#HORSEY TIME ZEEHAW

1 messages · Page 4 of 1

muted ridge
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So that's a couple days old at least

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After pull

short cloak
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idle animation isn't working for you?

muted ridge
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I guess not tho I didn't restart the game after pulling and just reload ?

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Could be why

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Didn't plan on testing the horse mod lol so I didn't put too much effort into it

short cloak
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some animation nodes were renamed so i don't expect a reload to fully work yeah

muted ridge
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Give me a sec to try it out now that I got the screenshots I wanted from the in-game uploader

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No idea why they spawn as blobs

short cloak
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yeah i'm a little concerned since i don't get the meatballs

muted ridge
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Yea idk

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They never become blobs tho

short cloak
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it might be because there's a zombie around scaring them, they might be shifting into a state we don't have animation nodes for yet

muted ridge
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But they don't seem to become ones

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Only leave that blob state

short cloak
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if you right click under a horse it should let you open the animation debugger and see what state and animation node they're on

muted ridge
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Uh

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Start anim recording ?

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Bcs that just nuked my game xD

short cloak
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no not that, that always crashes the game lol

muted ridge
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bruh

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Yea no idea what you are talking about

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There's nothing else

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Aaah

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wait

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Animal behavior ?

short cloak
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should be under [DEBUG] iirc

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but this does show they're alerted which isn't something i've tested yet

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so possibly happening because of that

muted ridge
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Got it

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Animation text

short cloak
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yeah that makes sense, i didn't make any alerted nodes

muted ridge
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Only when loading the horses

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Anyway that looks cool !

short cloak
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i think if they transition into a broken animation they just freeze in their current pose

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they'll only meatball if they start in a broken animation

muted ridge
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Yea

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Sooooo uh

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There's basically zero translation data in the animations right now ?

short cloak
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there is no translation data in any animation whatsoever

muted ridge
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None of them where exported even with a static translation data so I can't even try to edit the .fbx animations to make the translation data

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Should we put the animation files in the repo ?

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The blender files

short cloak
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i think alex did

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PZ_HorseRig_RedChili_Anims.blend

muted ridge
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Oh lol

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Didn't read the end

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OH SHIT

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THEY ARE MOVING

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Shit but I only have the trot animation !

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I can't test the other ones !

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Also something to note here

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Is that you need to set the scale to 0.01 when exporting

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Or the horse basically teleports away

muted ridge
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That's fucking amazing !

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The translation data might need to be tweaked here, or perhaps it's the animation

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I think the translation data is a tiny too fast

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@short cloak can you invite me in the github repo please so I can push those changes ?

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Actually might too slow ...

short cloak
muted ridge
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👌

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Ok going to start documenting translation data speed with video

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There's only the trot blender files right ?

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Unless I'm completely blind

short cloak
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that's all i can see too

silver holly
muted ridge
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Yea lol

silver holly
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Giggling and kicking my feet rn fr I'm so excited

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Thank you guys SO MUCH for being our literal backbone on this I really really appreciate you both

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@limber plinth Maybe we throw that later you made on all the horses an see how it looks? O: They look really flat in game as is

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That sc you sent looked amazing though you did a great job

muted ridge
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In my videos

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If that's what you mean

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It's because I activated a debug no lighting

short cloak
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the textures are a little flat but something really weird is going on with the lighting even when it's enabled

muted ridge
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Let me test

short cloak
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when a horse rotates it changes colour entirely

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and i noticed some really extreme shading in motion too

muted ridge
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Oh yea lmao

short cloak
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we're using the same shader as vanilla animals so i'm guessing it's just weirdly sensitive about something in the model, maybe the scale since that tends to affect things in this game

silver holly
muted ridge
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Could be the texture roughness or some shit

silver holly
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Interesting

muted ridge
silver holly
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The horses also look a little floaty when they walk (?) - although I haven't seen other base game animals though

silver holly
short cloak
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LOL they have some random variance in scale and i haven't checked the numbers yet

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it's based on genetics so this should probably be an extreme outlier

muted ridge
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I think something close to 2 or 3 is the best

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the numbers are in the file names

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I just test 2.5 and I think it's too slow

short cloak
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first one looks best to me

muted ridge
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That's 2

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2 meters

short cloak
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though my only serious reference for how horses should move is my little pony 😅

muted ridge
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That's 2.5m

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I agree 2 looks good

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Somehow I feel like 2.5 is worse tho

silver holly
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2 is great!

short cloak
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oh keep in mind horses do have a genetic speed modifier, i haven't tested if it actually works because they don't usually move anyway but that may skew the results 😅

muted ridge
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Uploading a video give me a sec

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You can clearly see it

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Like the small horse moves faster than the big one

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In my case

silver holly
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I mean that makes sense

muted ridge
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You tell us lol

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That's 2m

short cloak
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the current speed variance should be 80%-120%

muted ridge
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Oh man I'd love to have access to the other animation files from Alex

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I absolutely did not plan on working on the horse mod today but hey let's go hahalol

short cloak
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speed currently isn't linked to size, we'll probably just give horse breeds with lower size genetics lower speed genetics too

muted ridge
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Yea

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We'll see that later

silver holly
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I put out a list of my suggested stats of each breed/coat! I just based it off the real life horses an what they're usually used to do. It can be happily changed though!

short cloak
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i haven't actually split the breeds yet, there's only one breed so far that just uses all of the textures

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unfortunately a breed using more than one texture seems to be an unfinished/scrapped feature so they randomise every time you reload the save 😅

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and it was only ever implemented for female animals for some reason

muted ridge
short cloak
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there's only one breed defined, wdym?

muted ridge
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Wait you're right LMAO

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Just me and my english not noticing these are just names for horses lol

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For some reasons I thought these were breeds but no they aren't

short cloak
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only mares will use the other textures, stallions and fillies will always use the same texture until i get around to splitting them

silver holly
silver holly
short cloak
muted ridge
short cloak
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although currently they're not even that, they're just full size LOL

silver holly
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Big babbies

silver holly
short cloak
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oooh go ahead! they use a separate texture anyway

silver holly
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Alright lunch is over - once again THANK YOU GUYS ❤️ 💗

muted ridge
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From what I see it doesn't seem so ?

short cloak
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it's in a separate branch, may be a little old now

muted ridge
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👌

short cloak
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i've been a bit reluctant to get too much public attention on this until it's in a better state

muted ridge
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Yea that's fair

short cloak
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not your fault, but god the people who came in here after the reddit post were annoying

muted ridge
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Understandable

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That's why that post there I didn't link anything from here

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Tho I hope the post I had made helped bringing modders interested in helping

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At least it was my goal 😅

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Welp I can't do much more without the other animation files to add translation data rn, so I'll stop here and go back to edit that wiki page which I was supposed to finish an hour ago lol

brisk iris
brisk iris
brisk iris
muted ridge
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How can I see the other actions ?

