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


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Great tutorial and excellent rig Pornphile! It's working much better than the vanilla skeleton rig. Unfortunately I've hit a few snags that I can' seem to figure out on my own.

 

 

I'm working on an archery animation replacement mod. Let's call it, "Archery Aim and Aesthetics" The goal is to provide bow animations that function better alongside "Immersive First Person". It will also correct for the bow shaking that occurs while your character is moving, as that effects the trajectory of the arrow (arrow is released from where it connects to the players animation). I've created a test animation (character jumping in place) that works well in game, but it breaks functions in the game when in use. For instance, when I replace the bow release animation "bow_release.hkx" the character no longer fires an arrow when they should (the bow and arrow are still in stuck to the players hands though...) 

Also, when I replace the bow unequip animation with my test animation, the character no longer unequips the bow, despite performing the new animation correctly.

 

My question is this:

1) Why is replacing these animation breaking their function? Perhaps those functions are controlled by the animation somehow? (possibly behavior files?)

 

I attempted to figure out what the vanilla animation did differently that made the bow firing work properly, and I discovered some interesting behavior. The "WEAPON" bone in the vanilla animation represents the arrow in game. During the first three frames of the "bow_release.hkx" vanilla animation the WEAPON bone extends longer each frame. Then on the forth frame, it shrink back down to a tiny size and stays small for the rest of the animation. I have included 4 pictures that represent each of the first four frames in the vanilla animation. I cannot figure out how to stretch the weapon bone in the Pornphile's rig, so I can't replicate that. Is this WEAPON bone what is controlling the firing of the arrow in game?

 

 

I appreciate any help you have to offer, because I'm stumped!

 

 

 

post-262701-0-79256100-1466996160_thumb.png

post-262701-0-37810100-1466996162_thumb.png

post-262701-0-34641500-1466996163_thumb.png

post-262701-0-36979700-1466996164_thumb.png

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Hi, just curious..did anyone encounter this autoload script issue upon installing a x64 HCT 2011.3 on max x64 2012? I know removing the culprit from the script folder does works but will this affect the overall usage like exporting hdt mesh and animations? I do have the 2010 version for max and hct and it works wonders though it would be nice to just stick to 2012. Any ideas?

post-423772-0-34635900-1467030113_thumb.jpg

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Great tutorial and excellent rig Pornphile! It's working much better than the vanilla skeleton rig. Unfortunately I've hit a few snags that I can' seem to figure out on my own.
 
 
I'm working on an archery animation replacement mod. Let's call it, "Archery Aim and Aesthetics" The goal is to provide bow animations that function better alongside "Immersive First Person". It will also correct for the bow shaking that occurs while your character is moving, as that effects the trajectory of the arrow (arrow is released from where it connects to the players animation). I've created a test animation (character jumping in place) that works well in game, but it breaks functions in the game when in use. For instance, when I replace the bow release animation "bow_release.hkx" the character no longer fires an arrow when they should (the bow and arrow are still in stuck to the players hands though...) 
Also, when I replace the bow unequip animation with my test animation, the character no longer unequips the bow, despite performing the new animation correctly.
 
My question is this:
1) Why is replacing these animation breaking their function? Perhaps those functions are controlled by the animation somehow? (possibly behavior files?)
 
I attempted to figure out what the vanilla animation did differently that made the bow firing work properly, and I discovered some interesting behavior. The "WEAPON" bone in the vanilla animation represents the arrow in game. During the first three frames of the "bow_release.hkx" vanilla animation the WEAPON bone extends longer each frame. Then on the forth frame, it shrink back down to a tiny size and stays small for the rest of the animation. I have included 4 pictures that represent each of the first four frames in the vanilla animation. I cannot figure out how to stretch the weapon bone in the Pornphile's rig, so I can't replicate that. Is this WEAPON bone what is controlling the firing of the arrow in game?
 
 
I appreciate any help you have to offer, because I'm stumped!

 

 

To animate the Weapon bone: Animation-->Bone Tools, untick Bone On. You can then move it around to animate.

post-8195-0-37267300-1467129541_thumb.jpg

 

Bows & crossbows have their own bone skeleton. So to be able to animate them, it may be that you'd have to import the bow skeleton. Check if bow animations(non-human part) are separate.

https://forums.nexusmods.com/index.php?/topic/552595-bows-become-blobs/

https://forums.nexusmods.com/index.php?/topic/775363-modding-bows-how-does-the-bonesskeleton-work/

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Hello! Great tutorial, helped me get alot further in my quest to make some custom paired animations.

I have 3ds max 2012 32bit, with latest niftools etc so importing is fine with both skeletons w/ bodies and rigs.

Even loading vanilla or mod single animations work great.

 

But i have a question regarding paired animations import.

(yes it is female/creature - horse)

 

I only get this when i try to import a paired animation..

In the scene the actor 1 will become totally wrapped, and actor 2 is not touched, still in t pose.

What is going on? Is this just a normal for paired mod animations?

 

I did read somewhere that importing non vanilla paired animations is risky but this is 10th attempt.

After some googling it only tells me these questions was answered in loverslab now "archived" posts. Sooo i cannot access them...

