
So inherently, whatever animation you do get is going to look really odd a large portion of the time. The real problem with this whole idea is that however the head is positioned and moves is not directly related to how your sims' breasts should move. We've already been exploring that not all hair meshes might even share the exact same locations for the animation bones, so you might discover that if you change hairstyles things change again. Maybe if you used a very very low number on the animation bone and more properly anchored the breast where it should be (there was a reason breasts were assigned to those THREE bones, for optimal animation!) you might get something working. It is no surprise that by assigning breasts to a head bone, that they are going to be pulled towards the head. "Bone Assignments" control the location and then future animation of the vertices assigned to that bone. (You've done this before, which is why I'm mentioning this) You should have done 5-10 tests on your own with different assignments before coming here confused. So as they move upward they go to origianl position?įrankly, if you want to be breaking new ground, then it's your job to keep experimenting and experimenting until you get something that works, or doesn't. smdīody and body_alpha (thought bod_alpha ahs nothing to dow tih it)Ĭan it be possible for breast to show coreect is i assign toĬ_hair and _(l or r) _ hair but instead of 22-some smaller amount? ( i didnt fix underweighted bones-i forgot)ĩit ahd 2 groups-i used a modified hulaskirt -that i made tiem ago)


I wanted to give it 3 assignemnts as well When i first heard about windkeepers aniamtion sucessĪnd first thing to pop in my mind was breast bounce
