Sims 4 Jiggle Mod
Hi people,:!: No this isn't some ranty post about why EA didn't choose to make the Sims 4 realistic graphically.:deal: So if you came here to talk about that: go home (or make a new thread):giggler::!::new: I'm talking about physics.:new:While we all hated it at school, physics plays a part in almost every 3D game. Sims 4 is above average when you look at floating trees (Minecraft), but take a look at ultra realistic physics engines such as in the Next Car Game.What I think we need for the Sims 4 is a compromise. Does anybody else feel that hair is too inanimate? Look at TressFx in Tomb Raider, for instance.
Sep 28, 2017 Created for: The Sims 4. Smooth bone assignment. Ambient occlusion. 22colors + 6 ombre options. Works with hats. Comes with custom thumbnail. Transparency issues- very little. Do not forget to update your game, turn off laptop mode and put sims detail settings to very high;) U can also check my graphic settings on the fallowing link for more help. In video games, breast physics or jiggle physics are a feature that makes a female character's breasts bounce when she moves, sometimes in an exaggerated or unnatural manner. 1 History; 2 Technology; 3 Unnatural breast physics; 4 Breast physics in.
Why can't we have something like that? Hair that flows, responds to movements of the character and the wind. It's not just hair, either, clothes such as skirts, T-shirts, anything moves when we do (irl).
For those of us that can afford to run these types of graphics, it would certainly be an enhancement, don't you think? Also, you can add physics to bodies too. And yes, I'm talking boob physics and fat stomach wobbles and stuff like that. Despite how some of these things can feel as if EA is trying to sell the game to its audience through erotic content, such as breast movements, it still add that extra level of realism to the game, without detracting from the Sims unique graphics style.
EDIT: This would be an toggle-able option for lower end machinesAnyone got any thoughts on this? Who wants to see this add/modded?Lynda:bunny.
We had hair in motion in Sims 2, they dropped it for Sims 3, made it even worse for Sims 4. We've never had moving clothing, but I think Sims 4 has the worst clipping and plasticy clothing in game since Sims 1. EA has established that they are back tracking and are unconcerned with progress in that area. Jiggling bodies? Certainly that won't be on the table ever given EA's mindset.
I think someone did something like that for sims 2 if I'm not mistaken, maybe it's possible, but I don't care that much. I would like to have hair and clothing with movement though. Are you insane, that would make the game virtually unplayable on every system on earth lol.
Tomb Raider is linear and scriptted, and even with Lara's hair being the only one running on the TressFx tec, the game strugles to render all that. That thing is a resource killer - and an useless one, at that.Most people fail to undertand that The Sims is highly customizable, and that prevents it from looking like contemporary games. It doesn't excuse the terrible art direction they took with Sims 4, but many of the things we see out there are out of reach for a game like The Sims.I do agree a bit of simple physics would be nice, but not at the expense of the game running terribly. It is alteady as buggy as it is, I personally don't need strings of hair stuttering and crashing my game. I want crazy physics because crazy physics always make a game much more enjoyable.Aka I want to be able to toss balls/cubes/whatever at my sims and watch them ragdoll around, and furniture falling about. It's unecessary in the Sims, but it feels like it would make your sims truly 'random and wacky'But other than that, physics should be limited:- Most animations will still be canned (walk animations + ragdolling, etc.), maybe similar to GTA IV's Euphoria Physics (Physics can do interesting things i.e.
Door slamming knocking over stuff, fights knocking over stuff, kids knocking over stuff, soccer and basketball actually being a bit more random, etc.- Water can now be roughly simulated (i.e. Cities in Motion style)- There can now be a bit of procedural animations (attach sim hands to node, generate the rest; doors not shutting properly, etc.)- Realistic fires, floods, maybe house explosions- Physics will not extend to the sims themselves, I can see a bit of physics, but not a lot.- Drunk walking + fightingcourse, this is really a cherry on top. First fix things like genetics before moving onto this. I just want better gameplay. I want more real life too.
