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{{Trail}}{{AUDisciplines}}
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This is the main page of the Beyond Skyrim Arcane University Animation tutorials.  
'''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==
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== Expectation ==
===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===
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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.
* [[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]: creating animated statics like doors or containers
 
  
====Videos====
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== General Workflow ==
* [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 ==
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== Asset-specific Tutorials ==
* 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==
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== Tool-specific Guidelines and Links ==
=== 3DS Max ===
 
Click here for the main [[Arcane University:3DS Max for Skyrim|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
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[[Category:Arcane University]]
 
 
=== Maya ===
 
Click here for the main [[Arcane University:Maya for Skyrim|Maya]] page.
 
 
 
=== Outfit Studio ===
 
 
 
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]].
 
 
 
=== Blender ===
 
Click here for the main [[Arcane University:Blender for Skyrim|Blender]] page.
 
Rigging Tools within Blender is documented on these pages:
 
* [[Arcane University:Rigging with Blender  2.79|Rigging with Blender  2.79]]
 
* [https://drive.google.com/file/d/1q_mNPVJdQ5udrYYftIaeXv7V1Wk7RFoP/view Rigging Jewelry with Blender  2.79]
 
 
 
=== Nifskope ===
 
Click here for the main [[Arcane University:Nifskope for Skyrim|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''
 
 
 
[[Category:Arcane University-Animation| ]]
 
[[Category:Arcane University-3D Art| ]] [[Category:Arcane University-Method| ]]
 

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