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[Mo-Cap Anims and 3D Props]

Submitted by Pand.Ammonia on
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Hey my name is Ario, but you can call me Pand.Ammonia

I do 3D props and can record Mo-Cap anims

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Last edited by Cesare on 13 Dec 2016 - 13:27.

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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