I want sims to have a more stable sexual orientation for example. I want to be able to plainly label my sims as straight, gay, bi, pan, or lesbian. I don't want my lesbian making out with dudes. I want an attraction system! It isn't fun when my sim can literally hook up with any sim out there. For god sake give us more stuff to do with them.
More interests. More community lots.
I want to be able to enroll my sim in a dance class or boxing classes. Aka I want to be able to toss balls/cubes/whatever at my sims and watch them ragdoll around, and furniture falling about.Along the same lines, I want a light-gun interface so you can play shooting gallery with all the zombie sims walking up and down the street outside. Would make for a great mini-game to relieve frustration for those times you finally get fed up with yet another sim picking up their dinner, throwing it down at their feet, and then sitting staring at it for two sim hours wondering how it got there.Should I pick that up?I'll go get a fresh plate from the fridge.
Oh wait, someone else is using it. Are you insane.I do agree a bit of simple physics would be nice, but not at the expense of the game running terribly. It is alteady as buggy as it is, I personally don't need strings of hair stuttering and crashing my game.While I agree that overdoing it can make the game drag on older machines (of which mine is one), I can play just about any game I've tried that has moving trees, grass, and clothing that bends and drapes realistically, usually on at least medium settings and often on 'ultra' graphics settings. The graphics are not what slows down the sims, at least for me - I have everything on maximum settings and SweetFX running to boot so the indoors aren't so blasted dark that putting the lights on anything other than maximum brightness pretty much makes them pointless.
The graphics in TS4 are really pretty simple by modern standards.Overall I do agree though, it would just add to the bugs if they tried to add better graphics at this late stage. I don't care if my sim boobs bounce, or if the leaves in the trees move. Just gimme better looking FEET dammit!!!Nah, seriously, I can understand all of those features would be really nice, but I'm also guessing many people won't be able to play the game anymore because it's so demanding.Still, the feet give me nightmares.Oh and most of the shoes too!OMG! I hate HATE the feet in Sims 4! They are much blockier than Sims 3 or even Sims Medieval (which I bought for $7.99 on sale and have been playing like crazy). They are every bit as bad as Sims 2.
I guess they thought we wouldn't notice. Why do a lot of MMOs have hairs with physics? How does it work I mean? People say physics would take a lot of power to run, but in MMOs everyone's got crazy ponytails flowing around with their boobs and it's all good. Also, in Assassin's Creed Black Flag, the clothes flow around when the characters walk. It looks sooo pretty, especially on the dresses the women wear.
I'd love to have something like that in The Sims some time.Also, there could be an option to turn physics off.What if I told you that a game as old as Hitman 2: Silent Assassin had clothing and cloth physics? I wish they put the effort of doing these kind of things in The Sims 4.Where are my breast, hair and cloth physics, damn it? There are much, MUCH larger games that rely on detailed physics, yet The Sims 4 can't achieve this?Technically, Maxis/EA (whoever is responsible for the travesties we keep running into) is running far behind every other developer active today. That includes most Indie teams. There's a difference between PS2 and PC.
When making games for a PS2 you know pretty much exactly which limits you can work within, and everyone with a PS2 can play it without any troubles. However, for the PC game they've tried to reach as many players as possible, including those without high-end computers, which means they can't do the same.Also, while physics is displayed in a lot of games, that doesn't mean it would be very easy to put into a Sims game. Most games aren't the kind of sandbox game Sims is. Most games that aren't meant for extremely high-end computers have various routes and usually a limited set of animations and a limited set of stuff to interact with. If it can be interacted withon a regular basis, it's meant to be interacted with.
If something is meant to fall off a table, it's usually because it's been programmed to do so. If a cloak is meant to flare in the wind, there's a whole set of morphs or bones or whatever to make it do so.Sims have quite a lot of untraditional and rather complex animations, even if they don't quite look that way. In sims 2 they're often programmed to jump between a set of 2-4 different looped animations for variety (like jumping on the bed or playing bowling).