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Yea no you sure there's the others ?

short cloak
brisk iris
# muted ridge

Click on the <No Action> strip and then on this little icon on the right panel, it should show some

muted ridge
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OOOOOOH

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Damn

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Alright back to fucking work LMAO

brisk iris
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Yeah the whole action/NLA system is pretty fucked if you ask me

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I ended up losing like 20 of my skateboard animation actions because I didn't know you had to enable "fake user" on the actions or they just straight up get deleted when you close the file

short cloak
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😭

muted ridge
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How do I remove the trot action ?

short cloak
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another victim of reference counting

brisk iris
muted ridge
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Uuuuh

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But this will remove the action from the file no ?

brisk iris
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It would, but I have it as a fake user so it will stay

muted ridge
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Ok wait I got it I think

brisk iris
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I actually have no idea if I'm doing things the right way, but it's been mostly working so I've just rolled with it 😅

muted ridge
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I think that's good

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Just Blender you know

brisk iris
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Literally

muted ridge
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I'm going to stream my tests if you want

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Or we can even voice chat

brisk iris
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I can hop in, but my wife is napping next to me so can't go on mic 😄

muted ridge
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Alright np

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Stream will be fine then

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I think I nailed the translation data here

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It's 5 meters

brisk iris
muted ridge
brisk iris
muted ridge
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Yea

brisk iris
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Sick!

muted ridge
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I forked the repo anyway so I'll upload my blend files once I'm done

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You'll be able to see how I did it

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The important part is to use linear interpolation for translation data

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Then just keyframe it like anything else

brisk iris
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We should probably add like 1m translation data to the gallopToIdle as well

short cloak
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is gallopToIdle finished? i didn't see an fbx for it

brisk iris
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Ah nice yeah, I managed to get the linear thing sorted when I did my skateboard, it was driving me crazy for a while haha

muted ridge
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What's gallopToIdle ?

brisk iris
muted ridge
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Also going to test idle to gallop

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Oh wait it' s not done nvm lol ?

brisk iris
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I'll put it up now

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I'll add 1m translation data to it, and then you can tweak from there

muted ridge
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That's going to be annoying to handle having a singular blender file I feel like ...

muted ridge
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You shouldn't use linear for things that vary speed

brisk iris
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Yeah I'm gonna have it taper off

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I've managed to get it pretty well on my bicycle, so I can use a similar graph

muted ridge
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👌

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I'll publish my fork if you want

brisk iris
muted ridge
muted ridge
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Tho that's one reason to use multiple blend files

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They are 7 Mo per files

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The repo size limit is a Gb right ?

short cloak
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i don't think there's a limit

muted ridge
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Wait really ?

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Naaah there's got to be a limit ?

short cloak
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not what their docs say

muted ridge
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Hmm

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Yea

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Just if you 5 Gb you basically get flagged or some shit

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@brisk iris so I think the best way to handle animations and edits to them is to have a separate file every time

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That sounds like the most flexible method to do it

short cloak
muted ridge
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Best way to handle multiple of us editing blender animations I'd say

brisk iris
muted ridge
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Reddit mb

short cloak
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if your repository causes noticeable issues for github they will email you, there isn't a specific size limit they'll do that at

muted ridge
short cloak
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our repository is simply not popular enough for that to matter (and it's not going to get large anyway)

muted ridge
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Eeeh when you start having multiple blender files it starts getting heavy I feel like

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Tho it won't be a Gb I feel like

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7 Mo per horse animations

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So that's like what, 20 animations perhaps ?

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140 Mo ?

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  • character animations in the future ?
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10 animations perhaps ?

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Yea we'll be fine

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Welp I got nothing to do anymore lol

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Back to wiki

brisk iris
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I matched the linear speed before it hits the ground with the translation data from your fork Doggy, which was 1m every 3 frames, and then I gave it half a meter of slowing down. Maybe I should give it a full meter of braking?

short cloak
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i'm wondering if this'll mess with pathfinding

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it might overshoot

brisk iris
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Oh, hmm, good question

short cloak
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unclear if that actually matters though

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i haven't seen animals actually path to a specific place rather than just... run in a direction for a bit

brisk iris
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I'll make a PR for it rn and upload it along with the split .blend files for all animations

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I'll give him a full meter of braking, I think it will look better, and then we can always tweak if needed

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yeah 1m feels way better

muted ridge
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tbf just test it

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You can directly export in the mod files and it'll update in-game

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Guys

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I did something ...

exotic pike
brisk iris
short cloak
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kinda hard to get the horses to even run but seems to look good in-game 😅

muted ridge
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It does yea !

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It's pretty good

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Is the issue with the trop animations that there isn't enough "friction" in the horse feet ?

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Idk if you see what I mean @brisk iris

short cloak
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the speed variation looks a little ridiculous there 😅 maybe i should only enable it for galloping

muted ridge
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I don't notice differences here

astral rover
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Redchili anims?

muted ridge
silver holly
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Looking great though! Amazing progress today!!!

astral rover
silver holly
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Maybe we could make a gif of the horse lifting up into the rear? Or would it be best to just screenshot a rear?

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As well as - I was thinking of this earlier and I know it's super early to start talking about thumbnails and uploading the actual completed mod but! What are your guys' thoughts?

Who should upload it? What should it say? Who all wants to be credited with what?

silver holly
halcyon monolith
short cloak
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probably

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but it's not even supported for males in the first place so probably not worth using

halcyon monolith
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also, about the multiple blend files for animations, why not just export the animations as FBX and then reimport them? Or is there something blender lacks when it comes to reimporting? (or maybe you lose the whole rig entirely?)

astral rover
halcyon monolith
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hmm well space isn't a concern anyway like albion said, so I dont see why not to use blend

astral rover
silver holly
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AAAAAAAA OMG!!!!!!!!!

topaz meadow
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Just finally checking this after helping a friend move today and holy moly this is great

muted ridge
brisk iris
brisk iris
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I think I'm gonna have to split my time a bit between this and my bicycle mod, it's been sitting for a while with a bunch of new features at like 80% done and there's some bugs I gotta take care of 😅
But I will still make more animations in the next couple of days

short cloak
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don't worry about it, we're all doing this for fun, you don't have a quota to fill

brisk iris
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I would just feel bad for leaving you hanging when we're making so much progress 😄 The animations that are left are not super hard either, so they shouldn't take long

muted ridge
limber plinth
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I can reshare later

proper dust
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Damn! Looks like there's been a lot of progress since the last time I checked this thread cowboy_hat

agile shoal
silver holly
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Thank you for everything you've done so far 🙂 Good luck with the bike!! Maybe it'll give you more insight on this project, too

topaz meadow
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For real. Take your time. This has been a slow burn of a project but it’s great to see consistent strides whenever everyone finds time to work on it.

limber plinth
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As it should be, and it's great

muted ridge
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I guess that's communism

muted ridge
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@short cloak I see you implemented horse riding ?

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Oh wait no, that's old no ?

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I checked the Trello and found that

limber plinth
haughty bronze
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If anyone is able to help, can I draw a few alt textures? I use substance painter and the export stuff helps with the super bright textures the animals have.

muted ridge
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I use a debug option that removes lighting

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So you'll have to test yourself the mod and you can always do pull requests on the repo to propse changes

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People need to understand that this project is basically fully open source rn

silver holly
limber plinth
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This was the painted on texture/shading I came up with. The layout might help you.

