Sims 4 Jiggle Mod

A perky rounder version of the default biggest size already in game. Separated cleavage bigger and longer. A flatter underside is present and unavoidable because of the sims breast bone. If you only use EVOL + EVOL breast expansion (good for bigger sims) Helio, or EVE, BETTER BODY breast mods, it is compatible! Sims 4 jiggle physics mod Idaily is a place to get your questions answered. Ask questions and find quality answers on AnswerSite.com.
In video games, breast physics or jiggle physics are a feature that makes a female character's breasts bounce when she moves, sometimes in an exaggerated or unnatural manner.
History[edit]
The first video game in which breast physics were a notable feature was the fighting gameFatal Fury 2 (1992), which featured the fighter Mai Shiranui, who had noticeably jiggly breasts.[1] Pronounced breast physics have since remained a staple feature of many fighting games, perhaps in part because these games contain fewer character models than other games and can therefore afford to animate their characters in more detail.[1] The Dead or Alive series (1996–), in particular, has become identified with the 'outlandish' physics of both its fighting moves and its female characters' breasts;[1] its developer Team Ninja created the term 'breast physics'.[2]
On occasion, this aspect of fighting games has caused particular attention, such as when the 2015 game Street Fighter V had the fighter Chun-Li's breasts move like large water balloons when she was chosen as the second player's character in the selection screen. Although this behavior was noticed by media even before the game's release, it remained present in the released version of the game.[3] The game's publisher Capcom attributed it to a bug and later removed it by a patch.[4]
In reaction to the prevalence of big, bouncy breasts in video games, games writer Jenn Frank initiated a 'boob jam' in 2013.[5] The purpose of the initiative was to create games that deal 'with an aspect of female breasts other than the fact that they're sexy and fun to look at'.[6]
Technology[edit]
Breast physics is an application of soft-body dynamics, the field of computer graphics that focuses on physical simulations of the motion and properties of deformable objects. In a game with 3D graphics, character models are composed of a skeleton of 'bones' connected with joints and covered by a 'skin' of texturedpolygons. These virtual bones do not necessarily correspond to the bones in real humans, but are required to make anything move – for example, breasts, which do not in reality contain bones. To make breasts or other body parts move, video game animators make the bones' joints move according to the physical rules of the game's engine.[1]
To effect breast movement in most 3D games, the breast's bones are equipped with 'springs' that make the breasts bounce when the rest of the skeleton moves. The setup and strength of these springs determines the strength of the breast bounce. Alternatively, the motion of the breasts may be governed by custom-written software, but this is more time-consuming and therefore rarer than using springs, which are a built-in feature in many game engines.[1]
Unnatural breast physics[edit]
Many video games feature breast movements that appear unnatural or exaggerated, particularly to female observers.[1] This may result from limitations of the 'springs' system, which is better suited to animating rigid bodies rather than soft objects like breasts.[1] In some games, however, exaggerated breast physics are intentional. This may be caused by increasing the bounce effect in order to make it noticeable even when a character is standing still and talking, which may result in wildly exaggerated bounces when she actually moves.[1]
Ultimately, however, according to game developer Tim Dawson, if a video game features unnatural breast movements, 'it's because somebody wanted them to look that way'. Not only breasts, but also other body parts such as male muscles are often intentionally exaggerated or unrealistically portrayed in video games.[1]
Breast physics in individual games[edit]
Games noted for exaggerated breast physics[edit]
Games noted by video game publications for their exaggerated breast physics include the following:
- Fatal Fury 2, fighting game (1992)[7]
- Mortal Kombat, fighting game series (1992–)[7]
- The King of Fighters, fighting game series (1994–)[7]
- Soulcalibur, fighting game series (1995–)[7]
- Dead or Alive, fighting game series (1996–).[7] The bouncing was reduced in Dead or Alive 6, which uses a 'natural' body physics engine.[8]
- Ready 2 Rumble Boxing, sports game (1999)[7]
- Conker's Bad Fur Day, platformer (2001), in which breasts are used as springboards[7]
- Resident Evil, action game (2002/2015)[9]
- Dead or Alive Xtreme Beach Volleyball, sports game (2003)[7]
- Ninja Gaiden Sigma 2, action game (2009), where the breasts' wobble can be separately controlled by the player[7]
- Lightning Returns: Final Fantasy XIII, role-playing game (2009)[10]
- Skullgirls, fighting game (2012)[7]
- Metal Gear Solid V: The Phantom Pain, action game (2015)[11]
Games otherwise noted for their breast physics[edit]
- Fortnite Battle Royale (2017) used breast physics in a character model released in September 2018. The developer Epic Games later removed it as an 'embarrassing and unintended' mistake.[12]
- Conan Exiles (2017) allows players to customize a female character's breast size or a male character's penis size. The size affects how much either piece of anatomy jiggles.[13][14]
References[edit]
- ^ abcdefghiHernandez, Patricia (24 February 2015). 'How Video Game Breasts Are Made (And Why They Can Go Wrong)'. Kotaku. Archived from the original on 4 February 2017. Retrieved 12 February 2017.
