Difference between revisions of "Arcane University:Animation"

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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 existing animation file is being used on a new skeleton,
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'''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.
that has mostly the same bone count and proportions.
 
  
=== General hints ===
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==Specific Tutorials==
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===Character and creature animations===
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* [[Arcane_University:Editing Animation Skeletons|Editing Animation Skeletons]]: altering skeletons to fit existing animations to a custom skinned mesh
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* [[Arcane University:Implementation of Custom Animations|Implementation of Custom Animations]]: implementing new creatures with wholly custom animations and behaviors
  
* 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.
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===Static object animations===
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* [[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]: creating animated statics like doors or containers
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====Videos====
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* [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
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* [https://www.youtube.com/watch?v=23-JjWs_nrg Nif Animation - Kettlewitch // AToMM August 2021 (Youtube)]: creating animated statics using only NifSkope
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== General hints ==
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* 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.
 
* Cover body parts that have different proportions (Argonian head, Khajit head, human head) to cut work for unique variants.
 
* Cover body parts that have different proportions (Argonian head, Khajit head, human head) to cut work for unique variants.
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* The left thigh of humans moves more than the right.
 
* The left thigh of humans moves more than the right.
  
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==Information by 3D software==
 
=== 3DS Max ===
 
=== 3DS Max ===
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Click here for the main [[Arcane University:3DS Max for Skyrim|3DS Max]] page.
  
Click here for the main [[3DS Max]] page.
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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 ===
 
=== Maya ===
 
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Click here for the main [[Arcane University:Maya for Skyrim|Maya]] page.
Click here for the main [[Maya]] page.
 
  
 
=== Outfit Studio ===
 
=== Outfit Studio ===
  
Click here for the main [[Outfit Studio]] page.
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Click here for the main [[Arcane University:Outfit Studio for Skyrim|Outfit Studio]] page.
 
Rigging within Outfit Studio is documented on the page [[AU:Rigging in Outfit Studio|Rigging in Outfit Studio]].
 
Rigging within Outfit Studio is documented on the page [[AU:Rigging in Outfit Studio|Rigging in Outfit Studio]].
  
 
=== Blender ===
 
=== Blender ===
 
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Click here for the main [[Arcane University:Blender for Skyrim|Blender]] page.
Click here for the main [[Blender]] page.
 
 
Rigging Tools within Blender is documented on these pages:
 
Rigging Tools within Blender is documented on these pages:
 
* [[Arcane University:Rigging with Blender  2.79|Rigging with Blender  2.79]]
 
* [[Arcane University:Rigging with Blender  2.79|Rigging with Blender  2.79]]
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=== Nifskope ===
 
=== Nifskope ===
 
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Click here for the main [[Arcane University:Nifskope for Skyrim|NifSkope]] page.
Click here for the main [[Nifskope]] page.
 
  
 
* You have to enable each of these boxes in BSDismemberSkinInstance or NiSkinInstance of every skinned mesh:
 
* You have to enable each of these boxes in BSDismemberSkinInstance or NiSkinInstance of every skinned mesh:
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*** Part Flag: PF_Editor_Visible, PFStartNetBoneSet ''BSPartFlag''
 
*** Part Flag: PF_Editor_Visible, PFStartNetBoneSet ''BSPartFlag''
 
*** Body Part: SBP_32_Body ''BSDismemberBodyPartType''
 
*** Body Part: SBP_32_Body ''BSDismemberBodyPartType''
 
Instructions for adding hinge animations with Nifskope is given in the article [[Arcane_University:Nifskope Hinge Constraints|Nifskope Hinge Constraints]].
 
 
Instructions for altering skeletons to fit existing animations to a custom skinned mesh is given in the article [[Arcane_University:Editing Animation Skeletons|Editing Animation Skeletons]].
 
  
 
[[Category:Arcane University-Animation| ]]
 
[[Category:Arcane University-Animation| ]]
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[[Category:Arcane University-3D Art| ]] [[Category:Arcane University-Method| ]]

Latest revision as of 02:32, 29 September 2022

< Arcane University
AULabel.png 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.

Specific Tutorials[edit]

Character and creature animations[edit]

Static object animations[edit]

Videos[edit]

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