Guest Posted August 25, 2014 Posted August 25, 2014 So I wanted to get into animation (probably just poses for a start). I watched some tutorials (mainly Bergzore's ) and made something simple to test whether or not it works, as (somewhat) expected it did not. I used 10 frames although it's basically just a pose, keyed every frame, reset stretch & scale and exported with Havok Content tools (with all the Create Skeleton, Create Animation, Spline Compression, Prune Types & Write to Platform settings taken from the tutorial) . It exported just fine but ingame it's just the static T pose. Oh, I'm using 3ds max 2012 x64 by the way, the skeleton and rig file were taken from the XPMS modders resource pack. The tutorials: Did I miss anything? Thanks in advance for any help.
pornphile Posted August 25, 2014 Posted August 25, 2014 Have you added the proper annotations? Max 2012 users must use HCT 2011.3. In Write to platform tick XML & Tagfile. The resulting xml must then be converted to hkx using hktcnv.exe.
Guest Posted August 25, 2014 Posted August 25, 2014 Have you added the proper annotations? Max 2012 users must use HCT 2011.3. In Write to platform tick XML & Tagfile. The resulting xml must then be converted to hkx using hktcnv.exe. Mhm that could be the reason, gonna test it. Thanks. Well, it looked promising but you can't convert an xml file to hkx with neither hktcnv nor hkxcmd. hktcnv only converts xml files exported with HCT 2011.3 to a HCT 2010.2 xml file and hkxcmd can only convert kf into hkx files. I get the feeling that I should've installed the 2010 3ds version... *edit* time to play Diablo 3: RoS for a while before I punch a hole in my screen.
pornphile Posted August 25, 2014 Posted August 25, 2014 I'm using Max 2012. Though the readme could use some clarity, hktcnv can convert HTC 2011.3 xml into a usable hkx. Use the syntax: hktcnv.exe <source xml> <destination hkx> Example: hktcnv.exe idle.xml idle.hkx Max 2010 will probably save you headaches regardless.
Guest Posted August 25, 2014 Posted August 25, 2014 Ah thanks, it finally worked! Now I just need to figure out what's wrong with the animation itself because it's all jacked up ingame but atleast it works.
Guest Posted August 26, 2014 Posted August 26, 2014 I accidentally deleted three things from the skeleton x_NPC LookNode [Look]x_NPC Translate [Pos ]x_NPC Rotate [Rot ] and it caused the pose to spazz out. Remade the animation with the complete skeleton, followed the tutorial (don't check skeleton under Prune Types though), followed pornphile's advice and it now works fine.
Leito86 Posted August 26, 2014 Posted August 26, 2014 Sweet, good to know 2012 can export animations.
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