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Skyrim hair simulation in blender ?


gsll

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Posted

Hello all,

 

I have stumbled upon this add-on :

https://github.com/dskjal/Rigidbody-Bone

see also :

https://www.youtube.com/watch?v=HCqSsB1aJso

 

This add-on allows to make physic based simulation of hair.

It would allow to address semi-realistic hair behaviour (ex : ponytail deforms when head moves fast) and hair body collision.

 

I am interested in using this add-on for hair animation. I think most of hair animation can be computed beforehand an used in game.

I have checked XPMS skeleton : it possesses 5 bone chains to rig the hair upon. That's a good start !

 

There have been hair weight painting already done to improve hair behaviour, see KS Hairdos - Renewal Breast Weight Painted Hair :

https://www.nexusmods.com/skyrim/mods/75915

That's also a good milestone.


To complete my goal, I need to fulfill the following steps  :

- import a skeleton with hair bones,

- import long hair,

- weight paint it accordingly,

- set a rig to compute hair moves,

- set a mesh collider,

- compute hair moves,

- transfer from the computational rig to the xpms rig,

- export the animation;

 

Hence my question :

Would it be possible to export those hair animations from blender in skyrim in a simple way ?

 

My first thought was to use anton's IK/FK rig as a test but it seems there isn't hair bone export.

 

Second thought was to use an other of its tools that allows to animate wings but I think We'd lost synchronisation of head movs and hair moves.

 

I should also try also the add-on skyrim nif-data utils from vpoteryaev

https://www.loverslab.com/topic/73144-skyrim-nif-data-anim-utils/

 

I have to remember things about hkxcmd limitations too to transform kf + skeleton in hkx file.

 

I should be trying this in the next days and publish my results here unless someone is quicker than I.

 

If anyone has any experience of those steps I'd be glad to benefit from it.

 

All the best

 

GS

 

PS: big edit of the thread for clarification

 

Posted

In a nutshell - forget it.
Animation ALWAYS affects the whole skeleton.
You would have to replace the standard skeleton (XP32, XPMSE or Vanilla). That would be the first step.
And you have to prepare EVERY animation for hair animation.
Idle, Walk, Jump,Run, EVERYTHING.
So forget it.

Use HDT PE or HDT SMP instead.

Posted

Andy14,

 

I have rewritten my post while you were answering.

So, some of the points you raised may have been clarified. 

I've been considering the points you mentioned.

 

The idea is to use an existing skeleton to avoid rebuilding every animation from scratch (or porting from a rig to another).

 

The animation are not necessarily intended for a playable character so that animation rebuild can be restricted to the used animations with the character.

 

I have not yet considered HDT PE or HDT SMP. I will take a look before taking the steps from the previous posts.

 

Thank you for your answer.

 

GS

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