Animation Issue

Hello all :jubilant:

I’d like to ask a little bit of help with an animation issue - if possible :content:

I’ve created an object that has an animation when hearthlings walk up close to it - and since it was a door and Blender has issues running on this computer ( :x ) I’ve used the Stonehearth’s door animation. It all has been working properly except for the door animation that… uh… even though it’s literally the same one used for doors, it’s weirdly displaced and I can’t seem to be able to fix it. I’ve trying tweaking a lot with some positions (like head and root) but they seem to make no difference at all. :frowning:

It really seems to be a reference/position issue and I’m hoping that it can be fixed with some tweaking and try and error without having to use Blender (like I said, it has issues on this PC :stuck_out_tongue: ) but I’ve no clue on where to start. This is how the animation plays out:

As you can see, the “hinge” sort of moves/orbits 90 degrees around the door’s position, (or something like that) even though the animation is completely unchanged from functional doors in Stonehearth.

Any clue or tips on where should I look for/what should I tweak are appreciated :merry:
Thanks and have fun! :jubilant:

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calling @JohnnyTendo maybe

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It looks like the pivot is inside the house.

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@malley also fought with a bunch of these while touching up gates

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Pivots. Where do they live? What do they eat? Tonight on Fantástico :joy:

But more specifically - do you know where/how to edit their position? Is it the matrix pivot on the .qb model? :open_mouth:

My first guess would be that you’ve exported your house from Qubicle (or whatever program) backwards - make sure your “Z-Axis” is “Right handed”.

Next suggestion would be to make especially sure that the pivot for the door you want is in exactly the same place in Qubicle in relation to the original door. (Though I’d bet you have that correct already)

Let me know if those don’t fix it : ). This is a super cute asset! is it a house or sauna or something?

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Not that one, but…

Could be that one! I mean, I definitely didn’t care/checked that. Is it the matrix pivot? Or just moving the model to make the door be basically at the same place as the original door (in relation to the center)?

It is a Smokery! :slight_smile: (or smokehouse for US english). That mod will change the trapper a bit, making pelts drop as fresh pelts and jerky as raw meat and then you’ll need to use drying racks to dry pelts and the smokehouses to make jerky :merry:

It honors me that you like it :heart: There is also a Rayya’s Children variant!

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Sounds neat! Will it also change the basic meat stew and omelette recipes to use the raw meat instead of jerky?

Yes :slight_smile:
And you’ll also be able to “cut” larger meat (like pork, venison, poultry) into meat cuts that can be smoked, giving a higher amount/less quality alternative to meat :smiley:

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Yes, that was it!
Moving it around on Qubicle changed the pivot and after a couple of tries I managed to get it correctly!
Thank you so much! :jubilant:

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Oh awesome! Its a smoke house? ; D That’s super cute!

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Would have been a pleasure to help, but that damn time shift…
Nice to hear it’s solved, a smoke chamber sounds (and looks) pretty cool :slight_smile:

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this sounds like the coolest shit ever (ive wanted to do something like this in my nordlings for ages but havent found the time yet) seems like ill just be subscribing to your mod for now :') it looks cool as shit!

PS. are you using your arcane container magic again to have it stored in there and turned into smoked stuff?

Yes :smiley:
I have so many ideas for it, that’s also why I turned it into a “core mod” :blush:
After I finish this one I should probably give some attention to Glassworks now that official stone windows are in, some issues to fix, compatibility to biome mods and a solution for the cluttered recipe screen is possible…

But after that, I’ll keep applying ideas to that system - there’s everything from aging beverages and baking dough to cheese making and such :smiley:

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Oh wow! You could even have golem chambers for recharging war golems so that they have to spend a certain amount of downtime if they get damaged.

Will there be grills and dad shoes to compliment the smokehouse? In the US, 4th of July is upon us next week.

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:smile:

Well, I’m afraid I’ll fail you with the grills but there are “scaly leather shoes” that you can craft to increase worker speed a bit.

The mod also overhauls leather/pelts a bit, there are now two types of leather (normal and scaly, from animals like the Varanus) and since it is now harder to make leather (in terms of time) they operate on a 1:1 ratio with pelts for small animals and 1:2 for large animals, so a large animal pelt (like wolves) will give you two units of leather. Scaly leather and normal leather are all the same resource (leather) but some recipes might require one (or the other) specifically so no worries, it doesn’t get too complicated :slight_smile:

Edit:
I’ll leave an image where you can spot some minor spoilers just for fun :wink:

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A tanning rack! Cool!

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And if you’re wondering who is going to take care of these new activities…
Well, someone is getting a promotion of functions soon :smiley:

(this is WIP/incomplete; please don’t mind it much :3 )

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that’s why “no spoiler” is recomended xDDD
now, i want it now! hahahaha
looks great :smiley:

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