Vader666 Posted March 3 Posted March 3 (edited) On 3/1/2026 at 6:27 PM, kziitd said: while animations in Skyrim and AAF are 100% created from scratch by animators Meshes and textures don't grow on trees... They are made (mostly) by humans, just like any other assets as well. Derivative works of any asset need proper license, otherwise its IP fraud / "theft" no matter if its an outfit, an animation, or a sound effect. The only difference with animations is that its quite a lot harder to distiguish derivates from original creations. A possible remedy for that could be adding data to the generated files that state that the file was generated by this tool alongside some information about the original file used to do the conversion. Obviously not a bullet proof way to prevent anything, but given that we are pretty much talking about the issue of people who want to grab cash with the least amount of effort possible are going to use the tool to convert somone else's stuff, it might work well enough. 2 hours ago, Cookiemonsta234 said: Are the animations limited to nsfw or does the tool also work for sfw animations? Without any insight to the tool, im 99.9% sure its capable of converting any animations since its just orientation data within a given reference frame for a list of bones. > Retargeting Implementation of the generated .hkx files is a different story. Edited March 3 by Vader666 2
Operand Posted March 3 Posted March 3 (edited) On 3/1/2026 at 10:46 PM, dagobaking said: The problem occurs when/if other peoples work gets converted and re-published without permission. That would definitely be an IP breach. With the tool, the work to do the file conversion becomes easy. But, setting the animations up to work in the game (AAF XML files or FNIS files, with config for extra features like morphs, overlays, etc.) would still be a bit of work. So, there would be a lot of interest for people to "re-pack" and distribute the converted animations. Also, many animators have left the scene but people still want to use their animations... We would be naive to think that gatekeeping at a few different sites would be enough to stop it. Or, even DMCA laws themselves. If a person or group decides they want to re-publish something, there will always be some place they can do it at, even if it's just moving locations. So, to me, it's important to gauge the authors comfort level with that circumstance. To see if there is at least a general consensus. This concern comes from two places: A) Basic courtesy and respect for other peoples efforts. I think that a tool like this could affect the environment they are (or have) contributed in and I don't want to be known as the one who made it more negative for them. B) How will this influence new animators? If it creates a situation where being an animator means having to chase people around on the internet, argue with people, file takedowns, etc. they may be much more likely to choose not to animate at all. That's not the result I would want from posting my work. All good points. But I do not believe the responsibility - should the need arise, legal or otherwise - would lie with the creator of the tool. Mind me "I do not believe" is not legal advice because IANAL (yes, sounds funny given the context of this site); but it stems from the common sense of comparing it to the existing precedents. Tools like xEdit allow for all sort of "conversions" and forking mods, adding "compatibility patches", "bug fixes" and "repackaging". The common understanding there is that - unless the permission from original creators was obtained - redistribution is at least a bad move if authorship is claimed. But at no point the creators of xEdit can be blamed for proliferating the opportunities for modifications. So where it applies, I would suggest securing original creators' blessings. Most of them would be fine with it, rarely anyone made money off those animations. Offer them to either do it themselves or convert it yourself, with the difference being that with the former those creators would need to integrate it to AAF/distribute it and for the latter you will do so and attribute their authorship to your package. I am 99% sure most would be fine if given this choice. Finally, if the original creator disagrees = you explicitly state in your tool distribution page that this and that mods must not be converted and if users want to do so - you are washing your hands off it and the responsibility lied with the user, not the tool author. For paid mods - I'd honestly not touch those with a 5-miles long pole, this use-case or otherwise. It's a never ending string of headaches where modifications / fixes / improvements are involved so it's just not worth the hassle. Just have a disclaimer that any related disputes would happen between those mods creators and the users who converted their works and not you as a tool author. Where the missing / unreachable creators occur - that's the tricky case where I'd honestly approach it this way: have instructions written on "how to convert"; have the tool available. Then let the final users decide if they want to build that locally. If they do - fine, but then should they decide to share their results = you're off the hook, you have nothing to do with it at that point. P.S. Most of this community is understood as a friendly or at least non-hostile actors who realize the simple truth that one doesn't fart in a bus that's about to ride 5 hours. Misdeeds are visible, perpetrators are identified quickly. And if some external sites are out of control - well, this is much the same as what we have now with existing tools and creative works, such is life. Edited March 3 by Operand 2
SRBOT Posted March 3 Posted March 3 (edited) I don't really understand the issue, if I understand correctly it's just a tool for retargeting one skeleton to another + importer of Skyrim animation format and exporter of Fallout animation format? Why the creator of the tool should be held responsible for how the tool is used? It's nothing new from technical perspective, it's just a convenient wrapper for already known process. Edited March 3 by SRBOT 1
