Requires at least Sims 4 version 1.20.60.1020 or 1.25.136.1020 - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19, 1.21, 1.22, 1.23, 1.24 will not work!
Requires at least Sims 4 version 1.20.60.1020 or 1.25.136.1020 - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19, 1.21, 1.22, 1.23, 1.24 will not work!
Requires at least Sims 4 version 1.20.60.1020 or 1.25.136.1020 - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19, 1.21, 1.22, 1.23, 1.24 will not work!
Requires at least Sims 4 version 1.20.60.1020 or 1.25.136.1020 - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19, 1.21, 1.22, 1.23, 1.24 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Version 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18, 1.19 will not work!
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Changes in this release:
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.
Note that archives for 7-Zip (.7z) should be unpacked using 7-Zip, otherwise, it may result in errors when using the unpacked files.
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.
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.
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’.
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!
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
This tutorial will explain to you how to export objects from The Sims 4 that are usable in Blender.
Use a more recent version of Sims4Studio if you have issues exporting 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.

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.

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

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
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.
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.
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.
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.
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.
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.
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.

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.

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.
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.
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’.
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!
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.
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.
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.
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.
Last update: 25th of August 2017
Requires at least Sims 4 version 1.20.60.1020 or newer - No Expansions Required
Changes in this release:
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.
Requires at least Sims 4 version 1.20.60.1020 - No Expansions Required
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.
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!
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.
Pick one of the templates. Commented one is recommended for beginners.
This application is required:
These applications are optional. If you don’t own any coloring text editor, try one out:
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.
Recommended naming: “YOUR_NAME:WickedWhimsAnimations”, example: 'TURBODRIVER:WickedWhimsAnimations’.
The XML file should be originally named 'S4_7DF2169C_00000000_0000000000000000.xml’.
Keep in mind that this image is not up to date, it’s just representing the idea of the file structure.
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.
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.
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.
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.
After this point you can close the Modding Toolbox.
This method is not used anymore so delete the whole line if you don’t know how to use it.
Here are all available animation locations:
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.
Here are all animation categories:
It should always be 0 for the first actor.
Here are all animation categories:
When using the “BOTH” type make sure to define the 'animation_pref_gender’ variable as well.
Here are all gender types:
Here are all gender preference types:
Here are all naked flags types:
If 'animation_genders’ is set for males while this position is used with a female, strapon will be applied no matter what.
It’s important to determine interactions between actors in the animation. Things like cum or pregnancy depend on it.
Here are all animation categories:
For example: Actor 0 is giving VAGINAL interaction to Actor 1, so Actor 1 is receiving VAGINAL interaction from Actor 0.
Here are all cum layer types:
The default value is 'NONE’ which means that the type of the cum layer is defined by the receiving category.
Outside will lower the chance of pregnancy by half. Inside will use full pregnancy chance. Variable by default is set to Inside.
Here are all event types:
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.
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.
You can test events in-game by using the 'ww.play_effect <effect_name> [joint_name]’ command.
Here are all cum layer types:
In addition, the notification contains info about the object category that you might want to use instead.
Last update: 15th of October 2018
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’.
Note that archives for 7-Zip (.7z) should be unpacked using 7-Zip, otherwise, it may result in errors when using the unpacked files.
Unless you already have a package.
Unless you already have a package with your animations.
The ’_KEY’ file will be created which keeps all names of your files in your package.
For this, you have to check out the “Creating WickedWhims Animation XML File” tutorial on how to do this.
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
This tutorial will explain to you how to convert animations from Blender to clips for The Sims 4.
If you’re using a newer version of Sims4Studio, use the recommended Blender version.
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.
In my example, I have two animations - one for a male and one for a female.
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.
The number of frames of your animation in Blender is in the value labeled as 'End’ at the bottom of the timeline.
You use this value to set your animation duration by multiplying FrameDuration with MaxFrameCount.
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.
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.
Now you have exported your animation files that are ready to be used directly by the game.
For this, you have to check out the 'Creating WickedWhims Animations Package’ tutorial.
Last update: 5th of May 2018
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.
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.
Tested in Sims 4 version 1.20.60.1020 - No Expansions Required
This version fixes settings menu not working.
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.
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.
First release of WickedWoohoo! This version does not include any sex interactions.