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  1. Version: [42.7.0] rev:28118 Mode: [Any mode] Server settings: [N/A] Mods: [None] Save: [Sandbox] Reproduction steps: 1. Fight with several zombies and cause final damage before they die (fire used); 2. Watch them die and get frozen in their last pose; 3. They stay there, frozen;
  2. 1. Build small wooden fence on an intermediate ledge (z=1) 2. Attach fabric rope to fence (it works as expected, allowing character to climb down from the ledge to the ground and back up) 3. Build small wooden fence on the level above that one (roof) and attach a fabric rope to it so leads down to the same tile that the previous fence (and rope attachment) is on. 4. Character can climb up the first rope (from level 0 to 1) but gets stuck in a loop trying to climb the second rope (from level 1 to 2) Pressing "S" a few times eventually breaks the character out of the climbing loop (otherwise it will just stay there for hours, pretending to climb but never moving up). The first rope still works fine (both up and down). A separate rope to the roof (placed 2 tiles away) also works fine. If I completely remove the rope leading to the ground, then the bugged rope (leading from level 1 to the roof) starts working correctly. This was tested at the Echo Creek service station. I used a separate wooden staircase (not shown in picture, not near the ropes) to reach the roof. The issue is not related to weight or moodles. P.S. - Sorry for the blurry text; it's caused by this forum recompressing JPEGs instead of using the actual file I uploaded (where the text isn't blurry). For some reason it'll accept multi-MB PNGs but insists on recompressing a 150 kB JPEG...
  3. When entering vehicles (especially immediately after loading a save), it's frequent to get one or more errors apparently related to character animations: [09-03-25 17:08:30.339] ERROR: General f:16524, t:1741540110339> ExceptionLogger.logException> Exception thrown zombie.util.PZXmlParserException: Exception thrown while parsing XML file "media/AnimSets/player-vehicle/idle/Bob_IdlePassenger.xml" Caused by: java.io.FileNotFoundException: media\AnimSets\player-vehicle\idle\Bob_IdlePassenger.xml (The system cannot find the file specified) at PZXmlUtil.parseXml(PZXmlUtil.java:53). Stack trace: zombie.util.PZXmlUtil.parseXml(PZXmlUtil.java:53) zombie.util.PZXmlUtil.parse(PZXmlUtil.java:464) zombie.core.skinnedmodel.advancedanimation.AnimNode.Parse(AnimNode.java:182) zombie.core.skinnedmodel.advancedanimation.AnimNodeAssetManager.startLoading(AnimNodeAssetManager.java:16) zombie.asset.AssetManager.doLoad(AssetManager.java:179) zombie.asset.AssetManager.load(AssetManager.java:94) zombie.asset.AssetManager.load(AssetManager.java:74) zombie.core.skinnedmodel.advancedanimation.AnimState.Parse(AnimState.java:116) zombie.core.skinnedmodel.advancedanimation.AnimationSet.Load(AnimationSet.java:77) zombie.core.skinnedmodel.advancedanimation.AnimationSet.GetAnimationSet(AnimationSet.java:31) zombie.core.skinnedmodel.advancedanimation.AdvancedAnimator.OnAnimDataChanged(AdvancedAnimator.java:243) zombie.characters.IsoPlayer.checkActionGroup(IsoPlayer.java:5779) zombie.characters.IsoPlayer.updateInternal2(IsoPlayer.java:2396) zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2198) zombie.characters.IsoPlayer.update(IsoPlayer.java:2185) zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71) zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155) zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3058) zombie.iso.IsoCell.updateInternal(IsoCell.java:5959) zombie.iso.IsoCell.update(IsoCell.java:5892) zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3965) zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4077) zombie.iso.IsoWorld.update(IsoWorld.java:3995) zombie.gameStates.IngameState.updateInternal(IngameState.java:1811) zombie.gameStates.IngameState.update(IngameState.java:1507) zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) zombie.GameWindow.logic(GameWindow.java:388) zombie.GameWindow.frameStep(GameWindow.java:928) zombie.GameWindow.run_ez(GameWindow.java:821) zombie.GameWindow.mainThread(GameWindow.java:619) java.base/java.lang.Thread.run(Unknown Source) Caused by: java.io.FileNotFoundException: media\AnimSets\player-vehicle\idle\Bob_IdlePassenger.xml (The system cannot find the file specified) java.base/java.io.FileInputStream.open0(Native Method) java.base/java.io.FileInputStream.open(Unknown Source) java.base/java.io.FileInputStream.<init>(Unknown Source) java.base/java.io.FileInputStream.<init>(Unknown Source) zombie.util.PZXmlUtil.parseXmlInternal(PZXmlUtil.java:337) zombie.util.PZXmlUtil.parseXml(PZXmlUtil.java:49) ... 30 more . This is on a brand new save, created in B42.4.1.
