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Skyrim first person animations mod
Skyrim first person animations mod










skyrim first person animations mod skyrim first person animations mod

Nifskope lists the data of the quat as a Yaw-Pitch-Roll value, max however just list the euler-angles in the interface. Now I don't know much about the inner workings of quaternions other than that they made my head hurt when I tried to understand them, once a long time ago. kf's are stored as quaternions which replaces the euler ones in max with 'smoothrotation' (which are quaternion in max language). There is something profoundly F'd with the way rotations are imported onto the skeleton. Rotational keys are another matter entirely.

skyrim first person animations mod

kf stores 4 decimals.Ĭhanging the spinner setting from 3 to 4 corrects for this. There is a small build-up of float errors in the transforms all up the chain since the default spinner setting of max is three-decimals and the. Suggesting the parenting of the top hierarchy bones in the '/_1stperson' skeleton.nif haven't imported correctly into 3ds max. The transforms from the NPC nodes to pelvis chain-react to elevate the skeleton upwards to a position that looks very bugged. At random, bones loses their length and moves to the Vector3.zero or 'XYZ 0,0,0' position of the parent.įor some reason the left shoulder, in particular, often moves to the left clavicle.ĭon't know what's up with that, but stacking imports of the same animation onto the skeleton corrects this. kf from the first-person folder onto that skeleton in max things go south: kf files in nifskope, it reveals they contain animation nodes for bones that are not present in the '/_1stperson' skeleton.nif.įor instance the skirt bones, suggesting that the skeleton used by bethesda to animate the first-person is in fact not the '/_1stperson' skeleton.nif. This set-up seem to co-responds well with the skeleton.nif in the 'data/meshes/actor/character/_1stperson' folder, which makes a lot of sense.īut there are discrepancies. Orientation of the first-person geometry in order to prevent gimbal locks. I strongly suspect that these nodes are used as a dummy mid-layer to isolate the rotational axis that drive the vertical and horizontal The first-person view of skyrim uses a different skeleton from the third-person, it containing nodes called 'NPC Translate 'įrom my own experience creating rigs, and observing the in-game 1st person model (by just increasing the fov to 180 and using a custom skin that renders the whole body in 1st person) Here's a Wall-Of-Text that explores the nittygritty of what I've discovered so far: In order to modify the first-person animations it seems one must first reverse-engineer a new skeleton which will import/export first-person kif files correctly. I have run into some problems and would like to hear thoughts from someone who might have some insight on the topic. I'm currently looking at replacing the first person animations for skyrim, especially the way you hold your dual weapons.












Skyrim first person animations mod