#1345522089720942665 message

silver holly
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This is a bit more like how it's gonna look in game for reference sake! @haughty bronze but still wanna see/hear your idea!! Could bring a new perspective

limber plinth
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Yeah, this is the first time I've tried texturing/shading-- there's some issues with seams

short cloak
muted ridge
short cloak
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i doubt it's caused by the textures but obviously it's changing how they appear

short cloak
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most likely

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i'd guess it's something stupid like the engine expecting a certain scale or something, it's always something like that

muted ridge
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Could be roughness or some shit

muted ridge
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Could an issue like for vehicles perhaps ?

muted ridge
short cloak
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does that cause issues with vehicles?

astral rover
silver holly
eternal briar
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512x512 is the golden # for texture size

astral rover
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How is paddlefruit handling the rig fix? is he going to do it? I can do it too, but it would be easier to generalize what each person does I guess

agile shoal
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Ive been busy with my finals

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Im almost done but im still busy sadly

brisk iris
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Got my bicycle patch done and released! Now I can get back to making some more horse animations 😄

silver holly
silver holly
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I've been doing some thinking!

There's been people who have been asking to donate, but no one has been wanting to accept (Which is okay and I understand you guys are so sweet)

But I think for those who want to donate, I'd like to direct them to https://equusfoundation.org/ or other horse conservation groups!
Donate in the spirit of horsey 🙂

silver holly
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Btw I'm not saying only donate to this one but do some research - Or even research for local horse rescues near you!

Here's a few more links
https://www.hanaeleh.org/help-a-horse/donate/

https://sunrisehorserescue.org/

https://www.serraequinerescue.org/donate

https://www.heartofgoldsanctuary.org/

Please donate to Hanaeleh, Orange County's leading horse rescue since 2004. We rescue and rehab neglected and abused horses.

Heart of Gold Sanctu

A horse rescue, sanctuary and adoption center in Sebastopol, of Sonoma County, California.

astral rover
brisk iris
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Back in the saddle! Did a Gallop to Walk and a new walk animation (couldn't find the blend file for the walk animation that was already there and had to make some changes)

mighty flower
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The transition looks elegant, although I don't know if it's just me who thinks the head looks a little stiff.

brisk iris
brisk iris
muted ridge
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That looks amazing

muted ridge
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Is that I think the end part should be shorter

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I think if you leave it that long, it will limit the next animation that can be played

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And so it's best to shorten that walking part to the minimum so the basic walking takes over I think

brisk iris
muted ridge
silver holly
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I'm not sure if it's on the to do animation list but if it isn't, we should put a full stop from a gallop

silver holly
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literally squealing and kicking my feet OMG!!!!! 👏 ✨

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I just keep thinking to myself "this is the best it can't get any better" and somehow you keep managing

brisk iris
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It's a fun challenge for sure, and definitely gonna be worth it! 😄

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I've made a PR with the new animations, and adjusted trot a bit to feel less floaty. Also split all animations into separate .blend files for easier collaboration

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Gonna do GallopToTrot which should be fast since I can use most of the GallopToWalk animation.
I think we might get away with not having any XToGallop animations, the engine interpolation should hopefully work well for those, but if it looks wonky I'll make those as well.

brisk iris
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This one was tricky as fuck, goddamn horse legs

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Something still looks a bit off about it, but I think I need to see it in-game to feel it out

brisk iris
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Gallop To Trot
Tomorrow I should hopefully have time to do the rest of the turn animations.
Once those are done I can do some tests in-game to see how the engine interpolation for TrotToGallop/WalkToGallop looks and see if it's necessary to make those as well

silver holly
silver holly
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@muted ridge How do we do that? 🥺

agile shoal
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Ok, sorry for my hiatus, what exactly are the issues some people are having with the horse rig?

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Amazing work Alex

astral rover
astral rover
astral rover
muted ridge
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I suppose Albion simply copy pasted the ones from another animal and modified the animation file, and added a check that it's a horse

brisk iris
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Or hmm, I guess it would have to be center of Y as well

brisk iris
muted ridge
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I will try later today to implement the animation in-game. Tho no promises as the AnimSets make my brain fry 🥲

brisk iris
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Oh whoops just realized I created my previous PR on Doggy's fork 😅 I made a new one on the main repo with the 5 animations

brisk iris
muted ridge
short cloak
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i've integrated GallopToTrot but i haven't been able to get it to actually trigger 😅

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the others will be more complex, they aren't animations animals usually have

limber plinth
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Set variable works for animals too right?

short cloak
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i tested around with the turning animation, but they don't seem to set the animation variables players do to trigger theirs

limber plinth
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I wonder if you can fake states using a matrix of conditions

muted ridge
muted ridge
limber plinth
short cloak
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doesn't seem like it

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vanilla animals don't have turning animations so it makes sense

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hmmm actually

muted ridge
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They don't ?

short cloak
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animation variables don't seem to be the issue, it's states

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i wish they'd open that up for modding since it'd make basically everything about this mod easier

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but as always it's circumventable

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hmm no

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the issue here is they transition to their walk state whenever they turn

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i tried just putting the animation node in the walk state, but isMoving gets set to true when they're doing that

limber plinth
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If you have two anims with similar conditions which gets set?

short cloak
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the one with the higher condition priority

limber plinth
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Ah I forgot about priority

short cloak
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the issue is this animation should only play when they're still, if it takes priority it'll interrupt their movement, and if it doesn't then it'll just never play

limber plinth
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And there's no other params that can be checked? I came across a file with conditions that are parsed.

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Still as in idle?

short cloak
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yeah

limber plinth
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But turning isn't idle right?

short cloak
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yeah

limber plinth
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I don't want to suggest an onUpdate but... Maybe if you can get the angle difference between updates and set a condition that way...

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But eugh

short cloak
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to be honest we're going to need one to integrate a lot of these animations anyway

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the existing ones don't need anything special but now we're adding things that vanilla animals don't do

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i'm not sure how to integrate the walk animation either, vanilla animals only have two speeds

limber plinth
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I'm just tired of leveraging on updates for stuff 😅

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Do animals trigger on player move? If turning triggers it

halcyon monolith
brisk iris
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I had to take some slight creative liberties with how they turn to make it end centered on the X and Y axis, I could technically animate it in place as if it was moving and use translation data to actually move it, but it's so damn difficult to do that lol
I can revisit them at some point to make them more accurate

brisk iris
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Glad to have those out of the way

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In terms of basic animations I think all the main ones are done. I'm gonna do the IdleToWalk/Trot now, I think those would look weird when interpolated by the engine, and they shouldn't take much work

muted ridge
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Nice !

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I haven't had the chance to try to get them in-game yesterday, didn't have time 😅

short cloak
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i'm afraid i still don't know how to integrate any of these

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scripting turning animations is going to be tough

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walk animation will be fine but we'll need to work out what conditions would actually make a horse walk (vanilla animals only have two speeds)

brisk iris
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Oh okay no worries! Worst case we could implement just walk and gallop for now, and add the others later, as well as turning later on

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Is anyone already planning on doing the character animations or should I go for it?

