Forum Discussion

Re: Height

@SheriGR

The way I see it is like this...

Imagine there is a "height" slider in CAS. You click on it to drag it up. It goes up a notch. How many notches are there total? 5? 10? Let's say there are only TWO. Two different heights for your sim.

Let's say Sim1 and Sim2 are both at height "1" (of 2) The animation would not need one sim to "bend" over to align the kiss properly.

(Edit: Oh, now that's interesting. Would two sims at height "1" use the same animation as two sims at height "2"???)

If Sim1 is at height 1 and Sim2 is at height 2, the animation would need to be adjusted so a height 1 sim can properly tilt their head back to properly align with a height 2 sim. And vice-versa the height 2 sim tilts their head down to meet the height 1 sim.

That would require 4 animations.1->1, 1->2, 2->1, 2->2

With 10 different "notches" on the slider, you'd need 100 animations for each different height to match properly. You might be able to get away with fobbing it down a little and say like heights 1-3 use one animation, 4-6 use a second one... but you're still talking a LOT more animations.

I didn't even think about teens. Are teens the same height? If not, If you want teens/young adults to be included, then double the number of animations. Adults too? Holy cow... I'll need a calculator to figure that one out. I think it'd be something like (10^2)^3 animations?

I suppose it depends on if Teens/Young Adults/Adults are the exact same height as far as animation alignment is concerned. If they are the same height, then it would only be 10^2 animations total per. It would also depend on how different the actual height is per "notch". If it's not very much, then you may only need 1 new animation per 2-3 "notches". That would bring it down to something like 5^2 or 4^2. But given the number of total animations in the game, even 3 additional animations per animation (2^2) may end up being hundreds of thousands of new animations...

PS... I hope I didn't get too "technical"... I tried to simplify...

2 Replies

  • SheriGR's avatar
    SheriGR
    Hero
    6 years ago

    @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. 😉

  • Psychotps's avatar
    Psychotps
    Seasoned Ace
    6 years ago

    @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.