Every project type shares these controls. Type-specific controls are documented on each type's own page.
Editor Controls
Reference for the editor controls every project type shares: artwork and decals, swatches, color tags, the 3D preview, projects, and export.
Controls reference
Preview
Camera View
Snap the 3D preview to a preset angle. Affects the preview only, not your export.
The Camera View picker rotates the preview to standard angles: front, side, top-down, and so on. It does not affect how the item looks in-game.
Use different angles to check your work from all directions.
Custom Angle
Your own viewing angle. Drag the preview to set it; picking a preset angle snaps back.
When a preview supports dragging, you can spin the item and tilt the camera to inspect it from any angle. While your drag adjustments are in effect, the toolbar shows Custom as the selected angle.
Clicking a preset angle like Head-On clears your adjustments and returns the camera to that exact angle. Custom is not clickable on its own: dragging the preview is what creates it.
Wall Color
Preview your art against different wall colors. Preview-only, not saved into the mod.
The Wall Color picker changes the preview background so you can judge your art against different wall tones. This is preview-only. It is not exported into the .package file and has no effect in-game.
Try light, dark, and mid-tone walls to check contrast and legibility.
Lighting
Toggle the preview between Day and Night lighting. Preview-only.
Day and Night lighting simulate the two main in-game lighting states. Night is dimmer and warmer, which reveals how your colors shift.
Like wall color, this is a preview aid only and does not affect the exported mod.
Export
Download
Generate your mod as a .package file, ready to drop into your Sims 4 Mods folder.
Download compiles your swatches and settings into a single .package file and downloads it. That file is your finished mod.
Copy it into your Sims 4 Mods folder and restart the game to see it in the catalog. See Install in Game for the full steps.
In Chrome or Edge on a desktop, the small arrow next to the button offers Install to Mods folder. Pick your Mods folder once and the button becomes Install, writing each export straight into a Llama Builder subfolder inside it. Installing the same project again replaces the earlier file, and Remove from Mods folder deletes what this project installed. The arrow menu also keeps a plain download, and lets you change or forget the folder.
The button requires you to be signed in. If it is disabled, check that you are logged in and that your plan allows downloading.
HD Textures
Double resolution textures. Creator only.
HD doubles the resolution of every texture this project exports. With it on, the Download button offers both a standard and an HD package, so you can publish either or both the way most mod authors do.
For Sims content (nails, earrings, glasses, eyes, tattoos), HD also makes your mod compatible with the community HQ mod. That mod raises the resolution the game composites Sims at, and it expects every custom item to match: a standard-resolution item on an HQ setup can turn the whole Sim black or a flat block of skin colour. Players without the mod see HD content normally, which is why most creators ship the HD file to everyone.
For furniture and decor, no companion mod is involved. Wall art and rugs show their HD detail to every player. Vases and tables go above the size the game loads by default, so those two look their best only for players who have raised their object texture setting.
HD gives your artwork more room, not more detail than it started with: a small uploaded image composited at HD gains headroom, not sharpness.
Thumbnail
Catalog thumbnail: auto-render from the preview, upload your own, or customize a composed shot.
The thumbnail is the small square image shown on your item's catalog card in-game.
- Auto: Llama Builder renders the thumbnail from the 3D preview at export time. The view used is whatever camera angle is currently active in the editor.
- Upload: provide your own image for full control over the thumbnail composition.
- Customize: compose a thumbnail from the live 3D subject. Choose a camera angle, backdrop, and lighting, then optionally add a frame, signature, or logo.
A clear, well-lit thumbnail helps players recognize and find your item in the catalog.
Thumbnail Fit
How your image meets the catalog tile when the two are different shapes.
The catalog tile has a fixed shape: square for Build/Buy objects, tall for Create-a-Sim parts. When your image is a different shape, this decides what happens to the difference.
- Contain: the whole image fits inside the tile and the leftover space is filled with a color you pick. Nothing is cropped and nothing is distorted.
- Cover: the image is scaled up until it fills the tile, and whatever hangs over the edges is cropped away.
- Stretch: the image is squashed or pulled to the tile's exact shape. Nothing is cropped, but a wide painting comes out looking compressed.
Contain is the default. Wide artwork used to be stretched into the square tile with no way to ask for anything else. Pick Stretch if you want that earlier look back.
Fill color appears only under Contain, because the other two leave no gaps to fill.
Projects
History
Your recent changes, newest first. Click any entry to jump the project back to that point.
The History panel lists every change you have made to the open project, newest first. Click an entry to jump the project back (or forward) to that point. The 3D preview updates immediately, and the panel stays open so you can step through your timeline.
