#HORSEY TIME ZEEHAW
1 messages ยท Page 3 of 1
So to you this is obvious this is a braid ?
i don't really get why you're dying on this hill
I'm not but you are all taking me like a bad guy for just making my comment
Everything was chill and I just come back to paddle going crazy over how I talk once more even tho he got so many examples that I do not mean to hurt anyone
I'm just tired like why do I come back to that
Mb guys for saying what my first thought was when I saw that image uh ?
I don't think people are attacking you personally, I know it can be hard having people dog-pile on you. But looking at the context of "first attempt at modeling", asking for feedback, they also clarified what it was right after-- so your reply, and later doubling down, wasn't constructive.
Speculating here, but the issue is tone in text being easily lost. Including "wtf" (or any "harsh language") would alter the tone to be negative or amplified. If you had said "what is that?" I don't think people would have been taken back.
For what it's worth, I don't think Bunny took it poorly-- so I also don't think this conversation should have been dragged out.
I'm not a modeler, but wouldn't a single shape with ridges be less polygons or what have you -- the braid effect could be handled as a texture. The scale of detail would be so small.
best to let them decide the end detail, stifling the idea early with 'oh too detailed!' kills enthuisiasm fast..
Ultimately yeah, they should do what they want-- just wasn't sure if it could be easier
Last time I modeled something it was very grating
Also, speaking of textures-- I'd like to give that a shot, is there a (not sure what it's called) texture map(?) in the repo?
I believe the model's FBX is inside the repo and you can extract the UV map from there-- the specifics on how are beyond me as my experience with texturing is very limited.
Oh I guess I could just texture draw it on! I was thinking of like animating the hair too but that might just be an extra step too much.
I've never done a model before so I'm kinda proud of it! It sorta looks like a braid lol
Also - While yes, negative comments are discouraging
If they can be constructive I love criticism and comments, it can be so helpful
Especially bc I have NEVER done any of this before!!!
Like the texture for the horse? I can link the PNG if need be!
Yes please, I'd like to give it a shot
Somewhere in the discord paddle linked the blender file
Send pics of what you come up with!
I would love to make Clydesdales but surely that would require some sort of 3D hair layer clothing item to look proper
Ohhh I thought about that too
Gypsy Cobb, clydes would be so neat but I feel like that would need an entirely different model entirely
Just bc their bodies are so different
I would die for a freisan tbh
Also would require a new model tho
honestly, it does look like a braid, but don't be discouraged, at least you have a stylist option 
Honestly I would like to help you in your project, but I have no modeling knowledge, I only know some programming.
but I really don't mind learning new things in my spare time.
All help is welcome ๐
I cant really work on it because of uni projects so the more people helping the better
Shits a butt plug
Honestly looks like braided tail
Absolutely no rush on this, but I'm curious what you came up with!
Was thinking about trying to texture paint on a mane today
Unfortunately will be traveling
Fs! Safe travels
adding animator on my resume โจ
for some reason im having a hard time getting the neck and the tail to keyframe (?)
I think the issue is that your little braid buns vary too much in size and shape
Also if you need any help with learning animating just lmk!
I cant make anything for the mod atm because I have to focus my effort on a uni project but im here for help and advice
Might be onto something bere
Thank you! It's kinda making sense, sorta like stop motion. For some reason though I just can't get a few to wanna key - or like I'll key it but it won't play(?)
Stop motion is a great way to think about it
My preferred method is keyframing the most distinctive poses in an action rather than the 2s or 5s approach some people teach (if you have heard of those before)
I think it's easier to do the big and main movements first, and then do subtler keyframes as you go along
so like if the leg has to move from one part to another but smoothly, i'll put 2 keyframes, one at the start and one at the end. then I'll go back into the middle of the animation and add in more to smoothen the anim
though nor am I an animator lol, just what works for me sorta
- step Wun
Move in 3's.
base pos, keyframe it.
Move HUGE. to the Apex of the possible furthest frame.
Keyframe it.
Interpolate the frames between & Tweak accordingly 
I'll give it another go tonight!
Skeddadly doo
What you need to do is put the reference image into blender
When in object mode, press Add>Image>Reference
it might be prudent to spend $100 on a game asset that comes with a few hundred animations, different stances, gaits, bones for the rider, and of course the model. all the walking/running/galloping animations will need dozens more for stopping and turning different directions and it would be a ton of work to do all that from scratch
pretty sure that zomboid uses weights when applying animations
i'm not familiar with how PZ animation system works, but i have worked on a nonanthro cat avatar for unity/vrchat and even with weights and blending you still need like 100 animations to make it look like a cat. just spitballing that making those by hand will be cost more time/money than starting from a premade collection
for the code it seems like this would share a lot of code from a bicycle mod
We could certainly try, ive never tried mapping an animation from one armature to another but its possible
last time i tried in blender it was a one-at-a-time thing with a clunky workflow but it worked
"retarget" is the keyword for that operation
I was looking at that! I'll try it out next time I get around
I'd agree it would be less faffy and less work - in fact I did actually message a company who has such a thing however I'm sure it'd be more like in the thousands.
If we wanted to crowd fund something like that sure?
But at the same time, I feel like it's so valuable to be doing this from the ground up.
At least to me I guess. The community collaboration, getting to learn new skills, watching each other succeed and cheering on one another - it's been so special
Sorry I don't mean to shoot ya down! I definitely agree it's gonna be so much work - we've got a crazy long list on trello that can get even longer the more we think
Definitely worth a try o: thank you!
oh likewise, i don't mean to shoot down building it from scratch, that is certainly valuable on its own, just trying to help by thinking of ways to use shortcuts or references. for example there's a decent looking horse with 100+ animations on unity asset store for 100$, but most of the unity/unreal parts of it would not apply in PZ. it's a cool project and makes me want to search for animated horse models :)
I'm not totally against it tbh! It would be a big help that's for sure.
Maybe link some here if there's one that really seems like it would fit the low poly bill!
Also not in any sort of rush, honestly I'm thinking this project will have a timeline of a year or more.
i cannot seem to reason why some of these bones aren't keying
hmm not sure but make sure you're hovering over the 3D viewport and have the bone selected before clicking "i"
that's gotten me a couple times
hmmm its hard to tell from just the picture...
could be "rest position"?
nah doesn't look like it cause the horse would be with all 4 legs on the ground
it clipped weirdly
im trying to key that neck bone which you can see in the top left is selected, and i can see it in the timeline
weeird
i've had very limited success with re-targeted animations, especially since many assets we could buy would have dramatically overcomplicated rigs/keyframes that probably aren't suitable for Zomboid imo.
You could do it, and I have done it before with certain mo-capped animations for human rigs for Zomboid.
