Sadly, I'm not a coder yet. It may eventually come to that, but it will surely be a while before that day. As for the DNA translators, I'm not sure how that works, but maybe that is like the "constraints" I mentioned ...? When I brought this idea up before on an UMA thread (maybe the pre-release one), I think I was told that messing with the DNA would be a way to do it, but a complicated way. What I was thinking of, which might be easier, is to let the developer design a figure in UMA using relaxed constraints - so that they could make the head 1/2 the size of the body, if desired - and then save that UMA and use it in the future as a template for future UMAs. So you could make an orc or a cartoon character or whatever, and then specify that any random or user-made changes can only be up to +/- 10% on any adjustment bone using that template. Something like that. So you can have individual variation based on the template, but not wild variation that looks out of type. Also, I agree that there should be a way of making an UMA be 6' or 2m tall ... even if it means lining them up against a measuring stick on the screen and dragging an UMA height slider till the height matches. Speaking of constraints ... developers will also need a way of constraining slots and overlays, so that elves, for example, would be restricted to this or that type of pointy ear, while humans would be restricted to non-pointy ear types. In my game I wouldn't have those sorts of constraints, but I'd want a way to lock/unlock features individually, so that players would start with a restricted set of appearance options and gain more as they play. As for higher detailed UMAs ... I'm glad you agree. At some point there has to be a way of making higher detailed characters, or in two years - what with the usual tech advances - UMA will be obsolete. As for the expense ... UMA won't be free, as there will be costs in man-hours or cash at the asset store. But developers (and players) will get more flexibility for their money.