This shall be the animation hub for Skywind animations. As progress gets made I'll post here and edit this post. I'm also looking for new people to help out with the project. As things develop we're going to have to basically touch on every creature in Morrowind in one way or another, some small some big. If you would like to help out PM me or post here about what you've done, and if you have any experience with the Skyrim engine, if so what.
The following is the current list of things things that need to get done and the progress that's been made. If you would like to make a claim on a creature once your in we can work that out.
Ash Creatures - Most of the creatures use the basic skyrim skeleton/dagur skeleton and we should at some point make some alternative animation sets for them as to separate themselves from the afore mentioned creatures.
Ascended Sleeper | ? | The model is done I'm not sure if any animation needs to be done for it. If someone who knows how to add HDT physics to skeletons for its tentacles that would be lovely
Ash Ghoul | Unassigned |
Ash Slave | Unassigned |
Ash Vampire | Unassigned |
Ash Zombie | Unassigned |
Corprus Stalker | Unassigned |
Lame Corprus | Unassigned |
Beasts
Alit | Unassigned | Needs a new skeleton/model
Cliff Racer | Unassigned | Needs behavior work before animation can begin |
Dreugh | Unassigned | Needs behavior work before animation can begin |
Guar | Unassigned | Needs a new skeleton/model
Kagouti | Unassigned | Needs a new skeleton/model
Nix-hound | On hold until I learn a new trick | Doesn't need animations just physics.
Shalk | Assigned to Deadman001 | Statues 50%? | I may need someone to edit the behavior file to remove a couple attacks from what it can do. Further testing needs to be done.
Daedra
Clannfear | Unassigned | The Daedroth or WW animations might be able to be reused for the Clannfear, but it wouldn't hurt to touch up on it to give it some flavor.
Daedroth | Assigned to JohnFletcher | WW animations are being adapted to the Daedroth
Hunger | Assigned to Deadman001 | Project is on hold until I learn a new trick | All hagraven anims need to be modified for the Hunger's mesh. Sounds also need to be cued. Skeleton needs new bones.
Ogrim | Assigned to Krimm | The Ogrim needs a roar animation (agro warning) and a set of attack anims where he uses his fists. The run should probably be redone as well.
Scamp | 0% done | Have yet to recieve files
Winged Twilight | In someone else's ball court |
Dramora/Golden saint | Doesn't need any animation work done to them.
Kwama - All the Kwama are being reworked so they're on the back burner.
Kwama Forager | Unassigned |
Kwama Queen | Unassigned |
Kwama Warrior | Unassigned |
Kwama Worker| Unassigned |
Scrib | Unassigned |
Undead
Ancestor Ghost | Don't think it needs to be touched
Bonelord | Needs a new skeleton/model
Bonewalker | Needs a new skeleton/model
Special Projects
Silt Strider | Unassigned | Needs a walking animation and a handful of idles. Anything done with him before was purely theoretical. We've proven that it works but animations need to start from square one.
Spears | Assigned to Numbody | A complete set of spear anims based off of the 2hm set of anims.
Yagrum Bagarn | Unassigned |
Vivec | Unassigned | A floating idle and a set of magic , and possibly melee combat animations.

There was a modder who came to the forums and gave Eham permission to use an incomplete set of animations he made for spears, provided he released a separate spear mod. But Eham is still MIA.
Here's the original mod: http://www.nexusmods.com/skyrim/mods/53455/?
I think it might be worth it to try and recruit him to make a full set of spear, and even halberd and throwing animations.
I looked at that mod, these animations, or rather just one thrusting animation is probably a bit too simplistic for a whole weapon set. Eham said he will be back after Christmas, now he has a ton of private work. Proffessionals on the team have the disadvantage of limited time. He also said it would be possible to do better however, so we might want to aim higher, that is unless stuff goes wrong and we have to do whatever we can.
Anyway, on another note, here is a video of me that my friend recorded during Spring, as a reference to how could spears be animated for Skyrim engine: https://www.youtube.com/watch?v=fjfYlM2_I4M Hope it helps. Spears are probably off - limits until Eham returns.
