Guest Posted February 14, 2012 Posted February 14, 2012 i think idlegive.hkx just defines how the animation plays? I dont think the actual animation has any relation to the behavior graph (that those .txt files probably relate to) but maybe if we can force that tool to work on the behavior graphs... ima hunt the internet for an old copy of the behavior tool havok released a while back HBT 6.6 If you are interested... I am going to look at some other routes till my anger subsides after fiddling with that program. I can tell you that there is some info in there but it seems that everything relevant is packed into some bit code that with out the source or a couple of months of hell it is going to be a pain to decrypt. I am cheering you guys on, because I think HBT is some proprietary BS!!!
prideslayer Posted February 14, 2012 Posted February 14, 2012 Seeing as how that's a .br, is this download in Portuguese? That will certainly give me a migraine..
Guest Posted February 14, 2012 Posted February 14, 2012 Seeing as how that's a .br' date=' is this download in Portuguese? That will certainly give me a migraine.. [/quote'] Na it's English, it still will give you a headache though.
prideslayer Posted February 14, 2012 Posted February 14, 2012 Seeing as how that's a .br' date=' is this download in Portuguese? That will certainly give me a migraine.. [/quote'] Na it's English, it still will give you a headache though. That's a headache I can manage I'm sure..
Teechan Posted February 14, 2012 Posted February 14, 2012 Or dl it directly from intel... ;P http://software.intel.com/sites/havok/downloads/HBT.Installer.v660.Release.20090708-142144_Released.zip
DocClox Posted February 14, 2012 Posted February 14, 2012 I had a bit play with creating a human beast race, just to see how hard it was. It all went fairly well until I got to the face. I ticked the box that says "uses face data" and was able to get a list of face parts, but it wouldn't let me add any head other than a manikin head It may be that I missed another tickbox that unlocks the other head parts. (I think I managed to get hair enabled, but it didn't show on the manikin head) Or it could be that the selection is keyword driven, or that some head parts are avilable for humans and others for beasts. I suppose we could try cloning the human head parts and setting them as available for beasts, but I'm not at all sure of my ground here. The other question is how to copy the face from the participants onto their sexed up doubles. I wonder how much would carry over in any case. Probably not a lot looking at the werewolf transform. I'll let some of that settle in a bit and see if anything occurs
Joosey Posted February 14, 2012 Posted February 14, 2012 wow this is giving me a headache too. Why did bethes make this CK so much worse? You can hardly do anything except little tweaks to stuff they already have in game. I mean it shouldnt be this hard to enable scripted animation commands. The fact we have to replace the idle anim just to see ONE dance animation is sad.
prideslayer Posted February 14, 2012 Posted February 14, 2012 Or dl it directly from intel... ;P http://software.intel.com/sites/havok/downloads/HBT.Installer.v660.Release.20090708-142144_Released.zip Thank you. I downloaded the other one, hadn't gotten around to installing it but that link just seemed suspicious.
Zeke Posted February 14, 2012 Posted February 14, 2012 This's just...why? whyyyy? I really hate not being smart enough to do anything 'bout the whole script/animation thing. Best of luck to you smarties/people who know what they're doing. Hopefully you'll get them working soon™
deltadeath93 Posted February 14, 2012 Posted February 14, 2012 shot in the dark here. what about spell animations instead of idle's? like the one from oblivion that created a giant plant that has its way with females. it was a spell you would cast. i have seen some new created spells and there animations on the nexus. so after reading what you were all saying figured id toss out an idea. mind you i have no knowledge of modding at all. so like i said its a shot in the dark.
ZZTTV Posted February 15, 2012 Posted February 15, 2012 http://forums.nexusmods.com/index.php?/topic/539562-havok-animation-tutorial-very-easy-video/page__p__4391051__hl__animation__fromsearch__1#entry4391051 Did some more poking around, found something that mat be useful. It looks kinda inane but thought maybe it has something you can use. In particular this http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim
DocClox Posted February 15, 2012 Posted February 15, 2012 http://forums.nexusmods.com/index.php?/topic/539562-havok-animation-tutorial-very-easy-video/page__p__4391051__hl__animation__fromsearch__1#entry4391051 Did some more poking around' date=' found something that mat be useful. It looks kinda inane but thought maybe it has something you can use. In particular this http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim [/quote'] The problem isn't so much one of creating or converting animations as it is one of how to launch the animations in game. The problems is, apparently, that you can't just write actor.PlayAnimation("path\to\my_animation.hkx") because the function doesn't exist in Papyrus. The only reliable way to make an animation play would appear to be actor.PlayIdle(idleAnimationObject) So the sticking point becomes "how do we create new idle animation objects. How do we get "path\to\animation.hkx" inside myIdleAnimation? The idles we can use are all built into the game. The Idle object in Papyrus is opaque. There are no methods or properties exposed for us to alter, so we can't do it like that. The gameplay->animation screen does let us duplicate animations, and even change the pathname on the new ones ... I've been assuming these don't show up in game, but I've not tested that. And I'm away from my dev box until Friday night now, as well, which is a pain. Has anyone else tried that approach? It seems a bit too obvious, but I'd hate to think the answer had been staring us in the face all this time.
philipcollin Posted February 15, 2012 Posted February 15, 2012 the gameplay-> animation screen has no filepaths, only idle names, and doesnt allow you to create more entries for an already existing creature. Iy does allow you to import a behavior file for a new creature, but that doesnt help us
Expired6978 Posted February 15, 2012 Posted February 15, 2012 Behavior files! Where all the animations and their appropriate references are cataloged (Each entry has both an Animation Event name, and a path). Unfortunately we cannot change these files with the CK, we can only change how they are conditioned. Rather useless with respect to custom animations. If we are only able to edit one behavior file even with custom tools that would pose a huge problem, the best solution at that point would be to add some few hundred or thousand dummy entries for modders to use. I imagine it wouldn't be impossible to just hack one duplicated and altered animation entry in the behavior file to be tested.