But it's a task and a half and it mgiht almost be easier to just do the anims ourself.
works fine for me... i dont know what may be wrong
What versions are yall using
i just got the one in HorseMod/Blend Files/PZ_HorseRig.blend
or blender version?
i'm still using 4.3.0 at my home pc
It looks like you are keyframing the DEF bones
You only want to keyframe the CTRL bones
Those in turn move the DEF bones
it looks so goofy when stuck in-place
adding head/tail anim will be pog tho
Oh I know lmao
It's giving Scooby doo
frrr
I haven't been able to get the neck or back bones to key though
I was posting about it last night
Can you send another screenshot?
nah i was using the ctrl bones, just had the def visible
or you meant her?
some free horse models with animations, still looking around but free options are pretty bad so far:
free full horse, bad animations
Horse Rigged(Game Ready) https://sketchfab.com/3d-models/horse-riggedgame-ready-bc64f4ff7966474ca9bacd42fa73a754
free horse, only few clunky idle anims
Horse https://sketchfab.com/3d-models/horse-041e84c8a0c34944a38b948a2c58fc0f
for reference only, no rig and animations are baked into shape keys:
Horse Walk https://sketchfab.com/3d-models/horse-walk-93b53ddcec414592842753d1819f3133
Horse Trot https://sketchfab.com/3d-models/horse-trot-7e24b8c46d284b519d416035e6445903
Horse Run https://sketchfab.com/3d-models/horse-run-b7421fcc3b9b4065b2b330a3bc7e9a79
1 idle anim, baked into shape keys, no rig
Horse Movement Study https://sketchfab.com/3d-models/horse-movement-study-3fa2b3ca0be247898db8da71f5fc3654
gameready horse animated beautiful asset download all animations free rigged low poly mid poly high poly - Horse Rigged(Game Ready) - Download Free 3D model by abhayexe
Rebuilt of this horse
โHorseโ (https://skfb.ly/6vLBt) by GentryHS EAST is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). - Horse - Download Free 3D model by kenchoo
If you like the animation, please like and subscribe. It will help me to upload more free stuff.
The rig, model and texture is not owned by me.
I am just showcasing my animation work.
The credits are mentioned below.
Horse Walk - Animation done by Amitesh Nandan.
ยท Original model: Tomasz Jurczyk
ยท Textures: Didac Ruiz
...
If you like the animation, please like and subscribe. It will help me to upload more free stuff.
The rig, model and texture is not owned by me.
I am just showcasing my animation work.
The credits are mentioned below.
Horse Trot - Animation done by Amitesh Nandan.
ยท Original model: Tomasz Jurczyk
ยท Textures: Didac Ruiz
...
If you like the animation, please like and subscribe. It will help me to upload more free stuff.
The rig, model and texture is not owned by me.
I am just showcasing my animation work.
The credits are mentioned below.
Horse Run - Animation done by Amitesh Nandan.
ยท Original model: Tomasz Jurczyk
ยท Textures: Didac Ruiz
...
best paid horse i found so far, with lots of horse anims and rider too! $70 https://www.fab.com/listings/e0fc6520-8c9d-425d-9d25-3b6dc9ed56f8
Overview: https://youtu.be/OwMWhpkaiywSketchfabAnimations Rider using weapons while Riding (Same as Unity)Horse Animset Pro includes more than 200+ AAA animations for the horse and the rider.Gates: Walk, Trot, Canter, Gallop, SprintFly, Swim, Fall, Jump, Attack, Damage, Death and Actions Animations sets (Each category has several animations) Up...
Oh shit !!!!!
Whenever I get back to my PC!
Anything specifically you need a sc of?
Just any hiccups youre having during the animation process i suppose!
Came back yesterday, and currently at work. I'll try to take a crack at this when I can as I'd like to see what I can do.
Is there a way to view the model in game / load the textures live / preview it?
My main goal out of curiosity is if one could paint in shadows and muscle definition
As some of the more solid textures seem very flat - especially the tan horse.
There is @muted ridge and @agile shoal have done it, I've asked for them to show me how but I think they been busy.
We did actually already talk about how the horses with no pattern seem flat, I'm curious what you can come up with
Ah hello!
I have already painted in muscle definition on all of the horses, although it is very subtle.
I have also attempted to shade and highlight one of the horses which I've been asking for pictures of in-game multiple times however I haven't seen anything.
I can make a quick little guide for yall to test it out in the game
Please!
I can do that tonight
Ive had to devote all of my effort and time into my animation project which is why i couldnt help ๐ฅน
Examples of the muscle definition - it's very subtle as I'm not sure if dark lines will translate well in game
Thank you! And not a worry if you don't get around to it
More examples of shading and muscle definition although very subtle - again I haven't seen it in game or how it's gonna translate
https://imgur.com/a/Tsyf1ed @agile shoal sorry i took so long getting around to this
fuck
why is it cropped
hold up
also. is there any way to key rotation?
yeah its right there... i think you're clicking on "location"
below that option is rotation
or you can just use the letter "i" and it'll keyframe all the transforms
oh lmao thank you
would you by chance have a guess as to why some of these bones aren't working though?
it's gif has sound on imgur
i haven't found any bones that don't work
some of them you can only rotate
but thats just how the rig works atm
oh for sure.
i actually posted a link to a video with sound on imgur that kind of talks about what's happening.
it looks as if it should be a bone that is able to key location rather than just rotation, however when i go to key it - it doesn't play.
it could be a user issue
@silver holly What textures would you like me to test?
Also I took a look at that Imgur link u sent, I'm not sure where you were clicking; were you clicking on the head control bone?
Ok, so the more monotone horses look WAY better now
I think that once we get around to looking how we could implement manes and stuff it would help even more
There does seem to be a weird shading glitch that happens when the horse looks to the side (it looks darker) so that's something we will look into at some point
Do you think that's what was wrong with the other textures?
No, thats not it
See in the images where the horse looks to the side it has an entirely different color?
The game seems to be rendering them incorrectly
But, that's not on you :D
Either way, the muscle coloring helps a lot
i think that's the game's weird ass lighting
Maybe I could look into writing a shader for it at some point that is slightly modified
Yeah i see that! maybe the other textures are actually not as bad as we had thought(?) would it be a bother to ask you to try the other ones again?
Oh interesting !
Well you can see the glitch in these older images
But, you can see the horses that are still lit correctly and they still looked flat ish imo
Yeah I'd agree!
BUT I think we are on the right track
Me too! Just more time an practice.
I'm interested to see what Chuck is gonna do
You are certainly getting much better
I feel bad that I've put this project to the side for now since you're doing so much for it but after finals hopefully Ill have more time
It's really not a problem honestly - real life always comes first. Especially since I'm not paying you for your time, this isnt something I expect to be a priority for you
Hope finals go well!!
does anyone have any guesses as to why i can't get the CTRL_Neck bone to properly key?
i can share my screen
check in bone positions if any channels are locked (rotation, location,etc)
or if there's a modifier preventing you from moving it in an axis (blue bone icon)
I booted up the mod to check out the texturing and the horses are basically meatballs ๐
Are you on Linux?
Really nothing that I'm seeing o:
Meatballs? I need to see this
I think i know what you are talking about, I believe there was an issue with capitalization in the file directory pointing towards the animation files
But i cant remember which one exactly atm
the mod must be enabled from the main menu and then the game restarted for the animations to load
it's a bug with animations meshes added by mods, there's oversights in the way they're loaded
Couldn't someone with more knowledge fix this?? The process is slowed a ton having to reload scripts all the time
The game has a High chance to fail to load assets sometimes, and only a menu and back will force the fix,
devs should have fixed this -_- ....
that's a different issue
Idk bout that
her anims are ruined, and char display is also wrecked, occurs randomly, with the only fix being a menu return
looks like the same issue, it's not a chance, it always happens
the game loads animations meshes async but doesn't wait for them to finish loading before trying to load animations
sometimes i dont notice it perhaps, its a really odd one for sure
it refuses to actually load the animation if the animations mesh isn't loaded yet so it never actually loads them until the second try (they are never removed from memory so they work for successive attempts until the game closes)
it works when loaded from the main menu because the game does actually wait for vanilla animations meshes, and this coincidentally covers mod meshes
i foresee that being a lovely issue if its not fixed before mp...
imagine having to load SP first, then back out, then Load into the MP server
but the vanilla ones are not reloaded ever so they're not covered during lua reloads from changing mods
you could skin a unicorn too lol
aaaa i thought about that! like the last unicorn unicorn
Trying to add some basic shading to help the form
Got the legs backwards I think
wasn't sure where things were lol
Its ass but honestly just painting on the model is so much easier 
But oooo! Is this like a transparent layer? O: it looks great!
