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simadillo · 21 days
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simadillo · 1 month
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Once again using the #uglytobeauty tag on the gallery as a base for occults.
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simadillo · 1 month
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Having too much fun with @wildmelon's cas challenge, so I'm making some for my friends as well.
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simadillo · 2 months
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V1: Willow Creek + Magnolia Promenade 🏠
The Neighborhood is a CC-free save file that explores the concept of home. V1 celebrates the vibrant communities of the U.S. Gulf Coast. ❤️
This is what comes in V1:
13 community lots
22 total residences (includes 3 multi-family rental lots, 9 single family homes)
New High School & Auditorium in Copperdale (+8 school staff townies)
Secret lot (Sylvan Glade) reimagined
17 unique households with skills, jobs, relationships, and stories that tie into the town
New clubs and holidays
Download, screenshots & more info below ↪
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The wonderful Ly family in Willow Creek was lovingly created for the save by @cowplant-snacks. All other neighbors were made by me, you can meet all of them here! Pets are from Pugowned, misc. townies from @cowplant-snacks and @simsontherope on the gallery.
There's lots of little details and things to explore, both around the world and relationship wise, so I'm excited to see what y'all uncover. Please feel free to @theneighborhoodsave in your posts or tag #theneighborhoodsave. I'd love to see what your sims are up to!
I also want to say thank you to anyone who's appreciated this creative journey with me. This save feels like home to me and y'all have supported me every step of the way!
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Download the The Neighborhood save on SFS
Alt: Google Drive
The save is 100% CC free! Please note that I do have all expansions, packs, and kits (except for Castle Estate, Goth Galore + Crystal Creations.) For any items you don't own the game will try to auto find replacements for those items. The file is mostly blank this time around but does include the original EA builds in university and vacation type worlds (sans Granite Falls.)
Included is a folder of completely optional skin details/eyelashes for the neighbor sims. Thank you to @faaeish, @pyxiidis, @tamo-sim, and @landgraabbed! There are 4 pieces of CC I cannot include in the folder due to creator TOU. Please check the included "Read Me" file for more information.
All builds and families will be up on the gallery (@sweetbeagaming) + tray files shared here by the end of tomorrow 3/15/23.
If you've never used a save file and need help installing it, I highly recommend this tutorial by @leeleebsimming.
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⚠️ A couple of disclaimers here due to some existing EA bugs. ⚠️ Everything was tested to work around these, but I wanted to put them out there as an FYI.
TOU: Please don't reupload my save/builds/sims, claim as your own, and absolutely do not paywall them. Other than that feel free to build your own Neighborhood stories however you'd like!
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simadillo · 2 months
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Backyard Stuff is free
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simadillo · 2 months
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maiden, mother, crone
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simadillo · 3 months
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Making dynamic poses/animations that adjust to a sims body with Animation Tools by thepancake1
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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.)
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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”. 
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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.
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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.
@ts4-poses​ @thefoxburyinstitute
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simadillo · 4 months
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on fridays we wear pink
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simadillo · 4 months
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More makeovers. No sim left behind!
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simadillo · 5 months
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simadillo · 6 months
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new hair, new sim
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simadillo · 6 months
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Apartment Hall Overrides - Download
Hello! So, we agree that a significant number of the apartment halls are a travesty, right? They're unfinished, don't make any sense, etc? Cool, so I made overrides to help fix this!
I wanted to keep everything base game/City Living compatible so I only used in game assets from those two BUT you can absolutely change out the texture file and make it anything you want, for your personal use. If you want to make your own version of this and make it available for download, please create your own new files but, no link backs or anything is necessary. Shout outs and links are always appreciated though. At the bottom of the post is a link to a tutorial on how to make your own, as well as the wall and floor names for the ones I made overrides for to help make things easier for you.
First up, Alto Tower. Alto Tower is one of the tallest buildings in all of San Myshuno with two HUGE apartments that have windows all around and you want me to believe THIS is what a hallway would look like in that kind of building????
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And that some random storage room would be bright green????
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Absolutely not. I've replaced the wall on both of these.
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You can download the overrides here. There are two package files per override. One is an override, meaning everywhere the original dark blue is being used, it will now be this paneled wall. The second file adds the dark blue back as a new additional swatch so that you can go around and paint any wall back to the dark blue you intended it to be elsewhere. In other words, if you want to override the original color and also regain the original swatch for use elsewhere, you need both files. This is true of every wall and floor override I've created here.
Next up: Chic Street Apartments
I understand these apartments are meant to be cheaper starter apartments BUT they're in a nice building in the trendy FASHION District. I've changed the whole vibe of this one. The original look:
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And with my overrides for the wall, floor, and the elevator:
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You can download these here.
I actually think Culpepper House has one of the least offensive hallways. I went ahead and just picked a dirty swatch to match some of the apartments a bit more.
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You can download it here.
Jasmine Suites. This place is UNFINISHED and you can't convince me otherwise. The only reason I didn't override the floor is because it's the DEFAULT CONCRETE floor. It's used in waaaay too many other places. At least the wall isn't as offensively bright now.
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You can download here.
Landgraab Towers. I missed taking a proper before picture. You can kinda see the ugly brown wall here:
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And then I did get a picture showing the floor during testing. I only just yesterday realized there's actually two carpet prints being used in this foyer:
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This is Landgraab Tower. The Feng's live here. This is supposed to be luxury and eleganzaaaa??? Here's the after:
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You can download here. Floor 1 is the plain carpet, floor 2 is the patterned carpet.
Spire Tower. This is ANOTHER ONE that uses the friggin cement flooring so I've only changed the wall here. The before isn't the worst but it doesn't exactly scream "three story condo at the top of a tower in expensive ass Uptown." Hopefully my override feels closer to that. Again, I was just working with Base Game and City Living though so please don't tell me there are better options in other expansions.
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Paired with TOOL and clever use of rugs and other items, you can really overhaul these halls to be so much better. For instance, here's the Jasmine Suites hall again, in its original state:
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And here it is with my wall override, using pierisim rugs that look like tiles to cover the whole floor, and then regular rugs, new lights, new doors, and better decor:
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Here's a link to the folder with all of the downloads. Simfileshare
If you find any issues, please let me know! These will conflict with any files that override the same swatches. If you use littlemssam's elevator mod, I am unsure if the elevator override will cause problems, I don't use that mod. Just keep that in mind and remove if it does conflict.
And if you'd like to make your own overrides, here's a link to a tutorial that also has the wall and floor names, here.
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simadillo · 7 months
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villain era
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simadillo · 7 months
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Mansion of Vladislaus Straud 🦇
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simadillo · 7 months
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I think it's that time again...
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simadillo · 7 months
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🏜️ Prickly Pebble Burrow
Tiny 2-story abode with plenty of outdoor space for the Sim who loves soaking in the Oasis Springs sun.
Features include a cactus garden, sunbathing spot, balcony bar, and fire pit area out back. The previous tenant was a desert PlantSim, so there are plenty of spots to catch the sun.
Type: Residential
Size: 1 BR / 1 BA
Price : §87k
Lot: Pebble Burrow, Oasis Springs
Playtested & functional, no CC
For purplecatsimmer's #purplecat1kshell celebration!
Available on the gallery @m0ckest 🖤
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simadillo · 7 months
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Random townie makeovers: Camryn & Everett
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