DocClox Posted February 15, 2012 Posted February 15, 2012 the gameplay-> animation screen has no filepaths' date=' only idle names, and doesnt allow you to create more entries for an already existing creature. Iy does allow you to import a behavior file for a new creature, but that doesnt help us [/quote'] I thought I'd managed to duplicate one of the loose idles and then paste in a new path. But I may well be confising that with adding animation details for a new race (which looks like it can't be changed, but you can paste into the field anyway). I'm away from my dev box, or I'd have tried it before posting If we are only able to edit one behavior file even with custom tools that would pose a huge problem' date=' the best solution at that point would be to add some few hundred or thousand dummy entries for modders to use. I imagine it wouldn't be impossible to just hack one duplicated and altered animation entry in the behavior file to be tested. [/quote'] That'll be the trick of it
philipcollin Posted February 15, 2012 Posted February 15, 2012 sadly the issue is that changing the length of the behavior files at all makes them invalid and so the games doesnt load them. Somewhere theres a variable that has the exact length of each of the behavior files in them, and then checks to see if they are of the correct length before loading them. I dont know where this is... but im starting to suspect it may be hardcoded... if it is, then the only option is to wait for skse to add a function to load animations for us
Rasana Posted February 15, 2012 Posted February 15, 2012 Long time lurker here. On casualmods.net, RSV gives a tutorial on how he imported animations into Skyrim. I don't understand any of it really, much like I don't understand much of what you folks are tinkering with. Would you be interested in looking at a translated version? I hang out on russian mod sites quite a bit.
qwarten Posted February 15, 2012 Posted February 15, 2012 As far as I can understand the problem is not about importing animations. Suppose there are 100 animations defined in the game, you can replace any of them, no problems with it. The problem is when you try go 100+x, you can't. There is no way of adding extra animations at the moment, due to how bethesda implemented the animation system. So if there's anything in that tutorial that doesn't replace any stock animations, it might be of use. Disclaimer: I don't kow much about this stuff either and am not working on this.
prideslayer Posted February 15, 2012 Posted February 15, 2012 sadly the issue is that changing the length of the behavior files at all makes them invalid and so the games doesnt load them. Somewhere theres a variable that has the exact length of each of the behavior files in them' date=' and then checks to see if they are of the correct length before loading them. I dont know where this is... but im starting to suspect it may be hardcoded... if it is, then the only option is to wait for skse to add a function to load animations for us [/quote'] I really doubt that it's just a length issue as they are all different lengths. hkxs are archives, like zip or rar files, that you cannot directly edit. You need to edit the 'source' form, like the .xml file I posted, and then recompile it to .hkx. hkxcmd can convert both ways, however it does not support behaviors at this time.
Rasana Posted February 15, 2012 Posted February 15, 2012 Ah, gotcha. After digging a bit further, like in their working dance mod, that's exactly what they did. They changed the existing npc_applauds2.hkx animation file and tied it into a new dialogue tree that allows you to ask an NPC to dance with you. Ah well.
strelitzia Posted February 15, 2012 Posted February 15, 2012 Just a heads up for animation modders/aspiring animation modders, Hey guys! Glad to see my mod is being mentioned places. Yes it currently has its flaws but it's all steps to a much bigger mod introducing an entire strip club type place. Making very good progress on the technical side of things and soon the mod wont have to replace the stock animations any more. Keep an eye on the mod page for updates. If you have any tips/advice then let me know keen to hear from people. Author of : http://skyrim.nexusmods.com/downloads/file.php?id=8714 It sound like Tr1dae might have cracked what you need to do to add new animations.
DocClox Posted February 15, 2012 Posted February 15, 2012 It sound like Tr1dae might have cracked what you need to do to add new animations. Nope NOTES: Due to my inexperience with the CK this mod replaces current vanilla anims. I haven't found a way to import and trigger unique anims yet - if you know then PM me. That's the problem, right there. Still, someone else working on it is good.
strelitzia Posted February 15, 2012 Posted February 15, 2012 Thats from the 14th, his post today suggests he has made progress.
DocClox Posted February 15, 2012 Posted February 15, 2012 Thats from the 14th' date=' his post today suggests he has made progress. [/quote'] That would be this then? On a side note - research into getting a special "Stripper" character with unique non conflicting animations is going well. . . stay tuned! That does sounds promising. I hope he gets it to work
aindigosmith Posted February 15, 2012 Posted February 15, 2012 I wanted to make sure everyone here has seen this: http://skyrim.nexusmods.com/downloads/file.php?id=2658 I am not sure if umpa broke the wall we are stuck at or not. I know very little about animating and the difficulties we are currently facing in skyrim, but umpa has managed to create a dance mod with several different dances.
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