Alex2xChampion Posted August 28, 2019 Posted August 28, 2019 Is there a way to convert SSE 64bit animations (.hkx) to original 32bit Old Skyrim?
RohZima Posted August 28, 2019 Posted August 28, 2019 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
Alex2xChampion Posted August 28, 2019 Author Posted August 28, 2019 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
t.ara Posted December 25, 2019 Posted December 25, 2019 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.
cminnow Posted May 16, 2020 Posted May 16, 2020 Almost https://github.com/Backporter/SSE-Fallout-4-Animation-Converter
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