Syonryoken Posted December 7, 2011 Share Posted December 7, 2011 Just a question to any seasoned modders. Ive been apart of this modding community since morrowind, and although Ive never put up any of my work ( didnt think it was of any real value) I have always wanted to aid the community in any way possible. This time around I have been set on creating custom animations ( yeah i know lol). So could anyone point me into a direction on how to start doing this for Skyrim? Maybe even porting some animations would be a nice thing to learn. Thanks for the read! Link to comment Share on other sites More sharing options...
Matth85 Posted December 7, 2011 Share Posted December 7, 2011 I'd really reccomend learning animations itself before making it for Skyrim, if you are not accustomed to it. Do you got the required softwares?Do you understand the basic concepts of animation, like Keyframe animation? If you got all that, you could export in the files you'd want. This would be the skeleton and body meshes. After that I'd reccomend altering in-game animation. Small steps!Furthermore: Google is your friend when learning! I am sorry I could not be of more help. Not many bothers with animation, as it is either very tedious, or just plain hard. Cheers,Matth Link to comment Share on other sites More sharing options...
Syonryoken Posted December 7, 2011 Author Share Posted December 7, 2011 which sucks because to me theyre one of the great things i love to have in this game. where should I start? And thanks for the reply Matt Link to comment Share on other sites More sharing options...
UnknownX12 Posted December 9, 2011 Share Posted December 9, 2011 which sucks because to me theyre one of the great things i love to have in this game. where should I start? And thanks for the reply Matt Hey Syon, I also thought about creating own skyrim animations, yet i have no clue about animations. But i am willing to learn ;) You will probably start with blender. Just go to yt and search for some anim tuts. Also google will help you out. For example "Fallout 3 Animation". It wont be much different in skyrim then in F3. Best way is to import alrdy existing anims and alter them, so u can save youself lots of work and it would be the best start i think. At least this will be what i will do ^^ Tomorrow I will start my first blender anim tutorial, but till then: Gn8 Link to comment Share on other sites More sharing options...
Galacticat42 Posted December 10, 2011 Share Posted December 10, 2011 Ehm, I'm pretty positive that creating animations without the creation kit will require extensive knowledge of hexidecimal editing. Aside from that I'm using Maya 2010 to create animations for my mod - it's pretty easy but you'll have to either do a lot of tutorials on it or take a class on it. I myself took an animating class in college and know how to rig 'n' stuff. Link to comment Share on other sites More sharing options...
CampanaAliquanta Posted December 10, 2011 Share Posted December 10, 2011 (edited) If you want a free tool that can do animations, then try Blender. It would be quite difficult to put animations in the game without the Creation Kit, but if you are new to animating then probably best start with the tools available and start finding tutorials that show you the basics - there are some pretty good ones out there, cgtuts has a few. I think Skyrim animations are imported into the game as .hxk files (which is a havok format) but I would hope that a blender or obj file with animations can be converted to .hxk when the CK comes out. Edited December 10, 2011 by CampanaAliquanta Link to comment Share on other sites More sharing options...
fore Posted December 10, 2011 Share Posted December 10, 2011 Blender was the tool of choice for Oblivion. And for making or changing animations it was all you needed (besided the Niftools, Python, and so on for import /export). No need for the Construction Set, except when you had to add conditions for new idle animations. The format was NIF, and with NifSkope you could read and manipulate animations the way you did for meshes. In Skyrim it will all be different. And I doubt we will ever use Blender again (for animations). Havok animations are a totally new world compared to the old NIF format. Much more powerful/complicated, and (what I have read so far) heavily based on scripting. You can download Havok's Content Tools for free at their site, which I did. But after being overwhelmed with all that stuff I decided to wait until we get the CK. Hoping CK will include something to read and handle those (Skyrim) .hxk files as well. Link to comment Share on other sites More sharing options...
jimhsu Posted December 10, 2011 Share Posted December 10, 2011 (edited) As the above commentators mentioned, Havok Animations/Behavior/whatever is immensely powerful and complicated. I can't even seem to figure out simple animation replacing - .hkx files are completely different from .kf files in that regard. Yes, we can convert .hkx to .kf and back right now, and people have actually added new custom animations (on some russian sites). But as far as actually modifying combat/movement/etc? Not right now. Edited December 10, 2011 by jimhsu Link to comment Share on other sites More sharing options...
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