Originally Posted by Halycon Styxland
- height

This in of itself can have tons of variables.

Like, even if you can only scale by increments of lets say, inches...

You have what?

4'
4'1"
4'2"
4'3"
4'4"
4'5"
4'6"
4'7"
4'8"
4'9"
4'10"
4'11"
5'
5'1"
5'2"
5'3"
5'4"
5'5"
5'6"
5'7"
5'8"
5'9"
5'10'
5'11"
6'
6'1"
6'2"
6'3"
6'4"
6'5"
6'6"
6'7"
6'8"
6'9"
6'10"
6'11"
7'

That's 37 different variables. And only if you shift by increments of inches.

If you have a slider, then you have all the variables between those inches...

With just this one variable, it can mean making at least 37 completely unique items in order to ensure that the items fit the model properly and aren't stretched or warped.

You add in a second variable, like width and then each of these 37 variables also have all the variables of that width.

Like, imagine you have the option to adjust width by up to 5 inches, again in increments of 1 inch. That means each of those height values can have 5 different width values. That means at least 185 different bodies. Which will require at least 185 different items to be created to make sure they fit properly and are textured right.

Again, ignoring the possibility of a slider that incorporates values between inches (Which massively inflates the number of potential unique models)

And this is only for one singular body type. Having this for both male and female bodies means any value is doubled, so that's at least 370 different unique models. All requiring that many iterations of all items in the game. Instead of just 2.

This is why body morphing is so uncommon. It quickly compounds to having ridiculous numbers of variables which require colossal effort to incorporate.