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Bidirectional animation converter between Skyrim and Fallout 4 1.0.1


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About This File

## IMPORTANT: Respect Animation Authors
 

**DO NOT use this tool to republish someone else's animations without their explicit permission.**


This means nowhere — not on LoversLab, Nexus, sites in any language, Google Drive, MEGA, Discord servers, or anywhere else. If the original animator did not give you permission to convert and redistribute their work, then don't. It doesn't matter if you converted the format — the creative work is theirs, not yours.


If someone is found republishing others' work without permission, I will take this tool down and only share future improvements privately. Don't be that person.


**If you want to convert someone's animations for personal use, go ahead. If you want to publish a converted pack, get the author's permission first.**


### Skyrim to FO4 Converter
- Full spline decompression and re-compression pipeline
- 62-bone skeleton remapping (XPMSE to ZeX Extended)
- Rest-pose correction with custom idle pose support (`rotation_base = custom`)
- Handles Skyrim LE tagfile XML and SE binary HKX (auto-detected)
- Per-chain rotation amplitude adjustment
- Worldspace position offset for actor alignment
- Blender Control-Rig import via JSON export
- Batch pipeline with ESP and AAF XML generation


### FO4 to Skyrim Converter (Beta)
- Reverse retargeting from FO4 skeleton back to Skyrim XPMSE
- Outputs Skyrim LE tagfile XML (usable as .hkx directly)
- Batch mode with FNIS list file generation
- Not yet tested in-game — roundtrip verification passes (most bones 0.00° error)


### General
- `convertToFO4.bat` and `convertToSkyrim.bat` — drag-and-drop batch wrappers
- Annotation tracks preserved from source animations


What's New in Version 1.0.1

Released

## v1.0.1 — 2026-04-05

### Bug Fix
- **Fixed extreme jitter on non-30fps animations.** The output `blockDuration` was hardcoded to `8.5` (only correct for 30fps). For 60fps animations this caused the game engine to evaluate spline data far out of range in multi-block animations (>256 frames), producing wildly wrong rotations on every bone. `blockDuration` is now computed from the actual frame rate: `(maxFramesPerBlock − 1) × frameDuration`.
- Fixed `floatBlockOffsets` in multi-block output: each entry now correctly reflects its own block size instead of the total data blob size.
- Same fixes applied to the FO4-to-Skyrim reverse converter.


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