 

Here is an image of the situation.

pairedbug.jpg

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Hello! Great tutorial, helped me get alot further in my quest to make some custom paired animations.

I have 3ds max 2012 32bit, with latest niftools etc so importing is fine with both skeletons w/ bodies and rigs.

Even loading vanilla or mod single animations work great.

 

But i have a question regarding paired animations import.

(yes it is female/creature - horse)

 

I only get this when i try to import a paired animation..

In the scene the actor 1 will become totally wrapped, and actor 2 is not touched, still in t pose.

What is going on? Is this just a normal for paired mod animations?

 

I did read somewhere that importing non vanilla paired animations is risky but this is 10th attempt.

After some googling it only tells me these questions was answered in loverslab now "archived" posts. Sooo i cannot access them...

 

Here is an image of the situation.

pairedbug.jpg

Exactly what animation are you trying to import? You ask about paired animation but speak about 2 actors. True paired animations are those used in kill moves and horse riding that utilize 1 skeleton in the scene. All Sexlab anims use 2 or more skeletons in 1 scene. Take care to make the distinction.

 

However, from your pic, you're using one of my rigs. As I have no horse+female paired rig, I'm going to assume you're using my female + Anub's horse rig?

 

In which case, the result in your screenshot is expected. Skeletons that have actual rigging aren't meant to be used for import. To work with imported animations, you're best bet is to use vanilla skeletons.

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Aha! Seems like i got some of this totally wrong.

I really tried to look for a clear and easy to read tutorial for this but they have either been removed/"archived" completly or i used the wrong terms in google.

 

And yes, that is correct, your rig + anub's horse.

So to make new animations i would still have to do the step in this tutorial that says xref merge scenes etc then animate, NOT import 2 skeletons in same scene.

 

second, to test other animations (improve) i would only need vanilla skeletons imported in same scene. Got it.

Hope this makes it easier for others who are looking for those answers!

 

Thanks for your time!

 

 

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Hello,

 

Thanks for this tutorial! Unfortunately, Im having a problem with the rigs...or something else I'm missing. I can't get hands or fingers to align properly in game after export. Please see my post #229 on the Controller Rig thread. Screenshots and max file attached over there. Thanks!

 

http://www.loverslab.com/topic/36314-3ds-max-skeleton-controller-rigs-draugr-v0132-2015-09-22/?p=1607971

 

Edit: Your suggestion worked perfectly, Pornphile! Leaving this here for future animators. See my original post in the link for resolution.

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  • 1 month later...

Whats up peeps!

 

First off thank you so much for this tutorial, its where I learned how to create poses and have been doing so since last November so thanks again.

 

I have an issue, my 3ds Max 2012 is set to expire in 2 days and I have been going crazy for quite some time now since the 2012 version is no longer available to renew @ Autodesk.

 

So, I lose my plugins, more importantly the skeleton rig here, havok tools and all that good stuff.

 

What can I do?

 

I am desperate for any help.

 

Thanks!

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  • 4 months later...

 


I managed to find and install both max 2010 and HCT 2010.2 (HavokPcXsContentTools_2010-2-0_20101115). I tried starting off simple, so I did a pose.

 

Once I export out with the HCT tool it creates two files.

 

1. Idle.XML

 

Inside of the file looks like:

 

 

 

