Difference between revisions of "Animation"
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=== 3DS Max === | === 3DS Max === | ||
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+ | Click here for the main [[3DS Max]] page. | ||
=== Maya === | === Maya === |
Revision as of 03:40, 27 March 2020
The Animation of meshes is the art of making them move correctly with Skyrim animation files. Creating new animation files is challenging, but doable. More commonly, an exisiting animation file is being used on a new skeleton, that has mostly the same bone count and proportions.
Contents
General hints
- It is not recommended to place a lot of meshes in regions with a lot of movement, like armpits, tighs and so on as glitching (surfaces being visible where they should not) is more common to happen.
- Keep disconnected meshes at a minimum, as it will increase the effort to rig the mesh.
- Cover body parts that have different proportions (argonian head, khajit head, human head) to cut work for unique variants.
- Prefer booleans to insert meshes to avoid complex clipping.
3DS Max
Click here for the main 3DS Max page.
Maya
Blender
Click here for the main Blender page.
Nifskope
Click here for the main Nifskope page.
- You have to enable each of these boxes in BSDismemberSkinInstance of every mesh:
- Partitions: BodyPartList
- Part Flag: PF_Editor_Visible, PFStartNetBoneSet BSPartFlag
- Body Part: SBP_32_Body BSDismemberBodyPartType
- Partitions: BodyPartList