Wanna make power armor animations in Blender? This is a Blender Rig for Power Armor Animations and accompanying guide. Included are: a Blender file, Havok setting, Skeletons for Havok tools and conversions. And a link to my guide.
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Changelogs
Version 2.6.0
!!! IMPORTANT !!! The code for annotations has been completely rewritten, which means that old annotations need to be synced with the new system. A big red syncing button shows up when the number of annotations and pose markers doesn't match, which you have to press for every animation.
Added rudimentary support for sounds that move with the annotations.
Added button to sort annotations by frame.
Added button to add a new SoundPlay Annotation that lets you select and change the sound file, and has a volume slider.
Completely rewrote annotation code. Changes to pose markers no longer affect annotations.
Added word wrapping to some longer warning and error texts.
Version 2.5.8
Added new Time stretching switcher. With this you can watch your animation in slow-motion or fast-forward.
Fixed import completely stopping at the first failed import instead of skipping to the following file.
Version 2.5.7BETA
Added some checks for newer updates to warn the user that the newest version might not behave correctly.
Fixed framerate switch buttons not updating when switching between actions.
Version 2.5.6BETA
Changed the Attachment script to make it compatible with the newest Pynifly version.
Version 2.5.5BETA
Added a missing configuration file which lead to the export failing.
Version 2.5.4BETA
-- Fixed IK-FK Snapping not keyframing rotations.
-- Fixed some bones wrong rotation mode.
Version 2.5.3BETA
Fixed Attachments with numbers in their name, like WeaponMagazine2, sometimes not attaching to the corresponding bone.
Version 2.5.1BETA
Added experimental support for paired animations.
Added a new 3rd Person rig for the Paired Animation Partner. (Human only)
Added FPS toggles that range from 30 to 480 FPS.
Added After export duration change for animations. That means the animation gets stretched or compressed without changing the framerate.
Exporting with the action name now automatically removes the numbers at the end (.001 for example) and anything within [square brackets] so that means whatever size in [these] will get deleted.
Turned the driver panels into movable bones and made them white for better visibility.
Framerate should now automatically change when you change Animations/Actions.
Added the Weapon bones and IK hand targets to IK-FK snapping.
Fixed animation name losing '_' characters. (Abc_xyz was renamed to Abc xyz)
Fixed right foot for the fixed bone constraint.
Fixed uncompressed animations not exporting annotations.
Fixed exporting without action name not working properly.
Version 2.3.0
Added new IK - FK snapping feature, which can be found in the Animation Panel in pose-mode.
First person compression is now 48 bit for less jitter.
Added uncompressed first-person animation preset if 48 is still too jittery.
Attachment Panel now only shows up in object-mode and Animation Panel, with the Annotation and new IK-FK Switch Panels, in pose-mode.
Changed attachment stuff so more parent - child combinations work.
Some UI changes for less clutter and better readability.
Version 2.1.4
I forgor to add the replacer material.
Version 2.1.3
Added mostly functional Undo support for the panel buttons.
Added Error message that warns you if your filepath is too long for the tools to function.
Version 2.1.2
hotfix 2: fixed bug where the imported animation names still have their .hkx suffix.
removed dead drivers.
Version 2.1.1
Hotfix: redid the subprocess commands to hopefully work now.
Version 2.1
Support for import of multiple animations at once added.
Added function to remove a part in the Attachments Panel.
Added function to detach a part in the Attachments Panel.
Added function to hide and unhide part empties in the Attachments Panel.
Added function to replace the material of the selected part with a generic grey one in the Attachments Panel.
Added T-Pose.
Textures are not in the assets folder, instead of packed into the .blend file for smaller file size.
Lot's of bug fixes, user error prevention, and error messages.
Version 2.0.1
Fixed little bug that occured when object names are too short.
Version 2.0
Remade from scratch to use the same settings, bone orientations, and drivers as the human rig.
Added Hellfire Power Armor.
Added X-02 Enclave Power Armor.
Added python script to automate import, export, annotations, and nif attachments.
removed buggy "Child of" Constraints and replaced them with "Copy transforms" constraints with some more target bones.
Reupload because TMP folder was missing.
Version 1.5
Replaced skeleton files to make sure they are correct.
Disabled face orientation.
Version 1.4
Fixed the missing cubemap in rendered view.
Version 1.3BETA
Fixed Toes turning with the rest of the rig when "Floor" is enabled.
Version 1.2BETA
Added the other Power Armors with (muddy) textures.
Removed the .blend1 file cause I didn't know it was a backup.
Version 1.1BETA
Made FK Bones more visible and protrude out of the armor.
All bone collections, except "hide" are now on by default.
More writing in the google doc.
Version 1.0BETA
Initial Release
Hello there.
With this rig and accompanying guide, you will be able to make your own 3rd person power armor animations in Blender
Now you can make all the animations and poses that were previously only possible with 3dsMax, like Story Action Poses, made by the wonderful EngineGaming
Version 2.0 Automation Update! Now comes with a python script that automates all the tedious import and export and attachment steps. That includes Annotations, which are now handled via pose markers, import and export filepaths, editing imported animations to be the right speed etc., Weapon attachments to the bones and each other.
Please make sure to thoroughly read the document linked below.
It has all the instructions for the rig and how to use it. This is not an animation tutorial so previous knowledge of Blender animation is required.
If you have feedback, suggestions, problems, etc. please contact me: on my Discord server (https://discord.gg/5ydKyYSy6U) Here on Nexus Or leave a comment on the Google doc.