<?xml version="1.0"?>
<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/2245-skyrims-animation-shenanigans/</link><description><![CDATA[<p>
	Been dabbling in making animations for Skyrim, and the information on how to do that is few and far between. Let's do something about it.
</p>
]]></description><language>en</language><item><title>Rigs update for 2024.1</title><link>https://www.loverslab.com/blogs/entry/21151-rigs-update-for-20241/</link><description><![CDATA[<p>
	I've updated my Cascadeur to 2024.1, and noticed that there was something weird going on with the directional controller of the lower body, so here's a quick fix for that:
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileid="1981515" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1981515&amp;key=90775a6c39deada0ec9741402243c16c" data-fileext="casc" rel="">man rig 7 - 2024.1.casc</a>
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileid="1981513" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1981513&amp;key=165f8d53668c7c3f46fd13194cc53bff" data-fileext="casc" rel="">rig 32 - 2024.1.casc</a>
</p>

<p>
	 
</p>

<p>
	Btw, make sure to take advantage of their offer to claim a free 2-year if you qualify <span class="ipsEmoji">🙂</span>
</p>

<p>
	 
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			If you registered before March 1, 2024, you're eligible to claim a free Cascadeur Indie license for two years, valued at nearly $200. The Indie license is a significant step up from the old Basic version, offering unrestricted animation exports and access to advanced features that were previously unavailable in Cascadeur Basic.
		</p>
	</div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">21151</guid><pubDate>Sun, 24 Mar 2024 20:00:19 +0000</pubDate></item><item><title>Updated my Cascadeur rigs</title><link>https://www.loverslab.com/blogs/entry/20878-updated-my-cascadeur-rigs/</link><description><![CDATA[<p>
	I've updated my <a href="https://www.loverslab.com/blogs/entry/20521-cascadeur-to-skyrim-animation-creation/" rel="">Cascadeur</a> rigs.
</p>

<p>
	 
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1947129" data-ratio="125.97" width="466" alt="GIF13-02-202413-38-10.gif.f47c124d9e9cd21fa7b9726cd947dd7c.gif" src="https://www.loverslab.com/uploads/monthly_2024_02/GIF13-02-202413-38-10.gif.f47c124d9e9cd21fa7b9726cd947dd7c.gif" />
</p>

<p>
	 
</p>

<div>
	<span>After 5 trillion tries</span><span>, managed to make the AI resting pose </span><span>(not the t</span><span>-pose</span><span>) to at least have </span><strong><span>some</span></strong><span> semblance of human posture</span><span> (hopefully);</span>
</div>

<p>
	rigged the Spine1 bone correctly;
</p>

<p>
	re-did the Skirt bones so everything should behave now;
</p>

<div>
	<span>Rigged all the twists and pauldrons</span><span>, so the arms rotate nicely now</span><span>; </span>
</div>

<div>
	<span>finally figured out how to stop the mid</span><span>-section of the torso from distorting on regular poses</span><span>; </span>
</div>

<div>
	<span>re</span><span>-positioned a few of the points, so it behaves better</span><span>; </span>
</div>

<div>
	<span>got in a root constraint so the root position might be exported </span><span>(<em>turned off by default</em></span><em><span>, though</span><span>, as I don</span><span>'t use it often except for the paired ones</span></em><span>)</span><span>; </span>
</div>

<div>
	<span>numerous other small tweaks that I forgot about already.</span>
</div>

<div>
	 
</div>

<div>
	<a class="ipsAttachLink" data-fileid="1947130" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1947130&amp;key=17db56d8156bc7233f6f79e4dd8eb28a" data-fileext="casc" rel="">rig 31 - root_constraint_twists2.casc</a>
</div>

<div>
	 
</div>

<div>
	<a class="ipsAttachLink" data-fileid="1947131" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1947131&amp;key=c6dee4abb3a50dc26270a891de991c51" data-fileext="casc" rel="">man rig 6 - root constraint+twists.casc</a>
</div>