- ^Williams, Rob (2015-11-26). 'Dead or Alive Extreme 3's Gratuitous T&A Deemed Too Sexist For American, European Audiences'. HotHardware. Retrieved 2020-01-23.
- ^Hernandez, Patricia (16 February 2016). 'Street Fighter V's Ridiculous Breast Physics Are Still In The Game'. Kotaku. Archived from the original on 13 February 2017. Retrieved 12 February 2017.
- ^Yin-Poole, Wesley (29 March 2016). 'Capcom patches out Chun-Li's ridiculous boob physics'. Eurogamer. Archived from the original on 13 February 2017. Retrieved 12 February 2017.
- ^'The Boob Jam'. theboobjam.com. Retrieved 27 July 2017.
- ^''Boob Jam' explores unsexy side of breasts'. Fox News. 9 August 2013. Retrieved 27 July 2017.
- ^ abcdefghijKnight, Rich (6 February 2012). 'The 10 Most Ridiculous Uses of Jiggle Physics in Games'. Complex. Archived from the original on 16 September 2016. Retrieved 12 February 2017.
- ^Yin-Poole, Wesley (18 June 2018). 'Dead or Alive 6 tones down female character sexualisation'. Eurogamer.net. Retrieved 28 September 2018.
- ^Gray, Kate (21 January 2015). 'Let me get something off my chest about boob physics in video games'. The Guardian. Retrieved 29 July 2017.
- ^Kohler, Chris (31 July 2013). 'With Final Fantasy XIII's breast jiggle physics, Square Enix has lost the plot'. WIRED UK. Retrieved 27 July 2017.
- ^Hansen, Steven (15 October 2015). 'Metal Gear Solid V infinity boobs: More proof women are hard to animate'. Destructoid. Archived from the original on 13 February 2017. Retrieved 12 February 2017.
- ^Chalk, Andy (September 27, 2018). 'Fortnite's boob physics are an 'embarrassing and unintended' mistake, will be fixed'. PC Gamer. Retrieved September 27, 2018.
- ^Livingstone, Christopher (January 31, 2017). 'Conan Exiles has an 'endowment' slider and genital physics'. PC Gamer. Retrieved September 27, 2018.
- ^Donnelly, Joe (January 25, 2018). 'Conan Exiles director explains dong slider implementation'. PC Gamer. Retrieved September 27, 2018.
Hi people,:!: No this isn't some ranty post about why EA didn't choose to make the Sims 4 realistic graphically.:deal: So if you came here to talk about that: go home (or make a new thread):giggler::!::new: I'm talking about physics.:new:While we all hated it at school, physics plays a part in almost every 3D game. Sims 4 is above average when you look at floating trees (Minecraft), but take a look at ultra realistic physics engines such as in the Next Car Game.What I think we need for the Sims 4 is a compromise.
Does anybody else feel that hair is too inanimate? Look at TressFx in Tomb Raider, for instance. Why can't we have something like that? Hair that flows, responds to movements of the character and the wind. It's not just hair, either, clothes such as skirts, T-shirts, anything moves when we do (irl). For those of us that can afford to run these types of graphics, it would certainly be an enhancement, don't you think? Also, you can add physics to bodies too.
