tERBO Posted July 26, 2020 Posted July 26, 2020 Hi all! I wanna use some Skyrim animations on my blender model that I have but it appears to be very tricky task. After some googling I discovered Niftools plugin and hkxcmd tool. The tool converted only few animations out of hundreds giving me a ton of errors. Then blender plugin imported nif skeleton as a bunch of independent bones, not as armature, and I was not able to apply animations because of that. Then after some more googling I found havoc2fbx tool. Tried that but it crashes every time when I point it at an hkx files. I know that Blender does not have native Havok support and most of the mods done in Maya or 3DSMax but still... maybe there is a way? Could somebody give me advice or point at some tutorial that I miss?
RohZima Posted July 26, 2020 Posted July 26, 2020 1 hour ago, tERBO said: Hi all! I wanna use some Skyrim animations on my blender model that I have but it appears to be very tricky task. After some googling I discovered Niftools plugin and hkxcmd tool. The tool converted only few animations out of hundreds giving me a ton of errors. Then blender plugin imported nif skeleton as a bunch of independent bones, not as armature, and I was not able to apply animations because of that. Then after some more googling I found havoc2fbx tool. Tried that but it crashes every time when I point it at a hkx files. I know that Blender does not have native Havok support and most of the mods done in Maya or 3DSMax but still... maybe there is the way? Could somebody give me advice or point at some tutorial that I miss? I've never heard of havok2fbx I'll check it out. I think it very hard. You can use the skeleton that is part of the mesh, ie the body, cbbe or whatever. You would have to parent the bones and stuff yourself which is probably too much work. You could use one of the rigs that is already made from the modding community, but you might have to delete all the extra bones (controllers, targets) that the modder added. Or maybe you can parent that skeleton from the character rig onto the body mesh that you have in there. Remember the skeleton has to be exactly the same for blender actions to work. Which means you could make your own, being careful to have the head and tails in the right place. If I had to do it for some reason, I would just use the bone data that is attached to the body mesh you imported (vertex groups). And parent the bones together, joining the head, feet and hands to the main skeleton. As for importing the actual animation, I have no idea how that is done but I'm sure it has been done because people have released adjusted versions of various animations, like the sneaking animation. Tldr: It's too hard, don't bother.
DocClox Posted August 11, 2020 Posted August 11, 2020 On 7/26/2020 at 7:52 AM, tERBO said: Then after some more googling I found havoc2fbx tool. Tried that but it crashes every time when I point it at an hkx files. I've been looking into this recently. The deal with havoc2fbx is that it needs 32bit hkx files and the game uses 64 bit ones. So what you need to do is use the havoc tools to re-export the animation in 32 bit format,. and then convert it. to fbx, Trouble is, you need 3DS Max to run havoc tools, which sort of defeats the point of using Blender. That said, I've been using Max to get static poses, and then importing them into Blender and making furniture around them. I can get bones out of Max and into blender. but I've yet to try re-attaching them to a body mesh.
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