Jump to content

Recommended Posts

View File

Pose Converter Beta 0.73


This is the big update I've been promising.


Pose Converter is a suite of Blender tools designed to simplify and automate many animation related tasks. The latest update simplifies and streamlines the process of converting animations from one game or armature to another. At things currently stand, if you can port an animation and its armature into Blender, you can port it to any other armature with a vaguely similar structure.




1. Automated compensation for differences in bone bind orientation: This radically simplifies the process of porting animations from one armature to another.

1.a. Automatically convert animations between different creature types, or between creatures and humans.

1.b. Automatically convert animations between different games...if you can import it into Blender, you can convert it.

2. 1-Click button to freely convert Skyrim, Fallout, and Oblivion meshes between Skyrim, Fallout, and Oblivion bind positions

3. Automatic BB generation has been improved. The X, Y, and Z orientation are no longer relative to the bind position of the bones. This means that it is much easier to get consistent results from the settings.

4. Modify the magnitude of any movement, rotation, or scale animations, by bone and frame.

5. Set bone priorities to all bones in an animation

6. Automatically add B4 (BBB) Breast animation to Skyrim, Fallout, and Oblivion Animations

7. Automatically add B4 (BB) Buttock animation to Skyrim and Oblivion Animations

8. Automatically add B4 (BBB) style motion to any bone on any armature

9. Rotate Oblivion animations (movement and/or direction) - Fixes the 90 degree import bug and simplifies the creation of left, right, forwards, backwards animation groups.

10. Automatically update Anim text keys for Oblivion animations

11. Automatically add facial expressions to Oblivion animations

12. Automatically repair breast scaling distortion when using Growlf's controllable skeleton.

12.a. Improved repair of breast scaling distortion. Requires Lovers Animation Workshop Skeleton Mark II



Using the Tool


Converting Animations between Armatures

(ie, from Oblivion to Fallout, from an NPC to a creature, etc)




1. First import the skeleton/animation that you want to mess around with into Blender.

2. Run Pose Converter 0.73.

3. The menu you see will have different options depending on the type of armature. "Save Animation" will only appear if an animation is detected

3.a. Click Save Animation

4. If you like, you can specify individual bones and frames for export.

5. Give the animation a meaningful name. You'll be seeing it again.


Start a new Blender workspace

0. Optional: Import a body mesh and delete the imported partial skeleton.

1. Import the skeleton that you will be converting the old animation to use.

1.a. Note: this skeleton MUST be named skeleton.nif or a whole lot of ugly will happen

1.b. Do not import an animation at this time.

2. Run Pose Converter 0.73.

3. This time click on "Load Animation"

4. Select the animation from the list

5. Select the bone animations and frames that you wish to import. You may also offset the frame, if you like.

6. Customize the generated bone map, if you like


Notes on the Bone Map Menu:

If any of the bone names don't match, you will now see the Bone Map menu. This menu is a bit odd and requires some explanation. It contains a list of all of the bones in the armature, and all of the bones in the animation, paired together in a side by side columns.


'Current Bones' are the bones found in the armature

'Animation Bones' are the bones found in the animation


The bone lists are divided into two main sections. The fist section contains all of the bones that Pose Converter *thinks* are appropriate matches. The second section contains all of the bones that Pose Converter couldn't decide what to do with.


To change the match assignments, just click on a bone from the one of the 'Current Bones' and then click on one of the 'Animation Bones'. They will now be paired together.


To save yourself pain and misery, I added the ability to save and load Bone assignments. Just click the 'Save' button to save your existing configuration or 'Load' to load an existing one.


7. The last menu is "Adjust Bind Rotation For Selected Bones". Select any bones that you wish to adjust.


Notes on the Bind Rotation Ajustment:

This algorithm will automatically modify the animation of the selected bones to compensate for differences in their base bind orientation. Depending on the bone, this can either be a very good thing or a very bad thing. In general, calves, thighs, upper arms, forearms, hands, and fingers are good candidates. Results with other bones will vary.




Adding Bouncing Breasts, Buttocks, or any other bone





As you can see, the number of control settings for modifying BB Butts animations and BB Breasts animations has grown to absurd levels. But it does a damn fine job if you tweak the settings a bit.


Explanation of Options



Each column controls a single bone.



Enable this to modify the animations for the given bone. Disable this to leave them unmodified. Note: All other options for the bone will be hidden when "Move" is disabled.


Main Bounce

This determines the total number of primary bounces (the large movement) in the animation for the specified bone.

Note: The tool has two modes, harmonic motion and static position.

Set Main Bounce to 0 to use static positioning for the specified bone. For all other settings, the bone will be given harmonic-style motion (pendulum swing, spring jiggle, etc).


Jiggle Bounce

This determines the total number of jiggle bounces. These are small secondary bounces that do not affect the primary movement. Instead they impart a small fleshy jiggle.



This determines the degree of harmonic damping. With a high damping, the breast movement and jiggles will decrease towards the end of the bounce.



This sets the degree of movement along the X, Y, and Z bone axes


Frequency Multiplier

This increases the frequency of bounce for the X, Y, and Z bone axes, independent of the main bounce. This can be useful for producing, among other things, smooth pendulous swings.


Angle Offset

This allows you to independently shift the start angle in units of pi for the X, Y, and Z bone axes.


Jiggle Amplitude

This increases the jiggle movement along the X, Y, and Z bone axes


Frame Offset

This shifts the angle = 0 condition of the specified bone animation by the specified number of frames. Note: sin() is used to generate the primary amplitude, so amplitude in all directions will be 0 at the Frame Offset frame.



The total number of frames to generate for the animation.



Recommended tweaks:

To generate a L/R swinging motion, set the Z frequency multiplier to double that of the X.


In order to generate L/R symmetrical animations, the Left Y amplitude generally needs to be set to the negative of the value of the R Y amplitude.


Using the Copy Animations tool



This one requires a bit of explanation. This feature allows you to copy bone animations from any Oblivion animation to any other Oblivion animation. It works in two stages.


Stage one.

1. Import the source animation.

2. Select the skeleton

3. Run the Pose Converter and select 'Copy Animations'

You will see two options, Load Animation and Save Animation

4. Select "Save Animation" and click "Done"

You will be presented with a list of every bone with a keyframe in this animation.

5. Select any bones whose movement you want to copy and hit Done. Note, to quickly select all of the bones, click "Select All".

6. Choose an existing save to over write or select "New Save" to generate a new saved animation.

6.a. If you selected "New Save", enter a name for your new animation

7. The selected bone animation has now been saved to an external file and can be copied into another animation at any time.


Stage two.

1. Import the animation that you want to modify.

2. Select the skeleton

3. Run the Pose Converter and select 'Copy Animations'

You will see two options, Load Animation and Save Animation

4. Select "Load Animation" and click "Done"

You will be presented with a list of previously saved animations.

6. Select the animation that you want to copy into your animation.

6.a. If you want to import the anim keys in addition to the bone movements, ensure that "Import Text Keys" is enabled

7. Click done.



I'm in the process of writing instructions now, so please feel free to post any questions, feedback, suggestions, etc.

  • Submitter
  • Submitted
  • Category


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...