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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

WickedWhims 1.1.2.042.4

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!

Make sure to remove old mod files before installation!

List of changes:

  • Made more bath interactions clean cum
  • Made more swimming interactions clean cum
  • Made hottub clean cum
  • Fixed issue with cleaning chest and back cum layers
  • Fixed shower sometimes not cleaning cum
  • Fixed broken saving of outfit when using special outfits


For people who have problems with loading the game, I recommend removing the ‘WickedWoohooMod’ folder in 'saves’ folder to reset the saves. It should now save without problems.

Download Here

How to Install

Download WickedWhims

WickedWhims 1.1.2.042.3

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!

Make sure to remove old mod files before installation!

List of changes:

  • Fixed issues with actors positions on animation change (made actors reassign positions on animation change)
  • Fixed issue with missing animation data
  • Fixed swapping actors not resyncing animation
  • Fixed sex progression not continuing while climax category is playing
  • Fixed pregnancy in climax category animations
  • Fixed actors ids assignment to be aniamation actors based

Download Here

How to Install

Download WickedWhims

WickedWhims 1.1.2.042.1

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!

Make sure to remove old mod files before installation!

List of changes:

  • Made sim hygiene need go as low as 5% when in sex interaction
  • Made sim fun need increase almost three times more
  • Fixed issue with setting role states to sims without autonomy component
  • Fixed issue with unintentional attempt to sex progression while in climax
  • Fixed issue with future incomplete code
  • Fixed few misplaced translation strings

Download Here

How to Install

WickedWhims Download WickedWoohoo

WickedWhims 1.1.2.041

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!

Make sure to remove old mod files before installation!

List of changes:

  • Reworked Exhibitionism
    • General
      • Improved body parts detection
      • Improved privacy system override to make it safer
      • Added option to ‘Completely Undress Yourself’ which switches sim to native naked outfit
      • Made sims with exhibitionism skill level 3 or higher not be shocked by nudity
      • Made sims not shoo others if their exhibitionism skill allows for nudity
      • Made sims that stand when using toilet be granted a glorious penis (not male exclusive anymore, full support for both genders and body frames)
      • Added ability to disable undressing when using toilet
      • Added extra animation to admiring yourself in the mirror
      • Added option to switch inappropriate streetwear checks (disabled by default)
      • Fixed issue with flashing interactions being visible when clicking on children
      • Fixed inconsistencies with flashing interactions
      • Removed pushing sims from nude and shock+embarrassment from nudity to avoid sims getting stuck in infinite shock state (this will be improved in future releases, this change does not affect privacy interactions)
    • Exhibitionism Skill
      • Made exhibitionism skill have only 5 levels
      • Made leveling up exhibitionism skill depend on objectives (you can’t do the same thing all the time)
      • Made traits like Shameless, Morning Sim, Night Owl, Savant and Quick Learner affect the exhibitionism skill
      • Made admiring yourself outfit be dependent on the current exhibitionism skill level
      • Made vanilla nudity interactions be hooked to exhibitionism skill level
      • Removed watching naked sims increasing exhibitionism skill level
      • Added 'wickedwoohoo.exglobalremove’ command to reset every sim exhibitionism skill
    • Exhibitionism Whims
      • Added whim for undressing underwear (low exhibitionism levels)
      • Added whim for admiring yourself in the mirror (medium exhibitionism levels)
      • Added whim for undressing clothes (medium and high exhibitionism levels)
      • Added whim for flashing sims (high exhibitionism levels)
      • Added whim for any social interaction about exhibitionism (every exhibitionism level)
    • Exhibitionism Buffs
      • Added buff for flashing a sim (happy mood)
      • Added buff for being fully naked (happy mood)
    • Exhibitionism Story Progression
      • Made gaining exhibitionism skill through story progression be capped from level 2 to 3 (sims won’t max out exhibitionism skill without influence)
      • Made randomised constant exhibitionism skill story progression capped level limit for random sims (some sims learn more than others)
      • Added exhibitionism social interactions (influences sims to learn exhibitionism faster and above the story progression level cap)
        • Talk About Exhibitionism - influences sim depending on your sim exhibitionism level
        • Compliment Sexy Body - subtle way to influence sim (unlocked at level 2)
        • Convince to Exhibitionism - more direct way to influence sim (unlocked at level 4)
        • Ask to Get Naked - if your sim is at least level 3 and the asked sim is least at level 4, the asked sim will undress
      • Made exhibitionism story progression take into account sims traits
    • Exhibitionism Autonomy
      • Made sims enter/spawn in zone without underwear right away (if the skill allows for that)
      • Made alone sims in house ignore exhibitionism level check
      • Removed sims autonomy to undress underwear
  • Added Climax System
    • Added climax sex category
    • Added option to trigger climax
      • Made climax option be available after some time of sex (this will be improved with implementation of sex skill)
      • Made climax option not visible if current setup (location/amount of sims) has no available climax animations
    • Added option to end the sex interaction after climax animation finishes
    • Added option to stop sex progression when climax animation is playing (enabled by default)
  • Added Needs System
    • Made hunger, hygiene, energy and bladder needs never go below 20% while in sex interaction
    • Made hygiene need decrease faster while in sex interaction
    • Made social need slowly grow to max 60% or stay when higher than 60% while in sex interaction
    • Made fun need slowly grow to 100% while in sex interaction
    • Added option to completely disable needs decay while in sex interaction
  • Cum Layers - Textures made by LumiaLoverSims (https://lumialoversims.tumblr.com/)
    • Added cum layers (face, chest, back, vagina, butt, feet)
    • Made cum be applied after sex interaction (depends on last animation category or specified cum layer type)
    • Made cum disappear when taking shower/bath, swimming or gussying up in the mirror
    • Made sims with cum on them want to take a shower (autonomy, only NPC sims, excluded slob sims)
    • Made cum layers disappear from NPC sims after 2 in-game hours
    • Made NPC sims clear cum layers when they leave the area
    • Added ability to specify cum layer type per actor (Param 'receiving_actor_cum_layer’ in XML Specification)
    • Added option to disable cum layers
  • Added Pregnancy System
    • Added pregnancy for sims receiving vaginal sex interaction (incest pregnancy is impossible due to game limitations)
    • Made impregnation happen after some time of vaginal sex (so you have time to use a wicked condom, because you remember about protection, right?)
    • Added option to set pregnancy chance (0% by default)
    • Added pregnancy termination (open your phone for that interaction, no buffs included yet)
    • Added wicked condom object - Model and textures made by LumiaLoverSims (https://lumialoversims.tumblr.com/)
    • Added interaction to use a wicked condom (can be used for everybody in the group if there is more than one sims that can impregnate)
    • Added ability to order pack of wicked condoms using computer
    • Added ability to specify cum going inside or outside (Param 'receiving_actor_cum_inside’ in XML Specification, affects pregnancy chance)
    • Made sims with 'Lazy’ or 'Clumsy’ trait have higher chance of impregnation when cum is going outside
    • Made sims with 'Hates Children’ trait use wicked condoms automatically
    • Made sims with 'Hates Children’ trait refuse vaginal sex if they don’t have any wicked condoms
    • Made 'Always Accept’ option ignore 'Hates Children’ trait
    • Made pregnancy related traits be ignored when pregnancy is disabled (0% chance for pregnancy)
    • Removed sad emotion after negative pregnancy test
  • Improved Outfits System
    • Reworked outfits handler to use special category for undressing
    • Added 'wickedwoohoo.fixnudeoutfit’ command to reset every sim nude outfit
    • Added 'wickedwoohoo.forcenudeoutfit’ command to forcibly apply default naked parts to naked outfit
    • Improved outfit updating when changing animations
    • Made sims naked outfit reset on outfit change to naked
    • Made sims keep undressed outfit after finishing sex interaction
    • Made outfits not possible to be nude by default be ignored in checks
    • Made outfit states hooked to commodity statistics (top and bottom outfit, top and bottom underwear)
  • Renamed the mod to 'WickedWhims’
  • New icons created by LumiaLoverSims (https://lumialoversims.tumblr.com/)
  • Added option to force default naked body mesh (if you have problems with CC)
  • Added option for NPC sims autonomy only (replaced the low autonomy setting, made it selected by default)
  • Added option to auto dress up after sex interaction
  • Added special penis models for females made by Kirirhyn
  • Removed detection of required penis CAS parts since they are not included by default
  • Reworked system of applying penis mesh base on gender and body frame
  • Made penis CAS parts as one package for convenience of easily keeping it updated
  • Added support for Untraditional Nerd penis meshes (make sure to remove the included one before, make sure to not use the replacement version)
  • Reworked sim extra data handler making it more conflict and future proof
  • Added simple game events save system to keep track of basic happenings in the world
  • Added location type for pool sex interactions
  • Added location type for sauna sex interactions
  • Changed asking for sex animations to romantic type
  • Made the game pause when opening settings
  • Reworked registration system for interactions of sims and objects (better optimization, faster loading)
  • Added warning message before using animations switcher
  • Made every custom command output a message
  • Updated translations grammatically and in some missing spots
  • Updated language files (organised and improved)
  • Made joining to sex interaction require to be nearby to ask/invite
  • Made actors be assigned to the proper positions with gender restrictions disabled
  • Made animation syncing times a little bit more precise
  • Fixed issue with joining sex interaction failing with 'Always Accept’ enabled
  • Fixed issue with counting faded sims as available sims
  • Fixed short male erection duration from watching
  • Fixed changing sex location not updating the interaction
  • Fixed issues with cloning machine
  • Fixed issue with infinite erection after sex
  • Removed sex with Death (I know, I know..)

Download Here

How to Install

WickedWoohoo WickedWhims Download

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

image

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

image

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

image

Switch to the 'Meshes’ tab.

5. Export the mesh

image

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

6. Import the mesh to Blender

image

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

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

image


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

image


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).

image


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.

image


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

WickedWoohoo Tutorial Blender Animation WickedWhims

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’.

image

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

image

> 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’.

image

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

image

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

image

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.

image

> 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.

image

> 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

Tutorial Wicked Woohoo WickedWoohoo Sims 4 Sims4 XML WickedWhims

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.

image

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

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

image

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

image

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

image

> 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.

image

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.

image

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.

image

> 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

WickedWoohoo Wicked Woohoo Sims 4 Sims4 Tutorial Animation S4PE Blender Sims4Studio WickedWhims

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