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Size

Size in the inspector's Body group makes the whole ped smaller or larger. The clothes follow the body, so everything fits as before, only at another size.

Change the size

  1. The Body group is at the bottom of the inspector, whichever garment is selected, and also when none is.

  2. The quick sizes above the slider set the size with one click: Mini 75%, Original 100% and Large 115%. The one the ped has is marked, and none is when the slider is anywhere else.

  3. Or drag Size, from 75% up to 120%. The ped on the stage shrinks or grows while you drag, and beside the percentage it says about how tall the ped will be. When you let go, the change is one step in the history, so Undo takes it back. With the keyboard, the arrow keys move the slider one percent at a time.

  4. Reset sets the ped back to 100%.

The clothes follow

The garments in the project never change. The size is applied last, on the stage and in the export, so every garment fits as before, also the ones you add, shape or replace afterwards. The feet stay on the ground and the head follows the body’s size.

A garment from a ped that already has another size, such as a ped made at 75% or 115%, is scaled back to normal size when you add it, and Pedify says so. It then fits your ped and follows your size.

While Face, Skin and face or Tattoos is open, the stage shows the ped at 100%, since they shape and paint the ped as the project stores it. When you close the panel the size shows again, and what you did follows it.

Build

  1. Build is under Size in the Body group.

  2. The quick choices set the build in one click: Thin −15%, Normal 0%, Heavy +20% and Fat +40%.

  3. Or drag the slider, from −25% up to +55%. The ped gets thinner or heavier on the stage while you drag, and letting go makes the change one step of the history.

  4. Tick Head follows if the head should widen or narrow too, by a third of the body's change. Otherwise the face, hair and hats stay exactly as they were.

  5. Reset sets the build back to normal.

Every garment is moved the same way where it lies, so layers keep their order: a jacket stays outside the shirt. The build is applied last, like the size, so garments you add later follow too. It combines with the size.

The skeleton is not changed, so animations work as usual. On a heavy ped the arms can pass into the belly in some moves, since the game's animations are made for a normal body. Collision and hitbox are as for a normal ped.

Good to know

A garment with cloth physics, such as a skirt or coat that moves, may not follow the build in game. Pedify names those garments under the slider.

In game

The skeleton in the .yft file and every model are written anew, so the ped is smaller or larger in game. What the game itself controls keeps its normal size. A short ped sits lower on chairs, benches and in vehicles, and a tall one sits higher: it can float a little above the seat, and its head can clip through the roof of a car. Weapons, phones and anything else it holds are as big as before. The collision, the hitbox and the third-person camera are also those of a normal ped.

Good to know

Try the ped in game before you give it to players: walk, run, sit down, drive and aim a weapon. Try a large ped in a low car too.

What it costs

A ped at any size other than 100%, smaller or larger, costs 200 credits when the export succeeds, once per project, however often you change the size. At 100% the size costs nothing.

A ped with a build other than normal costs 50 credits when the export succeeds, once per project, however often you change it. Size and build are paid for separately.