Llama BuilderBeta

Reference Manual

Glasses

Design eyewear for The Sims 4 with a sculptable lens outline, frame materials, and tinted lenses, exported as a Create-a-Sim .package file.

Glasses are CAS (Create-a-Sim) eyewear. You sculpt a lens outline and Llama Builder builds the rims, bridge, and temples around it, then you paint the frame and tint the glass.

Workflow

  1. Start from a preset: round, oval, rectangle, cat-eye, or aviator.
  2. Sculpt the lens outline: drag control points to shape the right lens; the left mirrors it.
  3. Set the frame dimensions: rim thickness and depth, bridge width, temple thickness, and ear drop.
  4. Paint the frame: a solid color, a gradient, or an uploaded texture.
  5. Tint the lenses: solid, gradient, or image, with an opacity that becomes the in-game transparency.
  6. Set restrictions: which ages and frames can wear them.
  7. Add swatches: each swatch has its own frame and lens; they all ship in one .package.
  8. Fill in details: name and description. Catalog placement is handled by the Tags section.
  9. Download: click Download and install via the Install in Game guide.

Lens outline

The editor shows the right lens from the front, and the left lens is always a perfect mirror of it.

  • Drag a point to reshape the silhouette.
  • Click a point to toggle it between a smooth curve (circle handle) and a sharp corner (square handle). Sharp corners keep adjacent straight edges perfectly straight, like the rectangle preset.
  • Click the outline between two points to add a new one.
  • Double-click a point to remove it (a lens keeps at least three).

Picking a preset replaces the current points. Any manual edit after that flips the shape to custom, so your tweaks are never silently overwritten. The rim follows this outline exactly, and the glass fills it.

Frame dimensions

All values are in millimeters:

  • Rim: how thick the rim tube is around the lens.
  • Rim Depth: how far the rim extends front to back.
  • Bridge: the gap between the two lenses across the nose.
  • Temples: the thickness of the arms that reach back to the ears.
  • Ear Drop: how far the temple tails curve down over the ears; 0 keeps them straight.

The hinge-to-hinge head fit is automatic. The frame keeps a fixed width no matter how you size the lenses or bridge, with end pieces filling the gap between lens and hinge.

Temples / No Temples removes the arms entirely, for glasses that perch on the nose pince-nez style. Full Rim / Rimless switches between a classic rimmed frame and a rimless one, where the wire bridge and temples attach straight to the lens glass.

Materials

The frame material paints the rims, bridge, and temples. Use a solid color for classic acetate and metal looks, a two-stop gradient for tortoise or fade styles, or upload a texture for patterns, wood grain, and glitter.

Lenses render with the game's glass shader, so the diffuse alpha is the in-game transparency. Paint them solid, as a top-down gradient (classic gradient sunglasses), or with artwork, then set Opacity: a few percent for near-clear prescription lenses, 60% to 90% for sunglasses. Each swatch carries its own lens, so one project can ship clear and sunglass variants side by side.

Restrictions

Glasses default to all frames, Teen through Elder, the same targeting the game's own glasses use. The body slot is fixed to Glasses and cannot be changed.

Tips

  • The skin tone picker tints the preview head so you can judge the frames against different complexions. It is a preview aid only and never reaches the mod.
  • Rimless frames put the visual weight on the glass, so check them at the opacity you actually plan to ship.

Controls reference

Shape

Frame Presets

Classic frame silhouettes. Each preset reseeds the lens outline.

Presets seed the lens outline with a classic silhouette: round, oval, rectangle, cat-eye, or aviator.

Picking a preset replaces your current outline points. Any manual edit after that flips the shape to custom, so your tweaks are never silently overwritten.

Lens Outline

Drag the control points to sculpt the right lens; the left lens mirrors it.

The editor shows the right lens seen from the front; the left lens is always a perfect mirror.

  • Drag a point to reshape the silhouette.
  • Click a point to toggle it between a smooth curve (circle handle) and a sharp corner (square handle). Sharp corners keep adjacent straight edges perfectly straight, like the rectangle preset.
  • Click the outline between two points to add a new control point.
  • Double-click a point to remove it (a lens keeps at least three points).

The frame's rim follows this outline exactly, and the lens glass fills it.

Frame Dimensions

Rim, bridge, and temple dimensions in millimeters, plus the ear-hook drop.

Fine-tune the frame around the outline (all values in millimeters):

  • Rim: how thick the rim tube is around the lens.
  • Rim Depth: how far the rim extends front-to-back.
  • Bridge: the gap between the two lenses across the nose.
  • Temples: the thickness of the arms that reach back to the ears.
  • Ear Drop: how far the temple tails curve down over the ears; 0 keeps them straight.

The hinge-to-hinge head fit is automatic. The frame keeps a fixed width no matter how the lenses or bridge are sized, with end pieces filling the gap between lens and hinge.

Temples / No Temples toggles the arms entirely, so no-temples glasses just perch on the nose, pince-nez style.

Full Rim / Rimless switches between a classic rimmed frame and a rimless one, where the wire bridge and temples attach straight to the lens glass.

Preview

Preview Frame

Preview your frames on the feminine or masculine head. It changes the model only, never the mod.

Sims come in two body frames, and the heads are shaped differently enough that the same glasses sit a little differently on each. This toggle switches which frame's head the preview mounts, so you can check both without leaving the editor.

It is a preview aid only. Glasses are one mesh worn by both frames, and the exported package is unchanged either way. Swatch thumbnails follow your Restrictions rather than this toggle: a set restricted to the masculine frame alone bakes on the masculine head, and every other set bakes on the feminine one, so a saved tile never depends on what you were looking at.

The toggle is always available, even if your Restrictions currently allow only one frame in-game, so you can still check how the frames read on the other head.

Skin Tone

Tints the preview's head model so you can judge the frames against different complexions.

The skin tone tints the head model in the preview so you can judge how your frames read against different complexions. It's a preview aid only, and it has no effect on the generated mod.

Materials

Frame Material

Solid color, gradient, or image: the finish painted onto the frame.

The frame material paints the rims, bridge, and temples:

  • Solid: one color, classic acetate or metal looks.
  • Gradient: a two-stop blend along the frame, great for tortoise or fade styles.
  • Image: upload a texture (patterns, wood grain, glitter).

Lens Tint & Opacity

Solid tint, gradient, or image. Opacity is the in-game transparency.

Lenses render with the game's glass shader, so the diffuse alpha IS the in-game transparency:

  • Solid / Gradient / Image paints the lens like any material: a solid tint, a top-down fade (classic gradient sunglasses), or artwork.
  • Opacity sets how strong the paint reads: a few percent for near-clear prescription glasses, 60–90% for sunglasses.

Each swatch has its own lens, so one project can ship clear and sunglass variants side by side.

Restrictions

Restrictions

Which Sims can wear these glasses: ages and frames; unisex by default.

Restrictions control who can wear the glasses in Create-a-Sim. Glasses default to all frames, Teen through Elder, the same targeting the game's own glasses use.

The body slot is fixed to Glasses and can't be changed.