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HOW TO ANIMATE FOR TOTK /YUZU
👑Tears of the Kingdom👑

By Sockpoppet
(Prince of all Hylians!... no)

Special thanks to ♥
MenInBlack ⭐ Banan039 ⭐ Bub ⭐Zelda Games Modding Hub
Without their contribution, this tutorial would not exist.

The following tuturial will explain (to the best of my limited abilities) how to extract existing in-game animations, import them into Blender, edit them, and export them back into the game. This tutorial is split into 7 parts

Part 1: File Extraction & Decompression

Part 2: TOOLBOX

Part 3: Blender

Part 4: Animation

Part 5: BAKE ME A CAKE!

Part 6: Export from Blender to Toolbox

Part 6.5 Alternative Setup

Part 7: Set up a TOTK mod

Requirements

Part 1: File Extraction & Decompression

First thing you want to do is extract all the in-game asset files. You need to "dump" the game into your computer. Since we are doing this for Yuzu Emulator, I assume you have a copy of the game which work on this emulator.

Dump the game by right selecting the game inside the Yuzu window >Dump RomFS> Dump RomFS.

Now that you have a copy of the dumped game files, we need to decompress all the asset files. This step requires you to download the "mc decompressor" mod.
https://gamebanana.com/tools/13236

Once you've downloaded the mod, extract the file inside.

This decompressor mod is meant for the Nintendo Switch, and the tutorial provided does not explain how to use mc decompressor for Yuzu. Follow my instructions to decompress the game asset files.

You will notice inside the mc decompressor mod, the folder paths are set up like this>totk_mc_batch_decompressor_release\0100F2C0115B6000\exefs\

We need to change this in order for the mod to work on Yuzu. The file path should look like this> totk_mc_batch_decompressor_release\romfs\0100F2C0115B6000\exefs

Create a new folder inside the decopressor mod folder and call it "romfs" (where you find the instructions). Drag and drop the folder named "0100F2C0115B6000" into the "romfs" folder you just created.

Exit back out of the mod files. Drag and drop the totk_mc_batch_decompressor_release mod folder into your Yuzu mod data location.

To reach the mod data location, open Yuzu, right select your TOTK game, open mod data location.

Once the mod is in place, run the game. Allow the game to load and decompress all the files. This will take several minutes, so be patience.

Once the game has finished loading and decompressing the files, shut down the game and delete the mod you just installed from your mod data folder. This is required because otherwise, the mod will decompress the files everytime you start the game.

You newly extracted files will be located in the following path:
These files hold the 3D asset files viewable using Toolbox.
C:\Users\YOURPCNAME\AppData\Roaming\yuzu\sdmc

Part 2: TOOLBOX

First thing you want to do is extract the animation files in order to allow toolbox to read them. Without this step, you won't be able to open the animation files.

Locate the following file "ZsDic.Pack.zs"
C:\Users\YOURPCNAME\AppData\Roaming\yuzu\dump\0100F2C0115B6000\romfs\Pack

Open "ZsDic.Pack.zs" using toolbox. (drag and drop)

Right click on the file inside toolbox, hit Extract All

When asked to find an export location, search for your Toolbox installation folder.

Navigate to the following location and extract the files into:
Toolbox/Lib/ZstdDictionaries

Now that you've unlocked the ability to open the actual animation files in Toolbox, you can close toolbox and reopen again (so that the effect of our changes may engage)

Navigate to your "romfs/Model" folder.
C:\Users\YOURPCNAME\AppData\Roaming\yuzu\dump\0100F2C0115B6000\romfs\Model

Search for "Player_Animation.anim.bfres.zs" --This file contains all of Link's animations.
Dragon the file into Toolbox. -It may take a few seconds

MAKE A COPY OF THIS FILE AND PLACE IT SOMEWHERE ELSE.
Since we plan on editing this file, you won't want to edit the orignal file. Make a copy and place it in your custom made TOTK mod folder. If you don't have one, make one! 😆

You will find all the animations inside "Animations/Skeletal Animations"

You will want to see the animations playing in real time, NOT A PROBLEM!

Navigate to your "Roaming/yuzu" folder.
C:\Users\YOURPCNAME\AppData\Roaming\yuzu\sdmc

Inside you will find (mc_output0) and (mc_output1) folders.
These folders hold the actual 3D game models. These are the files you will be using to view the asset files (for example; any armor set you wish to export into blender and modify).

Search for "Link.Link_RaulSkin.bfres" -- This is the main player character "Link"
Drag the file into Toolbox.

