Editing Arcane University:Animation
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− | {{Trail | + | {{Trail}} |
− | '''Animation''' | + | 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, |
+ | that has mostly the same bone count and proportions. | ||
− | == | + | === 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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− | * It is not recommended to place a lot of meshes in regions with a lot of movement, like armpits, | ||
* 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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=== 3DS Max === | === 3DS Max === | ||
− | Click here for the main [[ | + | |
+ | 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 | 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 === | ||
− | Click here for the main [[ | + | |
+ | Click here for the main [[Maya]] page. | ||
=== Outfit Studio === | === Outfit Studio === | ||
− | Click here for the main [[ | + | Click here for the main [[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 === | ||
− | Click here for the main [[ | + | |
+ | 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 === | ||
− | Click here for the main [[ | + | |
+ | 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'' | ||
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+ | Instructions for adding hinge animations with Nifskope is given in the article [[Arcane_University:Nifskope Hinge Constraints|Nifskope Hinge Constraints]]. | ||
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+ | 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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