

I have many ideas, but they all involve moving fingers. Sometimes, the hands and arms won't move at all, but will just go to the basic position and stay there, looking stiff. Kids in-game seem to be smaller than kids in S4S. If I tried to rest a kid's hand on his/her leg, like they were chillin' on the couch or something, their hand will hover just above their leg. The fingers stayed strait instead of wrapped (like "actual" praying), and the arms always go somewhere slightly different in-game than in-program. I noticed when I made a basic clapping anim that ended with hands clasped in a "praying" sort of position (2-handed fist, kinda). :pĪnd why won't fingers obey me? Every anim I've made has ended up with the fingers staying still, and if it's a child that's being animated, the child in the program is a different size from the child in-game. Makes me want to make a child anim with the kid sticking their tongue out at someone. Other than that, I've noticed it in-game, which is why I mentioned it. I think it was some kind of dance studio. There was some other program I saw someone messing with the tongue. What? I tried countless times! It stays in an altered position for you? Move the bone and locrot, right? Something else too? All I did was move the boob, locrot, went to a different frame, went back to check, and boob was back to default. I am able to set a keyframe on the breast bones though and it stays set even after moving to a different frame and returning to the frame I changed them in. I am not sure what you mean by locking a bone. Since you're saying you've seen a tongue in Sims 4 we can take a look to make sure the rig doesn't need to be updated. It's possible that it's a remnant from when the team first started working on animation using the Demo and that the full game's rig added a tongue. The rig we're using doesn't have a tongue. Studio isn't set up to allow non-default animations right now because there is no way to trigger them in the game as yet. To have a Sim use an object as you describe would, assuming Studio was making non-default animations, involve creating the object and then adding an interaction to it using a tuning mod and possibly a script mod. Slide to the end of the clip and paste the previously copied keyframes using Ctrl v. Then switch back to the other clip by making it the active animation. Select the frames you want to copy and copy them using Ctrl c. Append the Action from the one you want to copy keyframes from. To copy more than one keyframe at a time you use the Dope Sheet.