<div>
	 
</div>

<div>
	Happy animating.
</div>
]]></description><guid isPermaLink="false">20878</guid><pubDate>Wed, 21 Feb 2024 21:54:00 +0000</pubDate></item><item><title>How to edit existing animations from Skyrim in Blender</title><link>https://www.loverslab.com/blogs/entry/20529-how-to-edit-existing-animations-from-skyrim-in-blender/</link><description><![CDATA[<p>
	<span>I<span>'m using Blender </span><span>3</span><span>.</span><span>6</span><span>.something.</span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>1. Install <strong>Havok Content Tools</strong> (google </span><strong>HavokPcXsContentTools_X64</strong></span><strong><span>_2010</span><span>-2</span></strong><span><strong>-0_20101115</strong>, it's fairly easy to to find it)<span> &amp; grab the archive i've attached:  </span></span>
</p>

<p>
	<a class="ipsAttachLink" data-fileid="1909500" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1909500&amp;key=73c99cd96b27519bde24c9c887176a1b" data-fileext="7z" rel="">Blender_to_skyrim_in_39_easy_steps.7z</a>
</p>

<p>
	 
</p>

<p>
	<span><span>2. In Blender</span><span>, Edit </span><span>-</span><span>&gt; Preferences </span><span>-</span><span>&gt; Add</span><span>-Ons </span><span>-</span><span>&gt; Install button</span><span>, install </span><strong><span>blender</span><span>_niftools</span><span>_addon</span></strong><span>, and tick the box so it</span><span>'s active.</span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>3. If you</span><span>'ve installed Havok Content tools in a non</span><span>-default folder</span><span>, edit the </span><span>_convertSEtoLEtoKF</span><span>.bat and set the correct path there.</span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>4. Put the </span><span>.hkx animation into the </span><strong><span>_SEtoLE</span><span>_KF</span></strong><span> folder</span><span>, click the convert bat file</span><span>, this will get you a </span><span>.kf file (and an LE version of the same animation, btw).</span></span>
</p>

<p>
	 
</p>

<p>
	<span><span>5. Open the </span><strong><span>SAE</span><span>.blend</span></strong><span> with Blender</span><span>, after opening File </span><span>-</span><span>&gt; Import </span><span>-</span><span>&gt; NetImmerse</span><span>/Gamebryo </span><span>(</span><span>.kf</span><span>) and pick the kf file that you've got earlier.</span></span>
</p>

<p>
	 
</p>

<div>
	<div>
		<p>
			<span><span>6. Apply the scripts </span><span>(select each one and click the play button next to them</span><span>) at the bottom of the window</span><span>, in this order</span><span>:</span></span>
		</p>

		<p>
			<strong><span>2 DeleteScaleKeys</span><span>, 01 EditingViaScript</span><span>, 02 Framerange</span><span> </span></strong>
		</p>

		<p>
			 
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<img class="ipsImage ipsImage_thumbnailed" data-fileid="1909499" data-ratio="105.68" width="951" alt="blender_sc.png.419c1a8365f0e1e83beeb34ac63413e4.png.a92580e1e1d27bdca9909eeb40bde602.png" src="https://www.loverslab.com/uploads/monthly_2024_01/blender_sc.png.419c1a8365f0e1e83beeb34ac63413e4.png.a92580e1e1d27bdca9909eeb40bde602.png" />
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span><span>If your animation has an animation object and you wish to see it for reference or something</span><span>, import it from the Import menu </span><span>-</span><span>&gt; NetImmerse</span><span>/Gamebryo </span><span>(nif</span><span>)</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span><em><span>... draw the rest of fucking owl ...</span></em></span></strong>
		</p>

