After some testing, I realized this had to do with my new monitor. I'm really surprised that it turned out this well! Nanashi - Combination of my Fijiko and Melodine Rig This in my opinion, Is far superior than Melodine in terms of Physics FlowerSimFactory thanks for sharing this with the community it looks great! Manually customize the body to get the specific shape you desire. Is there any way to adjust the script to take this into account? I uploaded a video on YouTube and to my surprise it got a great amount of love! Screenshot: Webplayer: And link to the Wiki: Lemo Believe it or not, I have no idea where that project went. But wee need work more hard for have more fun. I really bothers me the way of how some things are made in this new game.
I was asking if it was possible and hopefully some construction discussion can be had from it. I don't think arrogance was meant in the previous post, it can look that way at times in text format and a simple smiley at the end could've made all the difference! It something to deserve to try. I have gotten better results using Atmeys update, but the gravities is still wrong and not getting anything like the results in the webplayer. So it just may happen down the road. Regardless of how it happened, they did jiggle, and I miss it. Bras and other traditionally female tops do change the overall look of the male body, making it appear more feminine.
I was asking if it was possible and hopefully some construction discussion can be had from it. He's also right that this forum is for downloads only, requests go in a different forum. For me I had the bone axis set to Z forward, meaning the Z axis was looking down the length of the bone. I was really shocked when it was noticed by major FaceBook groups and Twitter handles. MikuMikuDance is an opensource program programmed by Yu Higuchi that allows users to import their own model data and share it among the community. Thanks I think I have it working.
As are various details in the face area, When making my animation with the dong, I had trouble as these wouldn't show in the game, same as the breasts. Saying this wasn't a request still doesn't really excuse it being here as it certainly isn't a download, and there's a separate forum for general discussion also linked in the pinned thread. Does anyone have tips for Blender rigging and importing to unity? It's set that way for demonstration purposes only, and would have to be adjusted to more real world settings. What I actually do here is create a very low-poly mesh that represents the general form of the hair. There is nearly double the options in every category over 700 new items altogether.
Now you need put all on the same uvmap. In a nutshell, the game wasn't built for the things that we modders and animators do with it but sometimes, someone finds a way, At present, the rigs in Blender we use, have no way of translating breast movements into the game and I'm sure many of the pros have been looking into it. I'll admit is wasn't really noticeable in gameplay, though. Hatsune is based off of the Japanese Vocaloid Hatsune Miku. It appears that jiggle bone does not take time into account when making its calculations, making it frame dependent, which is very bad. I am not sure if this is what some of you mean, but the rig of Sim has breast bones, you can edit them, you can make animations with the breast movement already. So I'm using this and trying to get the workflow down with makehuman to blender to unity.
I dont want to but the lack of physics to no physics is less jarring that perfect physics just stopping working. Before I had a 60 Hz one, and my new one is 144Hz. Self ; I'll do some more testing to see if they behave 'naturally'. I first started editing other models, maybe changing the color of a shirt or hair, but then I wanted to create my own. Not the only one it seems.
I hope I'm not too much stating the obvious or repeated what's already said but S4S won't read them as they are not movement related, they are for building sims, It'd need a kind of override or translation. I think it may be something to do with the default rotation of the bone. I don't know if it was lazyness, just a short presupuest or bad ejecutive desitions. Or maybe it's not that simple, since it re-uses the value of dynamicpos next iteration? I am not sure if this is what some of you mean, but the rig of Sim has breast bones, you can edit them, you can make animations with the breast movement already. This mesh is really low-poly, this particular example had only 30 verts.
I miss the jiggly action that Sims 3 had. The hair above is entirely driven by physics. The latest Sims patch brings gender customization to Create-A-Sim. Not sure which pack or computer to buy? Probably just a couple of multiplications with deltatime and timescale. You'd have to enlighten me about Sims 3 breast physics, because I never saw anything about it and Googling gives me nadda. He's also right that this forum is for downloads only, requests go in a different forum. I don't think arrogance was meant in the previous post, it can look that way at times in text format and a simple smiley at the end could've made all the difference! I didn't change anything for the video.