The Sims offers the player a choice of Child, Fat, Fit and Skinny. I've already expressed my displeasure at this elsewhere, but to repeat: the Fat female mesh is not fat, the Fit female mesh is not fit (the female Fit swimsuit mesh has a narrower waist than the unisex Skinny one) and "Fit" is in any case the wrong name for what should have been Average. Moreover, although the female Fit mesh has the right outrageous proportions for the average anime babe, the male Fit mesh is far too bulky for most male anime characters, and the male Fat mesh is not bulky enough for the few fat characters in anime. Not to mention the fact that anime characters are rarely all the same height.
Because the body type is a three-letter code which is often replaced by a variable, new body types can be made and used in the game. There are a few things to keep in mind, however:
A quirk I've noticed when using custom body types under HD and higher:
although underwear/swimsuits are now buyable, the pre-HD swimsuit textures
are still stored in the Sim files and referred to when a Sim visits
non-residential lots. If these old swimsuit textures are not found, the
nude textures are stored and used in their place. This means that a GYT
character wandered around nude for a while on each visit to Downtown
before the game showed the appropriate buyable swimsuit mesh. So swimsuit
skins have been taken out of the pre-HD dress sets and have gone into the
nude dress sets. So for children (other than SMA) the pre-HD sets now
contain only the unused pyama meshes and are obsolete except for
installations which have been hacked to allow custom child pyamas, if
that is at all possible.
Below is a list of custom body types I've either made or found useful.
For the types made by simply warping a standard mesh, I've put up the
warpfiles on the Available meshes page.
Standard height
CBL (Child - belly)
CSK (Child - skinny)
CCH (Child - chest)
ATN (Average - teen)
SUM (Sumo)
BBS (Big-breasted)
BBS (Big biceps)
SMA (Child-sized adult)
Taller (these meshes need raised heads)
BYT (Boy - young teen)
GYT (Girl - young teen)
ATL (Average - tall)
ATT (Average teen - tall)
FTL (Fat - tall)
STL (Skinny - tall)
Shorter (these meshes need lowered heads)
CSM (Child - small)
ASH (Average - short)
ATS (Average teen, short)
SSH (Skinny - short)
FSH (Fat - short)
AVS (Average - very short)
ATV (Average teen - very short)
FVS (Fat - very short)
SVS (Skinny - very short)
Halfway through 2008, I finally decided to outfit male Sims with
appendages. This meant I had to redo all male/child custom nude textures
and re-FAR them. While I was doing that, I thought I could just as well
do something I planned a long time ago: give custom bodies distinctive
underwear so I would be able to see through a quick change to underwear
what body type they are. So all S100 textures have been slightly
recoloured, in the following way: ATN/SMA now have green underwear.
For the three length variations on Fat/Fit/Skn/Atn, the taller form
has lightened underwear, the two shorter versions, progressively
darkened underwear. For the child forms, CBL has green swimsuits, CSK
peacock-blue, CSM violet and CCH red. MABBS is black. Since FABBS, SUM
and YT already have clearly different bodies, their textures have not
been changed.
The hands issue:
The hands of a Sim, like most of its meshes, are written into the
Sim's user IFF file. Unlike these other meshes, they can't be changed.
Or rather, they can, but the game changes them right back when loading
the Sim. This is a problem when a body type really needs custom hands,
for instance, when the wrists are wider than the standard hands.
It is possible to add hand meshes to the head or body mesh as
accessories. The texture used on such meshes will be either the body
texture if the mesh name ends on "-BODY" and is included in the body
CMX, or the head texture if the mesh name ends on "-HEAD-HEAD" and is
included in the head CMX, or the name of the bitmap file in the hand
mesh's own header otherwise. The hand mesh attached as accessory
will not change from open to closed or pointing as the proper hand
meshes do, and the proper hand meshes will still be visible, so the
custom hand mesh should be large enough to contain and hide them.
Also, custom hand textures that are loaded with an outfit because
they have the same identifier will not be applied to these accessory
hands.
Head texture files hardly have the space to include hand textures,
but attaching the accessory hands to the head means they won't
disappear when a Sim changes outfit or dress style. They can use
the standard hand textures by having the texture name written in
their header, although that does mean at least three copies of
the same pair of hands is needed to write in the dark, medium and
light textures. The hands that come with Jerome's SUM meshes use
a different solution: they are included in the body CMX and mapped
to two tiny areas on the body mesh, which means they can always
be the right colour - custom colouring like "gloves" is included
in the body texture itself - but they have to be included in every
CMX for that body type to stop the hands disappearing, and as they're
mapped to such a small area, the end result can look blurred.
