menu.

> 2.1. When Sims4Studio loads, select 'Clip Pack’ option and click the 'Animation’ button.

> 2.2. Choose a place to save your package. We will be opening it later.

> 2.3. Right away switch to the 'Clips’ tab.

> 2.4. Click the 'Import’ button and select a blender file (.blend) with the animation you want to load.

> 2.5. To convert multiple animations, click the 'Add’ button, select the newly added field and import another blender file.

> 2.6. Once you’re done importing your animations, switch to the 'Warehouse’ tab.

In my example, I have two animations - one for a male and one for a female.

3. Verify and set animation duration

> 3.1. Select imported Clip on the list to see its data. Focus on FrameDuration, MaxFrameCount and Duration.

In newer versions these are called TickLength, TickCount and Duration.

In some situations, your animation might not loop seamlessly. In that case, you may want to adjust the FrameDuration and the MaxFrameDuration with the Duration value.

> 3.2. MaxFrameCount field of your Clip has to be the same amount as a number of frames in your Blender animation. If it’s not, set it as such.

The number of frames of your animation in Blender is in the value labeled as 'End’ at the bottom of the timeline.

> 3.3. FrameDuration field has to be set as '0.03333334’, which represents the duration of a single frame of your animation.

You use this value to set your animation duration by multiplying FrameDuration with MaxFrameCount.

> 3.4. Duration field is your animation duration which is based on your MaxFrameCount multiplied by FrameDuration.

For example, if your animation has 100 frames, you multiply it by 0.03333334 to get 3.333334 which would be your animation duration.

MaxFrameCount and FrameDuration variables always have to work togther to create the Duration variable.

> 3.5. Every Clip is paired with a Clip Header which has to represent the same exact information as paired with it Clip.

You can see pairs of Clip and Clip Header by the same 'Instance’ value on the list. Make sure Clip and Clip Header have the same values entered for FrameDuration, MaxFrameCount, Duration, and ClipName.

You can consider editing these values in S4PE instead which would automatically update the Clip Header file for you.

> 3.6. Once all Clips and Clip Headers are checked and ready, you can save and close Sims4Studio.

4. Extract Clip and Clip Header files

> 4.1. Open created with Sims4Studio package using S4PE. From 'File’ choose 'Open…’ and pick your package.

> 4.2. Select all the CLIP (Clip) files and CLHD (Clip Header) files and export them for later use.

Now you have exported your animation files that are ready to be used directly by the game.

5. Create WickedWhims Animations Package

For this, you have to check out the 'Creating WickedWhims Animations Package’ tutorial.

> Creating WickedWhims Animations Package



Last update: 5th of May 2018

Jul 21, 2016 28 notes
#WickedWoohoo #Wicked #Woohoo #Sims #4 #Sims4 #Tutorial #Animation #S4PE #Blender #Sims4Studio #WickedWhims
WickedWoohoo 1.0.1.006

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes problems with child age sims when using toilet and properly displays message about missing penis cas parts.

Download Here

Get Required Mods Here

Jul 3, 2016 6 notes
WickedWoohoo 1.0.1.005

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes problems with interactions being added infinitely when sim is in a locked interaction.

Download Here

Get Required Mods Here


Known Bugs

  • House veranda still counts as inside home
  • Default skill learn notification doesn’t pop-up when learning skill using manual functions
  • Sim portrait outfit overlay doesn’t update on exhibitionism interactions
Jul 1, 2016 36 notes
WickedWoohoo 1.0.1.004

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes settings menu not working.

Download Here

Get Required Mods Here

Jul 1, 2016 1 note

June 2016

WickedWoohoo 1.0.1.003

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes problems with saving the game on Mac systems and prevents this issue on any other system.

Download Here

Get Required Mods Here


Known Bugs

  • Entering CAS when any household sim is nude will make them change to default outfits
  • House veranda still counts as inside home
  • Default skill learn notification doesn’t pop-up when learning skill using manual functions
  • Sim portrait outfit overlay doesn’t update on exhibitionism interactions
Jun 30, 2016 1 note
WickedWoohoo 1.0.1.002

Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes the way mod handles outfits. This version does not include any sex interactions.

Download Here

Get Required Mods Here

Jun 28, 2016 3 notes
WickedWoohoo 1.0.1.001
Tested in Sims 4 version 1.20.60.1020 - No Expansions Required

First release of WickedWoohoo! This version does not include any sex interactions.

Download Here

Get Required Mods Here

Features

  • Exhibitionism:
    • Undressing top and/or bottom underwear parts
    • Undressing top and/or bottom outfit parts
    • Flashing naked body parts
    • Auto-applying penis mesh cas part for males when naked
    • Auto-undressing pants when using a toilet
    • Modification of privacy system to avoid uncomfortable situations when naked with high exhibitionism level
    • Male sims get erect when seeing other naked sims
    • Exhibitionism Skill:
      • Gain more confidence with every level and unlock more possibilities
      • Sim mood and traits affect how quick you progress
      • Higher levels of skill will not make you embarrassed and shoo other sims when taking shower, using toilet or just being nude
      • Improve your skill using additional special interactions
    • Story Progression:
      • Sims learn exhibitionism skill
    • Settings
      • Change autonomy settings
      • Change notifications settings
      • Change household only notifications settings
      • Change story progression settings

Known Bugs

  • House veranda still counts as inside home
  • Default skill learn notification doesn’t pop-up when learning skill using manual functions
  • Sim portrait outfit overlay doesn’t update on exhibitionism interactions
Jun 26, 2016 11 notes
#Sims #4 #Sims4 #Mod #WickedWoohoo #Sex
Tutorials



Creating Basic Animations In Blender


Converting Blender Animations to Clips


Creating WickedWhims Animations Package


Creating WickedWhims Animation XML File


Exporting Objects from The Sims 4


Adding Events to Animations


Creating Custom Skin Tone


Support for Custom CAS Parts

Jun 5, 2016 125 notes
#Sims #Wicked #Woohoo #WickedWoohoo #Tutorial #WickedWhims
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