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Those should be a cake walk compared to the horse, so I can probably knock out the essential ones pretty quick

muted ridge
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The main issue is linking these with the horse animations

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I got no idea how that works

short cloak
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it's easy

muted ridge
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Good to know

topaz meadow
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yeah that was the part we solved first to make sure it was even possible.

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by We I mean Albion

short cloak
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the only thing you might need to watch out for is the player's animation needs to match the length of the matching horse animation or it won't loop properly

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for animations that have them directly interacting that would probably be the case anyway but just in case

muted ridge
topaz meadow
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it pretty much syncs the anims when the 'grapple' takes effect, the only thing to be mindful of is like Albion said to make sure they're the same length.

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You could probably import a human rig into the horse walk/gallop animation and just animate in sync with the keyframes in blender.

brisk iris
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I miss animating humans, this is gonna be fun

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What position should I use, should I pull the human up on the Z axis to match the height of the horse, or pull the horse down?

short cloak
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you should put the player up

brisk iris
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Awesome will do

narrow lynx
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I'm really looking forward to this mod, I hope it's out soon. Cheers and good work!

brisk iris
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Do we have a saddle that we've confirmed to release with? So I can place the feet in the correct location for the stirrups

muted ridge
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Someone made a saddle model I believe

brisk iris
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Oh yeah @astral rover Did you get that saddle uploaded somewhere?

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Do we know if the horse can wear clothes? Or are we gonna have to do the saddle as clothing on the player?

topaz meadow
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We haven't proofed it-- but in theory animals should be able to wear articles of clothing if I'm not mistaken.

short cloak
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yeah, hasn't been looked into, but probably possible

brisk iris
muted ridge
#

lol

#

I was not ready for that

short cloak
#

we need to work out some bullshit trigger for this animation that nobody will ever find

#

at the very least i want it in the files for the off chance somebody notices it

brisk iris
#

Haha I'll put it in the next pr 😂

muted ridge
#

hell yea

astral rover
muted ridge
#

Yea don't put assets on the Trello I feel like

brisk iris
#

Hmm, what scales should I be using to match the positioning of the human and the horse? Importing the horse to the human rig and setting scale to 0.01 is still too large, and 0.001 is too small

short cloak
#

i think the horse has been observed to be too big in general

brisk iris
#

Ah okay, should I just eye-ball the scale using some references then? adjusting Z position of the human animations will be easy if we want to tweak it later

#

0.006 seems good

astral rover
brisk iris
brisk iris
astral rover
#

danke

astral rover
brisk iris
#

Oh that's weird, I had it flipped. I'll make a new file and see

astral rover
muted ridge
#

How are we handling player on horse with a different scaled animal ?

#

Since that should impact player's position on the horse ?

#

We can't have too much difference in height no ?

#

Also need to disable horse riding if it's a baby horse

short cloak
#

they're a different animal anyway

brisk iris
#

I should make a bareback one as well right?

#

@astral rover It looks like the stirrup heights needs to be adjusted a bit, they hang a bit too low

muted ridge
limber plinth
#

I think everyone in PZ is technically 6'

brisk iris
muted ridge
#

That's so good jeez

#

Our job to move our ass to implement them in-game lol

#

I can't this week end sadly

brisk iris
mighty flower
silver holly
#

You're doing miracle work this is absolutely amazing though!!! Your animations are so smooth and feel like they hold weight!

brisk iris
astral rover
astral rover
limber plinth
#

😩

brisk iris
astral rover
brisk iris
astral rover
brisk iris
#

But just for the arms, for the legs I use IK

astral rover
brisk iris
astral rover
brisk iris
#

Niiiice

#

Do you think you could do that one, the trot and walk? I can do the dismount, and I think those are the only ones left for a basic implementation

astral rover
brisk iris
brisk iris
#

Alrigthy, PR has been created for those. Tomorrow I'll do the dismount

#

@short cloak @muted ridge Since you are the main ones doing the implementation in-game, would you mind checking the remaining horse animations on the trello card when you have time and let me know if any of them are essential for getting a basic implementation done?

silver holly
#

Have you done:
Horse being called/summoned
Horse eating
Horse death?

#

I THINK those are essential(?) then again I wasn't asked sorry lmao

limber plinth
#

I think and idle graze is good

#

not sure what you mean my call/summon unless you mean the rider doing something

silver holly
#

I mean yeah probably a whistle animation for the player would be good o: I wasnt sure what summoning was gonna look like, or if it's just gonna be galloping from a certain distance

topaz meadow
astral rover
muted ridge
brisk iris
muted ridge
#

It'd involve something completely different, basically adding a whole new shouting method which I'm not even sure can be modded in

#

It's definitely not essential

#

Also there was someone who did a death animation already

#

I can't search for it rn, but if you scroll up you should find it I think

brisk iris
brisk iris
muted ridge
#

I maxed their trust and they came to me when shooting

brisk iris
#

Oooooh, well then let's just keep that, much easier

#

I'll add a petting animation too, I'm guessing you increase trust by feeding and petting? Or just feeding?

muted ridge
#

Maybe the wiki page about animals

carmine kelpBOT
#
PZwiki

Animals with their own AI that wander the landscape are included in Build 42. The first iteration of animals are not utilizing Lemmy's AI code, and instead have very basic functionality. These animals are intended to support the new crafting features added in Build 42, therefore mostly only include animals utilized in animal husbandry, such as cows, sheep, pigs and chickens, providing a renewable source of milk, hide, wool, etc.

limber plinth
#

Didn't they add whistle items in game?

#

There might be a vanilla animation

short cloak
#

when you yell with a whistle equipped your character blows the whistle

muted ridge
#

Tho that could be a good thing to loon at to be able to wisttle

astral rover
silver holly
muted ridge
#

Yea check some clips of them walking I sent

#

I shout so they come to me

brisk iris
#

Low-key wanna go horse riding now, I've been watching so many instructional videos for reference footage that I feel I've actually learned some stuff, and it looks fun lol

muted ridge
#

That movement to the front looks weird I feel like

#

7 to 8 seconds

brisk iris
#

I think if I just make the dip part a bit slower it'll work

#

Ah fuck it, I'll make a new one

brisk iris
limber plinth
#

The strap footing is super satisfying

brisk iris
silver holly
agile shoal
#

Id like to ride a horse myself for sure

#

Again every time I pop by im blown away, amazing work as always Alex

brisk iris
brisk iris
#

So 42.8 is out, and it has this:

  • Changed how animals become domesticated (aka "not wild"):
  • Before, it was when the animal was put in a designated zone.
  • Now it becomes domesticated when picked up.

