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[3ds Max] [Skyrim] Video: Animation Tutorial


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BenChang, on 22 Mar 2016 - 1:50 PM, said:
pornphile, on 18 Mar 2016 - 12:11 AM, said:Your xml gives me T-pose too.
Great, so.. no advice?

 

pornphile, on 18 Mar 2016 - 12:11 AM, said:"is Havok Content Tools 2011.3 really the only option"It wasn't a coincidence that I list specific Max + HCT versions under 'Requirements'.
Do you have any of the relevant HCT versions? I will source for the relevant 3dsmax versions myself but I actually have no idea where to source for the HCT installers ):
If you dont mind with Pan Baidu hosting go here, head down and open the link by qianhun189. Might want to grab it fast.
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BenChang, on 22 Mar 2016 - 1:50 PM, said:

 

pornphile, on 18 Mar 2016 - 12:11 AM, said:

 

 

Your xml gives me T-pose too.

Great, so.. no advice?

 

pornphile, on 18 Mar 2016 - 12:11 AM, said:

 

 

 

 

"is Havok Content Tools 2011.3 really the only option"

It wasn't a coincidence that I list specific Max + HCT versions under 'Requirements'.

Do you have any of the relevant HCT versions? I will source for the relevant 3dsmax versions myself but I actually have no idea where to source for the HCT installers ):

 

If you dont mind with Pan Baidu hosting go here, head down and open the link by qianhun189. Might want to grab it fast.

 

Am already downloading 2011-3-0_20120119.exe as we speak (it says 14 hours LOL).

 

Aside from HCT 2010-2-0_20101115.exe and HCT 2011-3-0_20120119.exe, what other installers are advisable for me to download? Also, how come these HCT versions do not explicitly state x64 or x32?

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@BenChang

 

Yes, it's not easy to get from Pan Baidu server. Just get the version that pornphile mention in OP, i got both while it still available from havok, and both are working great with skyrim. I just dont have pretty much use with them since i prefer blender for modelling/animating.

 

For 64bit there should be an "x64" in the file name.

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@BenChang

 

Yes, it's not easy to get from Pan Baidu server. Just get the version that pornphile mention in OP, i got both while it still available from havok, and both are working great with skyrim. I just dont have pretty much use with them since i prefer blender for modelling/animating.

 

For 64bit there should be an "x64" in the file name.

Are you able to host the 2011-3 versions (64 and 32 bit) on mega?

 

I can download the 2010 -2 ver from Baidu but the 2011-3 ver keeps failing with a time out/network error, I don't know why it insists on taking 19 hours to finish a 512 kb file :\

 

EDIT: seems their download server is so shitty that even their download client can't be downloaded without corrupting itself. LOL biaduyunguanjia

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@BenChang

 

I'm sorry. I'm afraid i cant because i'm not in luxury of having a great ISP. Going to take...ages for me to upload it.

 

You should contact any skyrim animator around Skyrim Adult section. They might have it hosted somewhere or have a working link.

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@BenChang

 

I'm sorry. I'm afraid i cant because i'm not in luxury of having a great ISP. Going to take...ages for me to upload it.

 

You should contact any skyrim animator around Skyrim Adult section. They might have it hosted somewhere or have a working link.

In that case, what resource set do you use for blender animations? Is it still available?

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I have installed 3ds max 2010 along with HCT 2010-2. HCT appears to have installed fine.

 

However, the nif import script found in http://www.nexusmods...id=521561&pUp=1 throws up an error and CTDs 3ds max 2010 on launch. The error stated is as follows:



ParamBlockDesc2 definition error 
--- 
Error in ParamBlockDesc2 definition. 

Default not supported for this type in block "shaderParameters", 
parameter "ParallaxInnerTextureScale", option #1 


Is there some older option that is compatible with 3ds max 2010? Alternatively, how do Skyrim animators work around this?

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Is there some older option that is compatible with 3ds max 2010? Alternatively, how do Skyrim animators work around this?

 

You don't need the nif plugin to make animations. You only need it if you plan to import meshes/kf animations. Just open the pre-built F+M scene file and start playing around.

 

I showed the NifTools version that I use several posts back: http://www.loverslab.com/topic/39996-3ds-max-skyrim-video-animation-tutorial/?p=1469697

 

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Is there some older option that is compatible with 3ds max 2010? Alternatively, how do Skyrim animators work around this?

