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Animating with XPMS / TBBP in Blender Hkxcmd doesn't convert extra bones?


intertubes

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Posted

I've got all the way through the process of converting, importing, and exporting the kf, but hkxcmd doesn't seem to recognize the extra bones in the animation and skips 'em.

 

Have I missed something, animation gurus? The process I've roughly followed is the translation LabRat did here. http://www.loverslab.com/showthread.php?tid=5449

Perhaps there's a better way to do this than I currently know? I swear I'm going to write a nice concise guide to this if I ever successfully get an animation working in skyrim.

 

 

Thanks!

Posted

68 views and no replies? Did I ask in the wrong area of the forum?

 

What I've got to work with-

NifSkope

Blender 2.49b with working plugin

Hkxcmd

Havok Content Tools 2012 (haven't used yet)

Havok Physics Animation 2012/vs2010 (haven't used yet and don't have Visual Studio)

TBBP Skeleton

XPMS Skeleton

 

Is it impossible to do this without 3dsmax?

Posted

All I can tell you is that I have the exact same problem. Using that guide I can now import and export vanilla animations through Blender, even create new animations from scratch. When I use hkxcmd to convert the created .KF file into a .HKX, all non-vanilla bones (like breast and butt) get dropped.

 

I believe this is a problem with hkxcmd. I vaguely remember someone talking about the difficulty in mapping the bone names used in KF to the numeric indexing system in HKX and that it took some “dirty” hacks for the converter to work with the human skeleton at all ... but don't quote me on that ;)

 

So, yeah. Right now it seems there is no way around Max if you want to work with custom jiggly skeletons. A pity. Maybe someone else knows more.

Posted

No ,

The Blender Method is only for the Default Skyrim Skeleton , Don't Bother animating anything else.

Give it a year and Skyrim May Become more Blender Friendly .

 

Cheers

Posted

Sigggggh... downloading Max2012 now- read somewhere the nif plugin isn't compiled for 2013 yet. Thanks for the info, MasterChris. At least I can play with crosswalking the anim into XSI or Maya from Max.

 

M.

Posted

No ' date='

The Blender Method is only for the Default Skyrim Skeleton , Don't Bother animating anything else.

Give it a year and Skyrim May Become more Blender Friendly .

 

Cheers

[/quote']

 

Donkey noticed your post and asked me to point out this tool: http://skyrim.nexusmods.com/mods/29460

 

He said he was able to make some walking animations with blender 2.65 in minutes with it.

 

Unfortunately it is still a bit of a hassle on importing\exporting but that hopefully will be resolved fairly soon.

 

Cheers.

Posted

Just for clarification: The “method” Intertubes (and myself) used is little more than a short guide explaining how to modify a few lines in the Python KF import/export NifScripts for Blender 2.49b and how to use NifSkope to prepare a skeleton file for proper import.

 

It works very well and allows to convert, import, edit, export and re-convert vanilla animations for use in the game just fine. It also enables us to create new animations from scratch and they will work in the game.

 

The problem we have is that the last step in the process, converting the created KF file into HKX for the game with the hkxcmd tool removes all the animation data for non-vanilla bones from the final file, even though we supply the tool with a proper skeleton.hkx that definitely contains those bones.

 

For example: If I import a BBP skeleton to Blender and create a new walking animation with swaying breasts from scratch, export it to KF and convert it to HKX, hkxcmd will complain about unknown bones like [NPC] Breast L and skip them although the skeleton.hkx file given to the tool includes them.

I still get a HKX file out of the process and it works in the game. I get my walking animation like I made it, just the breasts don't move as I intended and remain static because hkxcmd skipped over that part of the animation data for one reason or another.

 

After looking at Anton0028's Animation Tools N1 (thanks for the link by the way, much appreciated) I dare assume the same problem will exist here because he also uses hkxcmd for the last step in the conversion process.

 

--

 

I really hope some comprehensive solution for Blender based animation shows up sooner rather than later. I simply cannot afford to buy Max, I am no longer a student so I cannot get it cheap and I don't want to pirate the software. I am stuck with Blender. I am not going to pay thousands of dollars for this hobby of mine. I'm just a neophyte, autodidact animator and not a very talented one at that but I might actually do some decent work if given the proper tools. I dare to assume there are a few more people in the same position.

 

... ah, damn. Now I actually ranted the thread off topic. Sorry. Not my intention. I'll shut up now.

Posted
hkxcmd will complain about unknown bones like [NPC] Breast L and skip them although the skeleton.hkx file given to the tool includes them.

 

are you using skeleton.hkx or skeleton_female.hkx ?

Posted

 

Donkey noticed your post and asked me to point out this tool: http://skyrim.nexusmods.com/mods/29460

 

He said he was able to make some walking animations with blender 2.65 in minutes with it.

Unfortunately it is still a bit of a hassle on importing\exporting but that hopefully will be resolved fairly soon.

 

Cheers.

 

I had a Peek at it yesterday , I think it is using the default skeleton as well , I couldnt see any Boobie Bones :D

Its a Start though ,

He has compiled a script only for export , which is great . But Im used to the 2.49b method If he does manage to get other skeletons I Might have a go .

 

Well Using the default skeleton is fine as well , U can add BBB Later to them :)

 

Cheers

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