Panicforever Posted November 17, 2013 Share Posted November 17, 2013 Hello everybody!After a long time lurking I`ve decided to help out the Loverslab community with more animations, but have run in to som issues.I have experience as an animator but this are the first time i have tried to animate/mod a game, so im pretty green when it comes to the technical stuff.These is the tutorials that i have used:http://skyrim.nexusmods.com/mods/15238/?http://www.youtube.com/watch?v=tskAnP5O09U Both of these gave me the same problem. After i have reached the point where i have exported the animation with havok and trying to implement them in the game, they dont work and instead result in a A-pose...=/ I`ve been stuck on this problem for several days and its driving me crazy.could anyone who have successfully imported animations please help me find the cause of these issues? here is one of 4 new animations that is "ready" I have included the workfile for the female if someone wants to take a look and find out where i have fucked up=P http://www.mediafire.com/?91oinisdfa9sdfl I used 3Ds max 2010 and the XPMS Rig 1-6 http://skyrim.nexusmods.com/mods/26800/? In case its something wrong with my skyrim installation, I have also included the HKX animation file if someone wants to try it out=) http://www.mediafire.com/?aa95vjxt7sckc4c Link to comment
Gone Posted November 18, 2013 Share Posted November 18, 2013 Are you having problems with the creature or the human? It sounds like it's the human, and if it is there is a different process for working with humans assuming you are using bbp, which it looks like in your gif. Converting havok files using a skeleton definition using hckcmd doesn't work for custom skeletons. Instead, you are going to need to install havok content tools for 3d max and export the animations with that. Here's a thread where I got all this information. http://www.loverslab.com/topic/15293-arroks-ssl-tbbp-animations-resource-for-modders-edited-10302013/ Once you get all the tools set up, exporting human animations are actually going to be a lot easier than creature animations. I can try to help more if you be more specific. Is it the human or creature that isn't working and are you exporting using the nif exportor or using havok content tools? (p.s. nice animation ) Link to comment
Riparino Posted November 18, 2013 Share Posted November 18, 2013 I have a question if you could answer that would be awesome. I too am trying to animate but I don't have experience whats so ever...How do you animate two actors in one scene after you do the whole xref scene import thing...Every time I import an animation for example a rape scene, the only body that moves is the body I didn't merge using the xref...so for example I merged the male body into the scene using xref but the female body only moves. Any ideas or do I have to give more detail? Link to comment
Panicforever Posted November 18, 2013 Author Share Posted November 18, 2013 Are you having problems with the creature or the human? It sounds like it's the human, and if it is there is a different process for working with humans assuming you are using bbp, which it looks like in your gif. Converting havok files using a skeleton definition using hckcmd doesn't work for custom skeletons. Instead, you are going to need to install havok content tools for 3d max and export the animations with that. Here's a thread where I got all this information. http://www.loverslab.com/topic/15293-arroks-ssl-tbbp-animations-resource-for-modders-edited-10302013/ Once you get all the tools set up, exporting human animations are actually going to be a lot easier than creature animations. I can try to help more if you be more specific. Is it the human or creature that isn't working and are you exporting using the nif exportor or using havok content tools? (p.s. nice animation ) Thanks=) Yes its the human, haven tested the creature animations yet cince I assumes that the same error would appear. The rig I have used is the XPMS rig, its using the same mesh and skeleton as BBP (I think). What I have used to export is havok content tools 2010 2.0 64bit for 3ds max 2010 and I have tried to use content tools 2012 with 3ds max 2012 but with no luck. I have also tried to use vanila skyrim rig and modiefied a vanilla animation just incase it was the rig, but the same Apose problem happened=/ here is the havok warnings I got with the vanilla: ========== Started: 12:53:20, Configuration: SKELETON MAP ========== Create Skeletons Filter [0xabba44f4] Warning : Skeleton "NPC Root [Root]" has multiple roots. [0xabba44f4] Warning : Extra root found in bone : "x_NPC LookNode [Look]" [0xabba44f4] Warning : Extra root found in bone : "x_NPC Translate [Pos ]" [0xabba44f4] Warning : Extra root found in bone : "x_NPC Rotate [Rot ]" [0xabba44f4] Warning : Extra root found in bone : "Camera3rd [Cam3]" Root Node Name:NPC Root [Root] Num Bones: 99 Create Animations Filter Animation Length: 0.066667 Frames: 3 Annotation: present Spline Compression Filter Compression Number of blocks: 1 Size of largest block (PlayStation®3 SPU): 3200 bytes. Original Size: 19008 bytes. Compressed Size: 3176 bytes. Compression Ratio: 5.984887:1. Loop Animations Filter Prune Types Filter Removing hkxEnvironment ("Environment Data") Removing hkxScene ("Scene Data") Removing Resource Data completely. Removing 1 skeletons. Removing 0 mesh attachments. Removing 1 Transform and 0 Float identity binding index arrays from 1 bindings(s) Removing 0 skins. Write to Platform Filter Wrote layout for [Win32 MSVC] to file [.\test.HKX]. ========== Finished in 00:00:00, 0 Errors, 5 Warnings ========== Gathering Filter Changes for Create Skeletons I have a question if you could answer that would be awesome. I too am trying to animate but I don't have experience whats so ever...How do you animate two actors in one scene after you do the whole xref scene import thing...Every time I import an animation for example a rape scene, the only body that moves is the body I didn't merge using the xref...so for example I merged the male body into the scene using xref but the female body only moves. Any ideas or do I have to give more detail? What i did was to first import one actor, and so rename the whole skeleton with a F or M in the end (Tool - > Rename objects ) this is what i did in 3Ds max. When you are finished with the animating, you open upp a new scene and then import one of the skeletons and then remove the letter you added=) I belive the problem you have is that the two skeletons have the same name. Link to comment
Gone Posted November 19, 2013 Share Posted November 19, 2013 Oh, I think I know what it is now. When exporting an animation, just to be on the safe side you should have no extra stuff. Make a copy of your scene and delete everything except the main skeleton you want to export. Yes, the includes the skinned mesh. I forget if you have to select all the bones as well, but might as well do that too. This might be excessive, but at the very least make sure there aren't floating bones in the heirarchy that aren't attached to a root, because it sounds like that might be your issue. Also, exporting for creatures uses a completely different process, so I'd be careful about that once you start attempting to do that. Link to comment
Panicforever Posted November 19, 2013 Author Share Posted November 19, 2013 Oh, I think I know what it is now. When exporting an animation, just to be on the safe side you should have no extra stuff. Make a copy of your scene and delete everything except the main skeleton you want to export. Yes, the includes the skinned mesh. I forget if you have to select all the bones as well, but might as well do that too. This might be excessive, but at the very least make sure there aren't floating bones in the heirarchy that aren't attached to a root, because it sounds like that might be your issue. Also, exporting for creatures uses a completely different process, so I'd be careful about that once you start attempting to do that. Yes I finally found out what was wrong=D After manny hours with trubleshooting I found that there was nothing wrong with my animations, but with BSAopt. When i replaced the mt_idle.HKX to test the human animation and repacked Animations.bsa, something wrong must have happen in the packing prosess, it lost 2mb and several other vanilla animations got corupt. there is one more thing I'd like to ask you though, what is the best way to export creature animation? Is it trouh hkxcmd? Anyway thank for trying to help me Gone, I really appreciate it! =) Link to comment
Gone Posted November 20, 2013 Share Posted November 20, 2013 I followed the process in this tutorial, which yes is using hkxcmd. http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim Good luck, it's always sweet seing more people want to do animations. Link to comment
Panicforever Posted November 20, 2013 Author Share Posted November 20, 2013 I followed the process in this tutorial, which yes is using hkxcmd. http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim Good luck, it's always sweet seing more people want to do animations. Thanks!=) Link to comment
nobis Posted December 4, 2013 Share Posted December 4, 2013 great anims, im wondering should i start makin em myself, could create some poses for skeever , mudcrab, buterfly .. Link to comment
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