oi, então, já que você é uma ótima posemaker e muito humilde, afinal responde todos com educação (obrigada por isso), queria tirar uma dúvida: você poderia ensinar como faz poses com objetos juntos, tipo uma escrivaninha e uma cadeira? digamos que eu queira fazer uma pose do meu sim mexendo no computador, como eu posiciono a mesa e a cadeira no blender pra elas ficarem iguais ficam no jogo? espero que não tenha ficado confuso. obrigada
Bondade sua haha! Não posso dizer que domino as ferramentas (blender, s4s, etc.), então às vezes tenho que ser criativa - leia-se gambiarra.
Se esse é o jeito certo ou não, é assim que eu faço:
Para começar é necessário definir os objetos que deseja usar e extrair as meshes. Supondo que já fez toda essa parte e está apenas se perguntando como prosseguir para a criação da pose, siga com atenção.
1. Com o blender aberto vá em File>Append e localize seu primeiro objeto (eu dou preferência a mesa). Siga para Object e selecione todos os arquivos marcados na imagem pressionando shift. Então clique em append from library.
2. Desmarque o pequeno olho ao lado de bone_bone_shape.001 mas preserve todas as camadas nomeadas "rig", é sumamente importante.
3. Clique 7 no teclado numérico para ter visão superior. São esses pontinhos adjacentes que vão nortear a posição da sua cadeira. Isso vale para qualquer tipo de mesa. A quantidade de pontos que aparecem corresponde a quantidade de assentos disponíveis. Já os pontos “dentro” da mesa correspondem aos objetos postos em cima.
4. Repita o passo 1, dessa vez importando a cadeira. Clique em G (ou arraste as setas vermelha e verde) para mover a cadeira e posicione o ponto laranja sobre o ponto marcado na imagem anterior.
5. Selecione a cadeira clicando com o botão direito do mouse e clique em R, em seguida digite o número de graus que deseja rotacionar, ex: 180 (foi o que eu usei nesse caso específico). Enter para confirmar.
6. A partir daí, basta criar a sua pose e finalizar do modo que preferir.
Para usar no jogo, posicione o(s) teleporter(s) como na terceira imagem. Dependendo da mesa, a posição do teleport pode variar, então tenha atenção ao processo. Espero que tenha ajudado :)
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Providing a written tutorial with images to help you learn basic posing in The Sims 4 and also various mods and tricks you can use to help your posing experience. I know there are more tricks on this out in the wild, so I don’t dare call it a complete tutorial. It will, however, get you started.
Updated: November 2023
Mods I’m going to talk about:
Andrew’s Pose Player and Scumbumbos Teleport Any Sim
MC Command Center
TwistedMexi’s T.O.O.L.
Lot 51’s Fashion Authority
Wicked Whims or Wonderful Whims
This is a long tutorial, but it should help you with using all of the above mentioned mods to have a better posing experience in The Sims 4.
Making dynamic poses/animations that adjust to a sims body with Animation Tools by thepancake1
Made this short guide after talking to thepancake1. I haven't seen many people use this feature yet and felt like it might be worth sharing? There are some limitations to be aware of, but I think it's a useful option (for poses as well as animations) 😊
Many thanks to thepancake1 for the tools and for the helpful explanations he provided for this guide.
1. Background and in-game mechanics
The way TS4 handles different body shapes and clothes in animations (for example, in order to avoid clipping) is basically by putting markers (“slots”) on the surface of a sims body that can be then used as (IK) targets with the in-game IK system.
As you probably know, IK (Inverse Kinematics) – as opposed to the default FK (Forward Kinematics) – is a set-up where bones in a chain are influenced backwards. So, for example, when you move a hand, the arm will follow.
In a similar way, what in-game IK does, is assigning a bone or slot to animate relative to. For example, if your sim is posed with hands on the hips, you can assign the hands to the hips slot and the game will then process the pose/animation and perform IK in real time to change the position of the arms and hands relative to the hips.
Note that there are limitations to this system, though, as only hands, feet and the root bind can procedurally target other bones/slots.
Hereby, feet targets and root target are mainly used in interactions with objects, in particular in sitting animations (where, for example, the root is targeting a chair slot).
Hand targets are mainly used for adjusting a pose/animation to a sims body shape and clothes.
The in-game IK always influences the complete arm/leg (chain: foot-calf-thigh/hand-forearm-upperarm).
You can find an article that provides some background information here: https://simsvip.com/2014/08/20/community-blog-the-sims-4-animations/
2. Using the feature in custom poses/animations
Per default, when you make custom poses/animations with Blender and S4S, the relevant information that the game requires to apply in-game IK is not included. And so, you will notice that while a pose might look good with the base rig in Blender, it might not fit other sims with a different shape in game, in particular causing clipping.
You can use TS4 SimRipper to fine-tune a pose for a certain sim, but this might not be the solution you’re looking for, if you share your poses and/or want them to be compatible with different kinds of sims.
The animation tools now include a feature that makes it possible to use in-game IK with custom poses/animation as described in part 1.
