Difference between revisions of "Working with animations in Skyrim"
Pickysaurus (talk | contribs) |
Shinichi83 (talk | contribs) m (Update link to Havok Command Line Tools 1.4) |
||
Line 1: | Line 1: | ||
− | ==Overview== | + | |
+ | == Overview == | ||
This is a simple workflow for working with animations in Skyrim. Basic 3d modeling tool competency is assumed. This tutorial will extract animations from Skyrim, modify them in 3ds max or a similar editor, and export then back into Skyrim. This tutorial does not cover use of 3d modeling tools, or actually making the desired animations. | This is a simple workflow for working with animations in Skyrim. Basic 3d modeling tool competency is assumed. This tutorial will extract animations from Skyrim, modify them in 3ds max or a similar editor, and export then back into Skyrim. This tutorial does not cover use of 3d modeling tools, or actually making the desired animations. | ||
Line 5: | Line 6: | ||
== Extracting animations from Skyrim == | == Extracting animations from Skyrim == | ||
− | # Get a BSA Unpacker. Some choices include [http://www.fallout3nexus.com/downloads/file.php?id=640 Fallout Mod Manager], or you could do a search on SkyrimNexus.com. | + | #Get a BSA Unpacker. Some choices include [http://www.fallout3nexus.com/downloads/file.php?id=640 Fallout Mod Manager], or you could do a search on SkyrimNexus.com. |
− | # Open up "Skyrim - Animations.bsa". | + | #Open up "Skyrim - Animations.bsa". |
− | # Browse to the actors\characters folder, select everything in there, and extract to a temporary folder. Make sure the directory structure is intact. | + | #Browse to the actors\characters folder, select everything in there, and extract to a temporary folder. Make sure the directory structure is intact. |
− | # [[File: | + | #[[File:Animations skyrim 1.png|RTENOTITLE]] |
− | # Go grab [ | + | #Go grab [https://www.nexusmods.com/skyrim/mods/1797?tab=description Havok Command Line Tools 1.4]. Install this preferably in the same folder as your temporary folder with the animations. |
− | # Make a new temporary subfolder (i.e. "anim-out") in the temporary folder you used above. The resulting folder structure looks something like this: | + | #Make a new temporary subfolder (i.e. "anim-out") in the temporary folder you used above. The resulting folder structure looks something like this: |
− | # [[File: | + | #[[File:Animations skyrim 2.png|RTENOTITLE]] |
− | # Open up a command prompt in that directory and type (change "anim-out" to your temporary subfolder): | + | #Open up a command prompt in that directory and type (change "anim-out" to your temporary subfolder): |
− | #: | + | #:hkxcmd exportkf "skeleton.hkx" "animations" "anim-out" |
− | # [[File: | + | #[[File:Animations skyrim 3.png|RTENOTITLE]] |
− | # Now the files should be ready to load into 3ds max. | + | #Now the files should be ready to load into 3ds max. |
== Animations in 3ds max == | == Animations in 3ds max == | ||
This example will use 3ds max 2012. Really, you can use any version you want. | This example will use 3ds max 2012. Really, you can use any version you want. | ||
− | # Import a skeleton.nif. You may have to use your BSA unpacker again, this time on "Skyrim - meshes.bsa", to obtain that file. | + | |
− | # Not sure how much the settings matter here, but be sure "import skeleton" is checked. | + | #Import a skeleton.nif. You may have to use your BSA unpacker again, this time on "Skyrim - meshes.bsa", to obtain that file. |
− | # [[File: | + | #Not sure how much the settings matter here, but be sure "import skeleton" is checked. |
− | # Import a .kf file that you just extracted. This demo will use "1hm_attackleft.kf". Make sure all boxes are checked in the import dialog. | + | #[[File:Animations skyrim 4.png|RTENOTITLE]] |
− | # Edit your animation. Covering animating is beyond the scope of this tutorial, and frankly enough I'm not an artist. | + | #Import a .kf file that you just extracted. This demo will use "1hm_attackleft.kf". Make sure all boxes are checked in the import dialog. |
− | # [[File: | + | #Edit your animation. Covering animating is beyond the scope of this tutorial, and frankly enough I'm not an artist. |
− | # Be sure to have proper "note" blocks for your animations, which are visible under Graph Editors > Track View - Dope Sheet. You may wish to refer to previous TES tutorials for this. | + | #[[File:Animations skyrim 5.png|RTENOTITLE]] |
− | # [[File: | + | #Be sure to have proper "note" blocks for your animations, which are visible under Graph Editors > Track View - Dope Sheet. You may wish to refer to previous TES tutorials for this. |
− | # When finished, export the animation. Make sure to use these EXACT settings as shown below. | + | #[[File:Animations skyrim 6.png|RTENOTITLE]] |
− | # [[File: | + | #When finished, export the animation. Make sure to use these EXACT settings as shown below. |
+ | #[[File:Animations skyrim 7.png|RTENOTITLE]] | ||
== Exporting animations to Skyrim == | == Exporting animations to Skyrim == | ||
− | # Open up your animation in NifSkope to make sure it's not empty, etc: | + | #Open up your animation in NifSkope to make sure it's not empty, etc: |
− | # [[File: | + | #[[File:Animations skyrim 8.png|RTENOTITLE]] |
