Difference between revisions of "Arcane University:Animation"

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m (Enodoc moved page Animation to Arcane University:Animation without leaving a redirect: namespace)
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This is the main page of the Beyond Skyrim Arcane University Animation tutorials.  
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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 exisiting animation file is being used on a new skeleton,
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that has mostly the same bone count and proportions.
  
== Expectation ==
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=== General hints ===
  
An animator can make assets move the in-game engine. There are two different methods, one being Nifskope animations of bodies and the other bone-rigged (also called "skinned) animation. This work plays a vital role to implement [[3D-Art]] and is often the last step of editing a 3d-Asset before implementing it directly inside the game engine.
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* 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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* Keep disconnected meshes at a minimum, as it will increase the effort to rig the mesh.
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* Cover body parts that have different proportions (Argonian head, Khajit head, human head) to cut work for unique variants.
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* Prefer booleans to insert meshes to avoid complex clipping.
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* 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.
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* The left thigh of humans moves more than the right.
  
== General Workflow ==
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=== 3DS Max ===
  
== Asset-specific Tutorials ==
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Click here for the main [[3DS Max]] page.
  
== Tool-specific Guidelines and Links ==
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=== Maya ===
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Click here for the main [[Maya]] page.
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=== Outfit Studio ===
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Click here for the main [[Outfit Studio]] page.
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=== Blender ===
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Click here for the main [[Blender]] page.
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=== Nifskope ===
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Click here for the main [[Nifskope]] page.
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* You have to enable each of these boxes in BSDismemberSkinInstance of every mesh:
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** Partitions: ''BodyPartList''
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*** Part Flag: PF_Editor_Visible, PFStartNetBoneSet ''BSPartFlag''
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*** Body Part: SBP_32_Body ''BSDismemberBodyPartType''
  
 
[[Category:Arcane University]]
 
[[Category:Arcane University]]

Revision as of 04:31, 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.

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.
  • 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.

3DS Max

Click here for the main 3DS Max page.

Maya

Click here for the main Maya page.

Outfit Studio

Click here for the main Outfit Studio page.

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