Day 21 — Animation Refinement & Additional Mesh Integration

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.