・(hkRootLevelContainer  namedVariants2@hkRootLevelContainerNamedVariant      nameclassNamevariant$hkReferencedObjecthkBaseObject   memSizeAndFlags referenceCount *hkaAnimationContainer
skeletons0hkaSkeletonanimations0hkaAnimationbindings0&hkaAnimationBindingattachments0"hkaBoneAttachment
skins0hkaMeshBindingparentIndices$
bones2hkaBonereferencePose,referenceFloats&floatSlots4localFrames26hkaSkeletonLocalFrameOnBone3  lockTranslation=  localFramehkLocalFrameboneIndexC !typeduration.numberOfTransformTracks&numberOfFloatTracksextractedMotion2hkaAnimatedReferenceFrame annotationTracks0$hkaAnnotationTrackQ U  trackNameannotations28hkaAnnotationTrackAnnotation[  timetext%
(originalSkeletonNameanimation!6transformTrackToBoneIndices$8floatTrackToFloatSlotIndices$blendHint)
a$boneFromAttachmentattachmentE-
meshhkxMeshaskeletonmappings0*hkaMeshBindingMapping4boneFromSkinMeshTransforms.qsections0hkxMeshSection userChannelInfos0,hkxMeshUserChannelInfo}vertexBufferhkxVertexBufferindexBuffers0hkxIndexBuffermaterialhkxMaterialuserChannels0・data2hkxVertexBufferVertexDatadesc(hkxVertexDescription・  vectorData(floatData&uint32Data$uint16Data$uint8Data"numVertsvectorStridefloatStrideuint32Strideuint16Strideuint8Stride・
decls2>hkxVertexDescriptionElementDecl
byteOffsetG
usagebyteStridenumElements・
indexTypeindices16$indices32$ vertexBaseOffsetlength$hkxAttributeHolderattributeGroups0"hkxAttributeGroup  attributes2hkxAttribute 
value・0stages2.hkxMaterialTextureStagediffuseColorambientColorspecularColoremissiveColorsubMaterials0・extraDataproperties2&hkxMaterialProperty  textureusageHinttcoordChannel・  key・ 0
w  mapping$8hkaSplineCompressedAnimation numFramesnumBlocks"maxFramesPerBlock.maskAndQuantizationSizeblockDuration(blockInverseDurationframeDurationblockOffsets$"floatBlockOffsets$ transformOffsets$floatOffsets$・"endian@hkaDefaultAnimatedReferenceFrame upforwardI*referenceFrameSamples(&Animation Container
NPC Root [Root]@    
沿・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・・~|zxvtrpnljhfdb`^\ZXVTRPNLJHFDB@><:86420.,*(&$"
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 ?  @∋N    \燵A[.5   rJ・ y ∪P・A;S48   @U・ Å>:Aco7    弔寮盛・M|08    珣^P 4Ak・   y∋@V    T燵A:   kI・ r= ∪p・A7   @X・ Å>:Ac・8    弔> 寮┨・π7    昱?[P4A祇8   ・ :@_y:   I・ 沼!ァ・S*   殺A@0 A憐・9   A$皰@@圏y$   ・{58   俛A6\ AU:   A.x`S繊ΘsU9   3・   彖N・・@8   ・珊   ・A ・◆8   ・檗默:@Pf9・   I・p5A Pu =xsG    %A @e駕u   ・A ,1  0;・ф;   d8   R=明・イ;   f輸  [> *薑・   D:   9B ~= 姻8   S<   SBc`・8       NPC Wing 11 RNPC Wing 10 RNPC Wing 09 RNPC Wing 08 RNPC Wing 07 RNPC Wing 06 RNPC Wing 05 RNPC Wing 04 RNPC Wing 03 RNPC Wing 02 RNPC Wing 01 RNPC Wing 11 LNPC Wing 10 LNPC Wing 09 LNPC Wing 08 LNPC Wing 07 LNPC Wing 06 LNPC Wing 05 LNPC Wing 04 LNPC Wing 03 LNPC Wing 02 LNPC Wing 01 LRightWing5RightWing4RightWing3RightWing2RightWing1LeftWing5LeftWing4LeftWing3LeftWing2LeftWing1NPC R Pussy02NPC R Pussy01NPC L Pussy02NPC L Pussy01NPC R Item03NPC R Item02NPC R Item01NPC L Item03NPC L Item02NPC L Item01NPC R Cloak12NPC R Cloak11NPC R Cloak10NPC R Cloak09NPC R