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Available for Rigging & Animation

Submitted by fuzzba11 on
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I'm Mark I've been following the Skywind project off and on since a few years back. I got into the series through Oblivion, but I remember watching a friend play Daggerfall. I've got a masters in art creation for games, I'm a professor in an animation & game college program (currently teaching character design & storyboarding), and in the past I've worked as a game artist producing animations & LOD models for a startup game studio. 

I'd like to work on creature animations, I'm also fast at rigging. My preference is for 3DSMax but I can work with Maya as well. I specialize in looping animations, and I'm comfortable going back and forth between Max & the game engine to test out assets. I haven't worked specifically with the Skyrim mod tools but I can teach myself new engines pretty quickly.

Edit: oh and I have access to a mocap studio, although I only have little experience with mocap animation.

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Last edited by Cesare on 13 Dec 2016 - 13:24.

The programs that you will need to know within the animation department:

  1. Doc: Documentation files
  2. Java: **Havok Project Handler**, for inserting new races for actors, handles the tasks related to manage custom animations and behaviors for HKX file format. **primarily intended for *Coders* and *Modders***
  3. max11: Skyrim MAXTools, a collection of MAXscripts intended to load proper configurations and do complex tasks in order to obtain Gamebyro (NIF) and Havok binary (HKX) loadable into the Skyrim game. **primarily intended for *Animators* and *Riggers***
  4. nifplugin: a customized forked version of VS **MAX Nif Export Plugin**
  5. thirdParty: third party tools binaries to be used by the above tools.

It is your requirement to research and understand these programs.

The tasks that the animation department have for you are as follows:

  1. ### Export NIF mesh from an already rigged *creature*###
    1.  If you already rigged a new mesh to a vanilla skeleton and simply need the

 replacement to be referred by a CK entry.

  1. ### Export Skeleton ###
    1. If you already have bones and ragdoll
  2. ### Havok quick export ###
  3. ### Batch FBX Convert of a vanilla rigged model using **Skyrim MAXTools** ###

How is you comfort level with this?

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Hi Corpus X, that all sounds doable, I'll need to track down tutorials because I haven't used these specific tools or imported anything into Skyrim before. I'll get Max setup with the Skyrim Maxtools first.

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