Does it work for just this horse or do you think it'd work for all?
also I don't like that texture now I gotta redo it
I seperated it on PS layers so it can be applied to the rest
Going to make a color map to know where stuff actually is
Oh that's beautiful
Oooo!!!! Would you share? That's so smart!
You might have an easier time doing it(?)
Havent checked what it looks like in game yet
I'd like the inside of the legs to have more shading
Oooo I see where you're going with this
I'll give it a shot
I mean I can try - it's just shooting in the dark though lol
noticing some issues with the left front leg
the texture wraps around a bit farther
Could also be how inprecise this can get as a few pixels can be stretched
this is how im going about it
kinda like this?
Far easier I assume ๐
way easier in my opinion
That was to tell which side is up ๐
I assumed for the legs the wider end was the top of the leg
but other parts were less clear
the neck texture is throwing me off the most
btw is this blender?
heres how i'm doing mine. i added dots to the top of the segments as well!
Overall the form feels a bit better
there's still some parts that the gradients are way too sharp
too sharp?
oh! shaded areas!
i'd agree it seems pretty sharp, it wouldn't be such a bad thing to blend it into the chest a little bit
A bit easier said than done working off 2D ๐
I think that's good for general forms
I'll do finer anatomy details tomorrow
Props to you lmao I couldn't wrap my brain around it
I'm sure it'll be easier with the key map now
Can't wait to see what you come up with!!
This is what it looks like currently
If you can send me what you made it might help with atleast the seams on the legs
Curious what it looks like on the tan one
I think the lighter colored horses suffered the most with no shading
that looks WAY better
the darker colors being the inside or "shaded" color
vice versa
its kinda sloppy oops
the layout is different?
it is a lot different
hrm
oh i see
you're using the old one
left is old right is the newest model
my bad i should've noticed sooner
is the repo old?
repo?
ah
yeah i'm not that intuitive lmao
Github desktop is pretty easy to use
how/where are the project files being shared usually?
https://trello.com/b/7qt7QpBM/horsey-time-zeehaw i believe(?) this is more so up to date, at least on my side
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
but for the most part honestly just via this chat
so theres....a mod ingame with the stuff or
๐คทโโ๏ธ
i'm honestly not sure how people are getting the model in the game
magic i've been assuming
repo looks like a mod template to me
you'd know better than me lmao
time 2 find out ๐
if you do, would you please help me? ๐ฅบ i've been asking but i think everyone's been really busy
sure ill dm a template mod complete for you
i don't know what that means
all g, ill help set it up
๐ฅน thank you
The repo works as a mod
If you install GitHub desktop you can have it in workshop/ to update off of
i just built one myself, easier
the repo should be up to date but textures go through trello first so they may not be added to the repo yet
i'm not really sure why you're calling the repo a 'template mod' or why you made your own but if it's working now
The texture shading definitely adds a lot of depth that the model was missing.
Definitely!
Excited to see it on the new model / with a new texture
he is doing his best
Is this an automated process or one that's manually done?
Trying to see if I can get the mesh to test textures on -- not sure where that'd be
Downloaded blender, and it is easier to just paint general shapes onto the form lol
This looks like a crackhead was at work- but I promise it'll make sense lol
Whoa great work guys!
It's not super-duper great, but it's something
I'd probably need to look up tutorials to see how to paint in blender / use PS with it better
Ohhh that's looking really good so far
I'm not sure if I'm super sold on the veiny-ness though
I'd have to see it in game
I think the face and head is fucking perfect though
Oh good lol
oh damn that looks great
tho I notice there is still one fairly large thing missing from the horse model to keep it on par with indie stone standards
I don't want balls in my face ๐ญ
We might(?) need a system for male/female if we do breeding tho which means identifying m/f
Or they can all be gays and theys โจ

Thereโd also some custom brushes and addons you can add to blender too
minecraft method.
generally had some trouble using the newest model of Horsey, Was completey Wrecked ingame
I do suggest anyone contributing to use GitHub tho
As rn any changes without it would need a middleman
I can start uploading textures there
Do I have to request access?
Should I just make one?
Yeah you'll need a github account and can ask for access from Albion I believe.
i need the updated default horse model. that isnt ruined if anyone has that,
for reference, Horsey on the left here works great as the reference model in models_X
horsey on the right is a file i got given...
github IK horse isnt particularly usable for this either atm.
I'd just request access to the existing one
You could make a fork to keep your WIP to yourself and send pull-requests to the main one
-# pull-requests are suggesting changes to the main, and generally need to be approved
bonus would be:
- You don't accidentally break the main one
- Also, people could copy yours directly instead of the main
i need this, but New Horsey
most outcomes lead to Unhappy Horsey Mode.
( i dont have mental time to deal with that outcome.. )
You mean the one to use in Blender, or?
The .blend file should be in the repo.
And for this you just need to enable it in your main menu and relaunch your game.
The animations meshes don't load properly the first go around.
old horse model worked fine...
im aware of that bug, its gonna do it regardless
if you have an exported Horse.fbx from Models_X with the new model,
- Gimme
Unfortunately I think Sum is the only one with it
This happens when they die (for me)
we only have a couple animations, the animations bugging out is expected
if you mean the one from a few weeks ago just clone the repo, that's the one in there
this is the one that @agile shoal gave me and the only one i have - it should be in the github(?)
however it's the same model i already gave to @eternal briar which is apparently having some issues
Are the issues the fact that theyre buggy in game?
I think its brcause we have the new model referencing old animations
that's what i keep thinking
likely. as replacing the reference model shouldnt hurt it, other than the current,
perhaps they are require to "Match" as a set
as long as the skeletons match you shouldn't get the meatball, but animations for the older version do appear incorrectly
scratch that lmao
bro textures too ๐ญ
?
man Ive known you for your mods, pretty sure you're good with lua too, you helped me out a while ago
Oh, that I texture ๐
I thought it was related to the collapsing horses
For some reason that happens in b42 now... it happens to the rifle shoot anim when it plays too fast, and the issue with zombies now
Let's try to keep this chat clear for horsey talk? ๐ด
Like this you mean?, I saw on the pinboard that you guys needed a saddle, I fit it to the model and tried to make it stylized, don't know if it could be useful to you guys
I'll upload it here so you guys can upload it to the pinboard, hope it helps
Oh my GOD! This is amazing!!!
Thank you so much!!!!!
Hey y'all, I just wanted to take a second to speak to everyone again.
Again thank you everyone who's pitched in, literally every little thing helps make our horsey dreams come to life. And if you've been busy then I hope your'e taking care of yourself!
I wanna be really clear about one thing about this project - And I guess take it with a grain of salt if you will, but I guess as the person who kicked this project in ass to get it going I feel like I can say this.