Cloak08NPC R Cloak07NPC R Cloak06NPC R Cloak05NPC R Cloak04NPC R Cloak03NPC R Cloak02NPC R Cloak01NPC L Cloak12NPC L Cloak11NPC L Cloak10NPC L Cloak09NPC L Cloak08NPC L Cloak07NPC L Cloak06NPC L Cloak05NPC L Cloak04NPC L Cloak03NPC L Cloak02NPC L Cloak01NPC R Hair09NPC R Hair08NPC R Hair07NPC R Hair06NPC R Hair05NPC R Hair04NPC R Hair03NPC R Hair02NPC R Hair01NPC L Hair09NPC L Hair08NPC L Hair07NPC L Hair06NPC L Hair05NPC L Hair04NPC L Hair03NPC L Hair02NPC L Hair01NPC BRHair16NPC BRHair15NPC BRHair14NPC BRHair13NPC BRHair12NPC BRHair11NPC BRHair10NPC BRHair09NPC BRHair08NPC BRHair07NPC BRHair06NPC BRHair05NPC BRHair04NPC BRHair03NPC BRHair02NPC BRHair01NPC BLHair16NPC BLHair15NPC BLHair14NPC BLHair13NPC BLHair12NPC BLHair11NPC BLHair10NPC BLHair09NPC BLHair08NPC BLHair07NPC BLHair06NPC BLHair05NPC BLHair04NPC BLHair03NPC BLHair02NPC BLHair01NPC BHair16NPC BHair15NPC BHair14NPC BHair13NPC BHair12NPC BHair11NPC BHair10NPC BHair09NPC BHair08NPC BHair07NPC BHair06NPC BHair05NPC BHair04NPC BHair03NPC BHair02NPC BHair01NPC Hair01NPC R Breast01NPC L Breast01NPC R ButtNPC L ButtNPC R PreButtNPC L PreButtNPC R BreastNPC R PreBreastNPC L BreastNPC L PreBreastCamera Control Camera3rd [Cam3]*NPC R Finger42 [RF42]*NPC R Finger41 [RF41]*NPC R Finger40 [RF40]*NPC R Finger32 [RF32]*NPC R Finger31 [RF31]*NPC R Finger30 [RF30]*NPC R Finger22 [RF22]*NPC R Finger21 [RF21]*NPC R Finger20 [RF20]*NPC R Finger12 [RF12]*NPC R Finger11 [RF11]*NPC R Finger10 [RF10]*NPC R Finger02 [RF02]*NPC R Finger01 [RF01]*NPC R Finger00 [RF00]*NPC L Finger42 [LF42]*NPC L Finger41 [LF41]*NPC L Finger40 [LF40]*NPC L Finger32 [LF32]*NPC L Finger31 [LF31]*NPC L Finger30 [LF30]*NPC L Finger22 [LF22]*NPC L Finger21 [LF21]*NPC L Finger20 [LF20]*NPC L Finger12 [LF12]*NPC L Finger11 [LF11]*NPC L Finger10 [LF10]*NPC L Finger02 [LF02]*NPC L Finger01 [LF01]*NPC L Finger00 [LF00]WeaponSwordWeaponMaceWeaponDaggerWeaponBowWeaponBackWeaponAxeQUIVER6NPC R UpperarmTwist2 [RUt2]6NPC R UpperarmTwist1 [RUt1]4NPC R ForearmTwist2 [RLt2]4NPC R ForearmTwist1 [RLt1]6NPC L UpperarmTwist2 [LUt2]6NPC L UpperarmTwist1 [LUt1]4NPC L ForearmTwist2 [LLt2]4NPC L ForearmTwist1 [LLt1]"NPC R Toe0 [RToe]"NPC L Toe0 [LToe]2NPC Head MagicNode [Hmag],NPC R MagicNode [RMag],NPC L MagicNode [LMag] MagicEffectsNodeNPC R PauldronNPC L PauldronWEAPONSHIELDAnimObjectRAnimObjectL"NPC R Hand [RHnd]"NPC L Hand [LHnd]NPCEyeBoneNPC Head [Head]NPC Neck [Neck]AnimObjectBAnimObjectA(NPC R Forearm [RLar]*NPC R UpperArm [RUar]*NPC R Clavicle [RClv](NPC L Forearm [LLar]*NPC L UpperArm [LUar]*NPC L Clavicle [LClv]"NPC Spine2 [spn2]"NPC Spine1 [spn1] NPC Spine [spn0]SkirtFBone03SkirtFBone02SkirtFBone01SkirtBBone03SkirtBBone02SkirtBBone01SkirtLBone03SkirtLBone02SkirtLBone01SkirtRBone03SkirtRBone02SkirtRBone01"NPC R Foot [Rft ]"NPC R Calf [RClf]$NPC R Thigh [RThg]"NPC L Foot [Lft ]"NPC L Calf [LClf]$NPC L Thigh [LThg]"NPC Pelvis [Pelv]NPC COM [COM ]&x_NPC Rotate [Rot ],x_NPC Translate [Pos ]*x_NPC LookNode [Look]・FootLeftB<          ?      ?            沿・                       

