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That's why i asked for a slower version that would fit in with the realistic movement speed mods.
I am going to release the animated gantry crane as a standalone asset so people can detail their own stacking yards to their liking, and I am planning on including a few different variations (like cell width and color). I will include at least one slow version - do you think that is 1/2 speed is slow enough?
Also, would it be possible for a non-animated version? Even a busy port area wouldn't be 100% active at all times. It would help to break up the visual noise a bit and draw the eye to the animated buildings.
Regarding the cargo station, here are the different supported states: https://community.simtropolis.com/forums/topic/757951-custom-animation-loader-cal-mesh-animations-for-buildings/?do=findComment&comment=1709255
In Unity in the Animator Controller you have to define the "State" integer parameter which has one of the values 0, 1, 2, 3. You can use the value as a transition condition.
I think with the new Cargo Hold Fix mod ships and trains might stay in loading position for a longer time.
I also want to do a merry-go-round, just because. With the animals going up and down and whatnot, as well as around.
I am not trying to create masterpieces, but I would like to make a few more animated assets just to remind people of the possibilities.
I started out working on a whole terminal setup, but realized the ship doesn't really pause at the dock long enough to get a decent loading/unloading animation.
Any thoughts on making the mod work for props as well as buildings?
Am I allowed to add your video and the asset to the CAL description?