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convert hkx


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Posted

Maybe by converting the .hkx to a kf then to a .hkx again?

 

It probably won't work, in fact i'd bet money it won't but, will only take a few minutes to try 

Posted
1 hour ago, RohZima said:

Maybe by converting the .hkx to a kf then to a .hkx again?

 

It probably won't work, in fact i'd bet money it won't but, will only take a few minutes to try 

I see. Anyway thanks for the reply

  • 3 months later...
Posted

Depends that not on it´s way of it´s creation?

i always write out tag-files in uncompressed versions-i do not see any problem to work with skyrim and also in skyrim se-by that way, you can use your mods in se and oldrim without any problems. if you want to rework on older animations, you have to use the same skeleton (mostly), so that you get a correct working animation again inside of the software...and if you create animations with the old skyrim-skeleton (vanilla), you will get problems with height or distances...depends what the creator did-and animations can be also pushed by it´s bones in non-edit-mode so to get various outputs-if you want to reload such an animation, it is of course loading at the stage, before it got manipulated for any sort of bone-corrections.

My experiences are so far best by using only uncompressed animations, because they can easily be reloaded and edited or epanded-anyway is the working with animations in 3dsmax a total CRAP if i compare the software with serious software of the audio-industry. And 3dsmax2010  is not proper working with the hct-i can only give here the tip, to use version 2016 for animations and export it from there. 2016 allows more longer animations and is much more stabil, specially in that case, if you have in your project more complicated stuff like swinging chains and assets, which are boned and / or become to be boned within your project.

  • 4 months later...

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