I made foundation facemask which can make face brighter.
You may need Color slider mod by thepancake1 and MizoreYukii.
This is not skin detail. It is in face paint section, so you can combine with various skin detail and facemask which you usually use and also compatible with cosmetics like lipstick, highlight, eyeliners.
You can also adjust hue, transparency and brightness of facemask.
There was so many request for default replacement version of my V3 feet. So here it is. I know it been so long time. Sorry for waiting.
- Default Replacement
- Works with Magic Bot's nail polish and feet overlay
- Female Only
I really appreciate that Magic bot gave me permission to adapt his toenail overlay.
You can use both old toenail overlay(like veranka's) and Magicbot's Toenail overlay.
T.O.U
Do not include the mesh, Shoes creators should get my permission first to make their shoes using my mesh. also indicate my authorship.
Do not share my work with any paysite, or for free.
Please do not re-upload or claim as your own.
You can share my post without files. Always please link to my original patreon post.
*Spa Day Toenail Updated. It has slightly different texture from old toenail CCs but It will okay for both tonails.
Haiii! As promised, here is the tutorial to make it so your custom shoes no longer require a shoe slider!
Thank you to the bestie who took the time to pick through Madlen's package file to figure out how it worked. And of course, thank you to Madlen who did the majority of the work figuring out how to make this possible in the first place!
⼠Tut below cut âĽ
~~~
Set Up Your Blend File:
We're going to add a plane that will act as the mesh for the SlotRay which will allow for you to adjust the height of your shoes!
Open your blend file that contains the shoes your wish to adjust.
In the 3D View, press Shift + S and in the menu, select âCursor to Centerâ In the 3D View, press Shift + A and in the menu, hover over âMeshâ then add a plane.
Now size this plane down as small as you can get it. You donât want this plane visible in game.
Double check to make sure the plane has not moved from the center!! Your sim won't be centered in game if it has! If you see that it's moved:
Press "Shift + S" and click "Cursor to Center".
Then Select your plane and press "Ctrl + Shift + Alt + C", click "Origin to 3D Cursor".
Press "Ctrl + Shift + Alt + C" again and click "Geometry to Origin".
Navigate to the âObject dataâ tab and under âUV Mapsâ add a new one then name it âuv_0â.
Next, navigate to the âSceneâ tab and under âS4Studio CAS Toolsâ set the cut number.
Depending on how many cuts your shoes have, youâll want to adjust this number. For example, if your shoe has 3 cuts (0000, 0001, 0002) then this plane would have a cut number of 0003.
Since my boots only have one cut, I will put the number as 0001.
Now select your shoes and enter Edit mode. Select a face/vertice/edge on the very bottom of your shoes. Look to the panel on the left side of the screen (if itâs not open, press âNâ). Under âTransformâ, note down the number next to âZâ
After that, save your blend file under another name so you can distinguish which is which. Iâll name mine âBoots_3_Height Cutâ
~~~
Add a New Cut to your Package File:
We're going to add an additional cut in your package file for the new plane!
Open Sims 4 Studio, make a new package file for your shoes and import them.
Go to the Warehouse tab and select your LOD 0, it will be the geometry with the largest file size. Sometimes you have to close then reopen the package to see the geometry.
Duplicate this geometry and in the box that pops up, change the last character of the âGroupâ. It can be any number or letter as long as itâs not the same as the duplicated geometry. On the duplicated geometry, note down the Group, Instance & Type values.
Find the âRegion Mapâ and next to âEntriesâ click âEdit Itemsâ. Add a new entry and in the âLayerâ box, type the number you used for your cut. Since I used the cut number 0001, I will type 1.
Keep the âRegion Typeâ as âBaseâ and move to âModelsâ then click âEdit Itemsâ. Add a new Model entry and paste the Group, Instance & Type values you noted down before. Save and close each box.
Find your âCAS Partâ, this is your swatch.
If you have additional swatches, it is a good idea to remove them and add them back once you are finished with this process.
Scroll down until you find the âLodsâ.
Click âLevel: 0â and next to "LOD Models", click âEdit Itemsâ. Add a new entry and paste the Group, Instance & Type values again.
Save & close each window and return to the Warehouse.
~~~
Adjusting SlotRays:
We are now going to edit the SlotRays for the new cut which will adjust the height of the sim for your shoes!
Return to the new duplicated Geometry and in the âDataâ tab, find the âSlotRay Intersectionsâ and click âEdit Itemsâ. Add a new entry and find the âOffsetFromIntersectionsOsâ box.
You'll want to change ONLY the middle coordinate number. That will be the height of the sim.
You want to take the âZâ coordinate that you noted down from blender and replace middle coordinate number. Â If the number you wrote down is negative (i.e -0.01234) make it positive (i.e 0.01234).
In the âSlotHashâ box, change the value from â00000000â to âFEAE6981â. This is the hash for the b__ROOT__ bone in the Sim's Rig.
