About this mod
Paired, 3rd Person, Single 3rd Person and 1st person rigs for the XP32 skeleton in Blender 4
- Requirements
- Permissions and credits
- Changelogs

A set of XP32 Blender animation rigs for both 3rd and 1st person and a Humanoid Paired rig for use in Blender 3 and 4(Mostly 4) along with the HKX exporter by JG
I made these from scratch instead of using Rigify, so they may be slightly different than what you're used to with other Blender based rigs. They're pretty simple in terms of controllers, they're built for the Xp32 skeleton too so you can animate the extra bones(I haven't added controllers for every XP32 bone)
Both The rigs features:
- Stretch bones(for making smears and selling movement better)
- IK/FK Switching for each Limb
- IK/FK Snapping for each limb too (Allows you to switch between both modes easy)
- Simple Annotation workflow
- Functional twist bones
- Simple Exporting, no faffing around with FBX's or Havok Content tools(thanks to the HKX exporter)
- LE HKX animation importing, you can import hkx anims directly onto the control rigs
- Paired animation importing (Only humanoid versus humanoid only atm)
There's a big difference between Blender 4 and 3 in terms of rigs you can't just back port stuff
nor do I want to spend ages bringing an older version up to date
Version 3
-
- Updated the Blender HKX plug-in using Coach's updated Fork, the plug-in will remember your length scale now so you don't need to set it each time you export after opening a file
- Sped up animation playback by Changing the “Playback” > “Sync” To “Frame dropping” this should speed up slow animation playback a bit, it has no effect on exported animation speed
- Added a 3rd person Paired rig (1st person paired rig to come later on)
- Thanks to PhiloSocio, he fixed weapon Positions in 3rd person
- Added a Scaler bone to 3rd person rigs, Skyrim doesn’t support scaling, but this allows you to visualise different actor scales if need be
I've included the HKX plugin and HKX exporter too with read mes on what to do with them
The Blender 4 rig (has a 4 in it's name) is more up to date than the Blender 3 rig
Annotations
Annotations are added via Pose markers on the Deform rig, there's more instructions in the Readme, included in the Archive and on the Nexus but here's a quick run down
You switch rigs from the control to deform via a button in the UI and then add the markers to the deform rig
If you're doing Precision events, you'll still have to use HKanno as Blender has a 63 character limit on markers
Thanks to JG's Exporter, exporting is as simple as selecting the deform rig and going File >> Export >> "Havok Animation (.hkx)"
Both rigs can have LE HKX animations imported onto them, You can import by selecting the control rig, going File >> Import >> "Havok Animation (.hkx)"
make sure "Length Scale" is set to 1 and your skeleton is the XP skeleton
If importing paired anims, Select Both rigs before importing, and both skeletons are the XP skeleton
If you wanted to edit the anim you imported, because I'm doing 2 way retargeting with one rig you need to unhide the import bones layer in Blenders far left pane then you'd animate those controllers
Select the rig >> click the little green dancing man in the right hand pane and click the eye next to "Import Bones" once unhidden you'll see little pale purple ball controllers, not every bone has an import bone(as they are import bones themselves)
The weapon bone in first person does not get imported, I can't figure out why but the whole import thing is jank as anything so I just scraped importing it
When using the rig there's a few things that can help with it:
You can select groups of bones easy, like the Spine, Head, Arms, Legs, Fingers etc press Ctrl + G > Layer(in pre Blender v4)/Collection(Blender 4)
With the first person rig you can press Ctrl + G > Group(in pre Blender v4)/Colour(Blender 4) to select all of that one finger's bones
The Move Correct Layer, allows you to move the rig without moving the root, handy if you're making actual movement anims and need to re centre the rig
There's a "Sneak Height Ref", you can snap the camera in 3rd person to that, to get the correct sneak camera height
You will need to unhide and make it selectable in the outliner on the right
With the first person rig there's a similar thing but you need to snap both the Move Correct and Camera down to their respective sneak bones
The IK hands and Feet have Advanced pivots so you can rotate the limbs based on these pivots
Each limb has parent switching too, so you can have the IK bones follow the the main rig, or special world space targets that you can reposition if need be
There's some included finger poses so you can easily set some common poses
With the first person rig pressing 0 on the Numpad will put the camera into a first person perspective, while not 1 to 1 with the game, it's very close
The 3rd person rig has tail and skirt controllers if you want to animate them
Both rigs have weapon and shield models you can toggle them on and off via the Weapons collection, expand it in the Outliner then toggle what you want on and off
They also can be drawn or sheathed by adjusting each weapons constraint, This does not affect the animation
JG for the Exporter without him the exporting would be a giant nightmare
All my patreons for supporting me!