I also wanna preface this with I understand that at times AI is used with coding and very technical difficult things like that but
As much as possible, I want to proudly say this project was done without the use of AI
i'm not sure if this was prompted by something, but i will add that no work i have ever produced has used any ai assistance, and that i would feel uncomfortable contributing to a project that uses ai
To be clear, nothing really prompted this except my own very unfortunate experience in the past that has lead me to a very deep hated and discomfort with AI. And it seems to be more and more of a discussion/prominent thing floating around so I'm putting this out here now
Im with you there
AI fucking sucks
It could have been a great tool used for scientific research (and it is by some people) but the main use it is being marketed for is trivializing human contact, creating soulless images in leu of paying real people, or cheating yourself out of an education
Ive met people in both my Japanese and American unis that are so overreliant on AI it is sad
I do think the bubble is beginning to burst though, since investors are starting to realize these ai products are 90% hype and 10% reality and thus dont really make money
But thats another convo lol
the progress is stunning, i'm curious to see how players will ride horses once yall get more stuff done 
@short cloak thank you for updating the github!!!
now giant cats

ride a tiger into battle like ezekial
we are limited by the lack of usable walk anim atm, it genuinely hates it
works on my machine
i have been meaning to ask if the walk animation isn't supposed to have any translation data because it doesn't seem to (or it's not moving for some other reason)
your horsey works? and walks as in moves tiles
it doesn't move but it works
it plays the idle animation and switches to the walking animation when it wants to
yeah that works, just no translating ๐ฆ
i just figured the animation didn't have any translation data
if you fix the translation data keys, he ZOOMS
but fails to play the anim properly
Awesome work so far everyone, truly some cool stuff happening here!
I'll try to help out with some animations in the next couple of days. Is the spreadsheet in the pinned comment up to date?
The trello and the github should both be the most up to date!
Very excited to have another helping hand! Thank you!
Haha we'll see how helpful the hand ends up being, I've never animated an animal ๐ But I'll try my best and see if it's usable!
https://imgur.com/a/c8Lbj0W still trying my own hand at animating its hard
you're doing great tho! this stuff is not easy
i would start moving the rest of the body. I don't remember exactly but the hips and torso should be alternating going up and down
Great progress! Yeah the horse is aparently one of the hardest animals to animate so ur doing a great job
Big game studios are so lucky to be able to mo-cap horses.
Fr tho
Based
Thats a lot of keyframes!
Try to only keyframe the defining poses of the walk, so if following the sheet you made would be about 16 keyframes
Although you could just make 8 keyframes for one side, then post those flipped for the other
Also seems like the head shouldn't be moving around-- seems like the entire torso and up moves up
I'd say head still needs moving. Especially when you've seen a horse walk, the head always moves
Making a bodypart not move will make the animation look unatural and you'll feel something is wrong
It's like making a walking animation by having the hips not move and another one where they move
As long as the movement is logical, with movement of the hips will always look way more natural
https://www.youtube.com/watch?v=INQx-Lzs8mU
Yeah the diagram doesnt do it justice I think
Video excerpts on how to animate a horse.
Yeah that looks better
This is a walk cycle.
Where as this is a trot. The diagram is very accurate to a trot.
The head needs to move up and down as this is how horses just work
I did double the key frames to try and make it look more smooth
Its a bit of a catch 22 when adding more keyframes, sometimes its smoother when using less!
I'll take out the doubled frames if I get access to my computer again to see how that looks.
I think I will end up trying to move the chest and pelvis it just ends up messing with everything else and idk
Youre doing good work though! Dont get discouraged, this shit can be hard haha
There's more videos from the same channel I think-- could have sworn there was a gallop in there
Yeah for real, horses are apparently one of the hardest animals lol
Jumping into the deep end
I keep hearing that! I can definitely see why, there's just a lot of little movements in the body that can get fucked up fr
Interestingly cut gif but I get the point
from the last linked video-- thought the stick figure horse was interesting
It's a really nice visual where the hooves connect fs
"the opposite legs lift and make contact at the same time"
even with the visual I have no idea what that means lmao
Yeah itโs definitely a โjumping into the deep endโ moment when it comes to animations lmao
a base walking animation should be the highest priority. and i mean one, that loads ingame, and the horse translates physically in world
According to the animation sheet, paddlefruit did a Horse_Walk?
last one i used animated, but failed to move during
Ohh you mean it didn't work in the game correctly?
I was messing around with the rig to see how rigging and animation works since ive never done it before and I saw that theres some pretty complex rig here
but I think the "snapping" of the legs will be annoying if you also have this problem
before and after keyframe, see how it snaps? That is not me
and I dont know really how animation works so I don't know if thats something you can or cant fix
Maybe if there was a control point for the "knuckle" of the leg it would be OK
Basically, instead of smoothing all the way to full extension, it instantly snaps to it, which makes it look extremely unnatural
wish i had anything to say to this but this is more of a @agile shoal question
https://imgur.com/a/p8GnNUg also i removed the duplicated keyframes
gonna start adding the pelvis/chest rocking
it does make the head bobbing seem more intense
he looks like hes skipping and going lalala
but its getting close
Looking better!
A segment about posting from our full length DVD "The Trot."
http://www.5MinuteHorseLessons.com/ for even more detailed 5-minute videos about all-things-horses. Memberships as low as $10.00 per month with Yearly Membership Signup!
true lmao
Does anyone have latest horse rig and model?
this is what ive got, apparently its corrupted though - not sure about that. there's also a copy of everything on the github
that's the one thing i wanted to know... cause Ash got an animation to work, but with the old skeleton and model, but aparently there was an issue with the new one
did yall manage to solve it?
yeah nothing came of that - everyone mostly just said the one on the github should work
don't think it ever got fixed
becuase unlike me, they wont actually test things. modmaking requires physical playtesting..
we're all doing our best here for free with the time we've got.
i've also have honestly seen, multiple times, the new model in game working being posted.
suprisingly, that didnt mean you,
i test like mad, all the time
for reference
um okay hope you're doing okay man
what's with this remark? i have tested it, and tested it again immediately after you complained about it and did not have the same issue
idk if we had the same files ๐ตโ๐ซ idk whats the issue atm
i think if we're gonna all work together and continue asking for help from one another, we're gonna have to sometimes take a breath when we need to and step back when it's required.
its a common issue that my text reads very literal, it is how i am
for sure, glad it was just a misunderstanding in that case
anyway - still not sure what the answer is here
tism trait go brr... its why in vc im lovely at reading others, but struggle massively here
i got really really close to finishing a gallop animation and unfortunately couldn't figure out how to save it and just had to scrap it ๐ฆ gonna give it a try on the laptop but it sucks not having two screens
i also unfortunately had to scrap that trot
how do i save an animation? google was genuinely no help
I understand you can be blunt and literal at times, but even with that in mind this is a very unhelpful remark.
It's has been a bit disjointed lately admittedly as real life has taken up a lot of people's free time, and we're also working with a very duct-taped together system as there's not necessarily a clean way of adding animals and there's a known bug raised by Albion regarding animations.
Everyone involved has been playtesting the mod as we proceed with changes and adjustments from everyone. Lets try to keep comments productive and to the point rather than throwing shade towards others.
Learning should be fun, not gatekept
Also we're not getting paid for this and we have a life outside of modding, so i do not appreciate the snide comments
I swear this thread is cursed 
I'd like to let adults be adults, and let misunderstandings resolve themselves, but this is the second time someone "misstepped" with a joke like this and things are (again) sliding into something weird.
-# I've deleted some comments I felt were just being reactionary and not helpful to resolve the conversation.