Is it relevant for us? Does attaching a rope to an animal count as being "picked up"?

short cloak
#

there must be some method since there are vanilla animals that can't be picked up

hidden lark
thin crescent
brisk iris
hidden lark
brisk iris
hidden lark
brisk iris
north ferry
#

animal care is also probably a little too easy to grind for that to be a good idea

#

I recall another modder making a driving skill mod, though./

silver holly
#

Weve been trying to think of a way to do rider levels, possibly incorporating a skill or a job like
Horsemanship
Jockey
Bareback
That can be leveled up, if somehow we can create a system so that lower level=higher chance of being bucked off and vice versa - that would be great

#

It would be even better if we could tie in bonding/breaking so if the horse is more bonded to you/broken by you the less chance it'll buck you

hidden lark
agile shoal
#

Id argue that all we would need is Riding, and the Groundwork could just be incorporated into Animal Care but either works really

#

Occams Razor my beloved

silver holly
#

Hell yeah

brisk iris
#

Is there hitching in the game already? I haven't done any stuff with animals in PZ yet, so not sure if you can already rope them and tie them somewhere. If not, we should see if we could add that so you can hitch your horse to a fence or light pole when you go looting so it doesn't wander off

silver holly
#

That's so smart

#

I don't know if it is

mighty flower
#
  • Harmonica and Whistles are now visible when blown.
    They added that you could see the harmonica and the whistle.
    Couldn't that be used, to avoid making a specific call animation.
#

I think you can use a rope to tie them up and move them wherever you want, but I don't think you can tie them to some place like a fence or pole.

brisk iris
brisk iris
brisk iris
#

Oh hell yeah, there's already a full on hitching system in-game already, we can easily just add more allowed objects

brisk iris
north ferry
#

So what will actually happen if you crash or get too close to zombies while riding?

silver holly
muted ridge
muted ridge
#

Tho with how the system works, it might be hard to change zombies attack system

north ferry
silver holly
north ferry
#

In my 400~ hours of PZ so far I have yet to try sprinters, but my personal vibe of them in this game feels like it completely throws what I like about PZ out the window

#

With fast shamblers you can not only survive eventually, but thrive, you have more time to get better and just start to create yourself a nice place to live and enjoy, which would be great for getting horses now to enjoy survival even more.

#

But with sprinters, I don't know, I guess I would guess they make survival much more intense, like you're constantly surviving by the skin of your teeth, there's isn't as much time to enjoy the fun things because you're constantly more desparate

mighty flower
#

No zombies (that scares me) > sprinters

silver holly
#

Project stardew valley

north ferry
mighty flower
# north ferry But with sprinters, I don't know, I guess I would guess they make survival much ...

I think that's why they play them, the tension, the difficulty, alteration, anxiety, freneticism, my friends like strong emotions and cardiac arrest, although I do not judge them that feeling I get to experience with other games, and it is usually addictive, but honestly I do not end up enjoying if I have to be aware that if I get 3 zombies and I do not have a fence or a small obstacle jump is practically assured death.
Although the same, nuts this big those who play like this: 🖐️ 🖐️

#

By the way, something I wanted to suggest was that in low levels of Riding, if you made those braking movements with the horse, you would fly off or fall off the horse, since you are inexperienced.

silver holly
mighty flower
#

And as someone else said, that a high level would make the horse less tired and make the horse run slightly faster cowboy_hat

agile shoal
#

Is that how that works irl tho?

mighty flower
# agile shoal Is that how that works irl tho?

An inexperienced person does not know how to bring out the true potential of a horse, except for a true rider, who seems to be one with the horse.
Anyway it is a suggestion, or they can make the speed vary depending on the breed, as it happens with the animals that are currently, that each breed has something to take advantage of more than the others.

silver holly
# agile shoal Is that how that works irl tho?

It's really gonna depend on the horse, whether or not it's broke. Figure it's gonna be harder to vary stats of horses, so it being dependant on the player stats seems more doable. Correct me if I'm wrong tho!
Also if you're not a good rider, there is a legit higher chance of falling off

topaz meadow
#

Generally I imagine it’s a lot like grappling sports; you just start to understand what the horse is going to do before it does it via body language and simple plain experience. And that translates to better handling; less falling off, etc.

Anyway skills and things like that maybe come later?

brisk iris
#

So I was working on a different mod that has custom animations and I was having this issue with it.
It made me realize maybe I'll have the same issue with the rider animations since I use the same rig and unfortunately it seems so.

muted ridge
#

I remember something like that

brisk iris
#

You can see here that when I go from idle to saddle up it changes the position of the player to be under the floor

muted ridge
#

@topaz meadow does that remind you of something by any chance ?

#

I feel like I've seen that since B42 unstable

muted ridge
#

Make sure to export with 0.01 scale

brisk iris
muted ridge
#

But who knows, maybe it can cause such issues too ?

topaz meadow
brisk iris
#

Unfortunately doesn't seem to solve the issue

brisk iris
topaz meadow
#

Having the blend time 0 is fine tbh

#

Probably either something to do with scale size or maybe just the skeletons position relative to ingame idle

brisk iris
#

Yeah I've spent all day trying different export methods, with different rotations and scales and stuff, but it's just not budging lol

#

We could always do blend 0 into a custom animation that is animated to look like a transition that then goes into the saddle up. There's ways around it, just wanted to check first if someone knew a fix

silver holly
agile shoal
#

Absolutely

astral rover
astral rover
brisk iris
# astral rover Something is off with bone rotations maybe? Could be that zomboid uses different...

Yeah I'm not sure, I've been trying different rotation settings on different objects, and tried messing with the animsets and stuff, and that little rotation thing just won't go away.
The thing that is so weird to me is that it only happens during the blending between the vanilla and the custom animation, once the blending stops everything plays fine.
And if I use a different rig it works, so it feels like there's just some quirky PZ thing that is messing things up

astral rover
brisk iris
#

Oh absolutely 😂

brisk iris
#

Okay I think I have all the mount/dismount animations done, for saddle and without, I will make a PR with those.
I saw that there is a death animation and I feel it works for now, I can make a new one pretty quickly later on.
I can make a quick idle grazing and eating from hand animation for the horse, and a feeding animation for the player.
After that, I don't think there's any other crucial ones right? Except the riding ones, but I believe @astral rover were working on those?

I can help out with the animset xml stuff as well if needed, just let me know

muted ridge
astral rover
# muted ridge The repo

Should I keep not using Nla Strips and All actions when exporting? animation name's don't export outside the scene!

muted ridge
#

Not sure what you mean

astral rover
# muted ridge Not sure what you mean

Im exporting just the animation that is used in scene, when you re-import it into pz it'll not be the same as export, so I'm a bit confused on how you'll handle this, same with DEF and CTRL bones for the Bip01 rig

agile shoal
#

It's probably best to just use the NLA method, but whatever works works!

#

I'm not entirely sure what you mean though

topaz meadow
brisk iris
silver holly
#

i'm really sorry, only a month later am i getting to sit down at my desk and check it out - only to realize it's already got a texture! i'm so far behind. thank you so much

agile shoal
#

Nah we're all busy with stuff!

#

Id say that the progress made is still very good anyway though, especially thanks to Alex!