  4. Version: [42.3.0] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Reproduction steps: 1. Open game. 2. Stand next to a chair. 3. Right click and select "Rest". 4. During the sitting down animation, fast forward by pressing f6.
  5. Version: [42.1.1] [rev25941] Mode: [Singleplayer] Server settings: [n/a] Mods: [None] Just move the cursor around your character, this only works if you are not moving. Project Zomboid_2025.01.24-23.18.mp4
  6. Version: [42.0.2] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Reproduction steps: 1. Try and hit a Crawler through a high fence with a garden Fork 2. Am Unable to hit the crawler zombie or anything at all, and I'm stuck in aiming stance (Right clicking and pressing "esc" does nothing Aditional Notes: in the video I was using my main save with mods, but upon testing without any I was able to replicate the same issue If you wish I could upload the video that I tried to reproduce, but I think you'd be able to do it Untitled video - Made with Clipchamp.mp4
  7. Version: [42.0.2] Mode: [Singleplayer debug mode] Server settings: [N/A] Mods: [None] Save: [New Save] Sometimes while walking, shooting an automatic rifle and turning around at the same time causes your character animation to bug in that weird position. zomboid.mp4
  8. Version: [42.0.0] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Reproduction steps: Have materials (plunger, very long stick, duct tape) Equip valid melee weapon (plunger, primary slot, on back) Craft recipe using equipped item (Bind Spear Head With Duct Tape) Animation shows item (plunger) being attached to stick while the original plunger remains equipped Crafting this item worked just fine and the item was eventually consumed, but visually it was a bit immersion breaking due to suddenly having two plungers, one on the back and one in hand. Note only one plunger in inventory in screenshot. Once the item was consumed, the plugner on my back correctly disappeared. Probably makes more sense to unequip the item first before crafting commences.
  9. Hi everyone, I'm starting in PZ modding and I'm struggling by trying to find out where is the code funcionality that moves a zombie when it is hiting or pushing by the player. I want to develop a mod that allows zombies to keep walking when you hit or push them, something like RE2 remake zombies., I have been days looking for it but I still don't know where I need to go. Please help ;) Regards!
  10. I've been thinking of making some project zombiod animations but I don't know where to start, like you know an SFM or something of that sort.
  11. I would like to do something using this knowledge but I have no idea how it works
  12. Is there any way to add completely new animations to certain zombies? I don't want to replace animations, just want to change walk/attack animations for new zombie types i plan on adding.
  13. When Zombies are attacking windows - the Spear can do a ground stab animation Unrelated Details: One zombie started in "laying down resting position and got up" the other zombie walked from nearby. I was Host Normal Spear no attachments Location is Westpoint Bar under the Gunstore on North East corner of westpoint Windows had 4 plank barricade
  14. I was interested in getting into making Project Zomboid look a little better. I wanted to start off with simple stuff, like grass swaying and other visual features. I know that PZ has a feature of when wind picks up; ferns, grass, and trees sway in the wind. I was wondering where this code lies, as I wanted to try and reverse engineer the functionality for other features. Or, is there a function/parameter I could hook into with a script that allows me to control this? Some pointers on where to start looking is all I'm asking for! Thank you!
