Difference between revisions of "Arcane University:Animation"
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− | {{Trail}} | + | {{Trail}}{{AUDisciplines}} |
+ | '''Animation''' in Skyrim has two sub-categories: character animations, rigged to a creature or npc skeleton; and static animations, like doors and chests. Creating new creature/npc animation files is challenging, but doable. More commonly, an existing animation file is being used on a new skeleton, that has mostly the same bone count and proportions. Static animations are much simpler. | ||
− | + | ==Specific Tutorials== | |
− | * | + | ===Character and creature animations=== |
− | + | * [[Arcane_University:Editing Animation Skeletons|Editing Animation Skeletons]]: altering skeletons to fit existing animations to a custom skinned mesh | |
+ | * [[Arcane University:Implementation of Custom Animations|Implementation of Custom Animations]]: implementing new creatures with wholly custom animations and behaviors | ||
− | + | ===Static object animations=== | |
− | + | * [[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]: creating animated statics like doors or containers | |
− | === General hints | + | ====Videos==== |
+ | * [https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (Youtube)]: creating a basic animated static in Blender, using an armature | ||
+ | * [https://www.youtube.com/watch?v=23-JjWs_nrg Nif Animation - Kettlewitch // AToMM August 2021 (Youtube)]: creating animated statics using only NifSkope | ||
+ | |||
+ | == General hints == | ||
* It is not recommended to place a lot of meshes in regions with a lot of movement, like armpits, thighs and so on as glitching (surfaces being visible where they should not) is more common to happen. | * It is not recommended to place a lot of meshes in regions with a lot of movement, like armpits, thighs 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. | * Keep disconnected meshes at a minimum, as it will increase the effort to rig the mesh. | ||
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* The left thigh of humans moves more than the right. | * The left thigh of humans moves more than the right. | ||
+ | ==Information by 3D software== | ||
=== 3DS Max === | === 3DS Max === | ||
Click here for the main [[Arcane University:3DS Max for Skyrim|3DS Max]] page. | Click here for the main [[Arcane University:3DS Max for Skyrim|3DS Max]] page. |
Latest revision as of 02:32, 29 September 2022
AU Disciplines |
3D Art |
Animation |
Concept Art |
Implementation |
Level Design |
Music Composition |
Project Management |
Sound Effects |
Voice Acting |
Writing |
Animation in Skyrim has two sub-categories: character animations, rigged to a creature or npc skeleton; and static animations, like doors and chests. Creating new creature/npc animation files is challenging, but doable. More commonly, an existing animation file is being used on a new skeleton, that has mostly the same bone count and proportions. Static animations are much simpler.
Contents
Specific Tutorials[edit]
Character and creature animations[edit]
- Editing Animation Skeletons: altering skeletons to fit existing animations to a custom skinned mesh
- Implementation of Custom Animations: implementing new creatures with wholly custom animations and behaviors
Static object animations[edit]
- Exporting animated statics using ck-cmd: creating animated statics like doors or containers
Videos[edit]
- Animating Crash Course - Basic Static Animations in Blender (Youtube): creating a basic animated static in Blender, using an armature
- Nif Animation - Kettlewitch // AToMM August 2021 (Youtube): creating animated statics using only NifSkope
General hints[edit]
- It is not recommended to place a lot of meshes in regions with a lot of movement, like armpits, thighs 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.
- The quality assurance of your work must happen with the animations loaded. Expect that you have to go back and iterate on the movement a few times.
- The left thigh of humans moves more than the right.
Information by 3D software[edit]
3DS Max[edit]
Click here for the main 3DS Max page.
Here you can see a tutorial of animating a skeleton for FO4, which uses the same engine as Skyrim: https://www.youtube.com/watch?v=p-NkbrmG5po
Maya[edit]
Click here for the main Maya page.
Outfit Studio[edit]
Click here for the main Outfit Studio page. Rigging within Outfit Studio is documented on the page Rigging in Outfit Studio.
Blender[edit]
Click here for the main Blender page. Rigging Tools within Blender is documented on these pages:
Nifskope[edit]
Click here for the main NifSkope page.
- You have to enable each of these boxes in BSDismemberSkinInstance or NiSkinInstance of every skinned mesh:
- Partitions: BodyPartList
- Part Flag: PF_Editor_Visible, PFStartNetBoneSet BSPartFlag
- Body Part: SBP_32_Body BSDismemberBodyPartType
- Partitions: BodyPartList