the cutting room mirror

Movements

This is a sub-page of The Sims (Windows)/Unused Animations.

Loops#

25 June 1999 19ː02

a2o-walking-fast-loop.cmx

a2o-walking-frantic.cmx

a2o-walking-half-loop.cmx

a2o-walking-quarter-loop.cmx

These animations suggest Sims were once intended to have more walking styles than just two (walking and running). A notable development iteration where Sims use "half" and "quarter" is the Steering Committee Demo, nearly two years prior to the game's first launch build: there, Sims switch their walking styles multiple times as they reach their destination. The "frantic" style was first implemented into the game in March 19991 as a panic response during fires; it was later replaced with a more polished running animation.

Walking/Running Stop#

06 July 1999 09ː53

a2o-running-stop.cmx

c2o-running-stop.cmx

a2o-walking-stop-left.cmx

a2o-walking-stop-right.cmx

Be it an oversight or deliberate development choice, Sims unnaturaly snap to idle standing animations as they finish walking or running, rendering these unused.

Single-Tile Running Turns#

When running, Sims use an unnaturally sped-up version of the default turning animations. In fact, the game has unused renditions of turning animations especially designed for running Sims. A similar sort of feature would be implemented in The Sims 3, where using the Go Here interaction to a close spot just has the Sim turning to that place.

a2o-running-turn-0.cmx

a2o-running-turn-45-ccw.cmx

a2o-running-turn-45-cw.cmx

a2o-running-turn-90-ccw.cmx

a2o-running-turn-90-cw.cmx

a2o-running-turn-180-ccw.cmx

a2o-running-turn-180-cw.cmx

c2o-running-turn-0.cmx

c2o-running-turn-45-ccw.cmx

c2o-running-turn-45-cw.cmx

c2o-running-turn-90-ccw.cmx

c2o-running-turn-90-cw.cmx

c2o-running-turn-180-ccw.cmx

c2o-running-turn-180-cw.cmx

Multi-Tile Walking Turns#

Similar to the used single-tile turning animations, except they're longer, and seem to depict Sims walking from one tile to another.

a2o-walking-turn-45-cw-left.cmx

a2o-walking-turn-45-cw-right.cmx

a2o-walking-turn-45-ccw-left.cmx

a2o-walking-turn-45-ccw-right.cmx

a2o-walking-turn-90-ccw-left.cmx

a2o-walking-turn-90-ccw-right.cmx

a2o-walking-turn-90-cw-left.cmx

a2o-walking-turn-90-cw-right.cmx

Single-Tile Adjustments#

Here, the characters move away off the center of the tile they stand as a preliminary move towards their destination. They go unused, as all the interactions in the game make sure that Sims are on the center of tiles before beginning/finishing every action. In the cases Sims do need to adjust their placement in interactions (or, in some cases, abruptly snap out of their original position), they normally use Private scripts that are inherent to the interaction, other than a generic global adjustment that counts as their walking/running routines.

When Running#

06 July 1999 09ː53

a2o-running-adjust-e.cmx

a2o-running-adjust-n.cmx

a2o-running-adjust-ne.cmx

a2o-running-adjust-nw.cmx

a2o-running-adjust-s.cmx

a2o-running-adjust-se.cmx

a2o-running-adjust-sw.cmx

a2o-running-adjust-w.cmx

c2o-running-adjust-e.cmx

c2o-running-adjust-n.cmx

c2o-running-adjust-ne.cmx

c2o-running-adjust-nw.cmx

c2o-running-adjust-s.cmx

c2o-running-adjust-se.cmx

c2o-running-adjust-sw.cmx

c2o-running-adjust-w.cmx

When Walking#

a2o-standing-adjust-e.cmx

a2o-standing-adjust-n.cmx

a2o-standing-adjust-ne.cmx

a2o-standing-adjust-nw.cmx

a2o-standing-adjust-s.cmx

a2o-standing-adjust-se.cmx

a2o-standing-adjust-sw.cmx

a2o-standing-adjust-w.cmx

c2o-standing-adjust-e.cmx

c2o-standing-adjust-n.cmx

c2o-standing-adjust-ne.cmx

c2o-standing-adjust-nw.cmx

c2o-standing-adjust-s.cmx

c2o-standing-adjust-se.cmx

c2o-standing-adjust-sw.cmx

c2o-standing-adjust-w.cmx

References

References#


  1. Technical Email, page 77↩︎