 

You don't need the nif plugin to make animations. You only need it if you plan to import meshes/kf animations. Just open the pre-built F+M scene file and start playing around.

 

I showed the NifTools version that I use several posts back: http://www.loverslab.com/topic/39996-3ds-max-skyrim-video-animation-tutorial/?p=1469697

 

 

Yeah, it's nicer to have a point of reference..

how do I check which version of nifscripts that I've installed, after installation? I'm not sure if mine was 3.7.1 or 3.7.2 (I can see yours is 3.7.2)

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Yeah, it's nicer to have a point of reference..

 

I don't have the desire to go through NifTool versions to see which ones are compatible. I tried different versions until something finally worked. Call me unambitious.

 

 

 

how do I check which version of nifscripts that I've installed, after installation? I'm not sure if mine was 3.7.1 or 3.7.2 (I can see yours is 3.7.2)

 

The version window automatically opens when you go to import a nif, assuming it's installed correctly.

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Yeah, it's nicer to have a point of reference..

 

I don't have the desire to go through NifTool versions to see which ones are compatible. I tried different versions until something finally worked. Call me unambitious.

 

 

 

how do I check which version of nifscripts that I've installed, after installation? I'm not sure if mine was 3.7.1 or 3.7.2 (I can see yours is 3.7.2)

 

The version window automatically opens when you go to import a nif, assuming it's installed correctly.

 

Many thanks! 

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1) At about 5:21 on the main tutorial it says insert: start -name mt_idle -at y

It then says there should be no - sign in front of start, yet in the tutorial the guy goes ahead and types '-start -name mt_idle -at y' anyway. He deletes this after

The thing is, what does the dash sign indicate? Why should it not be added? What do the notes actually represent?

 

2) I've tried installing 3ds Max 2012 + HCT 2011-3 instead since 2010 is not working for me (see below), I'm getting this error on startup. What does it mean?

2016-04-02%2020_11_27-.png

 

 

3) I tried exporting with 3ds max 2010 + HCT 2010 -2. It refuses to covnert, Hktcnv stops responding and throws up this error

error%20with%202010.png

 

4) what does 200 frames refer to? What is 3ds max's native frame rate, how long is 200 frames ingame exactly?

 

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1) At about 5:21 on the main tutorial it says insert: start -name mt_idle -at y

It then says there should be no - sign in front of start, yet in the tutorial the guy goes ahead and types '-start -name mt_idle -at y' anyway. He deletes this after

The thing is, what does the dash sign indicate? Why should it not be added? What do the notes actually represent?

 

2) I've tried installing 3ds Max 2012 + HCT 2011-3 instead since 2010 is not working for me (see below), I'm getting this error on startup. What does it mean?

2016-04-02%2020_11_27-.png

 

 

3) I tried exporting with 3ds max 2010 + HCT 2010 -2. It refuses to covnert, Hktcnv stops responding and throws up this error

error%20with%202010.png

 

4) what does 200 frames refer to? What is 3ds max's native frame rate, how long is 200 frames ingame exactly?

 

1. The dash(or lack of) is part of the syntax. The notes are mainly for sound events. I never bothered with em.

2. Ignore error

3. Hktcnv is not used with Max 2010 + HCT 2010-2. HCT 2010-2 can export directly to hkx.

    post-8195-0-75310500-1459790524_thumb.jpg

 

4. Frame Rate stuff. Animation length is measure in frames. 3ds Max default is 30 fps. Therefore a 200 frame animation is roughly 6 secs.

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Nice, thanks!!

 

1. Do you think 2012 or 2010 is better for Skyrim animation purposes? In my search for something that worked I somehow acquired both. Haven't tried direct exporting to hkx with 2010 yet but it should work since the hct version is correct. Which do you find most effective?

 

2. I managed to export an animation successfully without unhiding anything (I hid everything except for the frozen mesh and controllers, as instructed in the OP video). It was really more of an 'I forgot to unhide' than deliberate experimentation, but it worked. Are there any drawbacks to doing it this way?

 

3. How would one go about usingg the 3ds max rigs for poses, as opposed to animations? Which menus would I need to alter?

 

4. Also, is 200 the max frame count allowable for Skyrim? If so, what other limits are applied on Skyrim animations?

 

5. upon playing exported idles ingame, my character floats a few inches off of the floor. It's a very small margin, but is still noticeable, is it because of the rig? if so, how do I fix it?

