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4 years ago
"DaWaterRat;c-18152623" wrote:"PenguinFoop;c-18152105" wrote:"PlayerSinger2010;c-18151932" wrote:
Nope, not in TS4. They would have to redo literally every. single. animation. For every. single. life stage.
Do you speak from experience in animation? Because, from my experience, it should be possible. Then again, I've never created an actual game. I also have never created an animation then changed the scale of anything. Nor am I in anyway professionally educated in animation. I only mess around with cg art and animation.
But theoretically, and I'd love to talk to people with more experience, I believe it should be possible.
I'm pretty sure that the tech that Daz Studio uses for dynamic scaling was proprietary back in 2012 when Genesis came out. Same with Poser's take on the matter. (It's a factor in why the two platforms have been more and more split since over the past decade.)
It was also, at the time, outside of "Game animation" parameters, since game animation is usually required to be of a lower quality than art CGI, for the range of computer to be able to run it. Now, in that past decade, this has become less the case, but even the most photorealistic games tend to use shortcuts that CGI animation doesn't need to allow for.
So for Sims 5, height sliders could be (and hopefully will be) included, because game tech has mostly caught up with art tech. But it's not the sort of thing that can be added in retroactively, because it will require extensive reworking of the rigging system.
I can see what you're saying so maybe not retroactively so existing existing sims may not be able to be adjusted but they could theoretically introduce new rigs and rigging systems in a future pack IF the new rig and the current can cohabitation within the coding.
Again, I'm no expert but from what I know about it (my experience is a couple decades using Blender which is always growing and improving), the main ingredients are the rig, mesh deformation, targets and conststraints. So provided that the code does not require anything massive beyond that, a future rig could be feasible.
Software like MakeHuman already apply this feature to auto-generate a rig based on the scale and features of the character. The character can then be added to an animation suite like Blender to actually animate it. Blender used to have a game engine in which these characters could be used however, being solely funded by the community to keep the software free, that part of Blender did not garner enough support to continue.
But, that software and ability has been around for decades. I've used it.
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