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Blender To HKX Development Thread


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Posted
1 hour ago, Bad Dog said:

Are they different?

 

Afaik LE and SE both are Havok 2010 32bit, FO4 is Havok 2014 64 bit.

IIRC when looking at both of these converted to .xml you can spot differences.

However, i got Havok 2014 to load skyrim anims by just changing the version in the File header quite some time ago.

Posted
1 hour ago, Bad Dog said:

Re upthread, I posted a tutorial video on YT: 

 

 

Works fine for LE animations. There are tools to convert LE to SE. 

 

What I don't have is a way to deal with FO4 animations. Are they different? Are there tools to convert them to/from KF or XML formats?

 

 

I may not be understanding which conversion you are needing. Would it be these: https://github.com/Dexesttp/hkxpack

 

?

Posted
31 minutes ago, Vader666 said:

 

Afaik LE and SE both are Havok 2010 32bit, FO4 is Havok 2014 64 bit.

IIRC when looking at both of these converted to .xml you can spot differences.

However, i got Havok 2014 to load skyrim anims by just changing the version in the File header quite some time ago.


+ Hkx bits from x64 to x32... import it converted... for fallout 4. (just like 3ds max)
No clue whats the use of cmdhkx or other tools from nexus... and we have kf import export options.

I looked at bad dog's tutorial video. Not bad imo. Except that animations hkx bits needs to be converted. ...
(As far i know how of fallout 4 uses. When i imported a x32 hkx into a rig import, i extracted a clp file, import the clp in a normal rig in 3ds max...)

  • 6 months later...
Posted

Hello. For anyone interested, I just posted a Blender Animation Kit that helps streamline the whole process and includes full control rigs for male/female human:

 

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