Mod articles
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IK Bones and Parent Switching Tutorial
Note: This applies to both the first and third person rig.
In Pose Mode, and with the Controll Rig Root armature, you have an IK(Yellow) and FK(Red) weapon bone.
Don't know what IK/FK is? https://www.youtube.com/watch?v=nGd7NlrT310
In the Rig Tools menu, you will see a contextual submenu at the bottom that shows IK/FK Controls for the bone or limb you have selected.
This means if you click on the left arm, you should see IK/FK controls for the left hand — same for the right arm, left leg, right leg, etc.
Weapon IK/FK: The parent of the weapon IK bone is uniquely controlled with buttons,... -
Layer Visibility Tutorial
Note: This applies to both the first and third person rig.
In Pose Mode, you will see a menu that may be collapsed or expanded under the Transform menu:
All these buttons are simply convenience toggles for turning on/off the visibility of specific scene collections or bone collections.
Important Notes:
Blender bone collections will remain visible as long as at least one bone collection that a bone belongs to is visible.
Import Bones is one of those large, catch-all bone collections that includes many bones.
IF YOU ARE IMPORTING:
You want to see the import bones, so toggle "Import Bones" ON and don’t worry about all the sub-bone collections. -
Animation Import-Export Tutorial
So, you want to import an existing animation. Maybe you want to create multiple animations from the same idle position, and don't have the source blender file. That's okay, we can work with it so long as it's an LE hkx file.
For converting animations between SSE and LE, DO NOT USE HKXCONV, IT'S UNFORTUNATELY BUGGY AND WILL CORRUPT YOUR FILE. Instead, I highly recommend using Hkx Conversion Tool
IMPORTING
1. Have your .hkx file converted to LE if it isn't already
2. Select the Controll Rig Root armature
3. Delete/Don't have any keyframes for your current action for any bones.
4. File > Import > Havok Animation (.hkx)
5. Select your LE .hkx file to import > Import
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Weapon-Magic Mesh Import Tutorial
Requirements:
https://github.com/BadDogSkyrim/PyNifly/releases
So, you want to import a weapon mesh and have it match 1:1 between the Weapon bone and how actor's hold the weapon in-game. We can do that, so long as you have the .nif mesh file located and PyNifly <= v19.4 installed (because v19.5+ breaks for Blender 4.2).
1. File > Import > Nif file with pyNifly (.nif)
2. Right click anywhere in object mode > Snap > Cursor to World Origin (just set the 3D cursor to 0, 0, 0 coordinates)
3. Copy these import settings. Optionally save them as a preset for "Weapon Import" using the top right + button.
4. Select the imported mesh > Right click > Set Origin > O...