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@Psychotps No, what I mean is teens are slightly shorter than adults, if I remember correctly, so there should already be interactions in place for that one additional height that they could attach to the one additional adult height. No worries about 'technical'. I do code, but mine is web design, not game code. 😉
@SheriGRI think a better way of doing it may be to use actual sim "heights" and not "Teen heights 1-10", "YA heights 1-10", etc.
Say teens are heights 5-15, YA are 7-17, etc. That way you can use one set of animations for everyone and only have to align say "5" to "8" or "12" to "9". It would cut down the number of animations two or three-fold. Of course that would mean teens would end up using the same animation as YA and A... which is not currently the case for some animations.
I don't think it's the fact that they're different heights, but they have different animations in some cases. The "Kiss" animation I used in my example is different for Teens vs YA/A. For those animations that are the same, then we're back to (10^2)^3 animations (minus 1 or 2 for your example of existing differences in heights... which doesn't account for much with all the new ones)
It'd depend on the animations. The "kiss" animation isn't meant for Teens/YA. They are different. (Try using MCCC to remove the T/YA restrictions in romance and have them kiss, you'll see what I mean) Some are different, some are the same.
Of course, different animations would end up the same way. A teen/teen kiss would be 10^2 animations, YA/YA = 10^2, which would end up being (10^2)^2 only spread over two different animations.
Lol... FYI I did web design but it was YEARS ago... the furthest I got was PHP. Current stuff is way beyond me and can get almost as complex as code.
PPS... of course, I'm only an Analyst. I "see" things, how problems work. It might all be completely different in whatever code they use. I just don't see how atm.
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