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Bidirectional animation converter between Skyrim and Fallout 4


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Posted
2 hours ago, dagobaking said:

 

 

In any case, I wouldn't let the existence of that prevent me from making a tool that I felt like making that was above board by itself.

 

I I welcome it if someone wants to fork it and try to make a to-Starfield extension (of course while respecting animators, not trying to monetize the tool, etc). For me, it probably is too much work for a game that I don't play.

 

Thank you for that, it's all I could have hoped for.  

 

Now to see if the new update and DLC gains enough traction to bring people back to the game to make the whole endeavor worthwhile.

Posted
38 minutes ago, travelmedic said:

 

Thank you for that, it's all I could have hoped for.  

 

Now to see if the new update and DLC gains enough traction to bring people back to the game to make the whole endeavor worthwhile.

 

Judging by the first Youtube videos it looks tough for Starfield.

The cruise mode is not popular and the DLC is called sloppy. Just a lot of incursions by robots. 

 

 

Bethesda said themselves. "If You like Starfield this will be more of it".

  • 3 weeks later...
Posted

Can this tool be used to convert non-sex animations from skyrim to FO4? For example, converting melee attack/bow animations/paired kill animations/interactions or other idles?

Posted
21 hours ago, Rias_Gremory23 said:

Can this tool be used to convert non-sex animations from skyrim to FO4? For example, converting melee attack/bow animations/paired kill animations/interactions or other idles?

 

It should work on any hkx files. But, integrating that into the behavior graph in a similar way? That would be another, possibly bigger challenge.

Posted (edited)

I've gotten the tool working and am seeing Skyrim animations in Fo4, and would like to try to move the tags over from the skyrim animations to their fallout conversions.

I see that normal fo4 animation packs have a name_positionData.xml with tags in them, and I can see tags within the .json for various Skyrim SLAL animation packs.

Within the name_positionData.xml, I see this (as an example):
 

<position id="Gray Missionary 01 Staged" animationGroup="GrayMissionary01Staged" tags="F_M,NoFurn,Missionary,aggressive,Held5,Stim5,Love-9,Dom-9,NullToSelf,PenisToVagina,GrayUser"/>


I assume that the animationGroup value should match with what is present in the name_animationGroupData.xml generated by the converter, but I can't find where the id comes from. If I had the id, I am assuming that I could create a _positionData.xml file for the converted skyrim animations, drop that alongside the /AAF folder, and I'd be good to go?

I've never touched this stuff before, so let me know if I'm making any bad assumptions.

 

Edited by MeForRealThisTime
Posted
On 5/2/2026 at 11:47 AM, MeForRealThisTime said:

I've gotten the tool working and am seeing Skyrim animations in Fo4, and would like to try to move the tags over from the skyrim animations to their fallout conversions.

I see that normal fo4 animation packs have a name_positionData.xml with tags in them, and I can see tags within the .json for various Skyrim SLAL animation packs.

Within the name_positionData.xml, I see this (as an example):
 

<position id="Gray Missionary 01 Staged" animationGroup="GrayMissionary01Staged" tags="F_M,NoFurn,Missionary,aggressive,Held5,Stim5,Love-9,Dom-9,NullToSelf,PenisToVagina,GrayUser"/>


I assume that the animationGroup value should match with what is present in the name_animationGroupData.xml generated by the converter, but I can't find where the id comes from. If I had the id, I am assuming that I could create a _positionData.xml file for the converted skyrim animations, drop that alongside the /AAF folder, and I'd be good to go?

I've never touched this stuff before, so let me know if I'm making any bad assumptions.

 

 

Yes. Tags can be added the way you see in existing packs. (Although, positionData is now deprecated and you can put the same tags (and other info) into animationData XML).

 

The animationGroup ID can be anything you want it to be. It doesn't have to be the name made by the converter. Also, if you make an animationGroupData XML, a position entry like the one above that you cited will be automatically created. (As long as its the newer format.)

 

Sorry if that only adds to the confusion. There are a lot of concepts involved in your question and it's easier than it sounds. I think you would benefit from checking out the full documentation. It uses credentials from discord. So, you have to log in to the AAF discord server first. But, ping me there and I will give you access to the docs.

Posted
19 hours ago, nonofyodambiznes said:

does this work on furniture too like pama deadly furniture?

 

I'm guessing a bit about what is involved. But, I think it would convert just the animation part. But, not import the furniture. That said, it shouldn't be too hard to bring a furniture from Skyrim to Fallout 4. So, with some extra steps, you could end up with a similar furniture animation.

Posted
5 hours ago, dagobaking said:

 

I'm guessing a bit about what is involved. But, I think it would convert just the animation part. But, not import the furniture. That said, it shouldn't be too hard to bring a furniture from Skyrim to Fallout 4. So, with some extra steps, you could end up with a similar furniture animation.

is there some sort of a guide on bringing skyrim furniture to fallout 4?

Posted
19 hours ago, nonofyodambiznes said:

is there some sort of a guide on bringing skyrim furniture to fallout 4?

 

There could be. But, I think most of the answers for this task will be in regular blender tutorials.

  • 4 weeks later...
Posted

So has anyone succeded in making a pack of sex animation from skyrim to fallout 4 yet with this tool ?

Posted
On 6/2/2026 at 11:45 PM, leking said:

So has anyone succeded in making a pack of sex animation from skyrim to fallout 4 yet with this tool ?

Nope. I gave up after many attempts))

Posted
On 6/2/2026 at 11:45 PM, leking said:

So has anyone succeded in making a pack of sex animation from skyrim to fallout 4 yet with this tool ?

The only problem is copyright.

Posted
On 6/5/2026 at 12:15 AM, Holylokki said:

The only problem is copyright.

 

Has anyone asked Billy for permission?

Posted (edited)

I stumbled across this thread by chance, but the ‘pose’ command doesn't work for my files when used on a folder, as my files are named killer905_001/killer905_002 etc., so unfortunately they don't match the pattern ‘ERROR: No animation files found matching pattern {name}_A{n}_S{n}.hkx’

 

It would be worth adding a -pose argument to ignore the pattern mentioned above.

 

It converts individual files, but reduces the file size from 60kb to 6kb, though I suppose that’s how it’s meant to be. I haven’t checked yet whether it actually works in Fallout 4. But I’ll let you know in an edited post. 

 

Skyrim:

Spoiler

LTOTSdG.jpeg

Fallout 4:

Spoiler

aNLZkoz.jpeg

 

The tool works quite well. It’s likely (as someone has probably already mentioned) that the difference in body structure between Skyrim and Fallout 4 could be the issue. I hope this will result in F4 gaining quite a few animations, and vice versa for Skyrim ;)

Edited by killer905
Posted
4 minutes ago, poblivion said:

The conversation cannot be viewed, it was probably private.

 

I don't know if you're aware of this mod:

https://www.loverslab.com/topic/263802-bidirectional-animation-converter-between-skyrim-and-fallout-4/

 

It's a utility to convert Skyrim animations to Fallout 4.

I was wondering if you give permission for people to convert your animations to Fallout 4, or if you had any interest in doing so yourself?

 

If you decide you decide to pass (or to allow conversion), I'll post that in that thread.

 

If I have offended you with this approach, I do apologize.

 

Thank you for the animations for Skyrim, and hopefully for animations for Fallout 4!    😁

Hey Judge,

 

I recall hearing it might exist at some point, though I have no idea how well it works as I'm not exactly involved with anything Fallout related. That said, I have no issue with someone converting my animations and posting them. It's just a mod I've released after all, and people should feel free to mod it.

 

It wouldn't be a task I'd look to take on myself as I don't have any way I could test them without getting a functional LL modded Fallout going and learn how it all goes together. I'd be nice if someone took up the mantle to convert things though. While I don't really have interest in Fallout, it'd be nice to know the community has access to more animations for humans at least. Too bad about the creatures though, lol. Hopefully there's a guy doing those already, haha.

 

Anyways, ya, sure. Whomever can go for it and convert my animations to Fallout. I care not to restrict people's use of my animation files. Not like they could exist anyway without other tools provided by the community.

Thank you!

 

I posted this over in that thread, and we can hope for the best.

Posted (edited)
20 minutes ago, poblivion said:

The conversation cannot be viewed, it was probably private.

 

I tried adding to the users, you all may get invites to read the messages.

I've never used these features before so let me know please.

Billyy-Permissions.jpg

Edited by judge007
screenshot
Posted (edited)

So, I spent the day getting the converter installed.

 

I ran it on the following SLAL packs:

 

Znaroks SLAL Pack - all of it

Bakafactorie's SLAL - just Babo Human folder

Billyy's SLAL - folders Billy Human, Billy Human DD and Billyy Human Furniture

 

I must say the converter works very efficiently.

I installed those packs into MO2, and eslified the plugins.

With those packs in, the game loaded.

 

From what I could tell, most if not all, those animations were listed in AAF (1.7.1, followed by 1.5.5)

They also ran, no crashes were experienced.

 

However, as mentioned by @Allnarta previously some misalignment with the arms and legs is evident.

