CAZ Presets & Genetics System — Unified Proposal

1. Executive Summary: The “Simulation” Gap

inZOI’s CAZ is visually stunning but structurally limited. The issue isn’t aesthetic; it is the lack of a unified system for presets, color, and genetics. Currently, Zois do not inherit traits meaningfully, and the creator tools are hindered by a non-modular, 10-preset “hard-cap.” These are solved problems in the life-sim genre. By combining the biological logic of The Sims 2 with the modularity of The Sims 3 and the precision of the modding community (NRaas/AwesomeMod), inZOI can evolve from a visual editor into a world-class character ecosystem.


2. Problem Overview: The Technical Ceiling

  • Superficial Genetics: Offspring lack deep ancestry, resulting in “cloned” behavior rather than inherited traits. There is no logic for hidden alleles or weighted blending.
  • Rigid Architecture / Preset Limitation: A hard cap of 10 presets and a lack of modular saves stifle creativity and scalability.
  • Asset Inconsistency: Lack of multi-channel color control prevents a universal genetic standard. Presets, colors, and features do not interact logically during inheritance.
  • Simulation Gap: The editor feels isolated from the actual generational gameplay simulation, limiting the long-term replayability of family legacies.

3. Reference Systems: Logic Architecture (TS2–TS3)

The Sims 2 — The DNA Registry (Genetic Depth)

The Sims 2 remains the most technically accurate simulation of real-world genetics in the genre. It featured a strong family identity that connected with core generational gameplay loops.

  • The Allele System: Strict Mendelian inheritance where every character carries two GUIDs per trait—one visible (Dominant) and one hidden (Recessive).
  • Hair & Eyes: Brown/Black were dominant; Blonde/Red were recessive. This allowed traits to skip generations and reappear in grandchildren.
  • Skin Tone: Used a “range” system (S1 to S4). If parents were S1 and S3, the child could be S1, S2, or S3.
  • Facial Features: Inherited as whole “fragments” (discrete inheritance). A child took a specific feature directly from one parent.
  • Technical Spec: Inheritance Calculation: $P(\text{Expression}) = 0.75$ for Dominant, $0.25$ for Recessive in a hybrid pairing.

The Sims 3 — Customization & Blending (Modular Control Maps)

The Sims 3 moved toward a fluid, modular system with the Create-a-Style preset system and a 4-Zone Control Map.

  • Facial Features: Numerical slider averaging. If Mom’s nose slider was at 10 and Dad’s was at 90, the child’s would be mathematically averaged (around 50).
  • Hair (The 4-Channel System): Every style had four zones: Root, Base, Highlight, and Tip, defined via RGB masks in an .xml preset.
  • Grandparent Influence: A small chance to pull eye or hair colors directly from a grandparent, bypassing the parents.
  • Strength: High variety and realistic skin blending.
  • Weakness: “Pudding Face”—averaging collapse where too many features blend to the middle, reducing unique facial identity.

Mod Systems — What Fixed The Sims 3

  • NRaas StoryProgression (Advanced Genetics): Forced the game to look back at the family tree (great-grandparents/aunts). Introduced “noise” to slider blending to prevent “Pudding Face,” allowing children to be more extreme than parents.
  • AwesomeMod (Precision & Stability): Disabled “Vanilla” townie spawning to ensure a diverse gene pool. Forced mathematical blending for “Custom” skins using true interpolation (LERP) to ensure children were a perfect intermediate of their parents.

4. System Synthesis: The inZOI “Master System”

These systems solved problems in isolation—inZOI now has the chance to innovate by unifying them:

  • From Sims 2: Mendelian Allele Tracking and a “Genetic History” tab showing hidden recessive genes.
  • From Sims 3: 4-Zone Modular Hair and Create-a-Style modularity for independent presets.
  • From NRaas/AwesomeMod: Numerical Slider Blending with deviation (5-10% mutation) to keep faces unique and avoid the “Pudding” effect.
  • The inZOI Innovation: Unified Preset-to-Gene Logic. Assigning a “Gene ID” to a custom iris pattern or hair recipe so that the specific “Preset” is inherited as a single unit.

5. Core Proposal: The System Bridge

A. Modular Preset Architecture

  • Remove 10-preset cap: Allow 100+ saves or folder-based organization.
  • Modular Saving: Separate “Sculpt Presets” (bone structure) from “Material Presets” (eye patterns/hair recipes). Save by region: Eyes / Nose / Lips / Hair / Full face.