If you socially misstep (joke doesn't land)- don't doubledown or make it more than it is. Start with apologizing atleast.
If someone says something mean or out of pocket- focus on the actual comment and not the person.
And don't dog pile, share your viewpoint and let things move on.
-# Also this comment isn't directed at anyone person- and infact is in response to this occurrence and the previous time all wrapped into one.
Back to the horsey topic- if the animations don't work in game-- will this mean the work would have to be redone later?
Good question
I hope this helps lol
๐ฅบ Thank you
I hate that wikiHow isn't pushed anymore ๐ญ ๐ญ I couldve saved my shit but Google is dead now
Gonna bump this question again because it'd be great to know before getting a bunch of stuff done
Do you mean exporting it for use in game or?
Oh I think I know how to do that(?)
They work ingame last I'd heard/seen from Albion's testing. I can work on getting them ingame myself but I've been fairly busy since my doggo recently needed spine surgery and she's incontinent at the moment lmao.
you generally export it as fbx, or save it as blend, for later
Blender doesnt wanna open on my laptop ๐ญ
oh my god someone is making a horse mod
I joined this discord just to see if anyone was
To everyone who is working on this I salute you, you are doing the honse's work.
I probably can't provide anything of value but as a person with a horse you have my full ideological support
I started this as just a horse loving girl 
I feel like it is a pretty reasonable addition
we have multiple horse locations in-game that remain empty
Crazy to think how far things came and how much I've learned o: !
RIGHT?
I can understand why you find no dogs because they clearly had some spooky unknown part in the outbreak
but horses literally just vanished alongside the gas in every car
Lmao
this game would be x10 worse to die in if you had a pet dog at home

didnt even think about that until just now

Getting back to this, retargeting armature's is a valid option, it can easily be done if rigs have same shapes/rotations, I'm not really a professional animator but I could help out, I do think the priority is getting a working common rig atm, tho I'm way more worried about implementation in-game
i think implementation in-game is promising if you look at the bicycle/skateboard/scooter mods that released recently. i can see the horse acting similar to those when ridden, and snapping to an animal instead of an item when dismounted. though no fence jumping without some fancy scripting...
Yeah I'd keep the model and just re-rig it worst case scenario
This should be top priority before we do anything else I think
I remember someone mentioning grapple hook?
that is basically how it works yeah
i don't think we need to panic about the model not working, it's only happening to one person for mystery reasons and iirc she has been doing weird stuff setting up her own mod instead of just cloning the repo so it may be something she messed up
And if itโs an issue of translation data not being included in the animation thatโs also an exceptionally easy fix as well so doubly no worry there.
At current moment the only, and primary roadblock. Is animating horsie hard

As soon as I have access to my PC again I'll be back at it!
Tried my hand at a trot, what do you think?
i knew you couldnt resist helping after i teased it aha nice.
That's not bad tbf
Might need some tweaking
I think the middle of the body doesn't move enough up and down
That back green IK
Oh yeah good spot, I'll incorporate that one a bit more
Gallop!
"I always wear low cut v-necks like--" "yes girl, yes."
But no that looks really good!
I think the head might need some adjustments but maybe it'll look/make more sense ingame.
Yeah I think you're right, looking again they kinda stretch their necks out and keep it kinda level without a lot of bobbing up and down
yeah it's very 'level' and compensates for the movement of the rest of the body.
stabilization basically.
If you nail that I think it'll be close to perfect aside from some other small adjustments I can't quite put my finger on.
this looks GREAT!
that looks really good!!!
More like this right?
I think animating the tail added a bit more feeling to it as well
Oooooh that's so good with the tail yeah
maybe a slight tilt of the nose of the horse down?
It seems like they kind of have a downward posture of the head during galloping
Me, critiquing your absolutely great animation from the sidelines 
Oh yeah kinda like they're pushing their head down and through the motion
Haha I appreciate it! Always nice to get feedback
I can give that a try next for sure!
Yeah I think this makes more sense right? I tried making it more downturned but it gives less emphasis on the push trough movement
phenomenal
I actually booted up rdr2 and have been using their animations for reference along with youtube vids ๐
I mean, it's a great reference
Yeah they did a damn great job on that game, in all aspects
comparing it to this gif, 2 things I noticed, your head tilts up at the bottom of the head bob + the base of the tail should stand up throughout, and the end should wave. But honestly, you're like 90% of the way there 
Yeah you're spot on, gonna try some adjustments
I made the head tilt less, but it looked more stiff, which they realistically probably are, so it would make sense. I'll play with it some more
You're doing great
this might be a little absurd but I literally have a horse irl
do you need reference material? 
Actually yeah! If you have any good videos of your horse turning that would be very helpful! Like not while trotting or galloping, just turning on the spot
That would be sick! No rush though, I probably won't have time to make more animations until sunday
Out of curiosity, are geldings being considered? Or are all male horses going to be stallions?
No clue if it is even possible to do something like that with animal behavior but I figured i'd ask since I didn't see a mention of it on the Trello
Just to clarify, not asking if neutering a horse will be a potential mechanic lol. Just if the idea of finding gelding and stallion horses has been considered at all
it's definitely never crossed my mind ๐
Ah lol fair enough
Changed the tail animation and made the head tilt a bit less at the bottom of the head bob, I think it definitely helped
Horses really are kinda silly looking animals the more I look at them. Their body is like a big bean with floppy flailing sticks attached to it
Lookin' good
Do we have a process for the translation data btw? We're probably gonna want to have some formula based on frame count and translation data travel distance right? I'm shit at math, so hopefully someone here knows how we should do it ๐
i don't think we have anything like that yet
Okay no worries, we can brainstorm it, I've left my animations without translation data so far, it'll be easy to adjust later
Should I make a PR on github with the blend file and animations, or what is the preferred way for me to upload them?
Yes please, I'm a bit biased but I think the more everything is kept on GitHub the better
All good with me, I love github!
Is there a consensus on framerate playback and an approximate frame count for the animations?
I've been using 25fps playback (default from the rig file) and trying to keep the animations between 16-30 frames which is what I've seen most of in vanilla
Okay added a PR with the two animations and my blend file.
I'll hopefully have time to make some more this weekend.
Do we want to prioritize them, or should I just go down the list?
Oh my god this is looking great.
Probably all of the walking ones first? That way we can test on getting the human animations done for the origianl intent of riding a horse, then you can do down the list or whatever at your leisure.
Makes sense! Should I add some translation data for now, so it will move in game? And then we can refine it when we have the formula we want to use later
That looks good yea !
Yeah go ahead, testing translation data to be perfect is a headache in and of itself.
Haha yeah I feel ya, the translation data in my skateboard/bike mods are purely vibe based
You can try a blender addon called global transform, it helps with keeping bones in the same global position independent from any other changes
Your gallop animation is looking phenomenal dude
I'll check it out, thanks for the tip!
Thank you! It's been fun working on them, took an edible and zoned in on a bunch of slow-mo horse videos ๐
CrystalChris, I can help with animating aswell as modelling, what poly count do you think is good? I tried maximizing performance on the saddle last time
That def helps, I don't really use pure ref for making animations, and you did great at not saturating the animation with keyframes, let the interpolation do the work and edit the curve graph
For the saddles/things related to the horse? I'd try not to go past like..1k or 2k tris. Vanilla uses even less, but if we're assuming the horses will be comparable to vehicles, vehicles are usually around a thousand or two thousand in vanilla iirc.
