Difference between revisions of "Arcane University:Animation"
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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. | '''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. | ||
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