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Bidirectional animation converter between Skyrim and Fallout 4


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Posted (edited)
50 minutes ago, Holylokki said:

SAM doesn't work when you need to edit the position of arms and legs during motion. This is because SAM applies a single coordinate offset to all animation frames. However, correct limb movement in animation requires separate adjustments for each keyframe. And in baked HKX animation, this means every frame. So editing in 3dsmax/blender is essential.
However, there are certain issues when using 3dsmax. The data structure of HKX animations exported from a converter or blender doesn't match the expectations of the Havok 3ds Max Plugin. 3dsmax crashes with an error when attempting to load the animation.

 

This sounds correct. If it's the motions themselves that are the problem then You need the source Max/Blender file.

Or if You are really patient You could use hkxposer. But that is shit compared to 3DSMax or Blender.


Actors also need to be the same height or there will allignment issues. Do You have a "Setscale" console command in Fallout?



Editing a premade hkx animation has always been the bane of Skyrim. It is actually much easier to make your own.

 

Originally I planned on editing Skyrim idle poses. But You could simply not import them properly. So I made my own instead and learned something.


I still regret that I could not do something about the bed idle when they go to sleep. Something was off with the placement of things.

I could have made that idle 10 times hotter.
 

Edited by NCK30
Posted
59 minutes ago, NCK30 said:

Actors also need to be the same height or there will allignment issues. Do You have a "Setscale" console command in Fallout?

The setscale function exists. SCRS successfully solves the problem of correctly scaling actors based on animation settings.

 

1 hour ago, NCK30 said:

Editing a premade hkx animation has always been the bane of Skyrim. It is actually much easier to make your own.

I don't know how this is implemented in Blender. In 3dsMax, using the 3dsMax Havok Import Script, CAT-Rig as a skeleton controller, and CAT animation layers significantly simplifies editing baked animation. In fact, you can work with keyframes on a CAT animation adjustment layer just like when creating a new animation.
For example, if you need to synchronize the position of one actor's hand on another actor's hip, you can simply create an adjustment animation layer, enable IK on it, adjust the hand position, and link its movement to the hip position using a link constraint. And that's it.
But animations converted from Skyrim don't import into 3dsMax. The same goes for RohZima animations made in Blender. In fact, I can export an animation from 3dsMax in such a way that it won't import into 3dsMax. It's just a matter of changing one setting in Havok, lol. The animation will still play in-game without errors. Unfortunately, this is a limitation of the Havok 3ds Max Plugin.

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