		<p>
			 
		</p>

		<p>
			<span><span>7. When finished</span><span>, File </span><span>-</span><span>&gt; Export </span><span>-</span><span>&gt; FBX</span><span>, save it in the FBXImporter folder</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span><span>8. Run Export</span><span>.bat in that folder</span><span>, collect your animation from the HKX sub</span><span>-folder</span><span>.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span><span>Iirc, it creates them in 64-bit SE format, </span></span>should you need an LE version, re-visit part 4.
		</p>

		<p>
			 
		</p>

		<p>
			There's even a video on YouTube utilizing this workflow (although I usually skip the notepad+ python part, as it deals with quivers and weapons):
		</p>

		<div class="ipsEmbeddedVideo" contenteditable="false">
			<div>
				<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/AJyeyzgBOMs?feature=oembed" title="Skyrim - Animation Importing Editing Export - Blender" width="200"></iframe>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			Credits for the tools I've packaged -
		</p>

		<p>
			<a href="https://www.nexusmods.com/skyrimspecialedition/mods/70663" rel="external nofollow">*.bat's</a>,
		</p>

		<p>
			<a href="https://github.com/andrelo1/fbximporter" rel="external nofollow">FBXImporter</a>,
		</p>

		<p>
			<a href="https://github.com/figment/hkxcmd" rel="external nofollow">hkxcmd</a>,
		</p>

		<p>
			<a href="https://github.com/niftools/blender_niftools_addon" rel="external nofollow">niftools</a>
		</p>

		<p>
			Skyrim Animators Guild discord for the rig,
		</p>

		<p>
			<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.loverslab.com/profile/1091965-opheliacomplex/?do=hovercard" data-mentionid="1091965" href="https://www.loverslab.com/profile/1091965-opheliacomplex/" rel="">@OpheliaComplex</a>'s <a href="https://www.loverslab.com/topic/164692-skyrim-and-blender-28-working-with-meshes-animation-hdt-smp-and-behavior-in-2021/" rel="">thread</a> from which I've grabbed it.
		</p>

		<p>
			 
		</p>

		<p>
			Have fun.
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">20529</guid><pubDate>Thu, 11 Jan 2024 08:34:03 +0000</pubDate></item><item><title>Cascadeur to Skyrim animation creation</title><link>https://www.loverslab.com/blogs/entry/20521-cascadeur-to-skyrim-animation-creation/</link><description><![CDATA[<p>
	<span>Creating new animations for Skyrim today doesn’t require a version of 3DS Max from way back when the dragons roamed the earth</span><span>, extensive knowledge about animating</span><span>, IK bones</span><span>, rigging</span><span>, and all that </span><em><span>terribly smart</span></em><span> stuff</span><span>.</span><span> </span>
</p>

<p>
	 
</p>

<p>
	<span>Please welcome</span><span>, <strong>Cascadeur</strong></span>, the AI-powered animating software.
</p>

<p>
	 
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1908414" data-ratio="160.00" width="250" alt="ezgif-5-6e1c24eb20.gif.6b61fc5d56fdb39bf1a2e268d2ba7c83.gif" src="https://www.loverslab.com/uploads/monthly_2024_01/ezgif-5-6e1c24eb20.gif.6b61fc5d56fdb39bf1a2e268d2ba7c83.gif" />
</p>

