

It's not possible to add new sliders without it - otherwise you're restricted to replacing the functions of existing morph states. These in my example follow naming conventions that make them appear using CharGen Extension. It's also possible to add new morphs as shown below.

So by default this txt file and the extracted OBJs correspond with the existing vanilla morphs. Any mistake in naming convention or paths or anything will get you a broken TRI as a result. Generated text file example from extracting iīe extremely attentive when working with Animation Tool. After this point you can't move the files to any other folder without re-extracting as the exact filepath you extracted to is written in the text file. Use TriExtractor.exe on the morph TRI, to recompile use TriCreator.exe on the generated TXT file you can see right below.
#3ds max skyrim install#
Install Animation Tool wherever, you can access it this way. Put each vanilla morph TRI in a corresponding folder. This is because a TRI can contain over 140 morphs that will all be extracted into individual OBJs - and you don't want to get them mixed up with other morphs. The meshes/actors/character assets folder is important here as it contains all head meshes.Īs I work with Animation Tool N2 for file management, I keep a separate directory with folders for each TRI file by part. This way you always have backup files at hand. I like to keep a dedicated folder for BSA-extracted vanilla Skyrim meshes and textures. Setting up a workspace for morphs and using Animation Tool Having once gone through their race morphs manually for Ethereal Elven Overhaul, if you intend to do any changes at all to male heads you will want to definitely use the Conformulator to automate it.

Male faces pose the extra issue of having over 60 beard models that also require morphs. Conformulating the overlay parts to adapt to the new face morphs generally does the trick, but I've found that eyes need to be set up manually as the Conformulator also deforms the eyeballs and it gets you ugly results. One of the major challenges in working with morphs is that any edits made to the head deformations will not automatically show up in any of the overlay parts or eyes. Head -> Race morph -> Face shape morphs (jaw, cheeks, brow) -> Nose morph -> Lip morph -> Eye morphĮxpression morphs are overlaid on top of these. The general ingame hierarchy works roughly as follows: Morphs are stacking and they form the final shape of the character's head. NIF mesh that stays untouched, which is deformed in ingame sliders according to what's found in their corresponding morph TRIs. There is some variance to the naming conventions in the files so pay close attention to them - this is just the gist of it. This is the structure of a head model in Skyrim. I will explain the practical stuff for all of these tools in more detail below. It's possible to do most of the things I'm going to describe in Blender alone, but I personally prefer using 3ds Max for morph management. You also need Blender for quick previewing of morph files (much easier for that as you can load up entire TRIs at once). You'll need files from Skyrim Hair Morph Helper to run it with Skyrim head models. The Conformulator - For automatically generating new TRIs for overlay headparts such as eyebrows and beards. Triton - One way of adding new OBJ morph states to TRIs and compiling morphs.ĬharGen Extension - expired6978's API for generating extra chargen sliders out of additional morph entries in TRIs
