Gurken Khan Posted April 10 Share Posted April 10 1 hour ago, Alexandermb said: i propose change chickens to be single citizen gathering slot and only once carrying chickens straight to cc as a dead hanging chicken Slash their meat to a fifth and multiply their number by five? Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted April 10 Share Posted April 10 4 hours ago, Alexandermb said: Due to unproportional and unrealistic "meat steak" size i propose change chickens to be single citizen gathering slot and only once carrying chickens straight to cc as a dead hanging chicken. Reveal hidden contents currently food resources all have the same carry capacity. Quote Link to comment Share on other sites More sharing options...
nifa Posted April 11 Share Posted April 11 I like the walking, the feather-picking and tail-wiggling. The idle animation could be a little slower and with longer "staring-breaks". When bending down for pecking grains, only the neck and head should move, while the rest of the body stays more or less in position, not shifting its whole body. Hope it's not a problem with uv stretching then. The colour variations make it really cool. I think you could increase overall scale a little. Are you planning to add a rooster too? The chicken-carrying is a nice idea 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 11 Author Share Posted April 11 18 hours ago, Gurken Khan said: Slash their meat to a fifth and multiply their number by five? ((5+5)/2)*(1/5) Spoiler 15 hours ago, real_tabasco_sauce said: currently food resources all have the same carry capacity. then it could be opened a ticket todo. For future city building game mode could be usefull also. 3 hours ago, nifa said: I like the walking, the feather-picking and tail-wiggling. The idle animation could be a little slower and with longer "staring-breaks". When bending down for pecking grains, only the neck and head should move, while the rest of the body stays more or less in position, not shifting its whole body. Hope it's not a problem with uv stretching then. The colour variations make it really cool. I think you could increase overall scale a little. Are you planning to add a rooster too? The chicken-carrying is a nice idea i made those animations for feeding with longer staring-breaks and it seems they always have more importance than idle's ones: Spoiler 20260411-1417-21.1434176.mp4 3 hours ago, nifa said: Are you planning to add a rooster too? Prob, i have the CC reference also and has a good pov to bake properly, just need to make the crest larger and different animations for some scenarios. 4 Quote Link to comment Share on other sites More sharing options...
nifa Posted Tuesday at 09:58 Share Posted Tuesday at 09:58 On 11/04/2026 at 4:18 PM, Alexandermb said: i made those animations for feeding with longer staring-breaks and it seems they always have more importance than idle's ones: looks nice! On 11/04/2026 at 4:18 PM, Alexandermb said: Prob, i have the CC reference also and has a good pov to bake properly, just need to make the crest larger and different animations for some scenarios. Would be cool if it plays a @#$%-a-doodle-doo sound when the rooster crowing animation is starting 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 22 hours ago Author Share Posted 22 hours ago @Stan` Reduced bones count by 3, currently 29, 5 are IK's. but i belive blender have an export "deform" bones only option so probably 24 Edit: That option break the whole armature, don't. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 20 hours ago Author Share Posted 20 hours ago Hint: To make scalable meshes/animations make a root bone wich all non parented bones are connected to (keep offset) scale the mesh with armature and apply scale to the desired scale to export the base mesh (skeletal mesh). Next, don't keep the apply scale, revert the changes with ctrl + z so the mesh has the original size and use root bone scalation equal to the desired scale. 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted 15 hours ago Share Posted 15 hours ago 4 hours ago, Alexandermb said: Hint: To make scalable meshes/animations make a root bone wich all non parented bones are connected to (keep offset) scale the mesh with armature and apply scale to the desired scale to export the base mesh (skeletal mesh). Next, don't keep the apply scale, revert the changes with ctrl + z so the mesh has the original size and use root bone scalation equal to the desired scale. @Duileoga I made a few dozen animals; at some point I'll try to use those animation tips. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted 15 hours ago Author Share Posted 15 hours ago 53 minutes ago, Lopess said: @Duileoga I made a few dozen animals; at some point I'll try to use those animation tips. Imagine you need Sheep + Baby Sheep, then you can recicle the same mesh the same animation at a certain scale. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted 11 hours ago Share Posted 11 hours ago I have baby sheep, baby deer, baby wolf, baby bear somewhere. I used a script to scale the DAES. Quote Link to comment Share on other sites More sharing options...
Lopess Posted 5 hours ago Share Posted 5 hours ago 6 hours ago, Stan` said: I have baby sheep, baby deer, baby wolf, baby bear somewhere. I used a script to scale the DAES. Would it be possible to use this script to resize humans? Quote Link to comment Share on other sites More sharing options...
Stan` Posted 2 hours ago Share Posted 2 hours ago 2 hours ago, Lopess said: Would it be possible to use this script to resize humans? Yes I've done it too Quote Link to comment Share on other sites More sharing options...
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