#

We still need to figure out where that translation data bug is coming from though

#

Is it affecting the horse as well, or is it ONLY affecting the player?

brisk iris
#

It almost feels like the animation is exported with two conflicting sets of translation data. Because if I don't animate the translation data, and I don't select the object when exporting then it still somehow ends up with the player moving forward, even during an idle state.

#

I can run some more tests today and compare animations exported using your rig with animations exported with mystery's rig

brisk iris
#

There definitely are some big differences, for example the mystery rig exports with the dummy01 parent at 90 X rot, bip01 -90 X rot, translation_data 0 X rot.

Yours exports with the bip01 and translation_data not being wrapped by a parent dummy01, and both bip01 and translation_data has 90 X rot.

The scale is also differing, the mystery rig export is 100x bigger scale

muted ridge
#

So if I understood right, PZ animations are flawed by default and won't allow us to use proper animation rigs, limiting us to some specific bone orientations ?

agile shoal
#

I dont think thats the casr

#

It really does feel like theres just one small detail we are missing herr

#

I dont think its the scale

agile shoal
agile shoal
#

You could try setting the dummy01 transform to have a rotation of 90 on the x axis and see if that changes anything even if you don;t export the dummy01 object. Maybe its something to do with some parent-child relation shenanigans?

#

The CTRL-TranslationData bone is actually parented directly to the Dummy01 object so that may be it

brisk iris
#

interesting... I will play around with that

topaz meadow
#

And as he mentioned, for reasons beyond our understanding when parenting everything under dummy01 the translation data simply failed to properly be read.

brisk iris
#

Is there some constraint forcing the bip01 to have a 90 degree X rotation offset from dummy01?

brisk iris
halcyon monolith
#

can you replicate this issue at a smaller scale? I might be able to do some testing

brisk iris
halcyon monolith
agile shoal
limber plinth
#

Ooh toss it in the community debug tools :0

#

I promise I'll give those more love this summer

fathom rose
#

hey guyss havent been here in a while

#

just came here to say hi and post this

#

wait not that

agile shoal
#

So skilled!

silver holly
silver holly
#

Just wanna take a second to say again
Thank you everyone for playing apart of this 🥺 Literally couldn't have happened without so many helping hands

north ferry
topaz meadow
muted ridge
silver holly
#

What they said lol

#

But thank you!

charred leaf
#

Just another little reminder that if financial support is required along any step of the way you have our full support!

#

Ya'll are doing some amazing work. So rad to see a team working so cohesively. 💜

brisk iris
#

Do we know exactly what's left to do for an MVP implementation?
Just getting the animsets working?

muted ridge
#

I haven't followed the project in the past week or two so I'm not aware of what's to do rn

hexed pendant
#

Model Peener

agile shoal
#

🤨

limber plinth
#

@sacred quail Saw your announcement regarding horses - thought you may enjoy this project + maybe be able to get those two modders involved. ❤️

sacred quail
#

I wish we would have one for B42 but so far I like seeing the progress here

limber plinth
#

I figured the two groups could pick eachothers brains

sacred quail
#

@stoic sky

limber plinth
#

Especially about animations

sacred quail
#

he's the modder guy

#

I just type :p

stoic sky
#

Yeah as said above, I don't think there's a whole lot of overlap.
Our project has no custom animations. It's merely a clothing piece that hides the bottom half of the player's body and has the horse's legs rigged to the player leg bones.

#

I'd gladly give animations, but there's none 😅 It just uses the default player animations.

limber plinth
#

That's an interesting compromise 😭

stoic sky
#

Eh, not ideal. Agree on that. But it looks decent enough for what it's supposed to portray 😅

limber plinth
#

I think the bike mod is an item too

brisk iris
#

It is yeah, but it sets a variable that triggers custom animations. From the sound of it, Aerx mod uses the existing player animations to move the legs of a horse? I haven't seen the announcement that was mentioned so not sure exactly what's going on haha

topaz meadow
silver holly
#

Centaur mod?

worn tree
#

just thinking of this mod again and hope you all are doing well!!

brisk iris
#

Hey gang! Is it written somewhere how we're implementing the riding? I remember that basically the player decides what animations the horse play, but how do we start that relationship? By grappling?
If I can get all the information we have about how that all works then I could start playing around with the XMLs and stuff to get a basic version working

muted ridge
brisk iris
#

Oh really? 😮 I'm gonna go through the code then and see

#

Was gonna play around a bit, but they're meatballing 😬

#

I'm on the animation-integration branch

muted ridge
#

uh...

short cloak
#

did you enable the mod on the main menu and then restart the game?

brisk iris
#

Sure didn't! Thanks!

silver holly
brisk iris
silver holly
brisk iris
warm sapphire
#

Hey guys, I'm new to modding and just wanna help out. I can do some animations if needed, or model something like a wagon made from old car parts and wood. I'm also up for trying something bigger if needed. I don't know how to code and stuff like that.
Let me know if i can be useful, Thanks

jade knoll
#

hi guys, I'm love your mod, and i want ask an one question:
will be there a combat on horse? ( lances, melee and ranged )

muted ridge
#

We hope so

#

There hasn't been much work lately, lack of motivation or being too occupied I think are the reasons

#

We're close tho

#

Just need to get horse riding I believe ?

jade knoll
#

other mechanics is optional for you, you are doing a great and hard project

#

hope you will made it to release

astral rover
muted ridge
#

Wdym we're waiting for an update ? And wdym combine animations ?

silver holly
#

I wish I knew how to implement and code PensiveCowboy

astral rover
silver holly
#

We're definitely in a tricky spot.
I'm confident it'll eventually get figured out 🙂 Everyone's been brilliant so far

#

Besides there's no rush!

warm sapphire
#

Hi guys, how are you?
Can I download some files from Github and try to make some animations?

muted ridge
#

@short cloak did you put a license on the repo perhaps ?

#

If not, should we ?

short cloak
#

i don't think there's a license right now

warm sapphire
#

Ok, nice 😉 I’ll try to do something soon.
A couple of quick questions since I don’t have time to read all the messages XD
The Google Sheet Animation doesn’t seem updated, should I refer to Trello and github instead?
Should I do the animations using the file with the saddle, or is the one without fine too?
Would it be interesting to implement jumping over fences or is that not possible with the engine? If it's possible I would like to start from this

More questions soon, sorry in advance ;D

astral rover
brisk iris
#

I think we decided on having each animation in a separate .blend right? So it's easier to work on them together, instead of having one .blend with all animations that needs to be maintained.
Right now all the basic animations needed should be on github I'm pretty sure, but when I checked last time it seems the code and animations were a bit fragmented across different branches, so I think the master branch needs to be updated with the latest animations, and all the code from the test branches

brisk iris
silver holly
#

Hope everyone is well and taking care of themselves in this heat ❤️

agile shoal
#

Heya!

