A Blender 2.49b tool to optimize your weightpainting for clipping- free meshes.
New version 1.1: finger distortion repaired (big thx to MALO for permission to use his corrected skeleton), advanced animation length
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Growlfs TES5 Blender Animation Chain for animation- based weightpainting ===================================================================
Version: 1.1 Created with: Blender 2.49b (32bit), PyFFI2.1.10, Blender NIFscripts 2.5.8, CBBE Body version 3.1, Hkxcmd version 1.4, Malo's armature from http://skyrim.nexusmods.com/downloads/file.php?id=13648
Description: ============ To weightpaint an imported or created mesh for TES 5 - Skyrim in Blender standard pose is a hard job, although the BWC (Bone Weight Copy) script makes it easier than before.
The created "Animation Chain" allowes to precisely weightpaint every vertex manually and/ or control the effect of BWC script. While interconnecting the animations you can see your weightpaint mistakes and clippings as good as ingame. If you change a vertex weight while using animations you can instantly see the movement of this vertex to another position.
The "Animation Chain" contains only original Bethesda Skyrim animations (no self- created anims from pose mods because of partially extremely differences from original body movement).
How to use ========== Extract the archive with 7zip > 2.55 or a newer WinRAR version.
Open the .blend with Blender 2.49b. Newest PyFFI and NIFscripts versions are recommended. (see above) Change the window arrangement if you don't like my theme.
Now you can check the body movement by using the ARROW KEYS of your keyboard: ARROW RIGHT: interconnects through the animations key by key ( or step by step) ARROW LEFT: the same backwards ARROW UP: 10 keys forward ARROW DOWN: 10 keys backwards
Create a mesh, unwrap, texturize, parent it to armature and weightpaint it via Bone Weight Copy (BWC) script, or import one (armor, clothing or another body type) to rework it.
To optimize the weightpainting manually switch from OBJECT to WEIGHTPAINT MODE. Check out the movement while interconnecting the animation keys. If a vertex is painted with new weights you can instantly see the effect (vertex moves to another position).
But be carefully: It seems in Skyrim (like in Oblivion) the engine animates only the 4 strongest weights per vertex. Blender in contrast supports up to 14 weights per vertex. If you don't work properly you will get unclean meshes especially while using the BWC script. Check this out before exporting your mesh by using the WEIGHT SQUASH script (in EDIT MODE: MESH > SCRIPTS > WEIGHT SQUASH).
Changings to TES4 version ========================= Skyrim uses a different .nif file version (20.2.0.7). At the moment it's impossible to directly import this format into Blender so you have to use some tricks (see "How to change body type or import a clothing/ armor mesh").
The .blend file contains - fullbody based on CBBE version 3.1 (femalebody_0.nif) - skeleton_female.nif - a couple of animation keys: -- The first 10 keys of my "Animation Chain" are a "standard pose animation" to build/ rework a mesh like known. They are followed by -- sneakwalk_forward.hkx -- idlehandsbehindback.hkx (shortened) -- combatidlea.hkx -- mag_walkforwardleft.hkx -- dwwalkright_attackright.hkx -- magic_sprintforward.hkx
How to change body type or import a clothing/ armor mesh ========================== Preparing .nif files for import -------------------------- 1. Open the .nif in NIFskope, don't click anything! 2. in BLOCK DETAILS window open NIHEADER and change USER VERSION from 12 to 11; USER VERSION 2 from 83 to 34 3. in BLOCK LIST window delete all BSLightingShaderProperties from all NiTriShapes. 4. save the .nif to a secure place.
Import the .nif --------------- Currently it's not possible to import a mesh directly to the included armature. So follow this procedure: 1. Open a second Blender window and import the prepared .nif as known (FILE > IMPORT > NETIMMERSE > select .nif, in next window highlight only the IMPORT EXTRA NODES button . 2. Save this import as .blend file. 3. Then switch to fullbody _animchain Blender window, delete unused body parts and import your saved mesh via SHIFT+ F1, select saved .blend, OBJECT > select correct object. Don't forget to parent every imported mesh to the armature (CTRL +P > Armature > Name Groups)! 4. Add a new texture via F5/ F6 and set MAP INPUT to UV. 5. delete ARMATURE modifier in OBJECT MODE 6. Repeat this procedure until body or armor is completely imported. 7. Save the created file as .blend for further use.
Version history =============== Version 1.1 ----------- - Finger bones reworked - missed keys added to protect from 360 degrees torsion - dwwalkright_attackright.hkx added to animation chain
Version 1.0 ----------- Primary release
Permission to use ================= Feel free to use and develop this file but don't forget credits.
Special thanks to ================= - Caliente for his CBBE body - TheFigment for the unbelievable hkxcmd tool - Spieleabend Members, especially Malo for his patience while calling him to solve problems und for permission to use parts of his repaired armature :-)) - the girls and boys from NIFtools.org for permanently development of all the tools we need to create items with Blender - the Blender developers - and Bethesda Softworks for a never ending story.