 

6. Is it possible to copy specific bone tranformations from 1 keyframe to the next? If so, how? (for example, NPC R hand [RHnd]_IK_ctrl_F)

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Nice, thanks!!

 

1. Do you think 2012 or 2010 is better for Skyrim animation purposes? In my search for something that worked I somehow acquired both. Haven't tried direct exporting to hkx with 2010 yet but it should work since the hct version is correct. Which do you find most effective?

 

2. I managed to export an animation successfully without unhiding anything (I hid everything except for the frozen mesh and controllers, as instructed in the OP video). It was really more of an 'I forgot to unhide' than deliberate experimentation, but it worked. Are there any drawbacks to doing it this way?

 

3. How would one go about usingg the 3ds max rigs for poses, as opposed to animations? Which menus would I need to alter?

 

4. Also, is 200 the max frame count allowable for Skyrim? If so, what other limits are applied on Skyrim animations?

 

5. upon playing exported idles ingame, my character floats a few inches off of the floor. It's a very small margin, but is still noticeable, is it because of the rig? if so, how do I fix it?

 

6. Is it possible to copy specific bone tranformations from 1 keyframe to the next? If so, how? (for example, NPC R hand [RHnd]_IK_ctrl_F)

 

If it works, use it. It's up to you as to how to best deal with idiosyncrasies in 3ds Max.

 

A pose is just a zero frame animation. Make whatever frames you want.

 

I doubt floating character is due to the rig, though the possibility must be considered. But there's a multitude of other things that can cause float that must be considered beforehand: type of skeleton used in game, animation itself, in game ground plane, script causing floating offset. I've not observed my own animations floating anymore than vanilla animations.

 

6. Use the included Copy Paste Transform script.

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A pose is just a zero frame animation. Make whatever frames you want.

 

1. What about these menus?

 

 

 

 

2016-04-09%2017_45_19-Untitled%20-%20Aut

 

2016-04-09%2017_45_26-Untitled%20-%20Aut

 

As well as the save/load animations menu from vanilla 3ds max?

--

2. Must all skyrim animations be limited to 200 frames? If not, what is the limit?

--

3. What's gone wrong here? Is there any other way to check the version?

 

not%20showing.png

 

----
4. How can I make it such that the copy/paste xforms window is available at startup? I've gone through 2 tutorials to learn how to install the script and open the menu, but how can I make it such that the menu is open on launch?
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A pose is just a zero frame animation. Make whatever frames you want.

 

1. What about these menus?

 

 

 

 

2016-04-09%2017_45_19-Untitled%20-%20Aut

 

2016-04-09%2017_45_26-Untitled%20-%20Aut

 

As well as the save/load animations menu from vanilla 3ds max?

--

2. Must all skyrim animations be limited to 200 frames? If not, what is the limit?

--

3. What's gone wrong here? Is there any other way to check the version?

 

not%20showing.png

 

----
4. How can I make it such that the copy/paste xforms window is available at startup? I've gone through 2 tutorials to learn how to install the script and open the menu, but how can I make it such that the menu is open on launch?

 

 

1. Match frames with frames in your animation.

2. No, add frames until your computer blows up. That's when you can stop. As reference, there are sophisticated dance animations probably in excess of 10k+ frames. This is just judging from standard MikuMikuDance animations.

3. Don't know. Can't help with NifTool things.

4. Don't know. Put it into ...\scripts\startup? I have mine set to open on right click.

    post-8195-0-12870300-1460240044_thumb.jpg

 

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  • 1 month later...

Hi all

After installation Devious Devices Integration 3 beta1 I did not like something in the animation and I decided to try to fix it.

 

Well, if open abc0_mt_runforward in Havok Preview Tool everything is ok. After converting to kf and preview in NifScope also ok. Hand posture included. But import in 3dmax forgets hands pose. Hands remain in the T-pose. Usually this does not happen, and the animation is imported correctly. Have any idea why?

post-958123-0-11384400-1464638842_thumb.jpg

post-958123-0-22175500-1464638855_thumb.jpg

post-958123-0-25587800-1464638864_thumb.jpg

post-958123-0-87974500-1464638868_thumb.jpg

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  • 3 weeks later...

