Skyrim Special Edition
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NickNak

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NickaNak

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23 comments

  1. InterruptingOctopus
    InterruptingOctopus
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    im a bit confused as to why not incorperate pynifly into the workflow rather than having to make a new plugin for exporting animations
    1. NickaNak
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      There can be multiple things that exist and do the same thing, options and alternatives are always good

      Pretty sure, JG's plugin was made a long time ago before pynifly got it's hkx exporting functionality, I haven't checked all the features of pynifly's hkx export functionality but JG's plugin can do paired exporting, importing, animations for any skeleton(custom too) plus it supports annotations

      I've had trouble with bone rolls on import with Pynifly too which when exported into game(Not using pynifly), created broken animations, though this was a long time ago and maybe fixed now

      Pynifly is the best importer for nifs though, I always use that for importing/exporting models into Blender/Skyrim
  2. OliveiraCris
    OliveiraCris
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    nvm
  3. Liseralla
    Liseralla
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    nvm
  4. CloakedOnyx
    CloakedOnyx
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    THANK YOU SO MUCH! 

    I have HATED the "crossed arms" animation since Serana was introduced to the game. You and few others have given me the tools to correct the animations!   
    
    1. NickaNak
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      I'm glad it's working for you! Keep doing what you do!
    2. gamerpk2
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      how did u manage importing the animation into blender . no matter what i tried none of the tools i found worked :C
    3. NickaNak
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      The importer by JG allows you to do it, I've included it with the download, both by it's self and with this rig. It allows you to import Oldrim/LE HKX animations only for any race even paired animations!, just do it without having any existing rigs/skeletons selected
    4. gamerpk2
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      yea that was the problem i faced .. it was only for old rim .
      found several tools that should convert SE animations to old rim . but they all didnt work

      edit : awesome work BTW . this is super fleshed out rig even with ik to fk snapping and reverse ^^
    5. gamerpk2
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      so iv installed the io_hkx_animation.zip addon and set up the locations in the plugin settings as suggested by the readme " HKX exporter " folder
      the default skeleton is set to " skeleton.HKX " in same folder
      the rig isnt selected . when i try to import an oldrim animation it gives the error " file contains no skeletons "
      tried a couple differnt oldrim animations
      am i missing something ?

      edit : seems to import when i set up the default skeleton as " xpskeleton.hkx " instead of " skeleton.HKX " but not correctly . as the whole skeleton stretches on all axis
      further testing resumes XD
    6. NickaNak
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      The stretching thing makes sense you'll need to adjust the scale when importing/exporting, you cahnge this value in the import/export window that pops up, when importing you need to set the scale to 1 and exporting set it to 10, I'm assuming it's different based on your Blender scene settings, I'm sure my settings are vanilla so try importing at a scale of 1

      If your animation was made with the hkx skeleton, the vanilla skeleton wont be able to import it
  5. q0e
    q0e
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    Very usefull, indeed. Thanks. Do you plan to make more rigs in the future—like for Dragons perhaps?
    1. NickaNak
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      I do have plans, But dragons are not on the list just yet, Falmers are next (due to a mod I'm working on) but I need to get importing and paired rigs sorted
  6. GiraPomba
    GiraPomba
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    Awesome, definitely gonna check these rigs later. Thanks for sharing.

    One question tho, adding import option is too much troublesome?
    1. NickaNak
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      It's something I wanted to do but maybe later down the line, it's 100% do able
    2. SonderBain
      SonderBain
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      That would be a very nice addition if possible as I will most likely need to import old anims of mine for referencing if I switch to this rig
    3. NickaNak
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      The hkx export importer does make this entire thing a lot easier, if you don't have any rig selected you can directly import LE hkx animations via the import menu, it just wont be applied to my control rig

      I just need to come up with a way of reliably transferring the imported stuff to the control rig, my brief experiments with a first person import rig didn't go too well I screwed up the shoulders or something iirc
  7. tsptds
    tsptds
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    Okay, you were always amazing, now you're just more amazing. This is pretty good. Been wanting to get into animating for skyrim but old 3ds rigs for 2013 were not worth the hassle for me. Thanks.
  8. Whatopia7
    Whatopia7
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    I LOVE YOU!
  9. PhiloSocio
    PhiloSocio
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    great job again. but... my old pc just can give me 15-20 fps. also this problem not about meshes, I am hiding all meshes but still 22 fps. probably a script slowing down the process.
  10. TheBlackKnight3000
    TheBlackKnight3000
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    Fantastic Stuff Nicknak!