And yes, I'm talking boob physics and fat stomach wobbles and stuff like that. Despite how some of these things can feel as if EA is trying to sell the game to its audience through erotic content, such as breast movements, it still add that extra level of realism to the game, without detracting from the Sims unique graphics style. EDIT: This would be an toggle-able option for lower end machinesAnyone got any thoughts on this? Who wants to see this add/modded?Lynda:bunny. We had hair in motion in Sims 2, they dropped it for Sims 3, made it even worse for Sims 4. We've never had moving clothing, but I think Sims 4 has the worst clipping and plasticy clothing in game since Sims 1. EA has established that they are back tracking and are unconcerned with progress in that area.
Jiggling bodies? Certainly that won't be on the table ever given EA's mindset.
I think someone did something like that for sims 2 if I'm not mistaken, maybe it's possible, but I don't care that much. I would like to have hair and clothing with movement though.
Are you insane, that would make the game virtually unplayable on every system on earth lol. Tomb Raider is linear and scriptted, and even with Lara's hair being the only one running on the TressFx tec, the game strugles to render all that.
And now I’ve mastered it Don’t rush it, and don’t over do the ammonia part, if it’s a proper block, wash it under water a few times, sometimes it may turn out like a honeycomb lump, don’t wish with water after just dry for a good ten minutes Trust me when you see the results. How to rock cocaine in a spoon. I have been finding ultra small ziplock bags and plastic twist-x hidden in her kitchen cabinets. Unfortunately, having smoked freebase myself 29yrs ago, I know what it smells like versus smoking cocaine powder in a cigarette. If you follow this and don’t think this is bullshit.you will get to become a happy and pro washer I’ve been shown by a boss. I recently caught my girlfriend smoking what smelled like base from a small metal weed pipe.
That thing is a resource killer - and an useless one, at that.Most people fail to undertand that The Sims is highly customizable, and that prevents it from looking like contemporary games. It doesn't excuse the terrible art direction they took with Sims 4, but many of the things we see out there are out of reach for a game like The Sims.I do agree a bit of simple physics would be nice, but not at the expense of the game running terribly.
It is alteady as buggy as it is, I personally don't need strings of hair stuttering and crashing my game. I want crazy physics because crazy physics always make a game much more enjoyable.Aka I want to be able to toss balls/cubes/whatever at my sims and watch them ragdoll around, and furniture falling about. It's unecessary in the Sims, but it feels like it would make your sims truly 'random and wacky'But other than that, physics should be limited:- Most animations will still be canned (walk animations + ragdolling, etc.), maybe similar to GTA IV's Euphoria Physics (Physics can do interesting things i.e. Door slamming knocking over stuff, fights knocking over stuff, kids knocking over stuff, soccer and basketball actually being a bit more random, etc.- Water can now be roughly simulated (i.e. Cities in Motion style)- There can now be a bit of procedural animations (attach sim hands to node, generate the rest; doors not shutting properly, etc.)- Realistic fires, floods, maybe house explosions- Physics will not extend to the sims themselves, I can see a bit of physics, but not a lot.- Drunk walking + fightingcourse, this is really a cherry on top.
First fix things like genetics before moving onto this. I just want better gameplay. I want more real life too. I want sims to have a more stable sexual orientation for example. I want to be able to plainly label my sims as straight, gay, bi, pan, or lesbian. I don't want my lesbian making out with dudes. I want an attraction system!
It isn't fun when my sim can literally hook up with any sim out there. For god sake give us more stuff to do with them. More interests. More community lots.
I want to be able to enroll my sim in a dance class or boxing classes. Aka I want to be able to toss balls/cubes/whatever at my sims and watch them ragdoll around, and furniture falling about.Along the same lines, I want a light-gun interface so you can play shooting gallery with all the zombie sims walking up and down the street outside. Would make for a great mini-game to relieve frustration for those times you finally get fed up with yet another sim picking up their dinner, throwing it down at their feet, and then sitting staring at it for two sim hours wondering how it got there.Should I pick that up?I'll go get a fresh plate from the fridge.
Oh wait, someone else is using it. Are you insane.I do agree a bit of simple physics would be nice, but not at the expense of the game running terribly.
