blabba Posted May 5, 2014 Posted May 5, 2014 So here I am trying another side project while I await some feedback and stuff for my other project. Thought I would take a crack at figuring out animations. My only problem is 3dsMax 2014 isn't importing the kf file.... I think I have it right except for the kf file..... Can someone take a look at this and tell me if this is a correctly formatted kf file? If not it could just be that the newer nif import script doesn't work on animations which would kinda put a dampener on my day edit: The file is supposed to be one of zynish's animations if that's any help. StandingAgressive_A1_S1.rar
nutluck Posted May 5, 2014 Posted May 5, 2014 Well I am of no help at all with this, just wanted to say how great it was to get another animator to make more of them. Especially after the great body slider thingy happy orange eating thing you are already working on.
Guest kimbale Posted May 5, 2014 Posted May 5, 2014 Gotta use 3dsmax 2011/2012, any newer and you can't import or export right. And get the Havoc Content Tools, it's the only way to get animations for the custom skeletons that are used nowadays. Anyway, editing animations is utterly useless as you have keyframes for every frame in the skyrim-usable animations. If you delete any part, it fucks up the rest as positions seem to be somehow relative to prior positions. I gave that up and just made stuff from scratch, it seemed a lot easier to me.
blabba Posted May 5, 2014 Author Posted May 5, 2014 Gotta use 3dsmax 2011/2012, any newer and you can't import or export right. And get the Havoc Content Tools, it's the only way to get animations for the custom skeletons that are used nowadays. Anyway, editing animations is utterly useless as you have keyframes for every frame in the skyrim-usable animations. If you delete any part, it fucks up the rest as positions seem to be somehow relative to prior positions. I gave that up and just made stuff from scratch, it seemed a lot easier to me. Those words are what made me afraid I'm not too worried about the keyframe thing though, it seems like motionbuilder 2014 has a setting for that (I think) but man, I don't think I'll be going back to using 2012, I had too many crashes and errors on that. Oh well, maybe a smarter guy than me can figure a plugin out in the future or whenever Fallout 4 comes around I guess.
FastestDogInTheDistrict Posted May 5, 2014 Posted May 5, 2014 Use 3dsMax 2012, for sure. *There's some reason why animations are a problem for importing/exporting. I think there may be a process you need to go through prior to import into Max. Eg: there is a reason why animations in general are a pain, but the 3 Nightasy tutorial test-animations work (though not entirely bug-free, they're reliable enough to get the job done).
nutluck Posted May 5, 2014 Posted May 5, 2014 Gotta use 3dsmax 2011/2012, any newer and you can't import or export right. And get the Havoc Content Tools, it's the only way to get animations for the custom skeletons that are used nowadays. Anyway, editing animations is utterly useless as you have keyframes for every frame in the skyrim-usable animations. If you delete any part, it fucks up the rest as positions seem to be somehow relative to prior positions. I gave that up and just made stuff from scratch, it seemed a lot easier to me. Those words are what made me afraid I'm not too worried about the keyframe thing though, it seems like motionbuilder 2014 has a setting for that (I think) but man, I don't think I'll be going back to using 2012, I had too many crashes and errors on that. Oh well, maybe a smarter guy than me can figure a plugin out in the future or whenever Fallout 4 comes around I guess. After seeing your other project I have complete faith in you to figure out how to animate from scratch. To accomplish what you did with your other mod is impressive and I am I sure you can tackle animations as well.
Leito86 Posted May 5, 2014 Posted May 5, 2014 Interesting, I've always seen people mention 2010 and 2011 as the only ones that can export Skyrim compatible animations.
blabba Posted May 6, 2014 Author Posted May 6, 2014 Just thought I'd drop by and say thanks for the 2012 tip and after many frustrating hours of installing and setting up 2012 3dsMax I was successfully able to get the animations to work out in 3dsMAx and then make a max scene file out of it. Which I was then even more successfully able to send to Motionbuilder and play the animation. So basically, all in all a very good first step for me. Now I just got to setup the skeleton with Motionbuilder rig paths, do the same for another skeleton and eventually test out how retargeting works (I really hope it works like I expect it to after all this trouble I've gone through). But for now work tomorrow, more sliders to build and then come back to this... I have too many projects and ideas in my head, it sucks. P.S. If someone could drop a post in here with a TBBP skeleton nif file (or link) for skyrim (NOT XPMS, I need a minimalistic TBBP skeleton) and whatever the equivalent skeletons for Fallout and Oblivion are you would cut me down on like an hours worth of work for me on this project, Thanks in advance!
FastestDogInTheDistrict Posted May 6, 2014 Posted May 6, 2014 *Don't forget the Service Pack 1 and 2, and the Product Update #12 (takes about 5mins. in all). Much improved stability (unless, like me, you keep doing stupid things & crash).
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