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WIP: SimpleGens/SimMotion Status Update

🕑 Added 2023-05-19 13:44:48 +0000 UTC
WIP: SimpleGens/SimMotion Status Update
WIP: SimpleGens/SimMotion Status Update
WIP: SimpleGens/SimMotion Status Update
WIP: SimpleGens/SimMotion Status Update

Comments

Simdulgence

Hey! Thanks for chiming in, all feedback is appreciated. No, animations using butt bones shouldn't automatically be distorted any more than animations using an animated orifice are currently distorted on SimpleGens. Similarly, animations even I've made that use penis bones don't cause distortion on a sim with a vagina. If a mesh doesn't have any vertices weighted to a specific bone, they are unaffected by the movement of that bone. Obviously, there is the possibility that some animators have done extreme things with bones and the animation may not look exactly the same. However, I'd expect butt jiggle to move less of the body than if I was removing a bone for, say, a sim's arm or leg. I expect the rig override to work well for the users who tell me they like to use only my anatomy mods in the game, as none of my designs are weighted to use the butt bones anyway. I'll give it some thought, but the only alternative is to abandon SimMotion completely. I don't want to do that quite yet, if possible.

Lexa Hughes

A vast majority of Sims players don't understand the concept of rigs or even default replacements. I'd love to remain hopeful that including warnings and instructions would clear up any confusion about what should or shouldn't be in their mods folder, but I've done support in Sims servers long enough to know that's not reality. I don't personally use simmotion since it conflicts with tonicmole's mod and he's done a vast majority of the animations for the game as it is, but how will this effect animations that already use the butt bones? Any nude soft penis animation that used the butt bones for whatever reason would be distorted correct? I understand your reasoning behind it and how we ended up here, but rigging conflicts can create a lot of issues in game and that seems like a huge potential cost and frustration.

Simdulgence

Thanks for the feedback! I'll make sure I include a warning about incompatibilities, etc and instruct/ask users not to contact other creators about any issues like that. I really wish there was a better way to do this, but I haven't found one yet. I'm optimistic that for users who have told me they prefer to use only my anatomy mods, this will be an improvement for SimMotion. For anyone who doesn't want to deal with a rig override, or wants to keep using other meshes from other creators, the non-animated version will hopefully satisfy their needs! And they'll still get the other benefits of the upgraded shapes/textures etc. :)

Simdulgence

Thanks! Sometimes trying for perfection with this game is impossible, and I have to step back and remind myself that the game has a lot of imperfections already. So I know that creating the most realistic movement isn't always going to be possible, but it does bother me to create stuff that looks so unrealistic and bad that I'm not happy with the outcome. Hopefully I can find a good result with these changes, but we'll see how it goes!

Simdulgence

Yeah, it's not that it doesn't work at all - it's more that there are animations I would like to look a certain way for realism and less errors, and that's hard to achieve currently. I'll have to see how it goes and take it from there! :)

Khlas

Hey! I think making a rig override is a bad idea. It will create issues from people using your override if they use meshes using the butts vertex. If the rig installed doesn't have the butt bones to identify the vertex, the mesh will just glitch in the game with meshes needing them. I understand that you are trying to make your Sim Motion looks as best as possible, but in doing such override, not only you are making others creator's meshes incompatibles, but also could create an environment where people will complain about WickedWhims creating issues with meshes since your rig will not be compatible with the base WW meshes. I like your meshes and stuff, keep up the good work, however I will give a pass on this, because I'd like to still use others meshes from others creators. As long as it is optional, I think it's ok, but I hope users will read and understand what this will do once it's installed, I can already see being an issue for WW users since the base WW meshes use the butt bones and they are installed as defaults.

Lycabear

i use simplemotion and simplepenis and it works just fine on mine, sure i'd love to see more simplemotion but if you feel it's too hard thats understandable. But im sorry to hear this is bothering you. everything will be alright, practice makes perfect thats for sure too. the more you work on things that are hard, the easier it gets. So do what you feel is best for you, and i will sit here and wait patiently for both mod results.

olivier

I wish everything will be OK. until now I use simplegens new simplepenis and simplemotion ... everything is ok with not any problem of fonctionnement ... I know it might be not so easy to do for you as we all wish our games will continue as well as you've done it ... thankyou for all

Simdulgence

Yeah, it does. And I know it sounds like a massive undertaking - it's either do it this way, or give up SimMotion completely. I just don't like how SimMotion currently looks and how often I find I can't create the movement I want. It's hard to find the enthusiasm to create something that I feel unhappy with. My plan would be to focus on the most important, frequently seen animations; for example, walking takes priority over an animation to kneel and examine a dirt pile from Jungle Adventures. I would like to make a quick pass through the most common animations and just point the penis downwards so players can mostly play their game without seeing the t-pose version. Adding better, realistic movement to those animations would come after that. If I find after doing it that it's either too time consuming, too complicated, or just otherwise causing a problem, I'll probably just ditch SimMotion/the overrides/t-posed mesh and proceed with the non-animated version instead.

Simdulgence

No, you won't have to stop using it if you use the standalone version of SimpleGens. That standalone version won't be enabled for SimMotion, but that's already a moot point if you're using TonicMole's mod. When they're ready to share, I'll make sure that the standalone version that works with the Bouncing mod is clearly labelled as such.

omglaserspewpew

I’m sorry to hear this is so bothersome! Doesn’t that mean that every animation in the game will need to be overridden to avoid the t-posed penis?

True AI

I use TonicMole's Bouncing Sim Boobies mod for animation. SimMotion appears to do the same thing, so, therefore, it isn't compatible. Since SimMotion will be required, will I have to stop using Bouncing Sim Boobies to use SimpleGens?


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