 

post-1065237-0-09566600-1484923208_thumb.png

 

 

 

 

2. XPMS 1-6 Full bone Havok.XML

 

Inside of the file looks like:

 

 

 

<?xml version="1.0" encoding="ascii"?>
<hkpackfile classversion="8" contentsversion="hk_2010.2.0-r1" toplevelobject="#0038">

    <hksection name="__data__">

        <hkobject name="#0039" class="hkaSkeleton" signature="0x366e8220">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="name">NPC Root [Root]</hkparam>
            <hkparam name="parentIndices" numelements="242">
                -1 0 0 0 0 4 5 6 7 5 9 10 5 12 13 5
                15 16 5 18 19 5 21 22 4 24 25 26 27 28 26 30
                31 0 0 26 35 36 29 32 38 39 38 39 27 30 24 38
                39 36 8 11 29 29 28 54 32 32 31 58 26 5 26 26
                5 5 5 38 67 68 38 70 71 38 73 74 38 76 77 38
                79 80 39 82 83 39 85 86 39 88 89 39 91 92 39 94
                95 -1 0 26 99 26 101 5 5 103 104 100 102 36 109 110
                111 112 113 114 115 116 117 118 119 120 121 122 123 124 109 126
                127 128 129 130 131 132 133 134 135 136 137 138 139 140 109 142
                143 144 145 146 147 148 149 150 151 152 153 154 155 156 109 158
                159 160 161 162 163 164 165 109 167 168 169 170 171 172 173 174
                26 176 177 178 179 180 181 182 183 184 185 186 26 188 189 190
                191 192 193 194 195 196 197 198 -1 200 201 -1 203 204 5 206
                5 208 26 210 211 212 213 26 215 216 217 218 26 220 221 222
                223 224 225 223 227 223 229 26 231 232 233 234 235 236 234 238
                234 240
            </hkparam>
            <hkparam name="bones" numelements="242">
                <hkobject>
                    <hkparam name="name">NPC Root [Root]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">x_NPC LookNode [Look]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">x_NPC Translate [Pos ]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">x_NPC Rotate [Rot ]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC COM [COM ]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Pelvis [Pelv]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Thigh [LThg]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Calf [LClf]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Foot [Lft ]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Thigh [RThg]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Calf [RClf]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Foot [Rft ]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtRBone01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtRBone02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtRBone03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtLBone01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtLBone02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtLBone03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtBBone01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtBBone02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtBBone03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtFBone01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtFBone02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SkirtFBone03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Spine [spn0]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Spine1 [spn1]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Spine2 [spn2]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Clavicle [LClv]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L UpperArm [LUar]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Forearm [LLar]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Clavicle [RClv]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R UpperArm [RUar]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Forearm [RLar]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">AnimObjectA</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">AnimObjectB</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Neck [Neck]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Head [Head]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPCEyeBone</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hand [LHnd]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hand [RHnd]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">AnimObjectL</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">AnimObjectR</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">SHIELD</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WEAPON</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Pauldron</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Pauldron</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">MagicEffectsNode</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L MagicNode [LMag]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R MagicNode [RMag]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Head MagicNode [Hmag]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Toe0 [LToe]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Toe0 [RToe]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L ForearmTwist1 [LLt1]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L ForearmTwist2 [LLt2]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L UpperarmTwist1 [LUt1]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L UpperarmTwist2 [LUt2]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R ForearmTwist1 [RLt1]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R ForearmTwist2 [RLt2]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R UpperarmTwist1 [RUt1]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R UpperarmTwist2 [RUt2]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">QUIVER</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WeaponAxe</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WeaponBack</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WeaponBow</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WeaponDagger</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WeaponMace</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">WeaponSword</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger00 [LF00]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger01 [LF01]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger02 [LF02]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger10 [LF10]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger11 [LF11]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger12 [LF12]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger20 [LF20]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger21 [LF21]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger22 [LF22]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger30 [LF30]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger31 [LF31]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger32 [LF32]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger40 [LF40]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger41 [LF41]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Finger42 [LF42]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger00 [RF00]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger01 [RF01]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger02 [RF02]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger10 [RF10]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger11 [RF11]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger12 [RF12]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger20 [RF20]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger21 [RF21]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger22 [RF22]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger30 [RF30]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger31 [RF31]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger32 [RF32]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger40 [RF40]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger41 [RF41]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Finger42 [RF42]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">Camera3rd [Cam3]</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">Camera Control</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L PreBreast</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Breast</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R PreBreast</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Breast</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L PreButt</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R PreButt</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Butt</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Butt</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Breast01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Breast01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Hair01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair09</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair10</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair11</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair12</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair13</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair14</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair15</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BHair16</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair09</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair10</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair11</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair12</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair13</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair14</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair15</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BLHair16</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair09</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair10</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair11</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair12</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair13</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair14</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair15</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC BRHair16</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Hair09</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Hair09</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak09</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak10</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak11</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC L Cloak12</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak01</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak02</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak03</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak04</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak05</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak06</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak07</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC R Cloak08</hkparam>
                    <hkparam name="lockTranslation">false</hkparam>
                </hkobject>
                <hkobject>
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                (0.000000 0.000013 -0.000008)(-0.007173 -0.022708 0.018800 0.999540)(1.000000 1.000000 1.000000)
                (27.106258 -11.382231 8.022469)(-0.187951 -0.237204 0.245270 0.921006)(1.000000 1.000000 1.000000)
                (9.865910 -15.543270 4.541428)(-0.131473 -0.068210 0.118341 0.981864)(1.000000 1.000000 1.000000)
                (0.000004 0.000008 0.000008)(-0.070581 -0.995605 0.038940 0.047670)(0.999999 1.000000 1.000000)
                (-12.898571 -9.968684 -29.337883)(0.000013 0.000315 0.022725 0.999742)(1.000001 1.000000 1.000000)
                (0.000008 0.000004 0.000008)(-0.107766 -0.992067 0.041808 0.049417)(1.000000 1.000000 1.000000)
                (10.598656 -8.006070 -34.382874)(0.005612 0.006488 0.055356 0.998430)(1.000000 1.000000 1.000000)
                (4.999988 -2.367163 2.919128)(-0.149011 -0.390337 -0.268019 0.868100)(1.142877 1.000000 1.000000)
                (8.200539 -0.059891 0.089725)(0.727351 0.007477 -0.069261 -0.682721)(0.999998 1.000000 1.000000)
                (16.018448 -0.029881 -0.188248)(-0.230124 0.050231 -0.183151 -0.954450)(1.000001 1.000000 1.000000)
                (22.427727 -0.173035 0.002695)(0.048775 0.023814 0.311987 0.948535)(1.000000 1.000000 1.000000)
                (0.000031 -0.000031 0.000038)(-0.053756 -0.001321 0.002930 0.998549)(1.000001 1.000000 1.000000)
                (30.472530 0.051445 -0.294422)(-0.043484 0.017812 0.289066 0.956155)(1.000000 1.000000 1.000000)
                (18.956764 0.213852 -0.387036)(-0.009178 0.001926 0.139089 0.990236)(1.000000 1.000000 1.000000)
                (0.000036 0.000000 0.000039)(0.605418 0.293328 0.200818 0.712109)(1.000000 1.000000 1.000000)
                (33.556595 -0.185057 -0.617226)(-0.041162 0.243438 0.008632 0.969004)(1.000000 1.000000 1.000000)
                (0.000032 0.000000 0.000031)(0.471301 0.512674 0.398607 0.596786)(1.000000 1.000000 1.000000)
                (36.831680 -0.221699 -1.411526)(-0.003900 0.233314 0.000858 0.972393)(1.000000 1.000000 1.000000)
            </hkparam>
            <hkparam name="referenceFloats" numelements="0"></hkparam>
            <hkparam name="floatSlots" numelements="0"></hkparam>
            <hkparam name="localFrames" numelements="0"></hkparam>
        </hkobject>

