en_hawk Posted October 1, 2013 Author Posted October 1, 2013 I seem to be running into trouble when trying to convert my new walk animation back into an hkx file. I export the kf from blender, and everything seems to be fine, but when I convert the file to an hkx and load up the game the character just floats in the neutral pose. The file size of the hkx is also only 9 kb large, whereas the unedited walk animations tend to be closer to 20kb large, so I'm thinking something isn't working with the converting process, but I'm not sure what.You're gonna need to post your .blend file at this point, there's too many variables for me to try and figure out what the issue is without seeing it.
ZaZ Posted October 1, 2013 Posted October 1, 2013 Nothing Wrong with your Animation , I'm quite sure I managed a conversion , and tried it game , tried / tested and working in game Your Animation Proof.7z Your Animation file.7z 1, You are Using the the GUI hklx converter ( i have encountered some probs with it as well ) OR 2. your'e python scripts are misplaced OR 3. your may have made a mistake when using hklx.cmd use the command promt one This so awesome , lol Just did a clean install from scratch (my character looks like a man wtf ..... am I forgetting ? ), was brushing up on this very post when rigging your skeleton to the unpb body when i came across this post . this has to be a milestone or landmark , because its so awesome that it can be done now in blender . Tried tested and boobie animations can be exported in blender Cheers to you en_hawk
anubis Posted October 1, 2013 Posted October 1, 2013 Here's the file. walkforward.rar Post your exported .kf as well, most common problem comes from exporting it, because blender need to use modified scripts. 1. Have you highlight the skeleton upon exporting ? 2. Check on the command window after exporting, what it tells you ? 3. Open your exported .kf file with nifskope, click any NiTransformData from any NiTransformInterpolator, in block detail you'll have a line < Rotation Type | KeyType | "QUADRATIC_KEY">. If you get "LINEAR_KEY" instead, then guess you still using default export_nif.py. One of lines from modified export_nif.py script is to switch that into "QUADRATIC_KEY". Animated object will not work properly tho, but that's just me, backup the original first, just in case.
en_hawk Posted October 1, 2013 Author Posted October 1, 2013 I came to the same conclusion as these guys; load the file, delete the bodymesh, select the skeleton, export with default settings. Goes though hkxcmd just fine and comes out to 20kb, works fine in game. There are a few things I did notice unrelated to it exporting properly however; your anim length settings in the text editor don't match the length of the animation specified in the timeline+keyframes, and the breast and butt bones you've added keyframes to are missing their 'priority:0' constraints(notice how they're blue in the 3d view), the latter can be fixed by using the instructions for the camera bone provided on the last page.
gooboo Posted October 1, 2013 Posted October 1, 2013 Here is the exported kf- maybe it will shed some light on what exactly I'm doing wrong here. If everyone else's is working fine, then it sounds like my scripts might be in the wrong place. Are we talking about the new export/import scripts en_hawk provided in his original thread on the topic? testwalk5.rar
en_hawk Posted October 3, 2013 Author Posted October 3, 2013 Here is the exported kf- maybe it will shed some light on what exactly I'm doing wrong here. If everyone else's is working fine, then it sounds like my scripts might be in the wrong place. Are we talking about the new export/import scripts en_hawk provided in his original thread on the topic? testwalk5.rar That's the problem exactly; I looked at the file and it appears your scripts aren't working properly(you need the ones provided in the OP). Your transformation keys are of the wrong type(linear) like anubis explained above me.
ZaZ Posted October 3, 2013 Posted October 3, 2013 Why is this , Skeleton so IK , Unfriendly ? I'm breaking my head trying to get it work in blender ....... the Arms Part I can manage but the legs , damn Any suggestions ..... Cheers
en_hawk Posted October 3, 2013 Author Posted October 3, 2013 Well I'm not exactly sure what the issue you're encountering is, I've not personally setup IK rigging on the skeleton before(or anything else for that matter). What specifically is happening that doesn't happen on other skeletons?
ZaZ Posted October 3, 2013 Posted October 3, 2013 Foot is Slipping , this thing in not happening in the regular Skeleton without the Scaling bones , I'm using the import skeleton when trying to make the IK bones Cheers
en_hawk Posted October 3, 2013 Author Posted October 3, 2013 I'd have to say it is something in the way you are setting up your IK rig, I've never worked with IK before so I'm not really sure what to tell you. Alternatively you could import and configure your own skeleton; if whatever skeleton you're working with in game doesn't make use of those bones(like mine does) then you don't really need them in blender in order to match the morph.
