

This tutorial will explain the main steps involved in this second approach. The second approach is easier because you don't need to worry about things like setting the bone priorities becuase they will be already set in the animation you use as a starting point. You can create character animations from scratch or using existing animations and modifying them.


These new volunteers along with the core staff are currently developing the mod and making progress on a daily basis. More people joined and not much later the ‘’Skyblivion – Return To Cyrodiil’’ trailer was published (with well over 1.100.000 views currently) resulting into an influx of new volunteers. In the month of November 2016, Rebelzize started to send out invites on “Nexusmods” in the hope of more volunteers. More devs joined which resulted in the 0.3 DEV release which included new flora by 3AMt, FaceGen and a lot of fixes that made working on the mod a lot easier. Around this time Rebelzize joined the project handling the PR, this was when the development and general interest about the project started to drastically increase. In 2014, Zilav and Monocleus managed to provide a stable base game for others to work with and help with the development. Not much later, Ormin (now known as Monocleus) joined the project after seeing what Zilav had done, and started working on the more technical aspects of the mod. This was a great tech demo but nothing more, the world was very buggy and was missing a lot of content. The development of SKYBLIVION officially started in 2012, when our lead developer Zilav created what we now call version 0.1.