#

Im sorry that things have been stagnant here, Ive been spending time on my own life and portfolio

#

Hope you guys have been well!

muted ridge
#

There's a lack of motivation I think sadly

#

Also everyone tend to have their own projects on the side

agile shoal
#

Ive just got a lot on my plate atm

limber plinth
#

The beauty of this is it is here for anyone to pick up, and always waiting 🙂

brisk iris
#

I might try to take another crack at it when I finish my current mod. Would be cool to get it working, and I see people asking about horses like almost daily on the subreddit lol

topaz meadow
#

Yeah I've sadly had my hands pretty much full making some custom work for my server so I haven't had a lot of time to do free-time projects dancingpensive

agile shoal
#

Im really wanting to secure an internship outside of the states so im focusing my efforts there

brisk iris
muted ridge
#

Lol the translation data is so wrong tho hahalol

#

Is that the last walking animation we had of the horse ?

#

I remember I had used other ones when making them walk with translation data

#

Tho they weren't walking in these I guess, they were going a tiny bit faster (don't know the words for it)

brisk iris
#

Haha yeah the translation data is fucked, I'm still messing with the animations and stuff

#

I also scaled the horse down, but I for sure did it wrong because the idle animation got fucked up and the blender file looks like this, so someone will have to scale it down properly 😄

muted ridge
#

Don't scale it in Blender

#

Scale it in game

#

Unless you did need to scale it in Blender ?

muted ridge
brisk iris
brisk iris
#

I was mostly just trying to get the movement and animations synced

muted ridge
#

Not in the scripts either

#

Basically if I remember right, animals can have a range of scale

#

And albion had mentioned the values were probably too high

#

So it's in the Lua

brisk iris
#

Ooooh I see okay, I'll look into that

brisk iris
#

It's pretty damn fun to gallop around I must say
Gonna keep tweaking the speed values a bit and then try to get the transition animations + turning working

brisk iris
# muted ridge Basically if I remember right, animals can have a range of scale

This was completely correct btw, there's a minSize/maxSize in the horse definitions.
I think I should be able to compensate for that pretty easily, the way I put the character on the horse is by matching it's XYZ coords, so I could check the size of the horse when mounting and then offset accordingly so it matches

topaz meadow
muted ridge
#

Oh damn this already looks pretty good !

brisk iris
#

Can control the direction of the horse independently from the direction where I am aiming

topaz meadow
#

Oh yeah it’s all coming together.

muted ridge
#

Lol there's still that goofy braking animation of the horse lol

#

But it already looks pretty nice !

dreamy prawn
#

Yeah it went from tech demo to alpha

muted ridge
#

I think the translation data of the walking animation is still a bit off, but I think it's also mostly the animation having issues

brisk iris
#

Yeah it needs some tweaks still for most animations

#

But at least they're not gonna be difficult to implement which is nice

muted ridge
#

Yea !

#

Also how is the placement of the player on the horse based on the size of the horse ?

#

Does it automatically vary ?

short cloak
#

so are we not even using grappletech anymore?

muted ridge
#

Isn't it grapple tech ?

short cloak
#

i see you're able to shove during it which i'm pretty sure releases grapples

#

people were asking for attacking on horseback and i kept saying it was impossible 😅

muted ridge
#

👀

brisk iris
#

Honestly I just didn't know how to get it working with grappling, so I used some stuff I had from my bike and auto walk mod and went through all the animal stuff I could find

topaz meadow
#

I suppose the issue is then— can we still sync the player animations to the horse animations doing this with your method?

muted ridge
#

With grapple tech I suppose yes

brisk iris
#

So it basically just overrides the horses pathfinding, but still sets bPathfind to true which makes it have locomotion when setting a new coordinate for it, making it run smoothly between two coordinates

muted ridge
#

Or at least better than currently

brisk iris
#

So I tell it not to move on its own, and then just update X, Y coordinates based on movement key inputs

muted ridge
#

This sounds very interesting

#

Wait that's really cool, you can control animals with Lua ?

#

Compared to the dogshit zombie method where you can barely do that without issues ?

brisk iris
#

Yeah there's a lot of stuff that can be done with Lua from what I found

muted ridge
#

Amazing

short cloak
#

animals have been explicitly designed to be moddable

muted ridge
#

Wait so we can make hostile animals

short cloak
#

(which makes the couple major modding issues they do have going ignored really bizarre 😅)

brisk iris
#

I have the player basically just glued to the horse, and make it face the same direction when movement keys are used, but if aim is used the player can face a different direction

muted ridge
#

:>

#

Let's hope they rework the zombie AI one day to be as moddable

short cloak
#

i guess anything is possible

brisk iris
#

I've realized through this that I can make a sidecart for my bike and put chickens/racoons in it, for adventures

muted ridge
muted ridge
topaz meadow
brisk iris
# topaz meadow Very nice. What’s the outlook on the player having riding animations? Or are the...

No it will be very possible, it essentially still moves the player even though they're stuck, so if I walk with the horse the player walk state is also active, same with idle/running.
The player also triggers some state that the horse doesn't, like turning. So using the player state I can also set some variables for the horse to switch between different transitions, making it match the turning for example. And in the horse XMLs I can set variables that can be picked up and trigger animations on the player. So it's very flexible

#

Best part is that with this method, the horse just has two states, idle and pathfinding. So whatever movement I toss in there with the right conditions will trigger

topaz meadow
#

Oh man that’s awesome.

brisk iris
#

And I can easily adjust for the different sizes of horses without changing animation since I just glue the player on using XYZ, so if it detects a big horse, just offset Z a bit

muted ridge
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Wait you can offset by Z the player ?

brisk iris
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Let me test actually, I never tried it but assumed it would

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Jesus christ

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hahaha

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wait

muted ridge
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Yea no you can't

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Bcs you're tping around

brisk iris
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Dang okay, I will think of something

muted ridge
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I mean unless you stop the falling state of the player

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No idea how you'd do that tho

silver holly
silver holly
#

Seriously omg @brisk iris absolutely amazing work 🤠

agile shoal
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Whoa! Fuck yeah guys!

brisk iris
muted ridge
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Yea I think it'll look weird

brisk iris
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Maybe I'll just do like 3 different versions of each mount/mounted/dismount animation at slightly varying heights, and we just cycle them depending on the size of the horse.

muted ridge
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What about grapple tech ?

brisk iris
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I guess I could give it another go, just not sure how to make it work. I tried a bunch of different stuff and couldn't get the animations/movements to sync

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Even then, maybe it's worth keeping what I have if it allows for horseback shooting/fighting? If the only drawback is having to make a few duplicate animations I'm okay with that

short cloak
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yeah this seems preferable imo

muted ridge
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Yea but at least explore the gapple tech to see if it's possible to do it ?

brisk iris
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That's true yeah, I could play with it more and see if I can get the best of both

short cloak
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it doesn't surprise me the previous implementation stopped working, the api for grappletech changes a lot

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TIS barely uses it at all currently so they don't really have to worry about breaking anything

eternal briar
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so is this on the git yet or?

brisk iris
#

Not yet no, I wanted to clean it up a bit and put in a few more animations, but I can push tonight

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I just can't find my idle to gallop animation, but I remember making one

