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alexsylexUploaded by
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About this mod
This SKSE plugin removes the mismatch between displacement and custom animations caused by limitations in the engine. Welcome to next-gen gaming guys.
- Requirements
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Nexus requirements
Mod name Notes Address Library for SKSE Plugins For Skyrim Special Edition (choose the file for your game version) Skyrim Script Extender (SKSE64) For Skyrim Special Edition (choose the file for your game version) Skyrim Script Extender for VR (SKSEVR) For Skyrim VR 1.4.15 VR Address Library for SKSEVR For Skyrim VR 1.4.15 Off-site requirements
Mod name Notes Microsoft Visual C++ Redistributable Solves "couldn't load plugin (0000045A)" error in SKSE plugins Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You 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 sold You 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 points You are not allowed 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
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- Changelogs
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Version 1.5.3
- Fixed bug that caused CTDs when loading a game in Skyrim VR.
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Version 1.5.2
- Made compatible in one single file with:
- Skyrim SE: all versions from 1.5.97 to 1.6.640!
- Skyrim VR: 1.4.15
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Version 1.5.1
- Compatible with both SE and AE!
- Fixed CTDs caused by race condition
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Version 1.5
- Fixed potential CTD because of register handling. Big thanks to alandtse!
- AE version released.
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Version 1.4
- Fixed CTDs caused by memory overflow.
- Fixed motion overflow when 2 animations are playing simultaneously.
- Added ini file to control log output.
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Version 1.3
- Fixed CTDs related to animation transitions
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Version 1.2
- Fixed some CTDs.
Rotation can be controlled now from animations!
- Fixed some CTDs.
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Version 1.0
- Initial release.
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- Donations
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Straight donations accepted
Animation Motion Revolution solves the issue where movement in animations was driven by a bunch of preset values and animations were just window dressing. 10 years from the release of this game, players can finally have a system to customize the true displacement of actors... for each animation individually.
I highly recommend you watching the following two videos, as they perfectly describe why this mod is so needed:
The magic happens through animation annotations. The plugin reads custom annotations containing the motion data. Then it is injected into the game engine to move the actor. If the annotations are correct, movement will be perfectly synced with the animation.
If you read up to this point, you may be interested on giving it a try in your modlist. So... back to Skyrim again?
Check the list in the Requirements dropdown at the top of the page. Not complying to those will almost surely result in CTD.
Although it is not a hard requirement to work with animations, this mod would make little sense without Dynamic Animation Replacer. So go install it now! :)
In vanilla, only power attacks, stagger, and some interactions with clutter use motion data. The amazing Modern Combat Overhaul (successor of (SGC) SkySA - Combat Behavior Compulsion) enables attacks (other than power attacks) to be driven by motion data. MCO is built around this mod and it will unlock AMR's full potential, so go get it now!
Of course, SCAR - Skyrim Combos AI Revolution, the AI mod that allows NPCs make intelligent use of each attack animation at their disposal. My mod and maxsu2017's one shine the most together.
Use a mod manager of your choice and install it as any other mod. For manual installation, copy the contents of the .RAR file into the Data folder under your Skyrim installation path.
This mod is compatible with any mod created, as of today.
After installing this plugin, download animation mods dependent of Animation Motion Revolution. You can check what mods hosted in the nexus use this as dependency by looking in the Requirements dropdown at the top of the page.
Use hkanno64 Animation Annotation Tools to add annotations to your animations. The format of the annotations for translation is the following:
Where [time] is the time at which the [x] [y] [z] displacement is applied. The magnitude and the format of the [time] [x] [y] [z] values are the same as Bethesda used for their animationdatasinglefile.txt (adsf) entries. For example, an entry in adsf:
Would be translated to an hkanno file like:
Rotation can also be controlled from animations! The format of the annotations for rotation is the following:
For a 360º rotation in 1.5 seconds:
Translation (animmotion) and rotation (animrotation) annotations can be mixed.
The plugin will work for any animation associated to a behavior with bAllowRotation or bAnimationDriven set, as this forces the game to move the actor based on motion data. For example, power attacks have this in vanilla. Use Skyrim Behavior Tool to edit the behavior modifiers.
These people are awesome and very talented, so go check their job, download it, and don't forget to endorse :)
Source code: https://github.com/alexsylex/AnimationMotionRevolution
Currently on the works...
This mod will enable true unique movements per weapon, enemy (imagine the boss fights...) or even creatures. Animation and displacement can be perfectly matched, making combat much more like in nowadays titles.
I highly recommend you watching the following two videos, as they perfectly describe why this mod is so needed:
Short videos to understand the problem and why the fix is needed for immersive gameplay
Thank you Distar for the showcase!
The magic happens through animation annotations. The plugin reads custom annotations containing the motion data. Then it is injected into the game engine to move the actor. If the annotations are correct, movement will be perfectly synced with the animation.
If you read up to this point, you may be interested on giving it a try in your modlist. So... back to Skyrim again?

Although it is not a hard requirement to work with animations, this mod would make little sense without Dynamic Animation Replacer. So go install it now! :)
In vanilla, only power attacks, stagger, and some interactions with clutter use motion data. The amazing Modern Combat Overhaul (successor of (SGC) SkySA - Combat Behavior Compulsion) enables attacks (other than power attacks) to be driven by motion data. MCO is built around this mod and it will unlock AMR's full potential, so go get it now!
Of course, SCAR - Skyrim Combos AI Revolution, the AI mod that allows NPCs make intelligent use of each attack animation at their disposal. My mod and maxsu2017's one shine the most together.




[time] animmotion [x] [y] [z]
Where [time] is the time at which the [x] [y] [z] displacement is applied. The magnitude and the format of the [time] [x] [y] [z] values are the same as Bethesda used for their animationdatasinglefile.txt (adsf) entries. For example, an entry in adsf:
X
1.5
6
0.3 0 87.7596 0
0.5 0 143.82 0
0.666667 0 238.906 0
1 0 349.674 0
1.23333 0 411.129 0
1.5 0 484.528 0
1
1.5 0 0 0 1
Would be translated to an hkanno file like:
# numOriginalFrames: 44
# duration: 1.5
# numAnnotationTracks: 99
# numAnnotations: 6
0.3 animmotion 0 87.7596 0
0.5 animmotion 0 143.82 0
0.666667 animmotion 0 238.906 0
1 animmotion 0 349.674 0
1.23333 animmotion 0 411.129 0
1.5 animmotion 0 484.528 0
Rotation can also be controlled from animations! The format of the annotations for rotation is the following:
[time] animrotation [degrees]
For a 360º rotation in 1.5 seconds:
0.5 animrotation 90
0.9 animrotation 180
1.2 animrotation 270
1.5 animrotation 360
Translation (animmotion) and rotation (animrotation) annotations can be mixed.
The plugin will work for any animation associated to a behavior with bAllowRotation or bAnimationDriven set, as this forces the game to move the actor based on motion data. For example, power attacks have this in vanilla. Use Skyrim Behavior Tool to edit the behavior modifiers.


- distar66 for making the call that finally motivated me to start learning RE and get into modding, for explaining me the behavior concepts, clarifying the motion data problematic and providing the animations for testing and for Modern Combat Overhaul
- Fudgyduff (Ryan) for his invaluable SSE RE library CommonLibSSE
- alandtse for helping me out to finally understand how function arguments work in ASM
- The SkyrimSE RE discord channel for the resources that helped me and surely others starting with RE
- Felisky384 for the mod that gave sense to this plugin: Dynamic Animation Replacer
- opparco for hkanno Animation Annotation Tools, that made the process soo much easier for animators and modders
- Zartar for Skyrim Behavior Tool. Simply revolutionary
- Ershin and maxsu2017 for their inputs and help with xbyak/assembly
- meh321 for Address Lbrary for SKSE Plugins
- The SKSE team for one of the most (if not THE most) useful contributions to SSE modding: SKSE64
- DarkX ShadowX21 for the cool font of the title
These people are awesome and very talented, so go check their job, download it, and don't forget to endorse :)
Source code: https://github.com/alexsylex/AnimationMotionRevolution