"CAPTAIN_NXR7;c-17857444" wrote:
"Mstybl95;c-17857325" wrote:
"Chicklet453681;c-17857306" wrote:
"CAPTAIN_NXR7;c-17857263" wrote:
Rather than “girly” I’d prefer to call some of these manners effeminate, although virtually they mean the same thing.
It’s fine if being flamboyant is a characteristic of that specific sim, but these guys shouldn’t all be treated the same way.
I always loved the introduction of walk styles, however I feel that a sim’s manner and movement should go beyond just that. Perhaps it’s asking for a lot, but it would give our sims so much more of that character and personality we’ve been hoping to see.
I play traditional, straight males so I either give them the tough walk or the swagger walk, but that’s where the expression of their manner also kinda stops, doesn’t it? The moment my “tough” dude sits on the sofa he crosses his legs. Why? That’s not the kind of guy he is...he’d take over the whole couch with his presence. Both legs miles apart.
There’s no need for it to be super exaggerated, but details like this would make such a huge difference.
That's what I think the OP is talking about, how all the sims act the same, regardless of their sex, which tends to be a more feminine response/reaction to a lot of things.
And I agree, it is jarring to have a heterosexual straight male who walks tough and swaggerish, all of a sudden have mostly traditionally feminine gestures, animations, and reactions to things.
It would have been so much better if the "walk style" dictated more how the sim behaved animation-wise .... ie: swagger walk = manly man, tough guy actions, feminine walk = flirty, girly hand fluttery type actions, goofy walk = goofball actions and responses, etc.
Or better yet, they could have just made all actions, responses, and animations be totally neutral and non-gender geared.
But, that's just my opinion.
But that's also because animators are expensive and they don't want to hire them as well. TS4 is just a low budget game. They use recycled animations for everything and every sim acts the same for that reason.
That’s true, animators are very expensive, but teasing us with walk styles that give our sims character and rendering half of that redundant by using the same animations on each and every sim no matter what kinda person they are doesn’t make a whole lot of sense, especially when talking about a life sim. Its a shame really.
“Here ye want cookies with cream? There ya go, good boy, now give that back and let me take out the cream.” ??♂️
Actually many games use stock animation just as they use stock models from sites like DAZ Studios which has basic animations for free and stock models for free that can be bridged over to other programmes like 3ds Max and Maya to save time. So animators really aren't needed except to tweak and clean up stock animations in a video game. It's why we see animations being reused a lot in the game vs seeing new animations.
It's something I remember my professors saying when I was learning 3d modelling and animation. I was interested in making video games as much as film. film won out because of learning how some gaming companies are. Unlike with film where stock animation and stock models may be used but not so often. Also in video games, lower poly models and materials are baked on this is used to speed up everything vs when I make a short where I can have my computer sit and render a few minutes of animation for a week or two. I use high poly models when making a commercial or a short because unlike a video game I don't have to worry about somebody's computer crashing, freezing and lagging and getting mad because of it. I have more allotted time to make a commercial, short or ad and more often than not I add extra time for projects so I have plenty of time and don't need to resort to stock models and stock animations.