<p>
	 
</p>

<p>
	1. Download &amp; install <strong>Blender </strong><a href="https://www.blender.org/download/" rel="external nofollow">https://www.blender.org/download/</a> (you’ll need it to export to Skyrim - I'm using the 3.6 version)<br />
	2. Download &amp; install <strong>Cascadeur </strong><a href="https://cascadeur.com/download" rel="external nofollow">https://cascadeur.com/download</a> (there's a free version with some limitations, that'll be more than enough for most of Skyrim's purposes)<br />
	3. Download this pack <a class="ipsAttachLink" data-fileid="1908412" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1908412&amp;key=53be537a16ae3ec80884719faa87873b" data-fileext="7z" rel="">Cascadeur_to_skyrim_in_42_easy_steps.7z</a><br />
	4. Open Cascadeur, open the rig (<strong>*.casc</strong> file) with it<br />
	5. <em>draw the rest of the fucking owl</em><br />
	6. When finished, <strong>File -&gt; Export FBX -&gt; Without Meshes</strong>, save your animation, close Cascadeur.<br />
	7. Open Blender, install the zip add-on (Edit -&gt; Preferences -&gt; Add-ons -&gt; install button), turn on the newly installed add-on, and in it's settings set the path to the <strong>x:/&lt;yourpath&gt;/Blender/blender-hkx.exe</strong>.<br />
	8. <strong>File-&gt; Import -&gt; FBX</strong>, pick the fbx exported from Cascadeur, it’s going to load a pile of triangles – that's normal. <u>Make sure they are selected</u> (must be orange-coloured &amp; not grey)<br />
	9. Switch to <strong>Pose</strong> mode at the top of the window, <u>make sure all the triangles are selected here as well</u> (blue this time), adjust the timing to match the keyframes at the bottom, click <strong>File -&gt; Export –&gt; Havok animation</strong> (*.hkx)<br />
	10. In the new window, set the<strong> Scale to 1.0</strong>, and both <strong>Skeleton</strong> fields to <strong>x:/&lt;yourpath&gt;/Blender/skeleton.hkx</strong> from my archive (you need to enter or copy the path there manually, but it should save what you’ve entered for next time), click Export.<br />
	11. Enjoy your new animation. Test it in-game, or check it out first with hkxposer, or any other hkx preview tool.
</p>

<p>
	 
</p>

<p>
	Easy peasy.
</p>

<p>
	 
</p>

<p>
	In order for this to be even easier, I've even recorded a small video <span class="ipsEmoji">?</span><br />
	<a href="https://vimeo.com/877221061" rel="external nofollow">https://vimeo.com/877221061</a>
</p>

<p>
	<em><span>Please note how I</span><span>'ve screwed up step 8 a little at </span><span>1</span><span>:42</span><span>, and accidentally de</span><span>-selected the skeleton</span><span>, so my first export failed with an error</span><span>, </span><strong><span>don</span><span>'t be like me </span></strong></em><strong><span><span class="ipsEmoji">?</span></span></strong><em><strong><span></span></strong></em>
</p>

<p>
	<em><span>the rest of the procedure is correct</span><span>, though</span></em>
</p>

<p>
	 
</p>

<p>
	<span>A good overview video with a slightly annoying presenter, outlining Cascadeur</span><span>'s knobs, switches and cool tricks</span><span>: </span>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=MKwDf5MH-LY" rel="external nofollow" title="https://www.youtube.com/watch?v=MKwDf5MH-LY"><span>https://www.youtube.com/watch?v=MKwDf5MH-LY</span></a>
</p>

<p>
	 
</p>

<p>
	There's a number of ready-made rigs for Cascadeur on the Nexus: 
</p>

<p>
	<a href="https://www.nexusmods.com/skyrimspecialedition/users/7316623?tab=user+files" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/users/7316623?tab=user+files</a>
</p>

<p>
	 
</p>

<p>
	I've also made a couple of other rigs, male &amp; a paired one, for the <strong>Devious Devices NG discord</strong>, if you need those, ping me here or come chill with us there and grab them from: 
</p>

<p>
	<a href="https://discord.gg/VCkBRbJ6sb" rel="external nofollow">https://discord.gg/VCkBRbJ6sb</a>
</p>

<p>
	 
</p>

<p>
	Credits for the animation exporter tool that I'm utilizing:
</p>

<p>
	<a href="https://github.com/jgernandt/blender-hkx" rel="external nofollow">https://github.com/jgernandt/blender-hkx</a>
</p>

<p>
	 
</p>

<p>
	Have fun! <span class="ipsEmoji">?</span>
</p>
]]></description><guid isPermaLink="false">20521</guid><pubDate>Tue, 09 Jan 2024 11:12:40 +0000</pubDate></item></channel></rss>