And we can have some wiggle room for it with it being a mod and the items being limited in quantity.
455 verts, looking good with the saddle
That's perfect then.
Haha cheers, I've learned the hard way that more keyframes usually means more headache
Again though, I'm not sure it's fully 100% confirmed we can get saddles or items on horses yet.
do you know if zomboid struggles with float vectors?
But in theory I think they are possible.
oh? what is confirmed then? does the horse use zomboid anim weights?
Worst case if you can't attach it to the horse itself, I think it could be equipped as a clothing item on the player, attached to prop1 or 2, and then in the bob horse riding animations we animate those props to move along with the horse.
Not the cleanest, but it should work
Full-stack dev and zomboid dev?
Project zomboid jank, I like it
In theory yeah it could work! Just getting it to properly sync will be a bit of a goofy nightmare with it not being weighted to the horse but the player.
Honestly zomboid is so full on jank on latest version that the indie stone is just digging their grave at this point
that'd probably be fine honestly
i'm not sure about the blender side of things but remember that during riding the player is 100% controlling the horse's animation anyway
????
Oh that's perfect then
How are the horse animations triggered actually? Does it play whatever animset equivalent that it has that plays for the player?
yeah, the player's animation node defines a matching one for the horse to play
Nice nice
so the horse's animation state machine is basically entirely inactive during riding so we don't have to worry about any weird interactions
whatever the player's riding animation tells it to do, it will do
Rdr2 is a horse game. They did such a good job with them, like mocapping live horses and referencing equestrians
So the horse's weights are being handled by player?
also, where can I send the saddle model to add it to the pinboard?
We can't compare pz to that game, everyone agrees nothing has been made on that level again
just the online was a bit iffy but enjoyable
i haven't tested how translation data interacts, the player's translation data moves the horse but i haven't tested what happens if the horse's animation has translation data - worst case we'll just need duplicate animations with it removed
Truly! I'm not a big horse guy, but obviously they're amazing creatures that have literally carried humanity for thousands of years, so seeing them done so well is really cool
Sorry to distract, I'm just getting caught up.
@brisk iris thank you so much for your contributions!!!! You've been a tremendous help!!!
sumbunny sorry for asking but what are you in charge of?
I'm the person that started all of this
well, apart from that ๐ฅถ
I also bought a bunch of sound assets, I also did all of the horse textures with help from @limber plinth
ooh, can you try texturin my saddle? annd other things the project may need?
Oh okay, I left the translation data out of the horse ones I exported, but I can export some with it in, so we can test with both
I can handle this. Thanks!
Happy to help! It's probably one of the most requested mods I keep seeing, so this combined effort will make a lot of people very happy ๐
I've said it time and time again - I cant even imagine being able to do this without so many helping hands. It's been really amazing to see everyone working together to get something accomplished.
So thank you everyone who's been helping out, it's just too many to individually @ now but really you're all appreciated so much
and get the project a lot of subscriptions
oh, btw can you add me and alex to the pinboard?
Genuine full on 'modding community' project I really love to see it tbh.
I wish I could ๐ฅบ Sorry I would've added you and your saddle already but I don't have control over that.
@muted ridge I believe has both the GitHub and Trello access(?)
I left the trello
Right? Everytime I look in here it's truly a breath of fresh air
I do have Git access still tho I believe. Anyway you can do pull requests to it and albion can accept them
the github repository is under my name, i think doggy gave me admin of the trello so just give me a moment to work out how i do that
Thank you!!!
I gave every members admin of the trello
Hopefully that works out
hmm, so do I post it on github or trello (says view only)
i dmed you both an invite link that i think will make you members
What was the point of having both Trello and GitHub anyhow? Is there anyway we could use just one to limit confusion?
Assets should be put in the github
The trello is not for sharing files
So back then you shared textures there but the truth is you really shouldn't do that
Trello was for organizing the workflow, what needed done, etc.
You should add the textures to the repo
The github was more for the filesharing side of things.
Oh oops
lmao technically it's fine
but it's easier to have everything kept in the github so people could pull/push
There's plenty of youtube tutorials on how to use git if needed
When I get access to my PC again, I can upload the textures on gh lol
Tell me if I'm doing things wrong! I'm not gonna be offended
There's even Github Desktop which makes managing the repo way easier than with command lines
CLI is easier imo but i know that's not everyone's cup of tea ๐
CLI?
What's that ?
command line interface
I think even for the case of like; uploading the textures you can just manually directly upload the files to the repo without the need for any pushing or pulling.
Especially if it's just pngs.
Like from cmd panel ?
yeah
I mean, I don't find it easier LMAO
I like my silly Visual Studio interface because I lick lead paint when it comes to certain things.
there's only a couple commands you actually need to know and it's very quick
I've been using github desktop for modding in general and I've been using git for the past 4 or 5 months at my work from a cmd panel and jesus this is fucking hell
but it's understandable that people less comfortable with clis in general will have a worse time with it
Yea but anytime you need to handle merge conflicts and shit it's PURE HELL
handling merge conflicts is always pure hell
Like most of the basic stuff I could easily translate from github desktop to cmd panel but for merges it's just impossible
I one time was so frustrated I almost just deleted my repo and made a new one I'm not even gonna lie.
i primarily use the integration in my ide anyway, i only use the CLI when i can't do that/it's too annoying to do that
Github Desktop has a neat interface to handle merges
i'm fine with github, issue is that with all the forks, getting the best version out of many is going to need a lot of administration
There's not really going to be forks of the project
Currently there's no point that
We work together
How am I meant to add files to the project then?
we've all done this i bet
Join as a contributor, or fork then pull requests
my game engine repo is so fucked i'm planning to just delete it and start a new one when i make it public so nobody will ever know
Pull requests to merge the fork to the main
Lmao me with all my commits just saying "update" or "current" 
haha
same
I relate to this so hard lol, I've been working on a web app for like a year and the repo is so insanely bloated with crap that I can't wait to just start a new one and paste over the relevant stuff
i have so many commits that are just 'rewrote everything'
lol
Well shoot now that someone else covered animations I get to work on textures again! O:
On my to do list so far is to finish the dead horses and make a skinned horse.
Does anyone have coat suggestions? I'm kind of running out of ideas tbh
We can also start making "clothing items" maybe? Stirrups, reigns, halter, hoof feathers, manes?
if by that you mean the 3d ground models, sure, tho I think making the skinned/ decaying version of the horse causes less drag than starting new models
lol yess or the classic "chore: Please work ๐"
Wouldn't less drag be good? I might be misunderstanding
Also if we did a dead + skinned dead model (these would be two separate textures) would this be a new ground model? Or should I still make ones for the model we have now?
I mean that there would be less versions off the same thing floating around people's pc's, for example I dont really think im going to animate certain things because I know that Alex is already making them, But if we can agree on what we are actively making that wouldn't be an issue
Zomboid uses new models for them, so I think we should do it (new ground models) for both of those states
also, is this the style you're looking for?
There was a spreadsheet for who's working on whta animations but it wasn't updated to the latest latest
that's exactly the issue at hand
I wrote a comment on the trello animation card which ones I'll be working on. But I'm happy to use any system
it looks like you can assign people to each checkbox
Yea
Something vanilla style, kind of hard here to see
nevermind that's a paid feature
I tried but it looks to be a paid feature
We can make cards for each animations if needed and assign people there perhaps
Or just update that spreadsheet I guess
Or in the repo ?