Imagine trying to make hair or clothes act natural while a sim is doing flips in the couch! Sure, a little animation in the hair is possible, but for the rest the game would have to be extremely complicated.There are bones for hair animation in TS2, possibly with a bit of slowed-down animation added to the bones to make it look as if the hair moves more naturally, so saying that TS2 had hair physics is pretty much like saying TS2 had arm or leg physics. As for sofas and chairs, I suspect it's a morph triggered by a sim sitting there. I'm pretty sure bed blankets also are morphed.
It's not a lot more different than that of a pregnant belly on a sim, or how their faces move. As for moving effects, it's mostly some kind of texture, sometimes animated, combined with a particle emitter (soap bubbles, for instance). Nearly everything in the game that moves around or interacts with something is built up of these four things, or combinations of them: Animated objects with bones, morphed objects, animated textures, and particle emitters of some kind.For most of the complicated games, there's a limited set of hairs and clothes, which would make it rather easy to animate all of them. Imagine having to do that on all the hundreds of outfits and hairs included in the Sims games, not to mention the billions of outfits and hairs players have made.Most games only have 1-2 ages. Sims 2 have seven (six, if you count YA and adult as one), meaning you need animations, clothes and hairs for each age because of the size difference. There's also pets, so that's 2 more ages. Most very advanced games have the total amount of ages on one or two, and perhaps some creatures you can interact with (although it seems there are very few controllable pets).Having tried making movie shorts with physics, I can safely say it's not very easy to make these things work nicely (I've forgotten about 99% of what I learned about particle emitters, unfortunately - I just know that I've made a few, and that I usually spent most of the day, often several days, trying to get them to work somewhat halfway decent).
It might look good in the finished product, but if any of you had any idea how many times physics fail on a random account while in the actual process of making movies or games, you'd quite possibly understand why game makers tend to take a few shortcuts if they can. It's one thing to make a movie where you're in control of what happens, and can fix things to your heart's content. It's something else entirely to make a player-controlled character able to interact somewhat randomly with random objects in a space where they can go anywhere over a large area, let alone throw physics into the whole shabang.Also, game graphics and physics used in games get better every year.
New techniques and more advanced tools, along with more powerful computers make that possible.And finally, I think we can all agree that EA has been lazy, particularly regarding TS4 and TS3. They surely could put as much as possible of the things that are mentioned into their games, but due to having switched out a lot of the original staff, along with being moneygrabbers, they're now milking the Sims games for that they're worth. Instead of making the game with much better graphics and stuffing in awesome detailed surroundings and other items, they're just sailing around on their little cloud of popularity, seeing what they can possibly manage to get away with.
They did a somewhat fair try on TS3, sort of failed, and probably thought 'what the.bleep., they'll take anything we throw at them anyway' and gave out TS4 before it was even halfway finished.Might also be that we as players feel that TS3 or TS4 were the victims of poor design choice, but that it was indeed a carefully calculated design choice from the makers' side. I'd really liked to be a fly on the wall when the design discussions were carried out.After all, look at the popularity of Minecraft, going totally opposite of today's AwesomeGraphics and instead making everything look horriblypixellated. Awesome design and amazing physics isn't always what make people love a game. You can get far with a concept if the idea is good enough. For most of the complicated games, there's a limited set of hairs and clothes, which would make it rather easy to animate all of them. Imagine having to do that on all the hundreds of outfits and hairs included in the Sims games, not to mention the billions of outfits and hairs players have made.Most games only have 1-2 ages. Sims 2 have seven (six, if you count YA and adult as one), meaning you need animations, clothes and hairs for each age because of the size difference.
There's also pets, so that's 2 more ages. Most very advanced games have the total amount of ages on one or two, and perhaps some creatures you can interact with (although it seems there are very few controllable pets).In my opinion, hair customization should have been part of CAS a long time ago. Instead of creating individual hairpieces for each age and gender, there should be a few slider-enabled universal hair bases for all sims (hairline, hair length), and attachable elements that will bring uniqueness to that hair base (i.e. Spikes, strands, tuffs, bangs, braids). Hats should be like the Sims 4 model, separate models that can be placed onto a hairstyle.Making lots of individual Clothing pieces is still unavoidable, but most clothing pieces should probably be usable by all ages, morphed to fit the base sim mesh, stencilable and slider-enabled (change length of shirt, sleeves, pants, skirt, change poofieness, etc.).