Jumping is reversible: click a newer entry to go forward again. Making a new edit while you are back in time discards the newer entries, the same as undoing and then editing.
You can also undo and redo one step at a time with Cmd+Z and Cmd+Shift+Z (Mac) or Ctrl+Z and Ctrl+Y (Windows). History is saved with the project, so it survives closing the tab.
Cloud versions
Earlier cloud saves of this project, newest first. Click one to restore it. Undo takes you back.
Every time a project syncs to your account, the previous copy is kept as a cloud version for 90 days. The Cloud versions list in the History panel shows them newest first, from any signed-in browser.
Click a version to restore it. The restore is a normal history step: the 3D preview updates at once, Undo puts the project back the way it was, and the next sync saves the restored project as a new version. Nothing is deleted.
Cloud versions are a Creator feature. Projects that have not synced yet have no cloud versions.
Swatches
Swatches
Each swatch is a color/texture variation of your item. Players pick swatches in-game.
Swatches are the color and texture variants of your item. Players see them as small circles below the catalog card and click to switch. All of them ship in one .package file.
Click a swatch to select and edit it. Add Swatch duplicates the current one as a starting point.
Swatch Colors
The colored dots shown for this swatch in the catalog. Auto derives them from your art; Manual lets you pick.
Swatch colors are the colored dots (chips) shown for your item in the game catalog: the circles players click to switch between variants.
- Auto: Llama Builder samples the dominant colors from your artwork and uses them as the dots.
- Manual: you pick the dot colors yourself.
These are the swatch's visual colors only. Which color a player finds your item under when they filter the catalog is a separate setting. See Color Tags.
Color Tags
Catalog color filters so players can find your item by color. They don't change the swatch's color dots.
Color tags are catalog search metadata. When a player filters the in-game catalog by color, items whose Color tags match are shown. Llama Builder pre-selects suggestions from this swatch's colors; adjust them freely, since the closest two or three keep color search honest.
They do not affect the colored dots on the swatch. Those come from Swatch Colors. Color tags only control how discoverable your item is through the catalog's color filter.
External Editing
Export this swatch's material as a PNG, edit it in any image editor, and import it back.
External Editing hands this swatch's material to your own image editor.
- Export: downloads the swatch's current material as a PNG, flattened exactly as it would ship in the mod.
- Import: loads an edited PNG back in as this swatch's material. The image must be the same size as the export.
While an import is active the swatch shows an Imported material badge, and the settings the import replaces are paused. Press Remove to discard the import and hand the swatch back to those settings.
Details
Name
The item's in-game name, shown in the catalog and Build/Buy or Create-a-Sim.
The name appears on the item's catalog card in Build/Buy or Create-a-Sim. Make it descriptive enough to find via the in-game search bar.
It applies to the whole item, so all swatches share it.
Description
Catalog flavor text shown under the item in-game.
The description is the short flavor text under the item's name on its catalog card. Keep it brief; in-game space is limited. A sentence or two on style or inspiration works well.
Price
Simoleon price shown in the in-game catalog.
The price is the Simoleon cost players pay for your item. It is cosmetic and does not affect how the mod installs or works. Look at comparable EA base-game items when choosing one.
Artwork
Upload Image
Use your own image as the artwork. PNG or JPG; square images fit best.
Upload any PNG or JPG as the artwork. Square images fill the canvas most cleanly, but any aspect ratio works: use Image Fit to control placement.
The image is embedded in the .package file, so no external assets are needed after export.
Canvas Color
Background color shown where the image doesn't cover the canvas.
The canvas color fills any area your image does not cover, including transparent areas of a PNG.
It is embedded in the exported texture, so it shows in-game too.
Image Fit
How the image fills the canvas: Stretch, Cover, Contain, or Custom.
Image Fit controls how your uploaded or generated image is sized and placed on the canvas.
- Stretch: scales the image to exactly fill the canvas, ignoring the image's aspect ratio. May cause distortion if the image and canvas have different proportions.
- Cover: scales the image so that it completely fills the canvas while preserving aspect ratio. The image may be cropped at the edges.
- Contain: scales the image to fit entirely within the canvas while preserving aspect ratio. The canvas color fills any uncovered space (letterboxing).
- Custom: set the scale and position yourself. Image Position nudges the image; Lock Aspect Ratio constrains proportions while resizing.
Image Position
Nudge the image within the canvas when using Custom fit.
Image Position is only active when Image Fit is Custom. The X and Y controls offset the image from the canvas center, which helps frame part of your artwork, such as centering a face in a portrait.
