Context
With the foundational animation pipeline in place, today focused on refining the animations themselves and integrating the remaining meshes needed to support core farming and gathering behaviors. This was a polish-heavy day with a mix of creative adjustments and technical troubleshooting.
Animation Overhaul
Although all animations were functional, they still felt a bit slow and lacked the responsiveness I wanted for moment-to-moment interactions. I spent a significant portion of the day:
- Re-making each animation sequence
- Increasing speed and smoothing transitions
- Ensuring poses aligned well with tools
- Testing each animation inside the seat-device workflow

The results feel noticeably better—more readable, more responsive, and tonally closer to a cozy life-sim.
New Mesh Integration
I added the remaining meshes for:
- The scythe/grass cutter
- The watering can
These are now supported in the animation flow, though the watering can still needs:
- A proper material
- VFX for water flow or sprinkling
That will come during the polish phase.
Troubleshooting & Regression Fixes
Half the day went toward tracking down an issue where the player would bounce upward as soon as an animation ended. This turned out to be a regression caused by how the character was exiting the seat-device state. After refining the exit timing and adjusting root motion behavior, the issue was resolved.
Next Steps
With animations complete, I’ll be moving on to:
- Polishing placement preview visuals
- Adding tile-based VFX for actions like watering, digging, and cutting
Summary
What I accomplished:
- Rebuilt all animations for better speed and smoothness.
- Integrated the scythe and watering can meshes.
- Fixed a regression causing the player to bounce after animations.
- Prepared the system for upcoming polish work.
What I learned:
- Animation feel depends heavily on timing and responsiveness.
- Even small regressions in animation exit logic can create noticeable UX issues.
- Having a stable animation set makes visual polish much easier to approach.