Save and close the dialogs then return to the warehouse. Next, reimport your mesh and save your package file. You can now test your shoes in game!
Please keep in mind:
You have to do this for every LOD of your mesh
You can freely replace the mesh of your shoes and adjust the height since the cut with the plane has the SlotRay data
Animations may be off since EA hasn't made the game to support taller sims
CAS windows may move slightly if your sim is using poses/animations where they are leaning to the side. This won't affect gameplay
I recommend using Helgatisha's Stand Still in CAS mod to make sure your sim is absolutely centered
Tag me if you use my CC! @1-800-cuupid for tumblr or @cuupid_corp for Instagram! I will reblog & add to my Insta story! I also browse the sims tags so Iâll reblog if I see you!
I donât share my sims so please save yourself time and do not ask! I will make a look book if requested and if I have the time.
ËËË ę° my favourite sims 4 gshade presets: ęą ËËË
it's been a while since my last preset faves post, since then a lot of new ones have come out! so today i'm going to be sharing my faves - for those of you whose eyes strain easy, i'm putting a star (âŚ) next to low impact presets for u !!!
summer daze by @elainasewell
coffee by @queensherlocks
pearl by @pixelglam
lychee by @jaechyj
ellcrze 2.0 by @ellcrze
kitty by @lisatrait
raices by @folkbreeze
martini by @pikaburr
gleam by @pearlean
paperbacks by @literalite âŚ
angelcake by @diosasimss
apricot blossom by @simsbooo
almond by @glimersims âŚ
mint by @tianaberrie
sangria by @pikaburr
godspeed by @literalite âŚ
violet by @samanitheslug
secluded by @tetonet
cellar door by @oxalisim
yuhum by @windslar âŚ
here is a tutorial on how to download gshade/reshade, and how to convert presets to reshade if you need that also!
Making dynamic poses/animations that adjust to a sims body with Animation Tools by thepancake1
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) đ
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 (âslotsâ) 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) â as opposed to the default FK (Forward Kinematics) â 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.
You can find an article that provides some additional 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 youâre 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 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.)
Below a short guide on how to set it up with the example pose I made.
1)Â Â Â Â Â 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)Â Â Â Â Â 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 âAllow Jaw Animationâ).
3)Â Â Â Â Â Find & click âCreate World IK channelsâ.Â
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 âCreate World IK channelsâ again. To get rid of unwanted channels click âDeleteâ.
4)Â Â Â Â Â 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 âb__L_frontBellyTarget_slotâ and âb__R_ThighFrontTarget_slotâ.
The slots are marked blue in the picture below. Note that the slots are hidden by default â I made them visible for the picture. Tip: 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 as you donât want all these (for the most part irrelevant) bones/slots blocking your view.
5)Â Â Â Â Â Each IK channel should (also) target b_ROOT of the rig to ensure itâs working properly according to pancake (though in my first test using Andrews pose player it seemed to also work without, so might be only a restriction for poses/animations that are played via interactions in game, but I canât be sure.)
The bones are marked green in the picture below.
6)Â Â Â Â Â 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), so except for the b_ROOT target for hands where the end frame is set to 0 in my example, as they are also targeting the slots âb__L_frontBellyTarget_slotâ and âb__R_ThighFrontTarget_slotâ during the animation.
7)Â Â Â Â Â Bake the animation by pressing âBake IKâ.
8)Â Â Â Â Â Export the clip and create a package with your pose as described in the linked tutorials above.
Hey guys! Just want to let everyone know, if youâre having issues with ReShade after the update, you can upgrade to ReShade 5.1 and it works!Â
Download ReShade 5.1 HERE!
When you upgrade, make sure to go to your MXAO shader, click âEdit global preprocessor definitionsâ and change ReShade_Depth_Input_Is_Reversed to 0. (Thank you to Saige for figuring that out!)Â
 Additionally, if you need the legacy shaders, you can download them HERE.
Just drag and drop into the reshade shaders folder in your Bin!
hah if you mess with the âmesh edgesâ setting on the comic shader in reshade/gshade you can actually see the mesh topology in game ⌠could potentially come in useful if your mesh is causing you problems and you canât identify the offending vertices/edges etc. :)
This is my answer to all the feet lovers in the world.
Now I'm working on my own CAS pose set.
I know there is various pose for foot fetish but it has been always for in game, not for CAS.
I actually kind of person who spend most time with making sims rather than playing.
Finally, Dirty Sole has come!
It's not complete version because it has only three textures.
But I decide to release first, and update more textures later.
Color Slider Compatible. Â So you can control their hue, brightness and opacity.
-Location: Tattoo Lower Chest
-Custom Thumbnails
- Color Slider Compatible
T.O.U
Do not include the mesh, Shoes creators should get my permission first to make their shoes using my mesh. also indicate my authorship.
Do not share my work with any paysite, or for free.
Please do not re-upload or claim as your own.
You can share my post without files. Always please link to my original patreon post.