Animations are off


#1

Hey Guys and Girls,

I´m still alive and working at my baker_mod (i know it`s been a while since last update, but life and studying kept me busy ^^").
With the arising of ACE I was able to learn the necessary things to solve one of the main problems in my mod: How to implement an extra animation for different workshops/recipes.

So I started to animate my the process of baking something. But everytime I try the animation in-game it´s somehow off.
At first I used the .obj files for male and female models, provide here in the forum. But I ran into the problem that the eyes stand out of the head , the bakershovel wasn´t in the hands as supposed to be and yeah… it was something messy. I concluded the cause for at least the eye-problem was the .obj file, because there was no layer for left and right eye.

So next try was to export a .dae file with voxelshop, after I imported the single .qb files from the stonehearth human-model folder and merged them. With some tinkering and trying I was able to import it into blender and animated the process again.
But when trying it ingame even mor strange things happend to my poor baker. Her torso showed in the wrong direction, the shovel was somewhere else but not in her hands and she was standing right in the oven (at least the last point I was able to fix).

But now I´m totally lost and dont know what else I could do to correct the animations.
So I hoped that somebody here could maybe help me.

I baker_mod.zip (2.7 MB)

I attach my mod.zip to this thread so it is possible to follow my steps. It also contains folder “models & animations”. There are the models-, meta- and skeleton-files I used and the animation .json-files ("named “bake_male/female.json”) I created with them.

Thanks for your time and any help you may can provide. :slight_smile:


#2

i hope someone does, i always did hope someone would do a more settlers-ish-cute-style animation for baked stuff like bread :stuck_out_tongue:


#3

Ahh the Settlers, good old days of my childhood… :smiling_face_with_three_hearts:
This was indeed one inspriation of mine ^^


#4

I like how the glory hole furnace was repurposed as an oven :smiley:


#5

Oh until now I wasn´t even aware that they look so similar… I played with your mod “Glassworks” and thought “Woooh. This Workshops look so great and full of details.:open_mouth:”. So I took this as inspiration for the overall design and built my oven from scratch from what I thought a baker oven could look like. It wasnt an itended repurposing :sweat_smile:

I love your work and it taught me alot about modding the game. So a big “Thank You” to you :blush:

May I ask you if you could give me hint how I can fix my animations?


#6

Ohh, I’m sorry – I didn’t meant it as an accusation or anything like that :flushed:
I know it’s not the same, the overall shape/size are different, also the brick sizes, etc… :smiley: no worries!
I just commented it in a funny way because the style is recognizable - so I’m honored you appreciate my work :heart:

As for the animations, I’m not much into animation myself so I’m not really sure what could be wrong, I’m sorry :frowning:


#7

Yeah we sort of don’t have a lot of people who know how the animation stuff worked, Bruno knows something about it, dani a bit, and I know @No_Name knew something about it but I’m not sure if he’s still around or not :confused:


#8

Seems like your only problem is that the tool is not placed correctly in their hands? That should be fixed in the tool model itself, check other tools how they are positioned and do the same for your.


#9

No problem Dani, i didn´t meant it rude or something. I understood that it was meant as a joke, sry if my response sounded harsh in some way. Sometimes it´s hard to anticipate how a sentence will sound if you aren´t a native speaker. So please excuse me :sweat_smile:

Thank you for the tip Bruno :grin: I corrected the position of the shovel in voxelshop and now it is were it was supposed to be. But there is still the problem that the upper body faces in the wrong direction (shoulders, hands and even feets included). Could it be a problem with the import of the .dae file into blender?
I remember that you posted in another thread a comment, where you wrote you had to rotate the whole model before/after (?) importing it into blender. Is this maybe the root of the problem?


#10

Yes. I can’t remember if you need to rotate 180 or mirror it. I guess just mirror as from your description it is just flipped. Better get an obj or dae ready for that instead.
I have these two, if you want
male.obj (288.0 KB)
female.obj (266.9 KB)


#11

So it will need a try ^^
Thank you for the files :slight_smile:
I used them for my first animation (which was overall better than that animated with the .dae file), but recognized that the eyes stand out of the head. I figured it is because, the eyes aren´t a layer and as such don´t have a origin that I could set “into” the head (you can see it in the last picture, where the frame enclose the model --> the eyes are outside of the head/face). Also the toes where somehow relatively far away from the feet, even with the origin set correctly.
So did I miss a step? :sweat_smile: