A rigging template that allows any amour creators to be able to use maya + ng skintools in their workflow
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 must get permission from me before you are allowed to modify my files to improve it
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 are not allowed to earn Donation Points for your mods if they use my assets
Author notes
the file itself contains Skyrim's animations, dont get any bright or dumb ideas to rip this off and use it in a different game or something your cooking up. this is meant to be a template for rigging only. no excuses!
File credits
huge thanks to bethesda, and the nifskope modding team for making this possible.
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A rigging template that allows any amour creators to be able to use maya + ng skintools2 in their workflow this will still require blender for exporting your file into a nif
to break this down I'm way more familiar with maya than blender especially when it comes to rigging stuff, what this file contains is the current Skyrim skeleton with the most common animations that can easily rip your amours apart weight painting wise. the file itself does not require any plugins to run/weight paint with.
Exporting to blender when exporting to blender you can set the maya's FBX settings to default. now when importing the FBX to blender you need to do this right.
you need make sure manual orientation is set to -z forward +Y up in the armature section you need to set primary bone to +X and secondary to +Y
Bone names in maya now here's the trick with maya. the bone names cant have . [ ] or : as maya uses them for their own scripts in animation. so it would automatically rename to bones with specialized names that fill in the place of the character I mentioned above. the bone names should automatically be changed back to their original names when you export it to blender.
the Blender Nif plugin. https://github.com/niftools/blender_niftools_addon/releases/tag/v0.0.9 now blender itself does not allow you to export nifs on its own so this is where this link will help out.