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Chicken coop [WIP]


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Starting working on a 3D model for a chicken coop.  Have six nesting boxes build into the design.   Got to thinking about implementation and was wondering how one might get the chickens to roost in coop at night.  Let's assume one made a roosting bar, could one use something like InvisibleGeneric01 (furniture) to assign the chickens to it.  I see no furniture or idles that deal with chickens.   I thought I'd could turn the nesting boxes into a container, and borrow the concept from Zorkaz's mod Chickens Lay Eggs to span eggs in there.  

 

https://www.nexusmods.com/fallout4/images/292957

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Where did the chickens come from in fo4? I've never seen chickens. But, if there is a creature, then there are animations and, accordingly, a skeleton. This means you can import the chicken into 3ds, equip the rig, make animations, for example, sleeping, add them to ck and add furniture. But, I don't know if it's possible to make a workplace for a chicken. I mean that she only sleeps at night. The hen will probably be able to use the furniture when she is around, but not on a scheduled basis.

p.s. Oh, I realized that the chickens are from Far Harbor? 😁

 

Edited by South8028
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Based on a quick look, I found these animations.  While not perfect, the idle.hkx might work in a pinch.  The chicken's head move with this one, but she is standing still.  Can't recall ever seeing a chicken sleep, but I suppose they stand with the head/neck bowed/

66717096-1737949786.png

Edited by pepperman35
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25 minutes ago, pepperman35 said:

Based on a quick look, I found these animations

66717096-1737949786.png

If there is a sleep animation there, you can use it. I don't even know how to view the chicken animations. But, even if there is no animation, you can easily create it in 3ds with hct2014 and export it to custom hkx. You need to:  import chicken with bones equip it with inverse kinematics (there are tutorials on YouTube, and it’s not difficult). Unpack the chicken skeleton.hkx into xml to get the bone hierarchy.Create a rig.txt with a list of bones, where JOINTS must be in capital letters, otherwise the skeleton will be twisted during export. Animate and export. Next, assemble the animation and furniture in ck...

ChickenRace >> Subgraph Data >> Right click in the animation field >> New

Select the Behavior Graph and Role

Target Keyword: a Furniture must have this Keyword for the chicken to use it. Create a keyword then add it to your furnitures as well.

Actor Keywords: this Keyword can restrict the eligible chicken for the animation. Unlike Target Keyword, it's not necessary to specify it (in which case all chicken will able to use the furniture).

 Animation Paths: path of directory where all the .hkx files are located

Edited by South8028
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Thanks for that South, I'll have to see if I can figure that out.  You say its not difficult, but it sounds a bit difficult to this ole Padawan.  Made a little progress on the coop model yesterday but for some strange reasons those chickens refuse to go through the opening, choosing to teleport instead.  Maybe the hole is too small but I used one of the chickens to measure it so there wouldn't be any problems.  The collision look fine...so I need to ponder that one for a while.

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43 minutes ago, pepperman35 said:

Thanks for that South, I'll have to see if I can figure that out.  You say its not difficult, but it sounds a bit difficult to this ole Padawan.  Made a little progress on the coop model yesterday but for some strange reasons those chickens refuse to go through the opening, choosing to teleport instead.  Maybe the hole is too small but I used one of the chickens to measure it so there wouldn't be any problems.  The collision look fine...so I need to ponder that one for a while.

Well, if you definitely want to animate the chicken, I can make you a rig and rig.txt. I just don't want to do this in vain. If you decide exactly what you will animate, you can send me a link where I can unpack the chicken nif and skeleton.hkx. I'll put together a simple rig, hco and txt for export.

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