The misalignment appears to be consistent, which brings me to my question:

 

Could this misalignment be tweaked beforehand to avoid having to adjust each animation in Blender or SAM?

 

 

More results:

About 1 third of the animations caused crashes, mostly creature and anims that added bondage gear.

All of the furniture anims just didn't run (characters standing merged with no animations applied) or crashed.

I reported earlier misalignment with arms and legs. The leg misalignments were caused by SAM's edit for the knees. (knee fixes and legs for days)

This is NOT the mod for CBBE but adjustments for SAM for Zex.

So only arm & hand misalignments remain.

 

I will try again with less animations, no creatures, furniture or bondage gear

Edited by judge007
More results
Posted
On 6/17/2026 at 12:06 AM, judge007 said:

Could this misalignment be tweaked beforehand to avoid having to adjust each animation in Blender or SAM?

 

I spent quite a lot of time on that issue. Testing a lot of different approaches.

 

Never say never. There might be some way. But, I'm going to say with 85% confidence: "no".

 

There are two obstacles: the rest poses are different and the skeletons are different.

 

I was able to get close to "solving" the rest pose issue by making a Fallout version of the Skyrim rest pose, using the Fallout skeleton. That did help a lot. But, still was not 100% good alignment.

 

The more difficult problem are the skeleton differences in the arms/hands area. The nature of needed adjustments changes depending on what is happening in the animation. So, you can make tweaks that align things for one type of pose. But that same tweak will cause it to be more out of alignment in another pose.

FWIW, I also tried some "targeting" methods. In other words, I tried positioning some bones (hands) to copy the source animation and then use Inverse Kinematics (IK) to fill in better arm angles. There is some possibility that this technique could work. I didn't fully explore all options there. But, it was looking more complicated and less promising than I expect in first tries. Basically, some hand positions are just not possible at all with arm angles alone. It had to extend to many other bone movements to get right.

 

So, long story short, I can't be 100% sure. But, I think that manually adjusting remaining misalignments is the shortest path from A to B on this one.

Posted
1 hour ago, dagobaking said:

 

I spent quite a lot of time on that issue. Testing a lot of different approaches.

 

Never say never. There might be some way. But, I'm going to say with 85% confidence: "no".

 

There are two obstacles: the rest poses are different and the skeletons are different.

 

I was able to get close to "solving" the rest pose issue by making a Fallout version of the Skyrim rest pose, using the Fallout skeleton. That did help a lot. But, still was not 100% good alignment.

 

The more difficult problem are the skeleton differences in the arms/hands area. The nature of needed adjustments changes depending on what is happening in the animation. So, you can make tweaks that align things for one type of pose. But that same tweak will cause it to be more out of alignment in another pose.

FWIW, I also tried some "targeting" methods. In other words, I tried positioning some bones (hands) to copy the source animation and then use Inverse Kinematics (IK) to fill in better arm angles. There is some possibility that this technique could work. I didn't fully explore all options there. But, it was looking more complicated and less promising than I expect in first tries. Basically, some hand positions are just not possible at all with arm angles alone. It had to extend to many other bone movements to get right.

 

So, long story short, I can't be 100% sure. But, I think that manually adjusting remaining misalignments is the shortest path from A to B on this one.

 

Hand meshes are very different. Even in Skyrim. Also how they are weighted.

 

Not all will fit animations great.

 

I have tried many different releases. I animate in LE using the HP hands and feet by HALO.

 

Like the Vanilla size they are very large for females, so I have been trying to find some more feminine ones. Unfortunately as they become smaller in size they also allign terribly.

 

Modern solutions would be to use SAM to make adjustments to all stages. I believe SAM (ScreenArcherMenu) is used in Fallout as well

 

 

In Skyrim we have been animating with hands set to 100% in size. In truth to truly allign You need to scale them to 85 % size.

 

Part of the reason why hand placement is the worst when animating.

Posted
3 hours ago, NCK30 said:

Modern solutions would be to use SAM to make adjustments to all stages. I believe SAM (ScreenArcherMenu) is used in Fallout as well

SAM doesn't work when you need to edit the position of arms and legs during motion. This is because SAM applies a single coordinate offset to all animation frames. However, correct limb movement in animation requires separate adjustments for each keyframe. And in baked HKX animation, this means every frame. So editing in 3dsmax/blender is essential.
However, there are certain issues when using 3dsmax. The data structure of HKX animations exported from a converter or blender doesn't match the expectations of the Havok 3ds Max Plugin. 3dsmax crashes with an error when attempting to load the animation.

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