Mike Rig
I got tired of the lack of accessible and powerful animation tools available to mod Skyrim, so I made my own.
The rig and the scripts are together at the moment, but I plan to seperate the scripts into their own addon for people to create their own animation rigs.
Skyrim | August 21, 2022
Creator of Elder Souls (Animation series) of mods, currently Lead Animator on a major upcoming FPS project
Visit Creator PageMain features and design philosophy:
- Clean export pipeline for Havok 2010
- QOL script features for a smooth workflow
- non-destructive rig changes
- Animation sharing across multiple similar skeletons
- Leverage Rigify operators for advanced rig bake and snap functionalities
Planned:
- Animation reimport
- First person rig
- Paired Rig
- Separate addon for animation/annotation export (for user generated rigs)
Video Demonstration:
New in v1.1.6:
Rig changes (non-destructive)
- New UI element to switch root bone influence over the torso off (character center of mass bone), Helpful for when you want to do another pass on your root motion.
Updated pipeline
- Root rotation is now exported via annotations, and is auto normalized to allow the animator to animate from any arbitrary point as a starting line.
- Checkboxes for whether or not you want to export root motion and rotation annotations, useful when exporting an Idle animation or other animations which do not require root motion
- New annotation import operator class, to reimport markers from a text file.
General fixes
- Animation reimport
- First person rig
- Paired Rig
- Separate addon for animation/annotation export (for user generated rigs)