That means simmers can do their own outfits, and one t-shirt can be used by all ages and genders. This would avoid problems like the Sims 3 having tons of duplicate clothing pieces.The whole gist of it is that clothing and hair should not be an large timesink in terms of development, and that it would work better if more of the work was spent on generic pieces that can be morphed, assembled and reassembled into unique work.Individual animations for each age is unfortunately a necessity, but I'm sure that certain parts of it can be made procedural.
What I would personally like to see is, instead of improved physics (and yes, bouncing boobs are nice, but it doesn't take a fancy physics engine to get that in game), is improved AI. I mean, the game is supposed to be a model for human behavior. How about making it so sims behave in a believable manner? And no, not all maudlin like modelling in depression or personality disorders, as it is still a game. But how about letting sims problem solve independently in a manner you would expect a simulated person might?In the real world, if you just ate your 14th piece of burnt waffle for a meal, you would probably go over to the bookshelf and pull out a book on the basics of cooking ON YOUR OWN. Sure, sims can learn from experience, but seriously, in real life, would YOU eat that burnt crap every morning and not wonder how the fuck you could do it better?Other types of games do call out for realistic physics. The Sims, less so (but sure, moving hair and clothing would be nice eye candy).
But it really does call out for improved behavioral modelling. And it's just my opinion, but I don't think emotions quite did it. So that's where my effort would go.
Tina Belcher would definitely approve of this that allows you to adjust the height and shape of your sim’s derrieres. It adds more morphs to the vanilla slider for butts, and works on both male and female sims from teen through to elder. There are actually two versions to choose from, with the mod’s page reading:. cmarEnhancedButtSliders: adds only the height adjustment from all views. The standard size adjustment is not affected. cmarEnhancedButtSlidersV2: adds the height adjustment from the side view and shape adjustments from the rear view. From the rear the up-down slider changes the width of the top part of the butt, and the left-right slider changes the width of the bottom part.
The height and standard size adjustments are available from the side view.However, you can only use one of these two versions at any given time. This is the that allows you to push the boundaries on the shape of your sim. The first allowed you to surpass the normal EA sliders by three times more, the second by five times more, and this one now allows you to increase the sliders to a whopping 10 times more than normal. This mod also requires a to function, as it stops your sims from changing in-game when they gain weight or gain muscles by working out as this would mess up how you changed your sims with the mod itself. After downloading, you will be able to adjust the two physique sliders (Heavy/Lean and Fit/Bony) much more than before.
While you don’t have to go as crazy with size as the sim seen above, allows you to change the size of your sim’s head to your liking. There are two versions, with the mod page reading:.
Version 1: Increases the slider range for the big/small head size slider. Slide up to increase, down to decrease head size. Use only one at a time since they affect the same files. Version 2: Replaces the head wide/narrow slider with the expanded head size range. This is mostly useful for children because normally they don’t have the option for head size adjustment. The version 2 mod files do not affect the version 1 files but you probably shouldn’t use both.A more recent update has also made this mod compatible with child sims as well.
Of all the mods previously mentioned, this one is one of the most downloaded, and knowing the internet it’s easy to know why., downloaded almost 500,000 times at the time of writing, allows you to drastically change the size and shape of a sim’s breasts. While it is not technically a slider, it still offers more body shape customization then the main game. You can choose between over 10 different options for chest size, ranging from flat chested to outrageously huge. This mod wasn’t turned into a slider because the popular Sims 4 modder was not able to figure out how to add this specific type of slider mod to the game.There is another mod online that allows full sliders for a sims butt, body shape, spine, hips, and breasts, but it requires you to become a Patron for. For a free option, the first mod given is going to be your best bet.For more fun Sims 4 mods to try, check out the best one to release in,.
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