        <hkobject name="#0040" class="hkaAnimationContainer" signature="0x8dc20333">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="skeletons" numelements="1">
                #0039
            </hkparam>
            <hkparam name="animations" numelements="0"></hkparam>
            <hkparam name="bindings" numelements="0"></hkparam>
            <hkparam name="attachments" numelements="0"></hkparam>
            <hkparam name="skins" numelements="0"></hkparam>
        </hkobject>

        <hkobject name="#0038" class="hkRootLevelContainer" signature="0x2772c11e">
            <hkparam name="namedVariants" numelements="1">
                <hkobject>
                    <hkparam name="name">Animation Container</hkparam>
                    <hkparam name="className">hkaAnimationContainer</hkparam>
                    <hkparam name="variant">#0040</hkparam>
                </hkobject>
            </hkparam>
        </hkobject>

    </hksection>

</hkpackfile>
 

 

post-1065237-0-07495000-1484923259_thumb.png

 

 

 

 

After running the Idle.XML file through hktcnv.exe with:
 

 

hktcnv idle.xml mt_idle.hkx

 

It crashes and throws up this error:

 

 

 

Unhandled Exception: System.Xml.XmlException: '', hexadecimal value 0x1E, is an invalid character. Line 1, position 1.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.ThrowInvalidChar(Int32 pos, Char invChar)
   at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace()
   at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options)
   at hkxcnv.Program.Main(String[] args)

 

 

 

Also I try to do the same with "XPMS 1-6 Full bone Havok.XML". my logic is this file looks more readable than the other xml file. XD

 

 

 

'XPMS 1-6 Full bone Havok.XML' does not appear to be a valid Havok Tag Xml file.

Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object.
   at hkxcnv.Program.Main(String[] args)

 

 

 

 

​Notes: Using the 32bit version of 3dsmax and HCT on my 64bit machine. (No idea if that matters.)

​I also just load the skeleton with no body. (not sure if that matters either)

​My HCT window:

post-1065237-0-04004100-1484923554_thumb.png




Sorry, please ignore that. After messing around I found that in HCT under "Write to platform" Instead of naming it xxx.XML. I could tick the "Packfile" and name my file xxx.hkx. I believe that's just because I have the 2010 versions. I understand now.

Link to comment

Hey guys. I'm looking for a way to export animobj files similar to how Oden has done it (his files can be found in skyrim EIS).

 

Specifically, if you open the animobj files from EIS in nifskope, you will see that they have ninodes attached.

 

Currently, I am using 3ds max, and I already know the basics, i.e

 

1) root ninode name for animobjects is different

 

2) I know how to use 3ds max nif scripts, as well as 3ds skyrim rigs (such as the human rig in this thread, and the draugr one in the linked thread)

 

3) I know how to extract the base meshes and skeletons from BSAs

 

My question is how Oden specifically exports his animobjects with the ninodes still attached. How can this be achieved?

Link to comment

Alright, So installed everything, and I really wanna get started on learning on making skyrim animations, but when I open my 3DS Max 2012, I get greeted by this error:

 

 

4leO852.png?1

 

 

 

When I open the skeleton rig, I get this :

 

 

bP8sZIf.png?1

 

 

 

EDIT: Well, these errors didn't stop me from making that basic animation and gettign it to work in game, but still would be nice to know I can fix them and if they are serious or not

 

It seems that I can still work with the body, by slapping dreamgirl meshes, but I have a problem - dreamgirl doesn't provide a female head mesh, can someone please upload or PM it to me please?

 

Also, a question about the keyframes - if animation goes from 0:0 to 200:0, mean does that mean that the animation will be 20 seconds long in game?

Link to comment

Alright, So installed everything, and I really wanna get started on learning on making skyrim animations, but when I open my 3DS Max 2012, I get greeted by this error:

 

 

4leO852.png?1

 

 

 

When I open the skeleton rig, I get this :

 

 

bP8sZIf.png?1

 

 

 

EDIT: Well, these errors didn't stop me from making that basic animation and gettign it to work in game, but still would be nice to know I can fix them and if they are serious or not

 

It seems that I can still work with the body, by slapping dreamgirl meshes, but I have a problem - dreamgirl doesn't provide a female head mesh, can someone please upload or PM it to me please?

 

Also, a question about the keyframes - if animation goes from 0:0 to 200:0, mean does that mean that the animation will be 20 seconds long in game?

 

If you go to your scripts/startup folder the scoundrel is in there. I forgot what script it is at the moment, but how I found out is by taking all my startup scripts out, putting one in at a time, starting 3ds max and seeing if I got the error. Keep doing that until you get the error then delete the script that gives you the error. I'm sure it's not important. I did it and haven't encountered any issues yet. XD

 

The missing external files are just the textures. You don't need them as the body doesn't matter apart from being a reference for animation.

 

You can find a head mesh in Data > meshes > actors > character > character assets > femalehead.nif

 

You can use BSAopt to look through/extract things from skyrim.

