The Sims 4, Tutorials

Making Gallery Poses with Infants (Dealing with the Pillow) by Simplyanjuta


A short guide, prepared rigs and background info.

Short Guide

Gallery poses with infants are special because there’s a pillow object attached to the infant.

Below some examples and a thumbnail showing what an empty clip looks like.

In some default gallery poses you can see the pillow, in others you can’t – but the pillow is always there, just in the case of the latter out of sight (it’s moved below the ground).

This is also true for poses where the adult is holding the infant.


The set up is such that the pillow is attached to the b__R_Stigmata bone of the infant rig (that’s a point in the middle of the hand) in the same way how the baby “object” is attached to the adult sim (more info here).

In order to make poses with the pillow (and be able to properly adjust the position of the pillow) you need to attach the pillow to the infant rig in Blender with a bone constraint, replicating the way it is attached by the game. You can then move the pillow by moving/rotating the stigmata bone (again, in the same way as with the baby). Also note that if you don’t want the pillow to appear in the picture, you will need to move the stigmata bone far away to a place where the pillow won’t be visible in the picture.

Prepared Rigs

To spare you the trouble I’ve provided a blend file with the pillow attached here (for both, old and new Blender):

Prepared Infant Rigs with Pillow Attached (SFS)

Background Info

Below some notes and background info on how I attached the pillow (also see screenshots in the baby tutorial linked above for similar steps).

  • You can find and export the pillow mesh with S4S (select “Show debug items” in the object catalogue and search for the keyword “pillow”).
  • Open a blend file with an infant rig and append the exported pillow mesh.
  • The pillow unfortunately is missing armature data (there is no rig/the rig it’s attached to is empty) that is necessary for adding the required bone constraint. You can add what you need though with a workaround from another object:
  • Delete the rig the pillow came with as it’s empty and of no use.
  • Export & append another object that has a rig. (The rig should have a “b__ROOT_” bone and a “transformBone”. I looked up the koala toy, but I assume it works the same with other assets.)
  • Delete its mesh.
  • Link the pillow mesh to the new object rig (click the mesh, go to the tab “Modifiers”/”Modifier Properties” (wrench icon), set the object rig as the armature object to deform with).
  • Add a vertex group named “transformBone” to the pillow mesh: Click the mesh, go to the tab “Data”/”Object Data Properties” (triangle icon), add a new vertex group there & call it “transformBone” (see/compare first screenshot below).
  • Now switch from “Object Mode” to “Edit mode” (only available when the mesh is selected). Click the mesh in the viewport and tap “A” on your keyboard so that the complete mesh is selected. Then press the “assign” button to assign the mesh data to the vertex group you created. Make sure the weight is set to 100. This is what makes the mesh controlled by the transformBone of the object rig! (Thank you so much @mercuryfoam for helping me figuring this out and some extra tips that were very valuable to me! <3)
  • Now that the pillow mesh is properly attached and controlled by the object rig, we can attach the object rig to the infant rig with a bone constraint.
  • Select B_ROOT_/transformBone from the object rig, go to the tab “Bone Constraints”/”Bone Constraint Properties” and add a “Copy Transforms” constraint. Set target as the infant rig and specify the bone as “B__R_Stigmata” (see/compare second screenshot below). Now you’re set.

-Vertex group assignment-


-Setting the bone constraint-


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