

Unless there is a bug or something that I'm unaware of, making any moves or rotation to the root_bind bone in object mode should not show up in-game. our Sims in pose mode to get that to show up in-game.

When we make overrides and pose clips, we need to preserve that starting distance (0.7) and rotation (facing each other) by setting that condition up in object mode in Blender and then moving, rotating etc. Then, say, Sim "B" responds back to "A" with flirt, caress cheek, kiss (different actions in a different order) and they all segue smoothly and naturally. you can have Sim "A" initiate a sequence like hold hands, hug, kiss.

I believe it's a standard setup Maxis uses to allow direct interactions (especially involving the Sims coming into contact) to freely swap in sequence, i.e. Hi sweetsorrowsims, pre-setting the 0.7 distance and 180 degree rotation of one Sim relative to the other in object mode in Blender applies to couple interactions I've tried so far: hug, embrace, kiss, hold hands, maybe others I've forgotten. Your original files are in the zip file too for comparison. I believe using this approach only way to see them together in blender the way they will appear in game. Then moving the rigs into the couple pose will correctly move the Sims into that pose in game. Note: the reason for applying 180 rotation and -0.7 transform (move) to one rig in object mode is so that the rigs start out in the same position in Blender as the Sims do in game.

I confirmed the problem is rotation and position of the root_bind in object mode versus pose mode. I will check that and let you know.įYI I started the poses with the sims facing each other after an interaction, e.g. I took a look in game, and am almost positive I know what's wrong. PM me if you want to discuss the "intimate" details privately. I assume the two Sims are supposed to be in contact, but both on back? Both Sims with feet toward you? Update: I have the files, but not sure how the poses are supposed to look.