Disclaimer:
The animation tools are in development and subject to change.
Currently TS4 SimRipper sims are not properly supported. (Although, imo for the purpose of the task, it doesn't make much sense to use them as models.)
As you can see in the comparison below, there might be some accuracy loss for the flexibility gained. (The position of the arms in the version without IK targets matches exactly the pose I made in Blender but doesn't work at all for the heavier sim causing extreme clipping. At the same time, the version with IK targets deviates a bit from the pose I made, but works for any sim.)
Below a short guide on how to set it up with the example pose I made.
1) You can download the tools HERE. Make sure to check the installation guide and tutorials in the wiki tab for the basics. (Note: The tools were originally made for Blender 3.0 but also support newer versions, in particular Blender 3.3.)
Some additional tips for poses in another post of mine HERE.
After you set up the tools in Blender and have made your pose:
2) Go to the S4AnimTools panel. Fill out rig name, clip splits and clip name as described in the tutorials linked above (also make sure to select “Allow Jaw Animation”).
3) Find & click “Create World IK channels”.
This will create 5 IK channels for the afore mentioned hands, feet and b_ROOT_bind bone. You can also add channels either by cloning the existing ones or clicking “Create World IK channels” again. To get rid of unwanted channels click “Delete”.
4) Set up the targeted bones/slots based on the type of pose you made.
In my example, I created a pose where a sim has the left hand on the hip, and the right hand close to the thigh. Therefore, I added IK channels targeting the “b__L_frontBellyTarget_slot” and “b__R_ThighFrontTarget_slot”.
The slots are marked blue in the picture below. Some notes:
The slots are hidden by default, I made them visible for the picture. You can unhide all bones/slots available by pressing Alt+H. But I recommend doing this on a separate rig/in another blend file or undo it directly afterwards if you don't want all the (unneccessary) bones/slots blocking your view.
The selected slots worked well enough for my example, but you should figure out what is suitable for you. (Fo example, the HandDangle slots seem to be commonly used when the arms are hanging near the body.)
As orientation you can also look up clip files for EA poses/animations via the S4S Game File Cruiser and see what bones/slots are used as targets ("Warehouse" tab -> "SlotAssignments"; IKChainIndex: 0 - left hand / 1 - right hand / 2 - left foot / 3 - right foot /4 - root bind). On that note: The Clip Pack export loses/resets the slot data, but you can use it to find an animation and check its Instance ID to then search for in the Game File Cruiser. (If you know the name of an animation you can also determine its Instance ID by converting the name with the S4S Hash Generator.)
5) To ensure an animation works properly and, in particular, blends with other animations in game, each IK channel should (also) target b_ROOT of the rig.
The bones are marked green in the picture below. This set up was recommened to me by pancake. Another experienced creator mentioned though that it's only necessary to target b_ROOT at the start and end of an animation, in his experience.
Also note that this seems to be a restriction for animations that are made as in-game interactions and might not be necessary for poses or animations used with Andrews Pose player.
6) The start and end frame is set according to the length of the pose/animation (I want to use the pose as a CAS trait pose and set the duration to 150 frames = 5 seconds), except for the b_ROOT target for hands where the end frame is set to 0 in my example, since they are also targeting the slots “b__L_frontBellyTarget_slot” and “b__R_ThighFrontTarget_slot” during the animation.
Note: My example is a static pose. In animations, however, you can also target different slots at different times by setting up multiple IK channels and specifying the start frame and end frame respectively.
7) Bake the animation by pressing “Bake IK”.
8) Export the clip and create a package with your pose/animation as described in the linked tutorials above.
Did you know you can make sims look in a specific direction whilst they're posed?
Hit shift+tab to enter first person mode
Aim the camera where you want your sim to look (make sure your game isn't paused otherwise the sim won't move - you can press 1 in first person mode to set time running)
Hit pause (by pressing P)
Hit shift+tab again to exit first person mode
Voila! Your sim is now looking in the direction you pointed 'em!
A neat little cheat to get multiple uses from the same pose! 🤸♀️
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Hi did u follow a tutorial for gshade because it's it's confusing 😭
Hey, no I did not :) Hopefully this will help **Back up your presets, shaders, and textures, before uninstalling Reshading and installing Geshade :)**
Tutorial begins under the cut 🤩
After you click the G-Shade Installer, select the TS4 game from the bin folder
Then after clicking next, you hit 64bit, DirectX9, and just check these exact boxes:
After it installs, there's a Control Panel shortcut added to the desktop/homescreen. From now on, that's what you will use for further tweaks, instead of clicking the installer itself.
If you want to add the program to another game, you would then hit the "Installations" tab, as you can see here, I went and installed it to TS3 :) You click the "add new" button and follow the steps to install Reshade to another game :D
Next is the "Tools" tab. I think this is where most people get confused. Basically, you see a new Reshade Preset you like on Tumblr? Here is where you go to convert them instead of doing the usual drag and drop with Reshade.