NCK30 Posted March 3 Posted March 3 I see your list of animators is a bit outdated. I will take the chance and voice my opinion here, as I had a pack from 2018 till 2024 on LoversLab. The pack is on Discord now. Anyway, as I own Fallout 4 myself, as a principle I would not object to the conversion of my free animations. I would however prefer a small number of convertors or the tool released to the authors. Then they could decide, if they would have their animations in Fallout. I am a little shocked at some of these posts that don't recognize the thousands of hours put into these animations. Anyone releasing my pack should credit me of course. Nobody and I mean NOBODY should earn a cent releasing under their own name. It should be free for the general public like in Skyrim. But please. I don't know if You are all Fallout players. Please have some respect for animators. Blood, sweat and tears were involved in making almost 40 sets of animations. I am sure big animators like Billyy and Anub would agree. 4
dagobaking Posted March 4 Author Posted March 4 On 3/2/2026 at 10:39 PM, Vader666 said: Without any insight to the tool, im 99.9% sure its capable of converting any animations since its just orientation data within a given reference frame for a list of bones. > Retargeting This is exactly right. The only nuance is that adjustments were needed for the specific human-to-human skeleton conversion. So, bone mappings, etc. are hard-coded in. Creature conversions would need an adjusted script. But, we can cross that bridge if/when someone does the thousand other steps needed to port a whole creature. 17 hours ago, Operand said: So where it applies, I would suggest securing original creators' blessings. Most of them would be fine with it, rarely anyone made money off those animations. This is what I'm hoping to learn. I'm not worried about the legality of the tool or how it affects me. Its more that this tool could indirectly make the environment more annoying for animators to deal with. Maybe they are ok with that. But, I think they should at least give it some thought and have the opportunity to weigh in. 13 hours ago, NCK30 said: I see your list of animators is a bit outdated. I apologize for that. I'm sure you are right. I haven't played Skyrim for a long time. So, to make the list I just went by the guide posts for Sexlab here on LL. I'm sure there are many unlisted packs, etc. by now. Feel free to let anyone know that needs to. Also, if anyone is more comfortable with DM, feel free to send your opinion to me that way. I'm not trying to put anyone on the spot over issues with this. I really just want to get the most informed perspective I can. Then, I will come up with a decision or plan. 2
guliguliradish Posted March 4 Posted March 4 Not only that, Dago, if possible, the conversion from FO4 to Skyrim is also necessary! 1
kziitd Posted March 4 Posted March 4 17 hours ago, NCK30 said: I see your list of animators is a bit outdated. I will take the chance and voice my opinion here, as I had a pack from 2018 till 2024 on LoversLab. The pack is on Discord now. Anyway, as I own Fallout 4 myself, as a principle I would not object to the conversion of my free animations. I would however prefer a small number of convertors or the tool released to the authors. Then they could decide, if they would have their animations in Fallout. I am a little shocked at some of these posts that don't recognize the thousands of hours put into these animations. Anyone releasing my pack should credit me of course. Nobody and I mean NOBODY should earn a cent releasing under their own name. It should be free for the general public like in Skyrim. But please. I don't know if You are all Fallout players. Please have some respect for animators. Blood, sweat and tears were involved in making almost 40 sets of animations. I am sure big animators like Billyy and Anub would agree. This is basically a blind spot in understanding. People who haven't produced excellent animation really don't understand the time and effort required. They might think it's just a matter of changing costumes CBBE to XX or something. 1
kziitd Posted March 4 Posted March 4 (edited) On 3/3/2026 at 2:39 PM, Vader666 said: Meshes and textures don't grow on trees... They are made (mostly) by humans, just like any other assets as well. Derivative works of any asset need proper license, otherwise its IP fraud / "theft" no matter if its an outfit, an animation, or a sound effect. The only difference with animations is that its quite a lot harder to distiguish derivates from original creations. A possible remedy for that could be adding data to the generated files that state that the file was generated by this tool alongside some information about the original file used to do the conversion. Obviously not a bullet proof way to prevent anything, but given that we are pretty much talking about the issue of people who want to grab cash with the least amount of effort possible are going to use the tool to convert somone else's stuff, it might work well enough. Without any insight to the tool, im 99.9% sure its capable of converting any animations since its just orientation data within a given reference frame for a list of bones. > Retargeting Implementation of the generated .hkx files is a different story. In a product like this, each department has its own specific role. The contributions of textures and skeletons come from their creators; turning those into animation is the contribution of the animators. No one can function without the others. If you mean that those creators who put animations behind paywalls should pay the texture, body, mesh, and skeleton creators for accusing those who steal animation work to achieve fairness, that's fair. But that's not a reason for the thieves to say, "Because your animation is nothing without mesh, skeleton, and textures." The only difference with animations is that its quite a lot harder to distiguish derivates from original creations. My translation makes this sentence a bit confusing. Are you saying that by using post-production tools like HKXPose and SAM to transform a kneeling person into a standing person, it's impossible to tell whether it's derivative or original? No, these tools don't change the rhythm/motion of the original animation created by the original animator. Of course, this isn't something the average person can easily discern or dismiss; the average person might only focus on the visual change from kneeling to standing. Using post-production tools to transform a kneeling person into a standing person doesn't mean the animation belongs to the person who used the tools. Their use of tools implies they don't create rhythm and motion. And the animator's effort is entirely focused on rhythm and motion; otherwise, why call it "animation"? Edited March 4 by kziitd 1
NCK30 Posted March 4 Posted March 4 48 minutes ago, kziitd said: This is basically a blind spot in understanding. People who haven't produced excellent animation really don't understand the time and effort required. They might think it's just a matter of changing costumes CBBE to XX or something. Thanks for understanding. I have basically modded everything in Skyrim except for scripted mods. And I can say without a doubt that animating is the most difficult. Also the most rewarding. Definitely the most time consuming of all. Some can make animations. But making them fluent and lifelike is truly reserved for a small number of animators. I wish people would understand this. Having said that I would gladly share mine with every Bethesda game. Even Starfield. I was hyped at some point to play Fallout. Bought Fallout 3, Fallou New Vegas and Fallout 4. Really want to play them at some point. But I hear some High Res update fucked up Fallout 4. Recently I saw Bethesda releasing the Anniversary Edition. And there were still bugs.
kziitd Posted March 4 Posted March 4 (edited) 20 minutes ago, NCK30 said: Thanks for understanding. I have basically modded everything in Skyrim except for scripted mods. And I can say without a doubt that animating is the most difficult. Also the most rewarding. Definitely the most time consuming of all. Some can make animations. But making them fluent and lifelike is truly reserved for a small number of animators. I wish people would understand this. Having said that I would gladly share mine with every Bethesda game. Even Starfield. I was hyped at some point to play Fallout. Bought Fallout 3, Fallou New Vegas and Fallout 4. Really want to play them at some point. But I hear some High Res update fucked up Fallout 4. Recently I saw Bethesda releasing the Anniversary Edition. And there were still bugs. I've created hundreds of animations for FoG4, but haven't publicly released them yet. This is because XML has become increasingly functional with AAF updates, and AAF animations were just a "relatively simple first step" when they were created HKX. I remember Skyrim had an automated SLAL tool for modders. AAF's XML, however, requires manual writing. I know some mod authors don't mean any harm when they say transition animations are similar to clothing transitions; they just haven't created them themselves. Many vanilla animations in FoG4 are motion-captured, and I suspect Skyrim's are the same? In short, making a T-pose turn to other poses that the user sees, and making them move vividly and smoothly, Just as you said, is the hardest part. Edited March 4 by kziitd 1
NCK30 Posted March 4 Posted March 4 52 minutes ago, kziitd said: The only difference with animations is that its quite a lot harder to distiguish derivates from original creations. My translation makes this sentence a bit confusing. Are you saying that by using post-production tools like HKXPose and SAM to transform a kneeling person into a standing person, it's impossible to tell whether it's derivative or original? No, these tools don't change the rhythm/motion of the original animation created by the original animator. Of course, this isn't something the average person can easily discern or dismiss; the average person might only focus on the visual change from kneeling to standing. Using post-production tools to transform a kneeling person into a standing person doesn't mean the animation belongs to the person who used the tools. Their use of tools implies they don't create rhythm and motion. And the animator's effort is entirely focused on rhythm and motion; otherwise, why call it "animation"? Animations edited with HKXPose show clear signs of editing. Often it will result in shaky movements and bones in weird poses. 3DSMax is so fluent compared to that. You also have an animation rig to work with that controls a number of bones. In HKXPose You only control one bone. This will make the animation less fluent. Of course if You are only rotating a arm or some other small edit then it is more difficult to notice.
NCK30 Posted March 4 Posted March 4 5 minutes ago, kziitd said: I've created hundreds of animations for FoG4, but haven't publicly released them yet. This is because XML has become increasingly functional with AAF updates, and AAF animations were just a "relatively simple first step" when they were created in HKX. I remember Skyrim had an automated SLAL tool for modders. AAF's XML, however, requires manual writing. I know some mod authors don't mean any harm when they say transition animations are similar to clothing transitions; they just haven't created them themselves. Many vanilla animations in FoG4 are motion-captured, and I suspect Skyrim's are the same? In short, making a T-pose look like what the user sees, and making it move vividly and smoothly, is, as you said, the hardest part. Yes. SLAL makes it very easy to add animations to Skyrim. Takes me an hour to make the pack when I have finished animating. 1
Allnarta Posted March 4 Posted March 4 22 minutes ago, NCK30 said: Some can make animations. But making them fluent and lifelike is truly reserved for a small number of animators. A bit of offtopic, but I'd say this sounds a bit rude and elitist. Everyone can learn to make animations. It's just very consuming and long process. 1
kziitd Posted March 4 Posted March 4 No one is wrong. Anyone can create animation and learn to create animation. Animation quality varies greatly. I guess there are very few people in the world who can achieve motion capture effects by hand. 2
Allnarta Posted March 4 Posted March 4 I meant specifically decent quality. Because "you will never achieve result because you weren't born for it no matter how you try, forget it" is approach that definitely not going to help more animators to appear in future.
kziitd Posted March 4 Posted March 4 (edited) When I read that sentence, I felt it meant, "There aren't that many patient people."😶 If I were to dedicate several years to specializing in one animation, I could probably accomplish something similar to motion capture, but I wouldn't do it..💀 Edited March 4 by kziitd 1
Allnarta Posted March 4 Posted March 4 "There aren't many patient people" is totally correct statement, I am myself not patient enough to make long animation sequences. But if anyone has enough dedication, I'm sure anyone can become prominent animator. 1
NCK30 Posted March 4 Posted March 4 (edited) 6 hours ago, Allnarta said: A bit of offtopic, but I'd say this sounds a bit rude and elitist. Everyone can learn to make animations. It's just very consuming and long process. You can say what You want. Having made animations for 7 going on 8 years I think I know a thing or two about animating. This might sound "elitist" too. Through the last 10-12 years we have had maybe 5-10 good animators on LoversLab. I have no problems mentioning them. Billyy Anub Milky Gunslicer Nibbles Baka (movements not allignment) Flufyfox Zaz Myself (Going by number of downloads and own opinion) And that's about it. Can't talk about creature anim authors. Because I never used them. Edited March 4 by NCK30 1
NCK30 Posted March 4 Posted March 4 Only seen one author blow us other out of the water. This author Maligni. Professional animator. So maybe that's why. Superb bathing animation. https://www.nexusmods.com/skyrimspecialedition/mods/137401
kziitd Posted March 4 Posted March 4 59 minutes ago, NCK30 said: Only seen one author blow us other out of the water. This author Maligni. Professional animator. So maybe that's why. Superb bathing animation. https://www.nexusmods.com/skyrimspecialedition/mods/137401 That's truly professional!❤️ I also made a bathing animation for another author's FO4 mod, but the animation wasn't as long, the pace was faster, and there was no interaction with the pond; it was just the kind where you stand under the shower head of FO4 furniture. https://mega.nz/file/gUAzRQKL#FOSmfGDlLgqSq8Q9FeFcY2FKaABjLOgxZVORmnFWfNU
guliguliradish Posted March 5 Posted March 5 2 hours ago, kziitd said: That's truly professional!❤️ I also made a bathing animation for another author's FO4 mod, but the animation wasn't as long, the pace was faster, and there was no interaction with the pond; it was just the kind where you stand under the shower head of FO4 furniture. https://mega.nz/file/gUAzRQKL#FOSmfGDlLgqSq8Q9FeFcY2FKaABjLOgxZVORmnFWfNU That's why I advised you to make animations of "walking, running, and idling" before. If you don't leave Skyrim, you will also be one of the "best".
kziitd Posted March 5 Posted March 5 20 minutes ago, guliguliradish said: That's why I advised you to make animations of "walking, running, and idling" before. If you don't leave Skyrim, you will also be one of the "best". Thanks! But we've gone off-topic..... Hope more current Skyrim animators will share their opinions on Dago's tools.
dagobaking Posted March 5 Author Posted March 5 5 hours ago, NCK30 said: Only seen one author blow us other out of the water. This author Maligni. Huh. The Maligni animations you reference do look good. Though, I suspect it's at least based on mo-cap. I would argue that CE0 has been the best over-all in Skyrim. But, its subjective. In any case, it's true that its a deep learning curve to do well and deserves respect. But, it's also true that anyone can do it. You can do free tools set up and make your first animations in a day. And they might even be good on day one. 1 hour ago, kziitd said: Thanks! But we've gone off-topic..... Hope more current Skyrim animators will share their opinions on Dago's tools. Indeed. I've helped digress my own thread. Just to set expectations, I'm going to leave this thread open for a while. It will give others a chance to find and chime in. Plus, I'm wanting to add at least a beta version of a fallout-to-skyrim converter in the package. 1
guliguliradish Posted March 5 Posted March 5 3 hours ago, dagobaking said: I'm wanting to add at least a beta version of a fallout-to-skyrim converter in the package 🤑🤑🤑🤑🤑
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