This is a very interesting topic. I am glad I found it lol :) I have a question. Any input would be greatly appreciated. I use 3ds max 2013 and HCT 2013 and I am able to create many animations. I have been trying to import my custom (brutal) killmoves into Skyrim but it CTD. Here is what I do.

1. Import a vanilla killmove "pairedkillmoveh2hcomboa.kf" into 3dsmax.

2.Delete the keyframes so I can create a new animation.

3.When thats done I check to make sure the annotations are there at the start and end.

4.Make sure that the amount of keyframes match the number of keyframes in the vanilla animation.

5.Export to a HKX file using HCT

6.Convert the new custom killmove I just exported into a KF file.

7.Import the animation in to 3ds max and it plays flawlessly.

8. Then convert the KF into hkx

9. Replace the "pairedkillmoveh2hcomba.hkx" in the animations folder.

10. Run FNIS

11. Trigger animation in game using the Violens mod and CTD...face palm...then yell at my wife... :unsure::@ ...(that last part was a joke. I do not condone yelling at sexy women. Lol)

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This is a very interesting topic. I am glad I found it lol :) I have a question. Any input would be greatly appreciated. I use 3ds max 2013 and HCT 2013 and I am able to create many animations. I have been trying to import my custom (brutal) killmoves into Skyrim but it CTD. Here is what I do.

1. Import a vanilla killmove "pairedkillmoveh2hcomboa.kf" into 3dsmax.

2.Delete the keyframes so I can create a new animation.

3.When thats done I check to make sure the annotations are there at the start and end.

4.Make sure that the amount of keyframes match the number of keyframes in the vanilla animation.

5.Export to a HKX file using HCT

6.Convert the new custom killmove I just exported into a KF file.

7.Import the animation in to 3ds max and it plays flawlessly.

8. Then convert the KF into hkx

9. Replace the "pairedkillmoveh2hcomba.hkx" in the animations folder.

10. Run FNIS

11. Trigger animation in game using the Violens mod and CTD...face palm...then yell at my wife... :unsure::@ ...(that last part was a joke. I do not condone yelling at sexy women. Lol)

 

If you're familiar with my F/M rigs, my paired rig exports the exact same way. Zaz also has a paired rig. No need to import and delete key frames to make a new anim.

 

May be an issue with Violens?. I triggered my test paired anim using Fore's spell mod and it played fine.

 

Use Max 2010+HCT 2010.2 or Max 2012+HCT 2011.3. I can't help beyond this if HCT 2013 is your preferred poison.

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Hi all

After installation Devious Devices Integration 3 beta1 I did not like something in the animation and I decided to try to fix it.

 

Well, if open abc0_mt_runforward in Havok Preview Tool everything is ok. After converting to kf and preview in NifScope also ok. Hand posture included. But import in 3dmax forgets hands pose. Hands remain in the T-pose. Usually this does not happen, and the animation is imported correctly. Have any idea why?

 

Importing custom animations is unpredictable at best. Only vanilla animations can be imported cleanly.

 

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Thank you for replying. And I am familiar and very appreciative of your's and Zaz's rigs but I wasn't aware of that lol thanks for letting me know. I will try the FNIS mod you mentioned that is for testing animations and see if I can get 2010 or 2011 for both 3ds max and HCT after I finish watching "The tale of Zatoichi" thank you again :D

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Importing custom animations is unpredictable at best. Only vanilla animations can be imported cleanly.

Sorrowfully.

But no problem to fix pose.

Perhaps this issue has been raised... how to make a label for a step sound? earlier (fallout3) i can use the note track Enum: Left / Enum: Right. and how to do it with HKX and Footstep Analysis filter?

 

solved, footstep filter don't need

need to add notes track at transform track instead bone track like before

post-958123-0-53569900-1466629069_thumb.jpg

^_^

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Importing custom animations is unpredictable at best. Only vanilla animations can be imported cleanly.

Sorrowfully.

But no problem to fix pose.

Perhaps this issue has been raised... how to make a label for a step sound? earlier (fallout3) i can use the note track Enum: Left / Enum: Right. and how to do it with HKX and Footstep Analysis filter?

 

 

Need to use annotations for sound events.

 

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pornphile

thanks, I remember about the Notes, the only small thing - its location, if notes track applied for main object track Havok Content Tools don't use it, notes track need to add to the transform track, here it surprised me

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