Jump to content

Cascadeur to Skyrim animation creation


krzp

730 views

Creating new animations for Skyrim today doesn’t require a version of 3DS Max from way back when the dragons roamed the earth, extensive knowledge about animating, IK bones, rigging, and all that terribly smart stuff.

 

Please welcome, Cascadeur, the AI-powered animating software.

 

ezgif-5-6e1c24eb20.gif.6b61fc5d56fdb39bf1a2e268d2ba7c83.gif

 

1. Download & install Blender https://www.blender.org/download/ (you’ll need it to export to Skyrim - I'm using the 3.6 version)
2. Download & install Cascadeur https://cascadeur.com/download (there's a free version with some limitations, that'll be more than enough for most of Skyrim's purposes)
3. Download this pack Cascadeur_to_skyrim_in_42_easy_steps.7z
4. Open Cascadeur, open the rig (*.casc file) with it
5. draw the rest of the fucking owl
6. When finished, File -> Export FBX -> Without Meshes, save your animation, close Cascadeur.
7. Open Blender, install the zip add-on (Edit -> Preferences -> Add-ons -> install button), turn on the newly installed add-on, and in it's settings set the path to the x:/<yourpath>/Blender/blender-hkx.exe.
8. File-> Import -> FBX, pick the fbx exported from Cascadeur, it’s going to load a pile of triangles – that's normal. Make sure they are selected (must be orange-coloured & not grey)
9. Switch to Pose mode at the top of the window, make sure all the triangles are selected here as well (blue this time), adjust the timing to match the keyframes at the bottom, click File -> Export –> Havok animation (*.hkx)
10. In the new window, set the Scale to 1.0, and both Skeleton fields to x:/<yourpath>/Blender/skeleton.hkx 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.
11. Enjoy your new animation. Test it in-game, or check it out first with hkxposer, or any other hkx preview tool.

 

Easy peasy.

 

In order for this to be even easier, I've even recorded a small video ?
https://vimeo.com/877221061

Please note how I've screwed up step 8 a little at 1:42, and accidentally de-selected the skeleton, so my first export failed with an error, don't be like me ?

the rest of the procedure is correct, though

 

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

https://www.youtube.com/watch?v=MKwDf5MH-LY

 

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

https://www.nexusmods.com/skyrimspecialedition/users/7316623?tab=user+files

 

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

https://discord.gg/VCkBRbJ6sb

 

Credits for the animation exporter tool that I'm utilizing:

https://github.com/jgernandt/blender-hkx

 

Have fun! ?

5 Comments


Recommended Comments

I think I might actually try and learn this. 

 

Still hoping someday we reach a state where we can just pose character bones individually in game for screenshots (niooverride mod doesn't really work 100%). But until then glad stuff like this is out there. 

 

 

Link to comment
On 1/9/2024 at 3:56 PM, dryuya said:

I think I might actually try and learn this.

You'll never know, you might find it a fun hobby - I know I certainly did, despite a complete lack of any prior 3d experience 😀

 

Should you need a static animation for posing, just pose the character in one frame, and if the AI autoposing tool is not giving you the exact pose you want - switch to box controls in there, this will turn off all the AI tech and will let you style the pose exactly to your liking. 👍

Link to comment

Great work !

I'm new to make the Skyrim animation .I've tried to rig a Cascadeur auto-posing file using the skeleton_female.nif and my body mesh. I used the niftools to import the skeleton in blender,and successfully created an auto-posing armature and made a simple animation in Cascadeur,but the .hkx import seems that has wrong transform in hksposer .It works well in blender,but have wrong axis and z transform in hkxposer .

I want to rig with my own skeleton, so can you tell me how you deal with the transform problem?

 

Link to comment
11 minutes ago, zcl1236 said:

I want to rig with my own skeleton, so can you tell me how you deal with the transform problem?

When exporting the hkx with Blender, under the Scale field in the export plugin, there are orientation pickers - try playing around with those.

 

The first version of the rig I did had that same problem, so I had to constantly change them to -Z and Y, iirc, but after I got tired of doing that,   I re-imported and re-rigged everything so the orientation matched the export plugins one 😀

 

I think you could also try looking into settings for the FBX export in Cascadeur, think you can play around with the export orientation in there too.

 

Took me a sizeable amount of trial and error to figure out the correct procedure 😆

 

15 minutes ago, zcl1236 said:

I used the niftools to import the skeleton in blender,and successfully created an auto-posing armature

Ooh, that took me quite some time to get it right, so props right there!!

 

I've used PyNifly for importing nifs into Blender, good to know that niftools also works 👍

Link to comment
Quote

When exporting the hkx with Blender, under the Scale field in the export plugin, there are orientation pickers - try playing around with those.

 

The first version of the rig I did had that same problem, so I had to constantly change them to -Z and Y, iirc, but after I got tired of doing that,   I re-imported and re-rigged everything so the orientation matched the export plugins one 😀

 

I think you could also try looking into settings for the FBX export in Cascadeur, think you can play around with the export orientation in there too.

 

Took me a sizeable amount of trial and error to figure out the correct procedure 😆

Thx ,  I ‘ll have a try using PyNifly and changing the orientation . Indeed i've also got tried of changing the axis orientation lol.😃

Quote

Ooh, that took me quite some time to get it right, so props right there!!

😇, the auto-posing only need the right bone relationship so i adjusted it to what the armature in Unity like.

Quote

I've used PyNifly for importing nifs into Blender, good to know that niftools also works

Actually, the niftools are still updating in GitHub - niftools/blender_niftools_addon: The Blender Niftools Addon is a Blender add-on to enable import and export of NetImmese File Formats including .nif, .kf, .egm.. But it seems that PyNifly get right result when importing the skeleton.

Edited by zcl1236
Link to comment
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use