Demo of The Sims character animation, and early design description of “head phaking” feature (November 17, 1998).
From: Don Hopkins
To: Chris Trottier
Date: Tuesday, November 17, 1998 7:57 AM
Subject: Head Phaking, phase 1
I’ve implemented a preliminary cut at head faking, and hooked up the “look at” primitive!
It’s not content based yet (it procedurally turns just the head, up to a certain amount), nor have I finished adjusting it, but it basically works!
The ideal content based approach (which we can move to if the current implementation doesn’t look good enough) could use an artist-supplied animation of the head (and possibly other bones like the shoulders) turning from the left most extreme to the right most extreme, so the artist could control the extremes and the timing (slowing down the turn as it nears the extremes), but right now those parameters are adjustable constants wired into the code. …
Demo and early design description (August 20, 1998) of The Sims object placement tool.
From: Don Hopkins
Date: Thursday, August 20, 1998 5:45 PM
Subject: New simple object placement and rotation implemented for arch mode!
I’ve implemented a new simple object placement mode, and turned it on in architecture mode.
The move button in buy mode, and the buy placement tool, are still the same old tools, though.
To try out the new placement tool:
Place a few chairs, a few large sofas, and a few beds to try out the multi tile placement behavior.
Then switch to architecture, select the hand, and try moving things around. …
From: John Wainwright at Lyric
Sent: Tuesday, May 05, 1998 1:31 PM
To: Don Hopkins at Maxis
Subject: CGDC talk
Kinetix has roped me into giving a talk about MAXScript at the Game Developer’s Conference in Long Beach on Friday. …