Lock Aspect Ratio
Keep the image's width-to-height ratio while resizing.
With Lock Aspect Ratio on, scaling one dimension adjusts the other to keep the original proportions. Turn it off to stretch each axis independently.
Tile / Repeat
Repeat the image across the canvas instead of fitting a single copy.
Tiling repeats your image across the canvas instead of fitting a single scaled copy, which suits patterns, textures, and fabric artwork. Tiles use the image's natural scale, so use the scale controls to resize them.
Tags
Tags
Catalog tags control where players find your item in Build/Buy: its category, search, and filters.
Tags are how the game's Build/Buy catalog knows what your item is and where to file it. They control which category it appears under, which filters (style, color) surface it, and what catalog searches match it.
- Required tags are applied automatically so your item lands in the right place, and you can't edit them.
- Optional tags (like Style and Color Palette) add extra filter coverage so more players can find your item.
Tags are stored by a numeric id, not by name. The labels here are just for you.
Tags
Catalog tags control where players find your item in Create-a-Sim: its filters and style categories.
Tags are how Create-a-Sim knows what your item is and where to file it in the CAS catalog. They control which filters surface it and which style and outfit categories it belongs to.
Some tags do double duty: Style tags not only power the CAS style filter, they also influence how the game auto-dresses generated Sims (townies), so mis-tagging can put your item on the wrong Sims.
Tags are stored by a numeric id, not by name. The labels here are just for you.
Required Tags
Auto-applied so your item lands in the correct catalog category. These can't be edited.
Required tags are applied for you based on the kind of item you're making. They place it in the correct functional category and catalog location, such as a rug under floor coverings. Getting these wrong would file your item in the wrong catalog section, or hide it entirely, so they're locked and can't be changed here.
Style Tags
Catalog Style filters (Boho, Country…), and in CAS they steer how the game auto-dresses townies.
Style tags group your item under a design style (Bohemian, Country, Glamour, and so on).
They do two jobs:
- Catalog filter: players who filter the catalog by a style see items tagged with it.
- Auto-generation (CAS): the game uses Style tags to assemble coherent outfits on generated Sims, so a "Bohemian" Sim gets Bohemian-tagged clothing.
Style is optional, so add the ones that genuinely fit. The game's built-in style definitions don't always match intuition, so a tag won't by itself make your item prominent in that filter.
Color Palette Tags
Groups your item under a broad palette (Earth Tones, Jewel…) in the catalog. Optional.
Color Palette tags file your item under a broad palette group (Earth Tones, Jewel, Grayscale, and so on) for catalog browsing.
This is different from Color Tags, which control the specific per-swatch color filters (Red, Blue…). Palette tags describe the overall vibe; Color Tags make individual swatches discoverable by color.
Outfit Category Tags
Which outfit slots your item is valid for in CAS (Everyday, Formal, Athletic, Sleep…).
Outfit Category tags declare which outfit slots your item is appropriate for: Everyday, Formal, Athletic, Sleep, Party, and so on. When a player or the game builds an outfit for a given category, only items valid for that category are offered.
Pick every category your item realistically fits; leaving them all off can make it hard to use in the right situations.
Fabric Tags
Fabric filters (Cotton, Leather…) so players can filter CAS items by material. Optional.
Fabric tags describe what your item is made of (Cotton, Denim, Leather, Silk, and so on) so players filtering CAS by fabric can find it. They're purely for catalog filtering and are optional.
Decals
Stickers
Layer extra images on your item, each with its own position, size, and angle.
Stickers are extra images layered on top of the item's surface and main artwork. Upload as many as you like (up to 16 in each list); they stack in list order, so the last sticker in the list sits on top. Use the arrows to change the stacking order.
Each sticker keeps its own position, size, rotation, and opacity, so a single motif can become a scattered arrangement, a monogram corner mark, or a full collage.
Sticker Placement
Move, size, rotate, and fade the selected sticker.
The sliders place the selected sticker. Position X and Y move its center across the item. Size sets how large it is relative to the item's shorter side (on a vase, its height), so it keeps its proportions on any shape. On a vase, Position X runs around the body and wraps. Rotation turns it in place, and Opacity fades it into the material.
Remove Background
Cut the background out of an upload, right in your browser.
Choose how the next upload's background is handled:
- Keep: the image is used as uploaded.
- Remove: finds the main subject and cuts everything else away, using a small on-device model. The first use downloads the model into your browser; your image never leaves your computer.
Removal happens once, at upload. To try a different choice, remove the sticker and upload it again.
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