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Posted

Hello, Im a professional Animator and im interested in creating a [Twerk Mod] for Skyrim SE.

I noticed that most mods that attemped that have outdated animations and some....are just not that good.

I will try to give my best shot at it.... But i need help. In specific, i need useful information.

I need information about:

- an updated workflow for creating mods for Skyrim se. (what programs to use; if theres any tools i need; etc...)

- Cautions/restrictions of animations for Skyrim se. (bone restrictions, positions restrictions, etc...)

- How to set them to work automatically for npc under certain conditions (arousal Threshold, in specific) AND how to set it for the player to do it on his own character.

I know that some of this stuff can be set through OAR, but i dont know the specifics of it.

Thank you for your attention!

Posted (edited)
2 hours ago, tenryuu97 said:

an updated workflow for creating mods for Skyrim se. ...

 

  • NifSkope
  • Creation Kit
  • Creation Kit Platform Extended for Skyrim
  • xEdit (SSEEdit)
  • Blender 4.5+
  • PyNifly (io_scene_nifly)

Maybe:

  • Havok Content Tools. One of the following:
    • HavokContentTools_2014-1-0_20140830_64Bit_PcXs.exe (md5:187354f360d5283ddf041b97d1433184)
    • HavokPcXsContentTools_X64_2010-2-0_20101115.exe (md5:e5e09e76b684d679bd3c3d8bf4e1385c)
  • Hkx Conversion Tool (hkxtools-128839-1-6-1731720167.7z)
2 hours ago, tenryuu97 said:

Cautions/restrictions of animations for Skyrim se. (bone restrictions, positions restrictions, etc...)

 

As it just so happens, I tried messing with some Skyrim animating a week ago or so but ran into an issue where Blender (or rather io_scene_nifly) complains about the bone count in the skeleton being less than that of the animation hkx file. I'm using 3BA myself with XPMSE and I don't see how it's poissible that I'm somehow missing bones. I found that there apparently is or used to be an animation rig for 3BA but it was/is 3D StudioMax -only.

 

That was the conclusion I came to, and as usual there's nothing on Google about this. I haven't had time to look into it any more than that. Havok in general is really annoying to work with because not only does it install system-wide, it also doesn't run in a sandbox, and the installers are for the most part removed from the internet after Microsoft bought it up and put it behind a paywall.

 

2 hours ago, tenryuu97 said:

How to set them to work automatically for npc under certain conditions (arousal Threshold, in specific) AND how to set it for the player to do it on his own character.

 

That you will most likely have to create a script for yourself. If you already have a mod that assigns a faction to matching actors then you might be able to get away with OAR's rules.

 

2 hours ago, tenryuu97 said:

...this stuff can be set through OAR, but i dont know the specifics of it.

 

Surely it's documented in OAR's mod description, or there's a mod that already does almost what you want that you can copy from?

Edited by traison
Posted
12 minutes ago, traison said:

 

  • NifSkope
  • Creation Kit
  • Creation Kit Platform Extended for Skyrim
  • xEdit (SSEEdit)
  • Blender 4.5+
  • PyNifly (io_scene_nifly)

Maybe:

  • Havok Content Tools. One of the following:
    • HavokContentTools_2014-1-0_20140830_64Bit_PcXs.exe (md5:187354f360d5283ddf041b97d1433184)
    • HavokPcXsContentTools_X64_2010-2-0_20101115.exe (md5:e5e09e76b684d679bd3c3d8bf4e1385c)
  • Hkx Conversion Tool (hkxtools-128839-1-6-1731720167.7z)

 

As it just so happens, I tried messing with some Skyrim animating a week ago or so but ran into an issue where Blender (or rather io_scene_nifly) complains about the bone count in the skeleton being less than that of the animation hkx file. I'm using 3BA myself with XPMSE and I don't see how it's poissible that I'm somehow missing bones. I found that there apparently is or used to be an animation rig for 3BA but it was/is 3D StudioMax -only.

 

That was the conclusion I came to, and as usual there's nothing on Google about this. I haven't had time to look into it any more than that. Havok in general is really annoying to work with because not only does it install system-wide, it also doesn't run in a sandbox, and the installers are for the most part removed from the internet after Microsoft bought it up and put it behind a paywall.

 

 

That you will most likely have to create a script for yourself. If you already have a mod that assigns a faction to matching actors then you might be able to get away with OAR's rules.

 

 

Surely it's documented in OAR's mod description, or there's a mod that already does almost what you want that you can copy from?

Thank you very much! That already gives me a pretty good basis!

Posted (edited)

Oh another thing about the Havok tools: hkxcmd (or a similarly named application) has issues with spaces in file paths. If you end up having to use that, make sure the path you're working in is as "dumb" and simple as possible:

 

This: C:\work\skyrim_anims\whatever

Not this: C:\Work\Skyrim Special Edition Animations\!!BestAnimEver!!\whatever

 

At least it's not allergic to file names longer than 8 characters like MSDOS back in the 1980's. Not that I'm aware of anyways.

Edited by traison
Posted

Another thing you may not be aware of is that if you animate a bone, it won't move with physics mods; or at least that's my understanding. To put that another way, I assume you want butt jiggle and such - don't animate the butt bones, let physics systems like SMP and CBPC handle that. Same goes for all the other jiggly bits.

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