Difference between revisions of "Animation"

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(General hints)
(Replaced content with "refer to 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 exisiting animation file is being used on a new skeleton,
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refer to [[Arcane_University:Animation]]
that has mostly the same bone count and proportions.
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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, 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.
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=== 3DS Max ===
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Click here for the main [[3DS Max]] page.
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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''
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[[Category:Arcane University]]
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Revision as of 09:31, 27 March 2020

refer to Arcane_University:Animation