Click on the "3D" icon, in order to open a 3D view window. You may need to click it more than once for it to respond.

Click on any of the files found inside the "Objects" folder. You should be able to see Link's 3D model, now.

Now that you can see Link's 3D model, you should be able to preview any animation by selecting the desired animation file and hitting the "play" button which appears like an arrow pointing RIGHT ▶

As an example, we will export the following animation "A_Pose_Bow_Wait"
Right click on the animation and Export to your custom TOTK mods folder.

Ensure you export as (*.smd) format.

We are going to need Link's 3D model. Export his model to your custom TOTK mods folder:
Right click "Link_RaulSkin" > Export > Your TOTK mods folder.

The export format should automaticly be set to (*dae;) -This is the correct format.

These are the Export Settings.

Use the Autodesk FBX converter program in order to convert the dae file into an fbx format.
This step is required before importing the 3D models into Blender.

Part 3: Blender

You have the animation and Link's 3D model, now lets move Blender.

Open Blender. I recommend using their latest version.

Import your Link 3D model fbx file, into Blender.

The following are the correct fbx. import settings. Ensure "scale" settings (under Transform) are set to 100.00.

Now that you have access to Link's mesh and armature, we can import the animation we exported.

File > Import > smd

Navigate to your custom TOTK mods folder (the location where you place your exported bow animation and Link 3D model)

Before importing the animation, change the Up Axis to Y.

Select and import the Bow animation.

You should be able to see Link snap into the desired animation.

You will notice a bar with several tabs located the upper portion of the Blender window.
Select the [Animation] tab. It's located by the "File - Edit - Render - Window - Help" section.

Your window will look a little different to mine. That's because I changed some of the option windows around the 3D viewer.

The most important change is done by adding the Nonliniar Animations window. This window is required for future steps. I placed it on the left, where a second 3D viewer originally showed.

You can change the window by pressing the small icon on the top left corner and selecting Nonlinear Animation.

Your bottom animation playback bar should be using "Dope Sheet" if that is not the case, then make it so!

To the right of the window selection icon, click on the selection tab and select "Action Editor". This will allow you to view the name of your current animation. Changing this setting will also make it easier to switch between multiple animations.

Further to the right, you will notice the name of your current animation, located near the center, over your animation timeline.

Part 4: Animation

Now that you have everything set up, let's make some custom animation changes!

First thing we want is to have [Pose Position] selected. It should already be the case, if you can see your animation on the 3D viewer.

Select the armature and go into Pose Mode by hitting [ctrl+TAB]

All we are going to do for this tutorial is move his legs closer together. In order to do this, we must first add some "IK" (Inverse Kinematics) to specific armature bones.

First, while in pose mode, select "Ankle_R" and hit [shift+I]

Select "Without Targets"

Alternatively, select the bone and go to Bone Constraint settings, then Add Bone Constraint > Inverse Kinematics

Make the Chain Length = 3.
This number changes the influence over how many armature bones will be affected. Three is usually a good number, but you can experiment and see for yourself!

Do this for both Ankle bones.

You will notice the armature bone is now orange!
you can grab the anckle bone by selecting it and hitting [G] key, now move the mouse around. Notice how it moves the entire leg, not only a single bone. If you want to stop holding onto the armature bone without changing its current pose possition, hit esc, or right mouse click.

On the same stip of settings where you find the name of your current animation and the "view, Select, Marker, Channel, Key" tabs, look for "Push down"

You will notice the name of your animation has changed to "New".
Click on the tab "New". This action will create a new Animation layer. This works similarly to photoshop's layer system.

It has now changed to "Action". You can rename this layer what you like.

On the Nonlinear Animation window (we set up earlier) click on your new animation layer.

If you don't see this window, press the [N] key.
Extrapolatio = Hold
Blending = Replace
Influence = 1.00

Click on the small circle ⏺
This setting acts like a live recorder for all your animation modifications. This makes is simpler over the alternative of having to insert keyframes manually.

Before you start moving armature's around, make sure you're on frame Zero.
Grab the ankle bone you modified earlier, move it closer to the center. Do the same with the second Anckle.

You can use the Inflience slider to fine tune how much influence your changes have over the original animation. This works great if you wish to keep some of the original animation movements.

Part 5: BAKE ME A CAKE!

You're done making animation changes, now we bake the animation. Baking the animation combines the original animation layer with your custom animation layer.

While still in pose mode, select the entire armature set.

