View Full Version : Bounching Breasts.
18th Jul 2006, 02:54 PM
Bounching Breasts. :lol:
When I see simladys hair wave as they turn their heads I think of the time when I played Neverwinther Nights: You could get a HackPack, Lisa's Clothes Horse, which made the femal adventures breasts move realistically when they walked, of couse depending on the kind of armour they wore. Anybody heard of such a "hackpack" for the Sims2?
18th Jul 2006, 06:43 PM
I have never heard of bounching, what sort of movement is that? Do you mean bunched up like in an uplift bra?
18th Jul 2006, 10:06 PM
Not possible. Hair moves because there are certain animation bones in the head area specifically created to allow hair to waft in the breeze. There are no boob animation bones, so boobs simply can't bounce. Your sim girls just wear REALLY sturdy bras. ;)
18th Jul 2006, 10:59 PM
Lol thats funny. This post reminded me of the game tomb raider legends, i played it once and everytime Lara jumps her boobs wobble up and down, it made me laugh lol.
19th Jul 2006, 02:29 AM
o_0 I don't think its "Not possible." Just Not feasible.
You could put a new joint in the mesh, change the bone weights, hack all the 3d files (CRES, SHPE, GMND, GMDC, maybe 3DIR), and change all the animations so that they'd move the new joint.
And I imagine you'd probably have to do even more than that, since the clothing would need a target surface so it goes up and down as well.
But if you're going to go to that much trouble, I'd suggest just writing your own game.
19th Jul 2006, 03:27 AM
Yeah, RIGHT trezero... there are no tools for just popping a new joint into a skeleton, and we cannot change game animations at will at this point, that ability is still in infancy. And you're talking rewriting every one of the Maxis game animations (if you even COULD) that happen when a sim moves.
If you're going to put your 2c in, please don't waste people's time with things that clearly cannot be done with the tools currently available. Some poor noob might get the impression that you actually _could_ do it, and frankly, I'll put my money on you not succeeding if you tried.
It's not like you didn't know this - a couple weeks ago you posted :
how the current in-game animations work. We barely know 1/4 of how everything functions in them. If we know how the current ones work, we can make better custom ones, as well as being able to just modify the existing ones, instead of starting from scratch.
:llama: then again, maybe giraffes could fly out of my butt one day
19th Jul 2006, 09:29 PM
*grins faintly* How much money?
But I admit, I did sound rather optimistic in that post. For that, I apologize. Don't try it, anyone.
P.S. Animations aren't that hard. I've spent quite a bit of time messing with them, and I think we will be able to completely redo them in the not-so-distant future.
EDIT: Actually, adding joints to skeletons is possible, and it isn't hard. It requires messing with the CRES and the GMDC, but it's possible. (I just did it)
Editing the anim is impossible, at least with SimPE. There's no way to add or delete joint blocks from the ANIM resource. SimPE does allow it to export the animation as a text file, which can be edited, but it offers no way to import the text again. (or if it does, I haven't found it)
So I guess I concede, we can't mess with animations using the current tools.
But we can add joints!
21st Jul 2006, 09:34 PM
It would be cool though. :(
27th Jul 2006, 07:23 PM
ah ~_~; too bad.... really bad... but even if it's possible, then it must be heavier to run the game on my poor graphic card.
28th Jul 2006, 04:50 AM
Actually, adding joints to skeletons is possible, and it isn't hard. It requires messing with the CRES and the GMDC, but it's possible. (I just did it)
There are issues involved I don't understand. A standard skeleton has 65 joints and animation points already. The hair meshes have weighted assignments to the animation points, and when done right animate the hair.
By contrast, I have never seen a body/clothing mesh with any vertices assigned to any animation points. But it is obvious when playing the game that the 'breathe' animation point is used to make the chest rise and fall.
Perhaps the game engine calculates a 'sphere of influence' to make the effect work.
My thought was that if you made the breathe animation script have a motion that had a vertical component as well as the horizontal one, you would get some subtle rising and falling motions.
<* Wes *>
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