Idk
they have a convert to card button if we want to just make an animations tab and fill it with cards
i think that's very ugly but that's probably why they make you pay for the better way
Yea
I think if we just write comments on the card should be good enough
of the animations ?
You can assign members to the card, so if we use that then we know everyone that is working on animations, and then those people know who to coordinate with. I think we're a small enough group that it should work
Yea
Yeah of the main animation card, so for example for the horse animations I wrote a comment on https://trello.com/c/NeJLuYnO/3-horse-animations
Animation files and NLA strips should be named after the animation (so the Horse_Dead animation should be named โHorse_Dead.FBXโ and the NLA strip should be named โHorse_Deadโ)
โ
References:
1
High priority
Aaaah
ah, i already moved them all into cards ๐
Oh haha, it's all the same to me, I'm fine with either!
somebody already coined my username on trello
Should I add to the animation details that we should try to keep them between 8-30 frames in duration, with 25 fps playback, so that we don't run into issues when we want to blend/transition animations from different people.
Omg you already textured it? It looks great!
Let's put that on the to do list! If someone's able to do the models, I can do the textures!
Ill make the horse decay and dead model, though Im still only able to edit github pulls
how have you guys been animating with these leg deformations??
Very good idea.
Standardize ,standardize, standardize.
already made loops can be standardized by time slide
Though if I'm being honest, I do not feel confident in my skills to do horse animations, especially not to your caliber.
Its not that hard tbf, it requieres pacience, understanding key poses and more pacience
Horsey legs are weird as fuck, bending all over the place. I don't even try to make sense of it, I just tryo to copy what I see and let the rig take the wheel
The rig is very good, leg deformation could be a lot better, especially on the hind legs
you can fix it with control bones or just manually weight painting it
Its like an extra bone that is being controlled by drivers based on the location of the foot bone, so if the foot bone rotates, the driver does as well, correcting the deformation in the leg

Ah okay I see
probably better off finding a youtube vid, I couldn't think about some things without them
The thing about horses is that the hoof to the first joint is just like your finger nail to the first joint
What we think is their knees is actually their ankle
right now we just have 1 bone on it
i guess?
I just meant to understand what's going on
well yeah, you're not wrong
They are weird, but there's a method to the madness atleast
Um idk lmao
Bless you ๐ญ โค๏ธ
I think ill make 2 different variations, pz styled and realistic, though im basing the retopology off of a found acreative commons model thats anatomically correct
oh no silly, you'll be the one in charge of texturing it ๐ but thank you very much
Oh I know but I can't make a model so thank you ๐
@astral rover Also, I'm not sure if you saw this in all the spam but I'd love to touch base with you in DMs real quick? If that's okay that is!
??? Why wouldn't it be?
Some people don't like unannounced Dm's!
(I'll rephrase this for clarity) Current progress on the horse decaystate 2, at 2k vertices.
can you link which CC model you found pls?
here you go: https://skfb.ly/6nYOS
Years ago I was one day walking in the hills with friends. We found a horse jawn. We realiced there were a lot of more bones spread all arround. We found it funny to gather them toguether and soon we had an almost whole horse skeleton. As I love to keep any sort of useless things, the day after we went back up to the hills and carried it home i...
I'm thinking if maybe we don't need as many transition animations as are on the trello.
For example GallopToTrot, TrotToWalk, WalkToGallop etc. I think these transitions could just be handled by the engine, I'm not sure if we actually need transition animations for these. It might end up looking worse actually because if we force a transition animation between trot and gallop for example, then if we don't want the legs to reset position before playing the animation we'll have to let the engine blend the transitions anyways.
The IdleToX and XToIdle makes sense though, for example going from idle to gallop and vice versa should be animated for sure.
What do y'all think?
yeah, quite correct, the default xml can blend the animations far better
sounds good
Perfect, I'll start with an idle animation and then idle from/to transitions
that issue would be worst, during constant small Roaming, on animals, rather than players, as 3 animstates is 6 blends, of 1 in, 1 out, per the 3 ๐
If we end up wanting more animations later we can always revisit
Yeah it would end up a bit messy I think
thanks for helping, its been a pain to try and figure out the movement bit, every time
No problem! It's gonna be so worth it, people are gonna freak out when we drop this
The idle turn animations are what I'm dreading the most. Getting good footage from all angles of those legs is gonna be hard
blends can help massively to compensate ๐ as can max rotate values
since the horsey, and others, are all based on ISOplayer skeleton designs,
they share many human bones, which can be controlled by the ISO XML params
in order to even make animals possible, they likely had to unlock quite alot of control to the mod makers, codewise, Which is lovely.
its making even Human NPC's perfectly possible, for instance, and far easier than what slayer has to do, with XML overrides for instance alone
i didn't think we used the human skeleton at all
its compensated for with the unlocked bone control ๐
we can use any number of bones, and any skele now
ANY.
at some point, assigning ID values in blender to the bones, Similar to BIP01_Example will help code and bodylocation stuff for clothing etc later?
Ill try and dig up some references.
Turning is actually pretty big in rodeo and dressage so there's bound to be good footage
Ohh yes yes
Oh that's perfect actually! it's even in slowmo. Would that be a normal turn speed, or should I slow it down slightly?
I think we would need maybe two turns - turn from stand/walk/trot which is much slower then a turn from lope/gallop
Since fast/wider turns look way different
Or we don't have to complicate it that much
i could also be misunderstanding your question entirely lol sorry
Thereโs a secret subtlety when it comes to turns for any type of riding, whether showing or trail riding. It involves you following your horseโs movement and staying out of his way. Your horse notices everything you do in the saddle, so you can get in his way without even knowing it. Here Iโll explain how something as simple as turning you...
I think we definitely should have turns while moving, it will make it feel a lot more polished, but maybe we put them low on the priority list
this is perfect
I can't thank you enough for all of your help on this project I was really struggling for a while with animations.
I'm tremendously excited about our progress
One thing I do wanna put out here is there's no rush on anything - Like yeah having the horse in game faster would be cool, but real life always comes first and I'd love for us to take our time on this!
When we first started I gave this a general timeline of like a year especially since B42 is so unfinished so hopefully it will be by the time we feel 100%
I think I want a zombie horse
Yea you can just make a texture
But ๐ IN THE FUTURE, once we have a working horse!! We will need wings and a horn clothing items
Simple idle breathing. Should I emphasize it a bit more? Since you're seeing it from a bit further away usually maybe I should dramatize it?
It's very subtle but I love it!
I'll make 3 different ones, light, medium and heavy breathing with different intensities
So we can try a few different and see what looks best ingame
I am gonna be a broken record but thank you for all the time you're investing into this!
No from experience putting too much motion in a idle position actually makes it worse
I think that's good
That's a good point, you want the idle to be broken easily
I was gonna maybe make a few that adds a random stomp, ear turn, etc.
But we would then have to set up something that makes it alternate idle animations, and not sure if it's worth doing right now
Would've been really good though o: yeah I'm not sure about that
It's not a crazy difficult thing to do, but I figure the focus right now is on getting the basics done so we can start testing it
well anything that needs code gives me something to do ๐
i don't think random idle animations will be much work to implement, it seemed like vanilla animals might do that?
(you may be able to tell i'm more familiar with the animal code than i am actually playing with them ๐ )
If you want to start tinkering with a system that could randomize an idle animation, then definitely go for it! Will add some nice flavor to it.