Make a documents folder and name it something like "Presets to Convert", add all reshade presets you come across there! Then hit the "Launch Converter" button, and select the folder from the drop down menu to start the converting processs :) It should automatically convert and be sent to your "gshade-presets" folder in your game bin :)
Feel free to hmu with any questions you may have! :D
I’ve come to realize there are some tips and tricks that have popped up this year that I didn’t know, and maybe my fellow Sims 4 Simmers who use mods and poses didn’t know either.
First:
You can use Lot 51′s Fashion Authority mod to add pose accessories temporarily even one they are all ready posed – no loosing all your posing progress to drag your sim all the way into CAS anymore if you don’t want to!
The mod: https://lot51.cc/mods/fashion-authority
SurelySims awesome Tweet about using this mod for pose props: Here
Second:
Wicked Whims – yes that one mod we all think about for the adult interactions – has a pose player functionality built into these days that lets you rotate, move, and elevate sims once they are posed. Going into Build Buy Mode doesn’t pop them out of their poses, either!
There are a lot of settings you can toggle in the Wicked Whims mod if you really don’t want it affecting the rest of your game play much, you can absolutely set it up that way.
The mod: https://wickedwhimsmod.com/download
I couldn’t find a tutorial while looking today, I hope you can!
Não foi o meu melhor trabalho, até porque foram alguns dos primeiros posepacks que eu criei, mas o resultado ficou bem divertido e vale a pena conferir. A seguir, meu conteúdo relacionado ao tema:
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For people who will ask, I ripped around 80 sims over the course of 2 months and turning them into decos (60 packages to be exact, because some of them I merged as one object) took 3 days.
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Some little tips about making decos for people who know how to make them:
1- while making decos with transparent objects is possible, I personally avoid that because it’s easier to work with a solid object.
2- you see most of them have ‘alpha’ looking hairs, it’s because once they are in blender, I carry the uv map of the hair in a way that it only will show the solid texture, so the hairs still look alpha-ish but technically they are solid as rock. hell yeah.
3- don’t be lazy with the second lod, unless you want your computer to scream at you when you fill a lot with decos. stuff that are far away will get blurred by reshade anyway, so don’t hesitate decimating the mesh for the second lod as much as you can.
4- if things get wonky beyond measure when you decimate, remove doubles, and then decimate. it usually works.
5- another tip about decimating, select the face and neck and separate it from the mesh, and only decimate the rest, so even your low poly lod can have a face that’s not distorted.
6- to have two sims as one object you gotta merge the diffuse maps in ps (new file dimensions has to be 2048x2048) and then rearrange the uv maps in blender and merge them. I avoid merging them if the combined poly count gets over 60k, in that case, you can just pose them together but save separately, much like how you’d use couple poses. when you put those two in the same spot in game, they would look like they are one object.
7- once they are in obj form, you can resize them and have bigger/smaller people. Just scale them up or down slightly.
8- again, once they are objects, it’s possible to edit the mesh. so don’t hesitate to fix clippings with the proportional editing tool. it makes a great difference. let’s say you wanna make the deco’s scarf look like it’s dancing in the wind, just select the scarf, separate it, edit as you wish, and merge with the rest after you’re done.
9- since they are objects, you can use any object you want without the need them to be accessories that work in game. just position the meshes as you wish, and edit the uv map, and make a new texture file merging the textures.
10- give them personalities. seriously it’s the one thing that makes everything better. who are they, why are they there, who are they with, where are they going etc etc. have fun, you know?
I have spent the last week AGONIZING over shadows that kept appearing on my deco sims creations. When I say I was nearly close to pulling out my hair and throwing my laptop out the window, I am not joking.
Do you see them? For SEVEN DAYS I did nothing but cry over the fact that nothing I could do would get rid of those condescending little lines (I’m not bitter at all…). It was seriously the most irritating thing!
But as of an hour ago, I FINALLY CRACKED THE CODE! And I’m here to share my knowledge with you, because currently there seems to be no proper tutorial to help people solve this problem. So…I hope this helps other people from going as insane as I have in the last week.
1. First thing to do of course, is to build your deco sim. I highly recommend the tutorials from both @melonsloth (Found Here) and Neutral Supply (Found Here). These are extremely useful guides! You’ll also have to make sure that your SSAO’s are set to 0. For that tutorial, click here.
2. Once you’ve uploaded both meshes and shadow meshes into s4s, you need to go to the warehouse tab.
3. Once in the warehouse tab, click on the Model LOD with the group ID 00010000. This is the first of your shadow LODs. Then click on the data tab there on the top right, and then click edit items.
4. Scroll down until you see the ScaleOffsets section. Under that tab, click the Edit Items button in the Materials section.
5. Click on the PosScale and change all the values to 1. Click save and the go back and do the same thing for the other two shadow LODs (Group IDs are 00010001 and 00010002).
Then click save and test it out in game.
TA DA! Success!
I hope this tiny tutorial will prove useful to anyone who makes, or plans to makes deco sims in the future! Now you won’t have to pull out your hair like I tried to do all this last week (and yes….this means I will be sharing some decos with you in future)!
Now…back to preparing for the next chapter with our favourite Thornolians…