− | # Open up a command prompt in that directory and type (where "test" is the name of your animation): | + | #Open up a command prompt in that directory and type (where "test" is the name of your animation): |
− | #: | + | #:hkxcmd convertkf "skeleton.hkx" "test.kf" "test.hkx" |
− | # [[File: | + | #[[File:Animations skyrim 9.png|RTENOTITLE]] |
− | # Put your animation back into the Data folder under the appropriate directory. Try it out in game! | + | #Put your animation back into the Data folder under the appropriate directory. Try it out in game! |
== Notes == | == Notes == | ||
− | # You may see missing nodes (such as the one shown above). I don't know at this time what effect that will have in game. | + | |
− | # Certain animations (notably the paired killmoves) will NOT work with the converter, as [http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__view__findpost__p__20091076 explained by SaidenStorm]. There is currently no fix for this. | + | #You may see missing nodes (such as the one shown above). I don't know at this time what effect that will have in game. |
+ | #Certain animations (notably the paired killmoves) will NOT work with the converter, as [http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__view__findpost__p__20091076 explained by SaidenStorm]. There is currently no fix for this. | ||
== Credits == | == Credits == | ||
− | #The Hologram, for his excellent Havok Command Line tools. | + | #The Hologram, for his excellent Havok Command Line tools. |
− | #The NifTools team. | + | #The NifTools team. |
− | #Autodesk. | + | #Autodesk. |
− | #Bethesda, for an awesome game. | + | #Bethesda, for an awesome game. |
== Author == | == Author == | ||
Line 55: | Line 58: | ||
You may contact the [http://www.thenexusforums.com/index.php?/user/411824-jimhsu/ author] of this tutorial for questions or comments. Note that response times may be delayed. | You may contact the [http://www.thenexusforums.com/index.php?/user/411824-jimhsu/ author] of this tutorial for questions or comments. Note that response times may be delayed. | ||
− | [[Category:Skyrim]] | + | [[Category:Skyrim]] [[Category:Tutorials]] [[Category:Animation]] [[Category:Mod Creation]] |
− | [[Category:Tutorials]] | ||
− | [[Category:Animation]] | ||
− | [[Category:Mod Creation]] |
Latest revision as of 02:49, 29 June 2020
Contents
Overview
This is a simple workflow for working with animations in Skyrim. Basic 3d modeling tool competency is assumed. This tutorial will extract animations from Skyrim, modify them in 3ds max or a similar editor, and export then back into Skyrim. This tutorial does not cover use of 3d modeling tools, or actually making the desired animations.
Extracting animations from Skyrim
- Get a BSA Unpacker. Some choices include Fallout Mod Manager, or you could do a search on SkyrimNexus.com.
- Open up "Skyrim - Animations.bsa".
- Browse to the actors\characters folder, select everything in there, and extract to a temporary folder. Make sure the directory structure is intact.
- Go grab Havok Command Line Tools 1.4. Install this preferably in the same folder as your temporary folder with the animations.
- Make a new temporary subfolder (i.e. "anim-out") in the temporary folder you used above. The resulting folder structure looks something like this:
- Open up a command prompt in that directory and type (change "anim-out" to your temporary subfolder):
- hkxcmd exportkf "skeleton.hkx" "animations" "anim-out"
- Now the files should be ready to load into 3ds max.
Animations in 3ds max
This example will use 3ds max 2012. Really, you can use any version you want.
- Import a skeleton.nif. You may have to use your BSA unpacker again, this time on "Skyrim - meshes.bsa", to obtain that file.
- Not sure how much the settings matter here, but be sure "import skeleton" is checked.
- Import a .kf file that you just extracted. This demo will use "1hm_attackleft.kf". Make sure all boxes are checked in the import dialog.
- Edit your animation. Covering animating is beyond the scope of this tutorial, and frankly enough I'm not an artist.
- Be sure to have proper "note" blocks for your animations, which are visible under Graph Editors > Track View - Dope Sheet. You may wish to refer to previous TES tutorials for this.
- When finished, export the animation. Make sure to use these EXACT settings as shown below.
Exporting animations to Skyrim
- Open up your animation in NifSkope to make sure it's not empty, etc:
- Open up a command prompt in that directory and type (where "test" is the name of your animation):
- hkxcmd convertkf "skeleton.hkx" "test.kf" "test.hkx"
- Put your animation back into the Data folder under the appropriate directory. Try it out in game!
Notes
- You may see missing nodes (such as the one shown above). I don't know at this time what effect that will have in game.
- Certain animations (notably the paired killmoves) will NOT work with the converter, as explained by SaidenStorm. There is currently no fix for this.
Credits
- The Hologram, for his excellent Havok Command Line tools.
- The NifTools team.
- Autodesk.
- Bethesda, for an awesome game.
Author
You may contact the author of this tutorial for questions or comments. Note that response times may be delayed.