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Fuck yeah found it

brisk iris
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Gonna make the player animation

muted ridge
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Really nice yea

thin crescent
brisk iris
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Also some turn animations will smoothen it out some more

thin crescent
#

super happy to see work being done on it again. I'm excited to eventually get my hands on it POGGERS

brisk iris
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We should probably agree on what an MVP for release looks like.
All the basic animations except for some when the player bobs up and down are done and almost fully implemented.
I haven't looked very deep into the feeding, animal zones, breeding, and other crucial animal related systems, but I think the trello has everything we need written down

thin crescent
#

I think everyone can agree that the only release blocker would be adding honse.

short cloak
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i genuinely have no clue how animals actually work lOL

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i've only gotten to play with them briefly so i have no idea if the horse is 90% done or 10% done animal gameplay wise

brisk iris
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Lmao yeah I hope that the animal system handles most things automatically as long as the animal definition is set up

brisk iris
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Tweaked the walk a bit so it feels less floaty, but I pretty much have to do it by making the movement more realistic which doesn't feel super great because it makes the screen kind of stop and go a bit with the movement.
I'll play with it some more

thin crescent
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human but you get my point

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where as something like this seems more natural

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very minor thing so more of a nit pick than anything

brisk iris
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Ah yeah good spot, I'll tweak that a bit and see how it looks

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No I appreciate the input, it helps a lot

thin crescent
brisk iris
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I think the reference I used was more for like a "show" type of walk rather than more natural like this

thin crescent
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I can totally see that now that you say it.

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a sort of trot

muted ridge
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Also there needs to be vertical movement of the horse too

thin crescent
brisk iris
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So im gonna tweak the legs instead so it works better for a linear motion

muted ridge
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Hmm

brisk iris
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The movment is kinda like if it was walking with a limp, but that doesn't feel good when riding it

muted ridge
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A horse moves at a constant speed tho no ?

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When walking

brisk iris
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Yeah it's just the reference I used had it doing some weird stuff

muted ridge
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👌

brisk iris
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I've also been trying to attach clothes to the horse, so far unsuccessfully, but I made an attachment slot that shows up in the attachment editor, so I think it might work somehow

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Would be dope to actually attach the saddle to it, as well as saddle bags, gun holster etc.

muted ridge
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0_0

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Definitely yea

restive steppe
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Man seeing all the progress for this mod is making me super excited for it

brisk iris
brisk iris
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Seems the animal system takes care of most stuff automatically. I was able to give it a diet, so I can feed it vegetables/fruits/animal feed, and the hunger gets satiated. It won't eat grass though, it goes to a patch when hungry and enters the eat state but doesn't actually consume any grass.
Gonna look into that

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Need to figure out a nice way to animate the mounting, this is what I currently have.
It basically needs the player to be inside the horse and facing the same direction before playing the animation for it to sync up well, but as you can see that looks a bit janky

muted ridge
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Remove blending I'd say maybe so the player starts at the position around the horse in the animation, offset from the center of animation space which is its position when starting ?

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Idk if that's clear or not

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You can also force the player to be looking at a specific direction

brisk iris
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Yeah I get what you mean, I'm gonna play with it some more

limber plinth
#

No sure if this is what you mean- but cars hide the actual player and have its own model inside assigned the players visual

muted ridge
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no

limber plinth
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Such a thing could occur right before the player sits but after they leap up

muted ridge
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The comparison to cars is only the part where the player walks to the door that's it

limber plinth
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Ok

brisk iris
brisk iris
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I'm gonna try playing with changing the animation as well to have it walk up to the horse in the animation after path finding to it

muted ridge
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How about

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How about having the translation data do it

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It sounds scuffed but eh

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And tbf if there's a tiny tp animation it's fine

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Vehicles already do that

brisk iris
#

I got it working pretty okay, there's a visual glitch when going from mounting animation to mounted because it throws a quick idle in there which triggers the rotation issue with the rig that was discussed a while ago (I have a workaround for this), and there's a tp that makes it look a little janky, but overall not too bad

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But I will try to play with the animation itself later to see if I can remove the need for the tp

coarse tinsel
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@brisk iris Got the model? Mind if I try to texture the horse?

brisk iris
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Fun fact, if the horse is hungry it will override my movement inputs and go eat grass lmao

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I didn't even try to do that, but maybe we should keep it? We can have it still take input if stress level is above X, so you don't have a horse stopping to eat grass in the middle of a horde, but if you're out and about and things are calm and it gets hungry, it will eat no matter what

muted ridge
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While you should make the player walk to its side

brisk iris
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Yeah I was able to make the player walk to the side and face it and everything, but the issue is that the animation requires the player to be inside the horse and facing the same direction as the horse for it to line up properly, and I just don't have the energy to mess with the animation to get it perfect right now

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I just want to get broad strokes and then polish can come later

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I desperately want to figure out if I can attach stuff, so that will be next

agile shoal
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Youre doing fantastic work my man

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Im so happy this project is still kicking

brisk iris
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Attaching clothing is a thing! Didn't know, but apparently all vanilla animals comes with bowtie and head_hat attachment slots lol

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Just need to figure out how to get custom attachment slots working and everything. Probably just need to target the correct bone

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Yuuuuup!

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If anyone has been itching to make some models for attachable stuff, at least now you know it will work! I'm gonna see how accessing bags could work. Seems I can't directly access stuff attached to the animal (as in via the world menu or animal menu)

limber plinth
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Would be great for a saddle system + reigns?

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How weird would it be to get a passenger?

brisk iris
brisk iris
# limber plinth How weird would it be to get a passenger?

Honestly, should not be crazy. The horse just gets move to xyz from movement key inputs and smoothly travels there using built in locomotion, while the player is glued on by constantly setting the xyz to be the same as the horse, so to have a second player get on you'd just glue them as well but not give them any movement input control

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Or maybe even have them just grapple the rider

limber plinth
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Neat

brisk iris
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Ah damn, I forgot I need to make a fall-off animation, there's gotta be a way to get knocked over by zombs

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ALSO

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Horses have collision and can trigger the player to fall if sprinted into, I think this means we could make hit effects triggered by the horse on zombies, which means ragdolls when galloped on

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Will probably be glitch city, but could be fun as a "use with caution" feature

brisk iris
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That counts as a passenger right?

muted ridge
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Hell yea

coarse tinsel
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Working on a texture now, very WIP

brisk iris
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Even better with the big one haha
100% voting we keep a plushie attachment slot

brisk iris
coarse tinsel
brisk iris
# coarse tinsel Maybe a satchel backpack on the back of the horse?

Yeah the possibilities are endless! I think you can even make new clothing items weighted to the horse, but I don't know enough about that to say for sure, I've only tested with simple meshes
But this could mean full horse armor for example, with individually moving parts and stuff

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But we definitely need some blankets, saddlebags, reins etc.

muted ridge
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Aren't the items attached to the horse ?

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They don't follow the skeleton

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Aren't they clothing ?

coarse tinsel
brisk iris
limber plinth
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Were the textures made before never added in?

muted ridge
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The animals are supposed to be able to have clothings yea

limber plinth
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I still have them on my end- I don't think I ever pushed it to the github:

brisk iris