It is alteady as buggy as it is, I personally don't need strings of hair stuttering and crashing my game.While I agree that overdoing it can make the game drag on older machines (of which mine is one), I can play just about any game I've tried that has moving trees, grass, and clothing that bends and drapes realistically, usually on at least medium settings and often on 'ultra' graphics settings. The graphics are not what slows down the sims, at least for me - I have everything on maximum settings and SweetFX running to boot so the indoors aren't so blasted dark that putting the lights on anything other than maximum brightness pretty much makes them pointless. The graphics in TS4 are really pretty simple by modern standards.Overall I do agree though, it would just add to the bugs if they tried to add better graphics at this late stage.
I don't care if my sim boobs bounce, or if the leaves in the trees move. Just gimme better looking FEET dammit!!!Nah, seriously, I can understand all of those features would be really nice, but I'm also guessing many people won't be able to play the game anymore because it's so demanding.Still, the feet give me nightmares.Oh and most of the shoes too!OMG! I hate HATE the feet in Sims 4! They are much blockier than Sims 3 or even Sims Medieval (which I bought for $7.99 on sale and have been playing like crazy). They are every bit as bad as Sims 2. I guess they thought we wouldn't notice.
Why do a lot of MMOs have hairs with physics? How does it work I mean? People say physics would take a lot of power to run, but in MMOs everyone's got crazy ponytails flowing around with their boobs and it's all good. Also, in Assassin's Creed Black Flag, the clothes flow around when the characters walk.
It looks sooo pretty, especially on the dresses the women wear. I'd love to have something like that in The Sims some time.Also, there could be an option to turn physics off.What if I told you that a game as old as Hitman 2: Silent Assassin had clothing and cloth physics? I wish they put the effort of doing these kind of things in The Sims 4.Where are my breast, hair and cloth physics, damn it? There are much, MUCH larger games that rely on detailed physics, yet The Sims 4 can't achieve this?Technically, Maxis/EA (whoever is responsible for the travesties we keep running into) is running far behind every other developer active today.
That includes most Indie teams. There's a difference between PS2 and PC. When making games for a PS2 you know pretty much exactly which limits you can work within, and everyone with a PS2 can play it without any troubles. However, for the PC game they've tried to reach as many players as possible, including those without high-end computers, which means they can't do the same.Also, while physics is displayed in a lot of games, that doesn't mean it would be very easy to put into a Sims game.
Most games aren't the kind of sandbox game Sims is. Most games that aren't meant for extremely high-end computers have various routes and usually a limited set of animations and a limited set of stuff to interact with. If it can be interacted withon a regular basis, it's meant to be interacted with. If something is meant to fall off a table, it's usually because it's been programmed to do so. If a cloak is meant to flare in the wind, there's a whole set of morphs or bones or whatever to make it do so.Sims have quite a lot of untraditional and rather complex animations, even if they don't quite look that way. In sims 2 they're often programmed to jump between a set of 2-4 different looped animations for variety (like jumping on the bed or playing bowling).
Imagine trying to make hair or clothes act natural while a sim is doing flips in the couch! Sure, a little animation in the hair is possible, but for the rest the game would have to be extremely complicated.There are bones for hair animation in TS2, possibly with a bit of slowed-down animation added to the bones to make it look as if the hair moves more naturally, so saying that TS2 had hair physics is pretty much like saying TS2 had arm or leg physics.
As for sofas and chairs, I suspect it's a morph triggered by a sim sitting there. I'm pretty sure bed blankets also are morphed. It's not a lot more different than that of a pregnant belly on a sim, or how their faces move. As for moving effects, it's mostly some kind of texture, sometimes animated, combined with a particle emitter (soap bubbles, for instance). Nearly everything in the game that moves around or interacts with something is built up of these four things, or combinations of them: Animated objects with bones, morphed objects, animated textures, and particle emitters of some kind.For most of the complicated games, there's a limited set of hairs and clothes, which would make it rather easy to animate all of them. Imagine having to do that on all the hundreds of outfits and hairs included in the Sims games, not to mention the billions of outfits and hairs players have made.Most games only have 1-2 ages. Sims 2 have seven (six, if you count YA and adult as one), meaning you need animations, clothes and hairs for each age because of the size difference.
