Skyrim first person animations mod1/16/2023 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.
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