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[Tutorial] Animating for Skyrim with custom bones(BBP etc.) in Blender/hkxcmd

tutorial blender animating hkxcmd

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#1
en_hawk

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Alright, I've made some revisions and improvements to the guide and packed it up in a pdf. I'm planning on posting it on the nexus as well, but with the nexus being the nexus I'm not going anywhere near the comment section there, so I'm keeping it here too. Got about 30 seconds into the upload process and decided nope, I'm not going anywhere near that fascist shithole. Besides even if I did, based on the policies I was reading for the upload process there's a good chance I'd get banned for posting it anyway as I don't have permission to post the publicly released modders resources that are the edited blender scripts. Sorry if this is going to make it harder to get the information where it needs to go, but in terms of uploading content I wouldn't touch that place with a 10 1/2' pole.
 
For newcomers, this guide covers the creation of animations that make use of custom skeletons in blender, and how to get them in game. It also covers the theory and creation of rescaled skeletons(this bit isn't in the old version of the guide), along with some general do-s and don't-s.
 
Attached File  animation tutorial.pdf   130.3KB   596 downloads
Attached File  XPMS custom.rar   55.98KB   315 downloads
Attached File  patched nif scripts.rar   177.43KB   323 downloads
 
If for whatever reason you can't view the pdf, the last non-pdf revision is spoiler tagged below. The instructions are more or less the same, though there are a few bits that got added in the new version that aren't in here, namely the skeleton scaling stuff.
Spoiler

 
If you have any comments or suggestions please let me know.

Edited by en_hawk, 14 July 2013 - 11:32 AM.

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#2
Monsto Brukes

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I havent' the slightest idea why nobody has commented on this.

 

All I can say is "well motherfucking done, my friend... well motherfucking done." That's all I can say. 

 

I might even suggest that you do something in addition to this post. . . If you took the current text, put it in a pdf and put it on nexus or in the downloads section here, you could put posts in the various places linking to it (like the tutorials forum, skyrim general, skyrim mods and skyrim adult around here). then you'd get way more exposure and be more liable to put docs in the hands of those that could really use it.

 

And that's just a tweak, is all. Other than that, well motherfucking done.


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#3
en_hawk

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Glad you liked it! I too am surprised nobody else has spoken up, I figured people would be jumping all over this...

 

I didn't realize there was a tutorials subforum, this probably belongs in there rather than in here. I'm not sure who the mods are for this subforum, but perhaps one of them could move this into its proper place.

 

Good call on the pdf idea; while I harbor no love for the nexus, that is probably one of the better ideas for getting the information where it needs to go. Though I am a tad surprised there isn't some kind of tutorials index thread or central repository of information for working with skyrim...


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#4
D_ManXX2

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They probably have the mentality like why doing this if others can do this for me. Also animating zaps away allot of free time. and most people don't wont to go through that. So they choose the easy way out. great tutorial btw.


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#5
labrat

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Most excellent. I gave up on modding Skyrim after much head-banging. This is now going to tempt me back. Time.....I need more time...... :D


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#6
Monsto Brukes

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Yes, most excellent indeed. I still haven't looked at it in depth, but it might be an opportunity to build some useful idles, walks or just fixing that which is already out there (i'm looking at you TBBP).


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#7
Stratovarius

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Thank you for the instructions; should I be using any particular version of Blender?


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#8
en_hawk

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The version the nif tools currently support; 2.49b.


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#9
Pandaman

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While I was looking around for information regarding havok content tools and non-rape-me-in-the-wallet-Autodesk-products, I came across this:

 

http://qni.projectan...ender-file.html

 

Haven't read too deeply into it yet, but it seems that Project Anarchy is Havok's freeware modeling app (which havok content tools can hook into) and will eventually accept FBX imports from any program capable of exporting in that format. This is great news for me, since I find Daz Studio's interface more intuitive than Blender 2.49b's, but it benefits pretty much everyone.


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#10
en_hawk

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I just edited the OP, for anyone interested.
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#11
Shugotenshi

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Thanks for sharing!


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#12
meowcakes

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i'm monitoring this bread.


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#13
JohnHead444

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First off thank you very much for this. I tried and tried to figure out why extra bones wouldn't work in game. Now I no why. So thank you. But on another note not to poke holes in your tutorial or any thing. There is a super easy way to re-scale bones in blender.

 

The way to get bones scaled to your in game bone structure is to take your set up armature and go into pose mod. Then pick a bone and hit "N" on your keyboard to open up the transform data window. In this window to the bottom right you'll see scaling Y X Z axis. Then change this to what ever that bones is scaled at in your in game skeleton. Do this for all the bones and and hit "A" to highlight all of them then hit "I" lock rot. Done! Now it will animate perfectly in game as far as a single character goes. Hope this help or wasn't what you all ready said a lot of blender functions are still a mystery to me. 


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#14
Monsto Brukes

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Thank you for the instructions; should I be using any particular version of Blender?

 

blender 2.49b is the standard for skyrim crappage. GL.


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#15
Monsto Brukes

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I just edited the OP, for anyone interested.

 

HORSE SHIT. 

 

Eat the bowl of shit and put it on nexus!!!

 

jk of course. trust me . . . I get it.

 

Just had another thought while I was typing this: had you considered putting the tute on creationkit.com? I'm just thinkin out loud is all.


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