You could do something like having the idle breathe go for at least 4-6 cycles before it can trigger one of several alternative idle animations which has a little extra animation to it, like whipping the tail, twitching ear etc.
Oh if you know how the vanilla animals cycle between them then that's even easier
Would love to have a neigh idle as well! We have a ton of sound bites
@eternal briar had made a pretty good one maybe they can repost?
free to use it
Alex where are you posting your anims first, trello or github?
I'm only uploading to github atm, but I've only uploaded the trot and gallop so far. (which I am going to replace in a new PR actually because I realized the heads were a bit crooked when viewed from the front)
I'm doing an idle ground scratch in-between some real life stuff, and I made a quick ear turn, so that gives us a base idle loop and two flair idle animations incase albion wants to play around with some idle anim cycling.
I'll upload those 3 with the fixed trot and gallop tonight
Aleks, I was checking the horse rig... Bone rotations are off center, also since you're animating motion paths might be very useful
Horse to idle + idle anim
What does bone rotations being off-center mean? Are you talking about the head looking slightly to the side?
When you rotate a bone it can either rotate in global or local space, when you rotate it in local its slightly off, probably why your anim ended up a bit crooked, also, mouth bones don't deform well
Ah I see. I think the crookedness was just me not paying attention when moving the head tbh
Idle ground scratch
Looks terrific! Might look marginally better if the hoof connects with the ground and looks like it's sort of dragging on the ground for a frame
I really love that you always animate the tail c:
It's a bit hard to get that dragging feeling because then the hoof has to be kind of perpendicular to the ground, and from the videos I watched they do more of a kind of flicking motion with the tip of their hoof.
I added a few more keyframes when between hitting the ground and going up to get a bit more impact and resistance feeling, like flicking dirt
Haha cheers! I feel it adds so much life to it for such a small investment
Absolutely brilliant work!! And as always THANK YOU!!!
It's gonna be so much fun seeing it all come together in game
Okay I made a new commit to my same PR with the 3 idle animations and fixed head positions of the gallop and trot
Tomorrow I should hopefully have time to do the idle to/from movement
Published skeleton version of the horse on trello, just needs uv unpacking and texturing, I'm currently doing the 90* turn on the horse
Wonderful!!!! Thank you so much c:
Oh sick you're doing the idle turn animations? You doing the 45 and 180 as well?
Try to publish as much as you can on the Github, not that it matters too much again as I mentioned the other day, but we want to make sure the Git always stays up with parity 1:1.
Phenomenal work though Alex I envy your skills.
Ahhh looking great guys!
Idle to gallop. Had a bit of a hard time finding a full standing still to gallop video, but from the looks of it they do a quick little jump and then just go for it.
But if anyone has a good video I can reference I can tweak it
@short cloak could you invite me again in the git please ? Also perhaps invite alex too
I had forgotten to accept the invite
I don't necessarily need one unless you want me to merge my own PRs if they have no conflicts
Your job to handle conflicts at the end of the day
But since your contributing a lot with animations I think you deserve it
Yeah there shouldn't be any conflicts except for my blend file, since all the other files are new, but it shouldn't mess with anything else when merged as far as I can see
Amazing!!!!
Gallop to idle
I'm not sure if anyone has tried yet
i've just tried putting them in, unfortunately the horses have decided not to do their 'walk infinitely on the spot' thing anymore so i can only see them do it for about a second, it looks good though, no issues spotted
Can you share a video perhaps ?
let me download the fixed textures first
blobs
Horse is not moving
If the translation data is setup right, you see the horse moving in the scene
the animations do not have any translation data yet
Ah
Nope, just 90*
Everytime I peak in here I am blown away. The devs are going to have their work cut out for them when they add horses themselves. Those are some RDR2 teir anims

Okay all good! Let me know when you're done with the 90 and I can do the 45 and 180 and make sure they fit with your 90
Are we adding combat controls btw? Or the bite/kick animations are just for when it does not have a rider?
Probably only for the horse to defend itself
But currently we didn't discuss that ?
So that's not really a priority I'd say
Makes sense! I'm gonna make the trot from/to idle, and I have to check the walk animation that is already made and see if maybe we can get away with not making walk from/to idle and just let the engine blend it
One thing that is missing atm is a working horse pathfinder no? like a b42 animal, graze, eat and find a way to move that info for when the player rides it
it does that fine afaik, we just don't have translation data ๐ญ
Should I make a few exports with translation data? I can add it quickly if you want to test with it
Positively wonderful!
AAAAAA ITS BECOMING REAL
Awesome, that looks great!
Holy shit
This is fucking amazing
@brisk iris @astral rover If you guys would like to (and you should because your time and work is definitely worth it) drop a link to donate to! People have been wanting to support
Oh that's nice! But it's okay, I would feel a bit weird taking donations for a group project ๐
Would you be interested in making a steam thumbnail for the mod? I can make the sketch in 3d, you can elaborate on it and paint it... That would be pretty awesome
I can definitely try my best! Would love to work together on something! ๐
Im really happy people are using the rig!
If anyone would like adjustments to it or needs help please let me know
Ive felt bad that i havent worked on it this month so im glad its finally bringing the momentum back
That's okay I hope real life is going well!! Thank you for giving us a jumping off point c: couldn't have gotten this far without ya
Yea definitely
tbh all exports need translation data.. by default aha
paddle, can you make some changes to the rig? especially mouth, ear, lower leg and ctrl_Spine1 please?
Sure, what are the issues with it?
Bone rotation in edit mode, bone hierarchy in ctrl spine 1 (no way to move only back with no parents), legs dont deform properly, knee joint is farther away from 3 loop of knee, mouth bones deform between each other, ears deform the head, tail deforms too far (1st bone), I would solve it with a helper bone between where you want your deforms to be separated
Ill look into it when i have time
integrated the idle variations, there was a vanilla system for it after all
Curious how you did it, bcs the way I know for zombies isn't that permissible
it's animal specific
you just make animations named idle1 idle2 up to idleTypeNbr in the animal definition
Nice
and then every tick(?) they have 1 in idleEmoteChance chance to do a random one
That's pretty straight forward compared to zombies ๐
Yea
Thank you so much!!!
Well shit, was gonna do some more animations today, but the power went out in the whole country
Anyone else here from Portugal/Spain? Shit was wild
Oh fuck - Take care of yourself first!
It seems to be all good now, at least here in Portugal, I think it's still down in some places in Spain.
Full on blackout for 12 hours, no power anywhere, no cell service/mobile network, or banking systems up. Shit time to only have an electrical stove/oven and no cash lol
oh man, glad it's over at least
I'd be genuinely terrified - also glad all is well!
Saw that on a Vintage Story mod discuss ๐
They making a horse mod too for a different game !
Definitely didn't help that people started spreading rumors that it was a russian cyberattack lol
I was lucky that I found a guy who had a working radio and could translate the news for me.
And that I have a wife and cats I could spend the day with
I might not, bcs I want to play the game ๐ญ
But I'm curious about it
Never heard of it, but I looked it up and it does actually look very interesting ๐ฎ
It's a really cool game
I learnt about it like a year or two ago and when you like survival stuff it's amazing
It's basically Minecraft but actually hard lol
And yet you still got a lot of customization
Damn I'm gonna have to check it out soon, sounds very much like a game I'd enjoy
Yea I love it
when'd you last pull? those are the old animations and old textures
Yea that's an old one
Back when I wanted to test if the animations were introduced

