Aventa Posted June 19, 2020 Posted June 19, 2020 i keep getting this error on most animations Error processing skeleton 'NPC Root [Root]' number of tracks exceed bones. it should work with the normal skeleton i dont know if its a different skeleton or the file is just fucked thanks anyways
Dorabella Posted June 19, 2020 Posted June 19, 2020 What game is it? Skyrim LE (Oldrim)? It would be more appropriate to insert your message in the appropriate section Skyrim Technical Support Skyrim SE? It would be more appropriate to insert your message in the appropriate section Technical Support - Skyrim: Special Edition If it is any other game with a dedicated section, the same rule applies. Just now, Aventa said: i dont know if its a different skeleton or the file is just fucked Going back to the problem: It's definitely a Skeleton problem : FNIS reports, installed mods and Load orders are useful for identifying the cause and resolving .
Aventa Posted June 19, 2020 Author Posted June 19, 2020 48 minutes ago, Lestat1627 said: What game is it? Skyrim LE (Oldrim)? It would be more appropriate to insert your message in the appropriate section Skyrim Technical Support Skyrim SE? It would be more appropriate to insert your message in the appropriate section Technical Support - Skyrim: Special Edition If it is any other game with a dedicated section, the same rule applies. Going back to the problem: It's definitely a Skeleton problem : FNIS reports, installed mods and Load orders are useful for identifying the cause and resolving . Skyrim LE i understand that in skyrim SE you cant export the models all of it is skyrim LE i made sure that all the animations were skyrim LE aswell also i dont know if its a problem with fnis as im trying to export the animations into .kf instead of hkx with hkxcmd some files export some dont it. i figure that they used custom skeletons also im very sleep deprived and new to this
Dorabella Posted June 19, 2020 Posted June 19, 2020 Just now, Aventa said: i figure that they used custom skeletons with fnis as im trying to export the animations I don't think they are custom skeletons, the animations should be adaptive to any skeleton. When you export / edit animations, every time, launch FNIS and see which skeleton reads (the correct one shows 126 bones) It also activates Skeleton arm fix and GENDER Specific animation If the number of bones reported by FNIS is in excess, it is usually sufficient to reinstall XPMSE to eliminate the problem FNIS Bones Spoiler
Aventa Posted July 4, 2020 Author Posted July 4, 2020 After some messing around with it some animations do port i actually got one whole set the animations is mostly good except for the legs. the legs have hundreds of key frames and make them move really quickly I believe that the exporter or the converter fuck the animation making it not able to export
TDA Posted June 27, 2022 Posted June 27, 2022 (edited) On 7/4/2020 at 6:01 AM, Aventa said: After some messing around with it some animations do port i actually got one whole set the animations is mostly good except for the legs. the legs have hundreds of key frames and make them move really quickly I believe that the exporter or the converter fuck the animation making it not able to export use XPskeleton_female.hkx XPskeleton_female.hkx before that, it's better to save the animation in xml (in HavocTool and After that rename it in hkx for hkxcmd ) You can not do this, but on that one animation that I tested, the hand was twisted. hkxcmd exportkf "XPskeleton_female.hkx" "%CD%\IN_DIR" "%CD%\OUT_DIR" After that, you need to remove all the scale keys from the bones and check the scales of the main bones Edited June 27, 2022 by TDA 4
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now