relz Tutorial - adding custom idle animations and poses

Post » Wed Jun 20, 2012 9:47 am

Download at http://skyrim.nexusmods.com/downloads/file.php?id=13215


As for today (2nd half of March, 2012), the Creation Kit does not have an option which allows to add new idle animations/poses to the game in any way. There are some work-around methods, but one of easiest ways to add new idle animations/poses to the game is by using Fore's modified behavior files and esm file of Director's Tools mod as a base.

This tutorial focuses on the process of adding new idle animations and poses for default characters (races), it doesn't cover creature or object animations.

For animators (persons who create animations) this tutorial can be useful as it describes all the steps required to add new animation/pose to the game in one of the easiest ways currently possible. No any Papyrus coding skills are required here, but just simple copy&paste activities mostly. No more, no less.

Adding new animations through Fore's modified behavior files and Director's Tools esm as a base does have some benefits:

- animators can spend far more time on creating animations than "wasting" it to mess with the Papyrus code, and as a "bonus" their animations receive access to some native functions of Director's Tools mod - chains/queues of anim events, memorization, and synchronization.

- players, photographers of virtual worlds, and machinima directors on the other hand, receive a "common animations/poses platform" - no matter how many animation mods based on this solution they have installed, all is always accessible in game from one and exactly the same menu.


SOME IMPORTANT INFO:

Bear in mind that technique described in this tutorial isn't the most ideal. Behavior files are prone to change because of Bethesda updates, and while many such mods may be created which could use Director's Tools as a base, they won't have access to all its features when loaded together. Of course each of them will have its place in main menu of DT and the basic functionality that allows to trigger animations will be there, but which of these mods will find its way to Custom Animations menu its decided by mods load order. And only that place allows to add new animations to queues, memorize and synchronize them.
Well, sill it's better than nothing... but definitely not an obstacle for an avid machinima director or any of skyrim's paparazzi ;]
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Eire Charlotta
 
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Post » Wed Jun 20, 2012 6:30 am

Not to be blunt, but this is kind of pointless. This is already covered in Fores New Idles description/readme.
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Stephanie Valentine
 
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Post » Wed Jun 20, 2012 3:44 pm

Not to be blunt, but this is kind of pointless. This is already covered in Fores New Idles description/readme.

You're completely wrong.

This tutorial has only small part related to FNIS, the rest of it covers how to add animations to the game through Director's Tools in esm format and integrate any new animations with its menu based on dialogue (this approach allows to use this mod's more complex features which can memorize, synchronize, and create chains of anim events and remotely trigger animations). Well, next time if you want to write any words about something, familiarizie yourself a bit with the subject first, m'kay? ;p
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Joey Avelar
 
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Post » Wed Jun 20, 2012 4:05 pm

You're completely wrong.

This tutorial has only small part related to FNIS, the rest of it covers how to add animations to the game through Director's Tools in esm format and integrate any new animations with its menu based on dialogue (this approach allows to use this mod's more complex features which can memorize, synchronize, and create chains of anim events and remotely trigger animations). Well, next time if you want to write any words about something, familiarizie yourself a bit with the subject first, m'kay? ;p

I'm sorry, didn't read the whole PDF. Don't be a dike.
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Laura-Jayne Lee
 
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Post » Wed Jun 20, 2012 11:53 am

Well... let's say that I'm not the best diplomat ;p And when you spend almost the whole day working on something, and after that you see only one comment saying that all you did was completely pointless, then this can make you slightly "evil" :> But enough of this...


Has anyone tried this? Is it works? :wink:
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Brad Johnson
 
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Post » Wed Jun 20, 2012 5:07 am

Not to be blunt, but this is kind of pointless. This is already covered in Fores New Idles description/readme.
I think you Are beeing blunt .... This is very usefull , and if have to say , I think every tutorial , doubled or not is very usefull always...
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marie breen
 
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Post » Wed Jun 20, 2012 7:18 am

I'm sorry, didn't read the whole PDF. Don't be a dike.

You were the one that was misinformed and belittled the op's efforts, saying its "kind of pointless".

OP: Can this technique be use to add normal animations, like new 1st person kill moves, and what not?
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Marlo Stanfield
 
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Post » Wed Jun 20, 2012 7:45 am

OP: Can this technique be use to add normal animations, like new 1st person kill moves, and what not?
In some future? Possibly. Currently? No.
As those modified behavior files have all those additional anim events set as looping, so they are only good for pose/animation mods related to screenshots and machinima for now.
Though I think that fore may update these after some time and will change the settings for some entries to support single animations. But this won't be sooner than Beth release v1.5 of patch as final I think, as its adds new kill moves and it is most likely that those behavior files will be updated.
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Elizabeth Lysons
 
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