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Trying to make a pose pack but it's not working


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Posted

  

Hello, I'm trying to make my own pose pack, but my pose is not working in game except when I replace an existing pose (like goma, hcp, wulf, etc) with mine.

 

I'm a newbie modder and I don't have experience with animations. I really need help :c

 

What I have figured out so far:

  • Pandora is not reading my animation (probably?)
  • My .hkx file works when replacing an existing pose.
  • My pose doesn't appear in Anim Event in Idle Animations

 

Spoiler

image.png.3b654a6b8243e1db54f1e5dfc1a395e7.png 

Software I use:

  • Blender both 4.5 and 2.9
  • Cathedral for conversion

 

What I have done already

  • I made my first pose using tktk's Animation Tools N3+28 (see image below)
  • I have converted the .hkx to SE using Cathethral
  • Made a behavior.hkx using GenerateFNISforModders.exe (FNIS Behavior SE 7_6 XXL)
  • I have tried PoserGenData to test my pose in Poser Hotkeys (Pose still doesn't work)

 

 

Screenshot of my pose:

Spoiler

image.png.474110fb0e16c1e8d40b875480ef1c55.png

 

my FNIS_SkoomaPoses_List

Spoiler

Version 1.0
'' Format:    <type> -<option,option,...> <AnimEvent> <Animation File> [<Animect CK>]
'        type:     b (basic)
'                o (animated ects)     
'        option: a (acyclic)                 default: cyclic
'                h (headtracking remains)     default: headtracking off
'               Tn (clip transition "00Next Clip": used if another idle will follow immediately)
'               Ts (clip transition "IdleStop": (should be "regular idle end", but in FNIS similar to Next Clip)
'                              default "IdleForceDefaultState": everything set to default)
'                B<n.m>                        Blend time into Animation
'
'        <Animation File> without path (files expected in Animations\<mod name>)
'
' Example:
' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx
'    
' Comment:    ' in column 1 / empty lines possible
'
' AnimEvents and Animation File names have to be unique through all mods (even for files in different folders)
' so it's a good idea use mod specific abbrevioations for all our names
'

' FNISBase: animation names for common use
' c1-c20 a1-a20 o1-o9 b1-b9
b -h,md SKF01 SKF01.hkx

 

 

 

Posted
2 hours ago, Pamatronic said:

have you tried using the sendanimevent console command just to check whether the anim is in the game?

 

why?

I have figured out the problem. One of my mods was overwriting my Pandora Output. And why I have both 2.9 and 4.5? I dunno. I'll uninstall 2.9 since 4.5 works just fine.

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