dertcz Posted March 4 Posted March 4 New NAF is here: https://www.nexusmods.com/starfield/mods/16124 2
mdc4211 Posted March 9 Posted March 9 Has any brave first adopter tried SAF with these animations? The progress seems amazing, but I haven't had time to play around with it. 2
Darkflip95 Posted April 2 Posted April 2 I was wondering if these could be imported back into Blender and then exported out as native .AF files with the recent animation tools released. https://www.nexusmods.com/starfield/mods/16184?tab=description
Darkflip95 Posted April 4 Posted April 4 On 3/9/2026 at 10:44 AM, mdc4211 said: Has any brave first adopter tried SAF with these animations? The progress seems amazing, but I haven't had time to play around with it. I don't think they do after just trying them out. Since SAF uses the SAF folder instead of NAF, the filepaths will most likely need to edited to reflect that.
Gray User Posted April 7 Author Posted April 7 On 3/8/2026 at 5:14 PM, mdc4211 said: Has any brave first adopter tried SAF with these animations? The progress seems amazing, but I haven't had time to play around with it. Animations work with SAF, but my system do not like SAF, so having trouble making stable Surrender/Seduce. Going to do total reinstall this week with update (if SAF updated for new game version) and see if works better for me then.
Gray User Posted April 7 Author Posted April 7 On 4/2/2026 at 4:30 AM, Darkflip95 said: I was wondering if these could be imported back into Blender and then exported out as native .AF files with the recent animation tools released. https://www.nexusmods.com/starfield/mods/16184?tab=description Maybe they can, probably it will be better to just make new animation. How stable is this for human? I might make vanilla animation for better reliability if stable and easy workflow.
Darkflip95 Posted April 8 Posted April 8 As far as I know, the tools allow for a fairly seamless import of Starfield's rigs and animations. The author has said that currently it's better to use the tool to import rigs from animation files directly rather than the rig files themselves at the moment, and there are some issues with rigs causing crashes after being exported in - but they're actively working on these issues. I did upload Starfield's rigs for both humans, creatures and robots here - so maybe give them a test? 1
sandmanalfa Posted June 14 Posted June 14 Could I ask what process you use to make animations for starfield? I've tried making my own animations and the only semi user friendly thing I found was a blend file that comes with this mod, it has the rig and a model so you can actually see what is going on, but it's a basic rig, no IK, just old fashioned FK. Do people make animations like that? It is incredibly rigid and hard, I was wondering if there is an easy way to make IK powered animations for this game or if it's not possibly. I tried using Cascadeur but when importing the animations to Starfield, my model just becomes a flesh pretzel, only exporting with blender allows the animations to play, but even then, the rotation and location is completely messed up, I have to move the model and rotate it in blender on the exact opposite positions (forward is up, up is rotation, stuff like that) to somewhat align the model with the actual coordinates of the world. It's just a completely nightmarish process, if this is how it's done, it makes sense why there are so few animations for this game compared to FO4 or Skyrim.
Gray User Posted 9 hours ago Author Posted 9 hours ago On 6/13/2026 at 10:15 PM, sandmanalfa said: Could I ask what process you use to make animations for starfield? I've tried making my own animations and the only semi user friendly thing I found was a blend file that comes with this mod, it has the rig and a model so you can actually see what is going on, but it's a basic rig, no IK, just old fashioned FK. Do people make animations like that? It is incredibly rigid and hard, I was wondering if there is an easy way to make IK powered animations for this game or if it's not possibly. I tried using Cascadeur but when importing the animations to Starfield, my model just becomes a flesh pretzel, only exporting with blender allows the animations to play, but even then, the rotation and location is completely messed up, I have to move the model and rotate it in blender on the exact opposite positions (forward is up, up is rotation, stuff like that) to somewhat align the model with the actual coordinates of the world. It's just a completely nightmarish process, if this is how it's done, it makes sense why there are so few animations for this game compared to FO4 or Skyrim. Have been using Blender 4.2 and GLB tool (https://www.nexusmods.com/starfield/mods/4360) This make GLB file, which can run with NAF (old game versions) or SAF (new game versions) but since SAF do not work for me anymore I am stopping support for my GLB based mods. OSF seem to work better, but uses native game animation (AF). I am learning workflow for this, but do not know it yet. 🤞 I just use FK rigs, does not bother me much for sex scene, just have to be careful to offset bones that contact ground to make actor look correct in animation. I use primitive in Blender to mark where actor should contact ground, then adjust to make correct in keyframes and works well.
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