To the right of the Nonlenear animation icon, hit the icon with the three layered line strips (this icon represents layers). Select Edit > Bake Action.

The bake settings should appear like this by default, these are correct. Hit OK.

Your newly baked animation can be found in the same location as your other animations.

If you highlight the entire armature, you will notice the entire animation layer is now full of frames, this means your animation is ready to be exported.

before we export, check the influence bar. If you did end up using it, you will need to turn it back up to 1.000, in order to see your animation as intended.

Assumming you installed the required addons, head over to File >Export >Maya Animation (.anim)

Ensure the following .anim export settings are applied.

Export the animation to your custom TOTK mods folder location, call it whatever you like.

Part 6: Export from Blender to Toolbox

Although we exported the animations as .anim instead of .smd, Toolbox will allow us to import the newly modified animations back into the game files as .anim (maya animation)

Head over to Toolbox, find the animation you had exported before. Notice the right side of Toolbox. This small window provides important information about the animations.

Take notes on the Frame count and Loop.

Right click on the animation you intend to modify, and hit Replace.

If everything is done properly, you can hit play on the animation timeline window and your new animation should replace the original.

The reason I asked for you to take notes on the Frame count and Loop settings, is because after you replace an animation, the settings change. While exporting the newly modified animatoin from Blender to Toolbox, a new frame is added. All we need to do is change the settings to the original.

Frame count- from 101 -to- 100
Loop- from False -to- True

now hit save (sometimes it requires multiple saves for the changes to actually change)
Note: Click on another animation and then click back on the modified bow animation, just to be sure the changes actually took effect.

Part 6.5 Alternative Setup

Overall process:

Create a separate animation pack for the game to use, put all your new animations in that pack, if the names of the new animations match the original name they will override them.

Tutorial:

Duplicate Player_Animation.anim.bfres and name it Player_Edited_Animation.anim.bfres (the name can be whatever you want, but keep it at hand, we need the name later)

Remove all animations in Player_Edited_Animation.

Import your new animations and make sure the name and loop settings are the same.

Open Player.pack and edit the Player.engine__component__AnimationParam.bgyml file

Add your new pack to the file and save both the file and the pack

The order of AnimationResources matter, the last entry will take most priority.

Finally, update the RSTB with new sizes for the Player.pack and Player.engine__component__AnimationParam.bgyml files

Part 7: Set up a TOTK mod

If you're familiar with BOTW mod creation, TOTK mod folder setup is not very different. If you're new to moding Zelda games, the following is how you must set up the folders for your mod in order for the changes to take effect.

Create a folder (rename it to whatever you want your animation mod to be called)
As an example, I called mine "Link animation mod"
Inside the folder, create another folder called "romfs"
Inside the romfs folder create another folder called "Model"
These set of folders will basicly trick the game into reading your mod files over the originals.

The folder path should look like this:
\Link animation mod\romfs\Model

Drop your modified "Player_Animation.anim.bfres.zs" file into the Model folder.

Open Yuzu and right click on your game TOTK.
Select "open mod data location"

Drag and drop your mod folder into the mod data location folder.
\AppData\Roaming\yuzu\load\0100F2C0115B6000

Run the game and check out the results, it's just that easy!

Now you know how to make custome animations and bring them into TOTK, have fun and thanks for reading this tutorial, cheers!

Additional information which will save your life

After adding your mod, making all those changes, your screen might get stuck loading (black screen). This will happen.. In order to get past this bug, navigate to your shader folder and delete everything inside. Start your game again and it should work properly!

Note: This black screen bug happens almost everytime you make a new mod change, regardless of the projects nature.

Delete both folder inside the shader folder.
C:\Users\YOURPCNAME\AppData\Roaming\yuzu\shader

When editing Facial Animations make sure not to retarget them

IsRetarget needs to be false

Changes made to the Player_Animation.anim.bfres will change the size of the file, so make sure to update the rstb

Files

Comments

mtLion

Amazing!

Nicholas Swenson

I will almost certainly never use this but I'm so glad you're putting the info out there!

Lifson

This is amazing !!!

xPreatorianx

Amazing tutorial! One request though - Mind putting this into a PDF file? It would be awesome to store it locally and be able to reference it.

whalesea-Gustav

So, The Model From Switch-toolbox doesn`t have hand or cloth, how to deal with it? In this post, the blender model has left hand, while I didn`t see it in my blender project....

KiwiPiwee

that's an amazing guide, is it normal taht when changing an animation we got some bouncing/jumping when a new loop starts? i have done everything right.