Well, to be fair, since I train spear figthing for quite a while now, I could probably direct how this particular animation should look, give hints and feedback, like I usually do with modellers ;)
Dragomir wrote:
.....That 3:40 attack but don't worry they got knee pads on
.... https://www.youtube.com/watch?v=fjfYlM2_I4M#t=223
Eroth requested me that I modify cliff racer animation behavior replacing dragon behavior. For example, prohibit a fire breath. Alexanderb made cliff racer animation but I can't get in touch with him. I need cliff racer hkx files(animation files) and nif files. Anyone have those?
I'm not sure what Eloth has in mind for the cliff racer, and I don't see why you would modify the behavior to remove it's ability to shout. But you might be able to catch Alex on in the early morning or the weekends. That and skype.
Honestly if you know what you're doing with behavior files I would rather you lend him a hand trying to hunt down the weird head tracking glitch we ran into with the silt strider. As that can effect other projects.
I've actually tried making some of those spears moves shown in your demonstration video but at the moment it's kinda pointless since we can't add new animations into the game yet. I'm waiting for Zartar to finish his behavior mod.
Be careful when it comes to deciding which side of the character's body to launch the thrusts from. Due to engine limitations there are disadvantages associated with both approaches.
By default all the animations in vanilla Skyrim has the character's left leg in front during combat. If you want to launch your thrusts from the left side, the character must be rotated so that the right leg will be in front. This will involve massive amounts of work in 3ds max or whatever other softwares you use, because you can't just 'adjust' vanilla animations, you have to make new ones from scratch including the footwork and etc. In short I wouldn't recommend doing this unless you have motion capture devices at your disposal. Also consider the sneaking animations. iirc the torso and head rotation is shared across all weapons for sneaking, and only the arms are read from individual files. So if you make the character stand right leg in front you'll find the character's head perpetually turned to the right while sneaking.
And if you want to launch your thrusts from the right side of the body, there're also problems that need to be overcome. By default 2 handed weapons are attached to the character's right hand in Skyrim. For spears unlike axes you want the right hand to be close to the butt end of the shaft during combat. This is achievable by moving the mesh 'forward' in your 3d modelling software. However if you want staff-like idle animations as shown in your demonstration videos, you'll need to move the WEAPON bone in 3ds max so that the hand can move to the middle of the shaft. There might be some limitations regarding the extent to which the WEAPON bone can be moved though I can't confirm this yet.
Good luck modding
Actually, we have a guy (well, had, we haven't seen him for some time) who I'm pretty sure could modify the behaviours.
@h1zchan: Talk to Drago about the animations themselves, he'll be able to go much more in depth about it than his video did for sure. Also from what I understand Eham should be back soon (hopefully). Last I heard he was supposed to be returning after New Year's. If and when he does return I think spears were first on his to-do list, and from what i understand of how he was doing them they'd have the exact same number of animations as either two handed axes/maces or greatswords, meaning that for testing purposes you could just replace one of those sets and rename them for separate animations later.
Eham is working on his own forum on the Dragon Age Inquisition modding tools, so who knows when he will be back. But he will be back for sure, he doesn't look like the kind of guy who just abandons projects, he will definitely finish the job.
As JorgenGorgen already said, the animations and the attacks will be same numbers of what we have now for the other weapons, so for testing you can just replace the vanilla ones and rename them later.
How about Cliff racers with dragon skeleton?
That was actually the plan from the beginning, Mo.
Thanks for the reply Deadman. I didn't realize someone replied to my post as there's no email notification unlike the other forums I frequent. I'd be happy to help in the animations department if someone can explain how to set up rig and generate that bones list txt file for the havok content tool. I can also make weapons and static objects but I'm not very good at it as of now. Let me know if you've got work for me.
Speaking of Zartar, have you spoken with him lately? He seems to have gone into stealth mode.
I've got a tutorial on here that covers making animations for creatures. Take a look, but I don't have much to do at this point. If you can demonstrate the ability to get an animation in game for anything, like an idle for the player or a creature, that would be awesome.
I was never actually in contact with Zartar in the past, just following his work. Which gets really hard when the forum he's operating out of has a max post count of 300, and doesn't link the new threads.
Hey my name is Radacal Alexander, and I would like to be a part of this project as an animator.
Portfolio: http://torn14.wix.com/radacal
Hi my name is Lucas and I would like to help this project being a programmer. I know a lot about object-oriented language and I will be happy to help this amazing project.