Moreover, as every skin for that body type needs these tiny hand
textures, it has to be edited and can't be copied straight from
the Fat skin. So my solution is to use warped hand meshes that
have the standard hand skin names in their header, and attach
them to the head; SUM needs custom head files anyway. If an outfit
really needs gloves, I'll warp hands of a slightly larger size,
put the glove skin name in their headers and include them in that
outfit's body CMX.
Custom hand meshes, which would solve the problems above, are
in fact possible: NPCs have them, and they are not flushed out on
loading. This is because the IFF file of a NPC is not saved in the
game. Pre-HD Sims are saved every time they change outfits; post-HD
Sims are saved constantly. This is why post-HD Sims always revert to
default hands (and nude body meshes) when the game is started, and why
it is possible to give pre-HD Sims custom nudes and hands. These will
stay in place as long as the Sim doesn't change clothes, which is
hardly a workable solution.
Like CCH and CSM, this type was made to differentiate between
the characters of "kiddie G-Force", which consisted of two average children,
a fat child, a girl with a chest and a thin child smaller than the others.
It's more massive than the CHD body, with a slight gut.
This type was made for Jimpei of "Science Ninja Team Gatchaman", who
is the right age for a Simkid, but much scrawnier. It's the CHD body
thinned down.
Who says nine-year-olds can't have chest bumps? I did! This type was the
biggest headache, as it required extra vertices to be added to most meshes.
It's the standard CHD body with some vertex editing.
Slimmed-down versions of Fit bodies, either for anime characters or for
teenage Sims whose bodies haven't filled out yet, but who don't qualify
as skinny.
This body type was made by Jerome;
it was probably warped directly from the standard Fat defaults, as the Fat-to-SUM
warpfile I made produced meshes almost identical to his own. This is an extremely
bulky body type which needs expanded heads and special hands.
An experimental body type that is not so much an altered mesh as a standard
mesh with an accessory, but as nude CMXs can't be customized from a certain
expansion pack onwards, attaching the accessory for all dress styles requires a
new body type code. For those anime females so busty that they're visual jokes.
The male version of the above, for those male anime characters with
ridiculously swelled chests and arms, but relatively thin necks and waists.
It was made for a game character who suffers from advanced Tarzan syndrome.
This is simply the fit body warped, although originally it was warped from
the ATN body, so any parts that haven't been pumped up have been slimmed down.
Adult bodies shrunk to child size, for ultra-short anime characters.
These bodies use the child skeleton, so the Sim is basically a child and
needs its age raised to 12 or higher to get an adult voice (although some
animations will still use child-voice soundbytes) and child-friendly hacked
objects. They use child-size heads (normal child heads or shrunk adult heads).
For this body type the Fit body was warped down to ATN and then shrunk,
because the decrease in size exaggerated the already ridiculous Fit proportions
(especially the female hourglass waist) so the ATN body looked more natural.
There are no formal and high fashion dress styles for SMA, because children
can't buy or wear these; instead, the files are renamed to show up as normal
skins.
An experimental type, the CHD body stretched into that of a very
young teen. The hands stay at the same position, which means the arms are
very long. The shoulders can look a bit odd in animation, and because
the texture map is that of the standard child body, textures look elongated.
BYT's female equivalent, using a different body type code to avoid
problems when customizing "UC" body meshes. A further development of
CCH, this one has a bosom.
A stretched Fit body for extremely long characters like Sailor Moon's
Queen Beryl. Made a bit longer for compatibility with an extra long Taiki
Kou mesh.
Included for completeness's sake.
Ditto.
Ditto. (Maybe for scary skeletal anime characters?)
This is the CSK body thinned down even more and shrunk a little, for
undersized children.
Warped Fit bodies first made to correspond with a shortened Sailor Moon mesh
so her neck wouldn't disappear each time she changed to pyamas; then remade for
the short but slightly taller Yaten Kou mesh from the same maker. Only the top
half of this body has been shortened, the legs are unchanged.
Included for completeness's sake.
The shortening warp applied to the Skinny meshes, for those shorter
thin-as-a-stick anime characters.
Included for completeness's sake.
The new name for the original ASH warpfile, because I still needed that
short Sailor Moon body type.
Included for completeness.
Ditto.
Ditto.