 

It depends on what your fps is set to. By default it's 30 so that means at a speed of 1x @ 30 frames = 1 second in Skyrim

 

Link to comment

 

Alright, So installed everything, and I really wanna get started on learning on making skyrim animations, but when I open my 3DS Max 2012, I get greeted by this error:

 

 

4leO852.png?1

 

 

 

When I open the skeleton rig, I get this :

 

 

bP8sZIf.png?1

 

 

 

EDIT: Well, these errors didn't stop me from making that basic animation and gettign it to work in game, but still would be nice to know I can fix them and if they are serious or not

 

It seems that I can still work with the body, by slapping dreamgirl meshes, but I have a problem - dreamgirl doesn't provide a female head mesh, can someone please upload or PM it to me please?

 

Also, a question about the keyframes - if animation goes from 0:0 to 200:0, mean does that mean that the animation will be 20 seconds long in game?

 

If you go to your scripts/startup folder the scoundrel is in there. I forgot what script it is at the moment, but how I found out is by taking all my startup scripts out, putting one in at a time, starting 3ds max and seeing if I got the error. Keep doing that until you get the error then delete the script that gives you the error. I'm sure it's not important. I did it and haven't encountered any issues yet. XD

 

The missing external files are just the textures. You don't need them as the body doesn't matter apart from being a reference for animation.

 

You can find a head mesh in Data > meshes > actors > character > character assets > femalehead.nif

 

You can use BSAopt to look through/extract things from skyrim.

 

It depends on what your fps is set to. By default it's 30 so that means at a speed of 1x @ 30 frames = 1 second in Skyrim

 

 

 

Thanks. I imported a vanilla mt_idle animation into my 3ds and I would like to modify it(make arms do other stuff), however when I try to "Select and Move" something, the entire rig moves, but the body doesn't. "Select and Move" works with feet, but not the core, head and both arms, here is a video to demonstrate:

 

 

How do I fix that?

Link to comment

 

 

 

 

Alright, So installed everything, and I really wanna get started on learning on making skyrim animations, but when I open my 3DS Max 2012, I get greeted by this error:

 

 

4leO852.png?1

 

 

 

When I open the skeleton rig, I get this :

 

 

bP8sZIf.png?1

 

 

 

EDIT: Well, these errors didn't stop me from making that basic animation and gettign it to work in game, but still would be nice to know I can fix them and if they are serious or not

 

It seems that I can still work with the body, by slapping dreamgirl meshes, but I have a problem - dreamgirl doesn't provide a female head mesh, can someone please upload or PM it to me please?

 

Also, a question about the keyframes - if animation goes from 0:0 to 200:0, mean does that mean that the animation will be 20 seconds long in game?

 

If you go to your scripts/startup folder the scoundrel is in there. I forgot what script it is at the moment, but how I found out is by taking all my startup scripts out, putting one in at a time, starting 3ds max and seeing if I got the error. Keep doing that until you get the error then delete the script that gives you the error. I'm sure it's not important. I did it and haven't encountered any issues yet. XD

The missing external files are just the textures. You don't need them as the body doesn't matter apart from being a reference for animation.

 

You can find a head mesh in Data > meshes > actors > character > character assets > femalehead.nif

You can use BSAopt to look through/extract things from skyrim.

 

It depends on what your fps is set to. By default it's 30 so that means at a speed of 1x @ 30 frames = 1 second in Skyrim
 

 

 

Thanks. I imported a vanilla mt_idle animation into my 3ds and I would like to modify it(make arms do other stuff), however when I try to "Select and Move" something, the entire rig moves, but the body doesn't. "Select and Move" works with feet, but not the core, head and both arms, here is a video to demonstrate:

 

 

How do I fix that?

 



What version of 3ds max are you running?

Also a quote from this posts FAQ:
 



Q: Can I import existing animations into this rig to modify them?

A: Importing FK animations into this IK rig will not look right. Though technically possible, it's beyond my knowledge. If you know how, please share. This rig is mainly for new animations.

 

 


I believe to get it working you'd need to use the vanilla female beast skeleton and then import the idle animation for animations to look right. Then edit it. I haven't messed around with this yet so can't provide any help.

Link to comment

 

What version of 3ds max are you running?

 

Also a quote from this posts FAQ:

 

 

 

Q: Can I import existing animations into this rig to modify them?

 

A: Importing FK animations into this IK rig will not look right. Though technically possible, it's beyond my knowledge. If you know how, please share. This rig is mainly for new animations.

 

 

I believe to get it working you'd need to use the vanilla female beast skeleton and then import the idle animation for animations to look right. Then edit it. I haven't messed around with this yet so can't provide any help.

3ds Max 2012 64-bit 

 

I see, well that sort of sucks.

Link to comment

I have been fiddeling with my animations for about a week now but when ever i import them into the game i get the same result.

 

xblox1.jpg

I am at my wits end. I am using the 3dx max 2010 and assume that's the problem. Can anyone verify or clarify?

Link to comment

I have been fiddeling with my animations for about a week now but when ever i import them into the game i get the same result.

 

 

xblox1.jpg

 

 

I am at my wits end. I am using the 3dx max 2010 and assume that's the problem. Can anyone verify or clarify?

