Jump to content

Wood chopping animations


pepperman35

Recommended Posts

The average winter temperature in Boston, Massachusetts is around 36°F for the high and 22°F for the low in January.  Average high of 39°F and average low of 25°F in February.  Average high of 45°F and average low of 31°F in March.  The cold season lasts from December to March.

As there are tons of dead trees within the wasteland, it stands to reason that people would use the wood for firewood and thus warmth.  It would be nice to have some idles and/or furniture objects that included a wood chopping animations.  
 

Link to comment
Share on other sites

Not very difficult, even together with the animation of an ax, chainsaw, or hand saw, etc. But I’m now doing a super complex animation of an overhead crane, in which the number of details and frames has already reached such a value that when I press export, I go away to smoke. It takes about a minute and a half to export. When I'm done, we can try making firewood. 

Link to comment
Share on other sites

41 minutes ago, pepperman35 said:

Yes, I saw the video on the overhead crane...top shelf stuff there mate.  

There's still a lot of work to do. One wire will have to be redone. For some reason the behavior of bones is different in nif and 3ds. Even if everything looks perfect in 3ds, strange artifacts may appear in nif. On the overhead crane you can check vanilla furniture sequences: Unoccupied, Occupied, Enter, Exit. They should be in sync with the havok animations: Entry, Loop, Exit.

https://disk.yandex.ru/i/oGQaPlDLCxoSgA

With firewood everything is much simpler.

 

Edited by South8028
Link to comment
Share on other sites

On 2/12/2025 at 7:32 AM, South8028 said:

 For some reason the behavior of bones is different in nif and 3ds. Even if everything looks perfect in 3ds, strange artifacts may appear in nif. On the overhead crane you can check vanilla furniture sequences: Unoccupied, Occupied, Enter, Exit. They should be in sync with the havok animations: Entry, Loop, Exit.

Are you using IK solvers for the wire bones? I made a flexible telephone cord a while back, not a spiraled cord, but one like you'd see on an old pay phone. More like a cable, I guess. I had a lot better results using MassFX than I did using regular bone animations.

Are you having trouble syncing the character animation with the crane animation?

Link to comment
Share on other sites

19 hours ago, ChuckYufarley said:

Are you using IK solvers for the wire bones? I made a flexible telephone cord a while back, not a spiraled cord, but one like you'd see on an old pay phone. More like a cable, I guess. I had a lot better results using MassFX than I did using regular bone animations.

Are you having trouble syncing the character animation with the crane animation?

It's clear. I wanted to ask someone about the possibility of using massFx in nif... No, I had no problems with character synchronization. I just won't sync the character with the 12k frame animation. Honestly, I was just too lazy to animate the character, and I didn’t know exactly how to animate him. It would be nice to make a booth and put the actor in the booth. But laziness. This crane, even without a character, tortured me.

I already posted this video in a separate topic. I simply placed the actor in an arbitrary place with simple animation with animObject. I'll come back to this animation later when I'm in the mood. I’ll also make the remote control on a wire and make the actor’s animation better. The faucet also needs to be redone again. I am unable to assign a settler to this workplace for some reason. Npc stomps around and does not use furniture.This kills the mood and the desire to continue tinkering with this crane.

Edited by South8028
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...