gooboo Posted October 4, 2013 Posted October 4, 2013 Alright, so i was pretty sure I copied and pasted the scripts to the right place the first time, but I went ahead and did it again anyways. I took the scripts provided in the first post (the ones from the "fixed" folder) and copied and pasted them into the correct directory, but the kf file still reads linear_key rather than quadratic. I posted them into the "BlenderFoundation\Blender\.blender\scripts\export" folder, so I have no idea why this isn't working now. Is there another place they're supposed to go? I'm using Windows 7 if that makes any difference. Here's a screenshot, in case I managed to screw this up too lol-
en_hawk Posted October 4, 2013 Author Posted October 4, 2013 Alright, so i was pretty sure I copied and pasted the scripts to the right place the first time, but I went ahead and did it again anyways. I took the scripts provided in the first post (the ones from the "fixed" folder) and copied and pasted them into the correct directory, but the kf file still reads linear_key rather than quadratic. I posted them into the "BlenderFoundation\Blender\.blender\scripts\export" folder, so I have no idea why this isn't working now. Is there another place they're supposed to go? I'm using Windows 7 if that makes any difference. Here's a screenshot, in case I managed to screw this up too lol- files.jpg Generally that folder is not correct; there shouldn't have even been any scripts in there(nor that 'scripts' folder in its entirety) assuming you installed the latest official nif scripts using the default settings. Next we have to install the modified nif scripts so blender can handle the new kf files. Go to '%appdata%\Blender Foundation\Blender\.blender\scripts', in the 'fixed' folder in the archive with the scripts there are two '.py' files, overwrite the corresponding files in the 'import' and 'export' folders in your blender script folder with the ones included in the zip.Here is my configuration:
anubis Posted October 4, 2013 Posted October 4, 2013 @gooboo en_hawk was right, there should be more folders in "scripts". use search to locate blender scripts. Or reinstall blender and all the nessesary tools, following installation instruction from credits to LHammond. -Python 2.6.6 -PyFFI 2.1.10 -Blender 2.49b -Blender Nif Scripts 2.5.8 @en_hawk I seems to have a problem on importing xp32 modified skeletons you posted, read your post several times and still cant figure out what is the problem. I do already have that up00943 (modified scripts) from animation tutorial in asian website. And i modify ning's skeleton of female so it can be imported into blender and it works so far, but xp32 max skeleton always failed on me. "Attribute error : type object "NifFormat" has no attribute 'CStreamableAssetsData'
en_hawk Posted October 4, 2013 Author Posted October 4, 2013 I'm not sure what to tell you regarding the importing not working, I've never encountered an error like that before. You are attempting to import 'skeleton_female-fixed hands.nif', correct?
anubis Posted October 4, 2013 Posted October 4, 2013 I'm not sure what to tell you regarding the importing not working, I've never encountered an error like that before. You are attempting to import 'skeleton_female-fixed hands.nif', correct? I've tried all 4. May i know your current blender, PyFFI, Python, nif script version ? My version was in earlier post I'm stil comparing Xp32 max and nings skeleton which i hoping to find what makes xp32 skel didnt go well on my end.
en_hawk Posted October 4, 2013 Author Posted October 4, 2013 Alright here are my versions: Blender 2.49b Python 2.6.5 PyFFI 2.1.11 Blender Nif Scripts 2.5.9
anubis Posted October 4, 2013 Posted October 4, 2013 Alright here are my versions: Blender 2.49b Python 2.6.5 PyFFI 2.1.11 Blender Nif Scripts 2.5.9 Darn !, turn out PyFFI and Blender nif script is the problem. Just updating them and i can import your modified XP32 skeleton without any error no more. Much appreciated for the big help en_hawk . anyway perhaps you should listed in front page these required version.
en_hawk Posted October 4, 2013 Author Posted October 4, 2013 No problem man, glad we could get it sorted out. Good call on adding the versions to the OP, I'll have to do that.
anubis Posted October 11, 2013 Posted October 11, 2013 Foot is Slipping , this thing in not happening in the regular Skeleton without the Scaling bones , I'm using the import skeleton when trying to make the IK bones Cheers Guess you were right, trying to get ik working with both legs but i keep getting this stretched foot/calf. This "scale" between bones is for morphing right, is it really neccesary ? perhaps someone can link me a mod that use this scale things, just curious.
en_hawk Posted October 11, 2013 Author Posted October 11, 2013 Yeah they're for morphing(specifically translation) in game, and they are present in the skeleton used in blender for setting up that same morph without translation being applied to the regular bones, and getting baked into your animation. If you aren't using a morph that takes advantage of them, you can just delete them from the armature.
Guest kimbale Posted January 6, 2014 Posted January 6, 2014 I know this thread is about using blender to animate, but i've ran into some problems setting up my 3dsmax to animate: http://www.loverslab.com/topic/24605-no-links-to-feet-in-xpms-how-to-set-ik/ Then i found the custom skeletons here, nicely linked and set up. Now i want to ask if anyone has tried them in 3dsmax. Or if it would make any difference using them in 3dsmax (i suspect not, but this is skyrim modding in the end...)
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