  15. * Version 41.71 * Singleplayer / Multiplayer * No mod * New Save * Reproduction steps: just shoot fast while standing still or moving 1. animAngle does not change in aim state. a. but animAngle changes when its in turning state. b. shooting replaces turning state thus, rapid fire create strange jittering in rapid fire cycle. 2. animAngle does changes in strafe state. a. because of this, unlike aim state, strange jittering is not happening in strafe. Affected Gameplay Experience: Inconsistent accuracy Unresponsive User Input ---- Aim 2022-05-22 00-06-42.mp4 Strafe 2022-05-22 00-06-48.mp4 2022-05-22 00-06-42.mp4 2022-05-22 00-06-42.mp4
  16. The idea is to modernize the furniture moving system, which is a little complicated, takes time and its unrealistic. With 3D furniture + push animation you could just grab the side of any furniture and drag it free at any angle, that goes for cars too. obviously it all depends on your character's strength and well being.
  17. Basicaly i was killing zeds with a spear. I was suddenly facing a horde and some sprinter zombies, so i decided to sprint to the opposite direction while holding the spear so i could kill the incoming sprinters without the horde being too close. Now here comes the issue. The sprinter that was like 2 tiles behind me somehow made me spearcharge into the empty space ahead of me. Even tho the sprinter was right behind me. This made my character stand still and get mauled by the horde. So the issue is: Player does spearcharge attack to any zombie near them, not infront of them. Suggestion: The player shouldnt stand still while spearchargeing a zombie. Suggestion2: The player needs to press another button to spearcharge while sprinting. Sorry for my bad english.
  18. For a few updates now (I think it's ever since the update where animation cancelling was added) , when using a double handed weapon, (e.g. an axe, or a baseball bat) the miss attack animation has often played when the character isn't missing. I'm talking about the animation where one hand flys off of the weapon, which (I assume) should only play when you miss an attack. I have found it playing on the first hit of a zombie, then subsequent hits play the correct animation (usually). Apologies if this has already been reported, but seeing how long it's been around, I hope it get's fixed soon.
  19. Hi, Indy stone, I noticed the pose when a player stands with a gun and a flashlight, for some reason it seems a little strange to me. So, I think you know about the recent remake of Resident evil 2, when Leon sometimes holds his hands in a cross, can you try to do the same? I think it will look cool. Why did I suggest this idea? I just thought, you guys kind of adding a little bit of animation, maybe listen and try to do? But if you dont want , you can just make a craft (SORRY IF I DOUBLED A MESSAGE I JUST FORGOT ADD SECOND PICTURE ;-;)
  20. I was hoping the 41.40 update would fix it, but maybe it got missed ? Anyway, here are some clips to show the issue : sometimes when hitting a zombie, the character freezes in place (you can see the legs/feet moving but the character stays in the same place) until the "hit" animation is over, making you vulnerable. It only seems to happen with 1-handed/handled weapons. The "movement disruption" is enabled, and this is a world I created after the last update. 1.mp4 2.mp4
  21. I mean animation + stopping running for a bit. --e.g. player:Fall() --would be helpful There are some unknown functions but they don't work: player:setFallOnFront() player:fallenOnKnees() -- adds blood player:setbFalling() player:setFallTime()
  22. Axe (FireAxe) in each hand.
  23. Hello again . I came here today to come up with a few suggestions about animations. They talk about a diseased man with his arm cut in the NNR channel on the radio. (Around the 10th day) I think it should be put into the game, that is, I think it should be added in zombies without arms, legs and hands. maybe in bullet-wounded zombies (the hole may be full). It wouldn't be bad if you revisit my previous suggestion. because the bodies leaning against the wall may be better than those passing through the wall :D. I'm saying it again, this is just a suggestion, I know it's hard, love all pz crew ❤️
  24. I think the human character and zombies death animation should be corrected. For example, when we shoot and kill a zombie, it lies directly on the ground. but I think it must first gush blood (from where we hit), then slowly fall down (like the twd game), and when the character is killed by the zombie, I think blood from the zombies bite (even if he bites without dying). Finally, I think the corpses should it not pass through the wall. should lean against the wall. yes, it's not as easy as wanting to do these things, these are just suggestions and things that will make the game more beautiful if it is done. good work pz team to all of you with love ❤️
  25. everything ok but the doors are not ok, this patch (build 41) is about all animation (I think) so ı think you need add a doors opening and closing animations too and car doors. a another idea is broking doors, its very basic (this build) doors gone just planks. if you can add broken door animation (on the floor) please add this. than survivors craft them to planks with saw or axe. it s all just idea have good working al pz crew ❤️
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