There's also pets, so that's 2 more ages. Most very advanced games have the total amount of ages on one or two, and perhaps some creatures you can interact with (although it seems there are very few controllable pets).Having tried making movie shorts with physics, I can safely say it's not very easy to make these things work nicely (I've forgotten about 99% of what I learned about particle emitters, unfortunately - I just know that I've made a few, and that I usually spent most of the day, often several days, trying to get them to work somewhat halfway decent). It might look good in the finished product, but if any of you had any idea how many times physics fail on a random account while in the actual process of making movies or games, you'd quite possibly understand why game makers tend to take a few shortcuts if they can. It's one thing to make a movie where you're in control of what happens, and can fix things to your heart's content.
It's something else entirely to make a player-controlled character able to interact somewhat randomly with random objects in a space where they can go anywhere over a large area, let alone throw physics into the whole shabang.Also, game graphics and physics used in games get better every year. New techniques and more advanced tools, along with more powerful computers make that possible.And finally, I think we can all agree that EA has been lazy, particularly regarding TS4 and TS3.
They surely could put as much as possible of the things that are mentioned into their games, but due to having switched out a lot of the original staff, along with being moneygrabbers, they're now milking the Sims games for that they're worth. Instead of making the game with much better graphics and stuffing in awesome detailed surroundings and other items, they're just sailing around on their little cloud of popularity, seeing what they can possibly manage to get away with.
They did a somewhat fair try on TS3, sort of failed, and probably thought 'what the.bleep., they'll take anything we throw at them anyway' and gave out TS4 before it was even halfway finished.Might also be that we as players feel that TS3 or TS4 were the victims of poor design choice, but that it was indeed a carefully calculated design choice from the makers' side. I'd really liked to be a fly on the wall when the design discussions were carried out.After all, look at the popularity of Minecraft, going totally opposite of today's AwesomeGraphics and instead making everything look horriblypixellated.
Awesome design and amazing physics isn't always what make people love a game. You can get far with a concept if the idea is good enough. For most of the complicated games, there's a limited set of hairs and clothes, which would make it rather easy to animate all of them. Imagine having to do that on all the hundreds of outfits and hairs included in the Sims games, not to mention the billions of outfits and hairs players have made.Most games only have 1-2 ages. Sims 2 have seven (six, if you count YA and adult as one), meaning you need animations, clothes and hairs for each age because of the size difference.
There's also pets, so that's 2 more ages. Most very advanced games have the total amount of ages on one or two, and perhaps some creatures you can interact with (although it seems there are very few controllable pets).In my opinion, hair customization should have been part of CAS a long time ago. Instead of creating individual hairpieces for each age and gender, there should be a few slider-enabled universal hair bases for all sims (hairline, hair length), and attachable elements that will bring uniqueness to that hair base (i.e. Spikes, strands, tuffs, bangs, braids). Hats should be like the Sims 4 model, separate models that can be placed onto a hairstyle.Making lots of individual Clothing pieces is still unavoidable, but most clothing pieces should probably be usable by all ages, morphed to fit the base sim mesh, stencilable and slider-enabled (change length of shirt, sleeves, pants, skirt, change poofieness, etc.).
That means simmers can do their own outfits, and one t-shirt can be used by all ages and genders. This would avoid problems like the Sims 3 having tons of duplicate clothing pieces.The whole gist of it is that clothing and hair should not be an large timesink in terms of development, and that it would work better if more of the work was spent on generic pieces that can be morphed, assembled and reassembled into unique work.Individual animations for each age is unfortunately a necessity, but I'm sure that certain parts of it can be made procedural.
What I would personally like to see is, instead of improved physics (and yes, bouncing boobs are nice, but it doesn't take a fancy physics engine to get that in game), is improved AI. I mean, the game is supposed to be a model for human behavior. How about making it so sims behave in a believable manner? And no, not all maudlin like modelling in depression or personality disorders, as it is still a game.
But how about letting sims problem solve independently in a manner you would expect a simulated person might?In the real world, if you just ate your 14th piece of burnt waffle for a meal, you would probably go over to the bookshelf and pull out a book on the basics of cooking ON YOUR OWN. Sure, sims can learn from experience, but seriously, in real life, would YOU eat that burnt crap every morning and not wonder how the fuck you could do it better?Other types of games do call out for realistic physics. The Sims, less so (but sure, moving hair and clothing would be nice eye candy).
But it really does call out for improved behavioral modelling. And it's just my opinion, but I don't think emotions quite did it. So that's where my effort would go.
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