We're committed to creating a universal builder while maintaining a reasonable level of immersion—not turning it into a simulator, but being more detailed than many projects.
This set of animations focuses on what miners might do at their workstation. It's perfect for survival-related project, whether as a foundation for mechanics or simply to help your NPCs create detailed behavior chains.
Here you'll find animations for using one-handed and two-handed pickaxes, carrying loads while carrying a sack on their shoulder, and carrying a pile of rocks. Almost all animations exist not in isolation, but as part of animation chains.
Both Pickaxes have several different tool draw animations available for greater versatility—they differ depending on the side the character uses to draw the tool. They are named in the style AS_1HTool_1GetItV1, AS_2HTool_1GetV2, and so on. Here and below, AS denotes the animation sequence, 1HTool denotes a one-handed tool (in this case, the Pickaxe), 1GetV2—1 is the sequence number in the animation chain, Get denotes equipping the tool, and V2 denotes the animation variant.
Next come AS_2HTool_2Loop and AS_1HTool_2Loop—these are idle loops.
The ability to put away the weapon in the same variants as drawing it, though not just a simple Reverse—AS_2HTool_3PutV1 and AS_1HTool_3PutItV4.
The mining process involves four different heights from which our character can work: Ground, Bottom, Middle, and Top. For each height, there are three swing types, each with a different animation strength (length and complexity): Light, Medium, and Heavy. Each swing type for each height has three reaction types that can be swapped in if the conditions are met: specifically, Miss, Stuck, and Recoil.
Example names: AS_2HPick_Bot_H2HPick means a two-handed pick, Bot means that the swings will hit the surface at approximately knee or waist level, and H means that these are heavy swings.
AS_2HPick_Bot_H_Recoil means exactly the same thing, + Recoil means that the animation begins upon impact with the surface, where the pickaxe bounces off because it can't penetrate.
Both Pickaxes have their own unique locomotive movements, supporting turning in place, walking, and running in 8 directions of movement.
Let's look at an example with a two-handed pickaxe:
AS_2HTool_Turn45 means turning in place 45 degrees to the right, and so on up to AS_2HTool_Turn315.
Starting a walk:
AS_2HTool_WFS means the first step/transition into a walk cycle from a rest cycle in the forward/0 degree direction.
AS_2HTool_WC is the walk cycle itself.
AS_2HTool_WLS is the final step/transition back into a rest cycle from a walk cycle.
Running is similar. If WC means walking cycle, WFS is the first step of walking, WLS is the last step of walking, then for running it is RC - running cycle, RFS is the first step of running, RLS is the last step of running.
This set also includes animations for moving ore and rocks. To do this, the character can carry the load in front of them or on their shoulder inside a sack.
If carrying a single large rock in front of them, this would be: AS_CargoFront_1StartBig - the character picks up a log AS_CargoFront_2Loop - the character stands next to the log AS_CargoFront_3EndV1, AS_CargoFront_3EndV2, AS_CargoFront_3EndV3 - animations for placing, throwing, or tossing a rock.
A special set of moves is provided for both situations (in front and in the bag). It exists in two versions for each situation: when the character is walking easily and when he is heavy.
Let's look at an example of carrying cargo in a bag:
-AS_CargoInBag_FastFS - First step/start of movement with a light load
There are also on-the-spot turns along 8 axes - from AS_CargoInBag_Turn45 to AS_CargoInBag_Turn315.