primedragoon Posted January 22, 2018 Share Posted January 22, 2018 I'm editing in this quote from another Mod Author from Nexus Mods. Full credit to Sihnar for discovering this guide, as I definitely never could have. The process is a big pain in the ass. I mostly followed this tutorial.https://www50.atwiki.jp/skyrim_mod/sp/pages/48.html#id_6d87948aIt's in Japanese but just hit Google translate.There are 4 main steps.1. Download the .blend file from that page with the rig set up. Use that to create your animations using poses.2. Export the animation to a txt using a python script. It is included in the blend file or in one of the links in that page. You have to run it through blender.3. Convert the txt to hkx using the converter. Included with the blend file download or with one of the links in that page.4. You will need another converter to convert your hkx to SSE compatible.https://www.nexusmods.com/skyrimspecialedition/mods/2970/Have fun! The guide, despite being google translated, is pretty excellent being honest. Hopefully I can achieve something following it, as he has. And hopefully, this will become a tool of enlightenment for all Blender users out there without 1200 dollars in their back pocket for the ability to animate in skyrim. End edit. // // // // So I've been attempting to find out how to get an animation file out of skyrim, along with all associated mesh files, and stick it into Blender. And of course, vice versa, as I'd like to make a combat animations mod. Sadly I haven't found a lot of information on this specific process, aside from one 'tip' to use nifscope to save the scene as an object file and then import it in Blender, but I'm pretty sure that only works for static mesh objects. If you can open animation files with nifscope, then if someone could kindly point me down the correct filepath, that'd be awesome. However browsing through said folders only results in the display of folders, I don't think nifscope was ever meant to deal with any type of animation data. Link to comment
MadMansGun Posted January 22, 2018 Share Posted January 22, 2018 2 hours ago, primedragoon said: So I've been attempting to find out how to get an animation file out of skyrim, along with all associated mesh files, and stick it into Blender. And of course, vice versa, as I'd like to make a combat animations mod. Sadly I haven't found a lot of information on this specific process, aside from one 'tip' to use nifscope to save the scene as an object file and then import it in Blender, but I'm pretty sure that only works for static mesh objects. If you can open animation files with nifscope, then if someone could kindly point me down the correct filepath, that'd be awesome. However browsing through said folders only results in the display of folders, I don't think nifscope was ever meant to deal with any type of animation data. i don't use blender myself, but you need to convert the hkx files into kf files before you can import them into anything (note: you can only import stock skyrim animations) https://www.nexusmods.com/skyrim/mods/17109? https://www.nexusmods.com/skyrim/mods/1797/? this is what i can find on importing meshes and other blender related stuff: https://www.nexusmods.com/skyrim/mods/15690 https://www.nexusmods.com/skyrim/mods/3790 https://www.nexusmods.com/skyrim/mods/16332 https://www.nexusmods.com/skyrim/mods/62065 https://www.nexusmods.com/skyrim/mods/13648 https://www.nexusmods.com/skyrim/mods/57820 Link to comment
Vortec Posted January 22, 2018 Share Posted January 22, 2018 Which version of Blender are you using? Link to comment
primedragoon Posted January 23, 2018 Author Share Posted January 23, 2018 I have Blender 2.49, 2.78a, and 2.79. All of them, save 2.49, have a nif importing plugin associated/installed. Sadly, all of them throw exceptions when attempting to import even a basic body mesh, let alone an animation file or a skeleton. Should also perhaps be noted that I intend to work with Skyrim Special Edition, as one of the provided links at least leads to Oldrim information. Could still be valid of course, I doubt Bethesda changed how nifs work too much, so I'll give it another go. Hopefully this will manage to pan out somehow. Needing 3ds Max would suck, considering the cost of said program. Link to comment
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