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
![](https://modding-guild.com/wp-content/uploads/2023/12/mikenike-made-it-TM-black-1024x1024.jpg))
Creator of Elder Souls (Animation series) of mods, currently Lead Animator on a major upcoming FPS project
Visit Creator Page![](/wp-content/uploads/2023/09/btn-patreon-v2.png)
Main 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.
![](https://modding-guild.com/wp-content/uploads/2022/08/Screenshot2022-07-13133421.png)
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.
![](https://modding-guild.com/wp-content/uploads/2022/08/Screenshot2022-07-13135143.png)
General fixes
- Animation reimport
- First person rig
- Paired Rig
- Separate addon for animation/annotation export (for user generated rigs)