B. Eye & Hair Systems (Expanded)

  • Eyes: Multi-layer presets including Iris Base, Inner/Outer Rings, Limbal Ring, Sclera Tone, and Catchlights.
  • Hair: 4-channel system (Root / Mid / Highlight / Tip) stored as both presets AND genetic traits.

C. Genetics System (Hybrid Model)

  • Gene Storage: Active + hidden values (alleles) stored per Zoi.
  • Inheritance: Weighted parent influence + Grandparent “pull-through” + Mutation layer.
  • Blending: Numerical coordinate averaging + deviation to ensure unique faces.

6. UI Mock: Professional Creator Workflow


[ SCULPT ] [ PRESETS ] [ GENETICS ] [ STYLE ]

PRESET BROWSER:

  • Folders: [ Legacy ] [ High-Fashion ] [ Deep Autumn ]
  • Module: [ Iris Mask | Hair Palette | Jaw Profile ]

GENETICS VIEW:

  • Visible Allele: [ Hazel Pattern_02 ]
  • Carrier Allele: [ Blue Pattern_04 ]
  • Inheritance Weight: [ Parent A: 45% | Parent B: 45% | GP: 10% ]`

7. Technical Spec: Mod Configuration Logic

To match the precision of professional-grade tools, inZOI should implement the following tuning parameters natively:

Precision & Sculpting (NRaas MasterController Specs)

  • Show Numeric Slider Value (Boolean): Expose the underlying float value (e.g., -1.5 to +1.5) in the UI. Essential for sharing “House Codes” and technical symmetry.
  • Slider Multiple: Facial (Integer): A multiplier for bone-slider ranges. Allow 2x or 4x multipliers to push past “safe” limits for diverse, non-generic facial structures.
  • Multiple Accessories/Makeup Per Location: Remove bit-masking restrictions. Allow UV-layer stacking for realistic skin depth (stacking multiple blushes or skin details) without deleting the previous entry.

Global Configuration (AwesomeMod Specs)

  • setconfig cassliderscaleincreased true: Expands the vertex offset range by 400% to allow for more diverse ethnic and skeletal structures.
  • Better Genetic Skin Blending: Logic: $Child_Value = LERP(Parent_A, Parent_B, weight)$. It treats skin as a mathematical spectrum rather than four discrete swatches.

Legacy Inheritance (NRaas StoryProgression Population)

  • Advanced Genetics Logic: System scans the family tree for kGrandparentInfluence to pull traits from the 2nd generation.
  • kInheritCustomHair: Ensures custom-colored RGB palettes are passed down as a single “Unit” to offspring.

8. Closing: Moving Toward Systemic Depth

inZOI already leads in visual fidelity. What it needs now is system depth and continuity. By unifying presets and genetics, characters gain identity, families gain history, and CAZ becomes a long-term gameplay system. Adopting these standards of Numerical Precision and Mendelian Tracking will make inZOI the most powerful and realistic creation engine in the genre.

Visual Technical Breakdowns

The Sims 2 Genetics
[Case Study 1] Analysis of the GUID-based Mendelian DNA registry in The Sims 2.

Genetics Compared
[Case Study 2] A comparative look at the transition from rigid inheritance to modular blending systems.

14 Likes

I’m absolutely incompetent when it comes to technical aspects :grinning_face:, but that’s exactly the result I want to achieve with genetics in Inzoi.

6 Likes

I would really like to play with genetics from the start to create a Zoi and build a family more easily.

6 Likes

I agree and I just find it difficult to create the zoi I want in the current system, would definitely be better to be able to change the preset shape for each individual feature, presets for eye shapes, nose, lips, chin, jaw, etc etc

3 Likes

Yes, it’s a great idea, and you’ve described everything in detail. But unfortunately, I think it’s almost impossible to implement it now. You forgot one simple thing - The Sims series game engine was written independently and all of the above was taken into account when developing its engine. InZoi is based on the Unreal engine, which is a completely different engine for other tasks. Technically, I understand how this can be done now, but there will be many technical limitations. Imagine how much long-term and instant information you need to store for each Zoi. Even if this is implemented now, it is likely that InZoi will stop working for everyone altogether, or there will be a strict limit on the number of Zois not only in the family, but also in other locations. It is also likely that the transmission of genetics will be for a maximum of one or two generations. Actually, at one time this was one of the reasons The Sims 2 was limited. The Sims 3 has been simplified (and even then you can’t play it normally without fixing it). So if we’re going to make such a system, we’ll need to make it new, and that’s about half the game that needs to be redone.

yess I would really love this