Walk me through your export procedure from 3ds max to HCT, because with 2010 version you can export straight to hkx. What version of HCT are you using?
Link to comment

I am running the hct 2010 version.

 

So fare i have attempted to export directly to hkx nearly every time. Procedure goes as follows.

HCT >Export > Configuration set (as shown in the video with the soul exception that i choose the packfile since i lack the other options displayed in the video, picture below.) >Run config (for config set) >RUn config (bellow) >Havoc Tools Framework >File >Save >Format .HKX > Filename >save. I then have tried to import it through fnis both by the TestMod (as shown in my earlier post) And by PCEA2 and testing the idle on myself.

Ps: I need to learn how to add pictures to a spoiler window xD

xdxxjd.png


PSS: I assumed that it could be due to the fackt that i am using the XPMS Skeleton how ever in game i utalize the XPMSE Skeleton. Any idea if that could conflict? I tried to use the XPMSE skeleton for animating but 3dmax can't open them.

Link to comment

 

 

Alright, So installed everything, and I really wanna get started on learning on making skyrim animations, but when I open my 3DS Max 2012, I get greeted by this error:

 

 

4leO852.png?1

 

 

 

When I open the skeleton rig, I get this :

 

 

bP8sZIf.png?1

 

 

 

EDIT: Well, these errors didn't stop me from making that basic animation and gettign it to work in game, but still would be nice to know I can fix them and if they are serious or not

 

It seems that I can still work with the body, by slapping dreamgirl meshes, but I have a problem - dreamgirl doesn't provide a female head mesh, can someone please upload or PM it to me please?

 

Also, a question about the keyframes - if animation goes from 0:0 to 200:0, mean does that mean that the animation will be 20 seconds long in game?

 

If you go to your scripts/startup folder the scoundrel is in there. I forgot what script it is at the moment, but how I found out is by taking all my startup scripts out, putting one in at a time, starting 3ds max and seeing if I got the error. Keep doing that until you get the error then delete the script that gives you the error. I'm sure it's not important. I did it and haven't encountered any issues yet. XD

 

The missing external files are just the textures. You don't need them as the body doesn't matter apart from being a reference for animation.

 

You can find a head mesh in Data > meshes > actors > character > character assets > femalehead.nif

 

You can use BSAopt to look through/extract things from skyrim.

 

It depends on what your fps is set to. By default it's 30 so that means at a speed of 1x @ 30 frames = 1 second in Skyrim

 

 

 

Thanks. I imported a vanilla mt_idle animation into my 3ds and I would like to modify it(make arms do other stuff), however when I try to "Select and Move" something, the entire rig moves, but the body doesn't. "Select and Move" works with feet, but not the core, head and both arms, here is a video to demonstrate:

 

 

How do I fix that?

 

 

You can import with MalikCG's rig. You'll have to learn the biped way of animating.

 

 

Link to comment

I am running the hct 2010 version.

 

So fare i have attempted to export directly to hkx nearly every time. Procedure goes as follows.

 

HCT >Export > Configuration set (as shown in the video with the soul exception that i choose the packfile since i lack the other options displayed in the video, picture below.) >Run config (for config set) >RUn config (bellow) >Havoc Tools Framework >File >Save >Format .HKX > Filename >save. I then have tried to import it through fnis both by the TestMod (as shown in my earlier post) And by PCEA2 and testing the idle on myself.

 

Ps: I need to learn how to add pictures to a spoiler window xD

 

xdxxjd.png

PSS: I assumed that it could be due to the fackt that i am using the XPMS Skeleton how ever in game i utalize the XPMSE Skeleton. Any idea if that could conflict? I tried to use the XPMSE skeleton for animating but 3dmax can't open them.

 

">RUn config (bellow) >Havoc Tools Framework >File >Save >Format .HKX > Filename >save"

 

I don't even know what you're doing there. Are you trying to make the .hkx file? Clicking Run Configuration that's in the middle of the screen will generate the hkx in the specified directory.

 

Your HCT should look something like in this post; aside the pic being HCT 2011, your screenshot looks very different.

1. So under Filename, type in a path and filename. (example: C:\idle.hkx)

2. Tick Packfile

3. You may need to change Platform? I don't know

4. Click Run Configuration

This will generate an idle.hkx file in C:\

 

To test, You don't need to run FNIS if you're replacing an animation.With regards to animating, what skeleton you use in game doesn't matter.

Link to comment

Copy that. (i do run fnis btw) 

In regards to the HCT. It does look alot different. It's lacking the "Binary" and "Packfile" option
 

and regarding your first statement 

 

 

I don't even know what you're doing there. Are you trying to make the .hkx file? Clicking Run Configuration that's in the middle of the screen will generate the hkx in the specified directory.

Yes i am trying to create an .hkx file. THe tutorial on the first page only teaches to export as .xml And i have had no success converting them back to .hkx.

 

I've seen four different ways to extract now. I might be mixing stuff up xD

 

Thanks!

Link to comment

Copy that. (i do run fnis btw) 

 

In regards to the HCT. It does look alot different. It's lacking the "Binary" and "Packfile" option

 

and regarding your first statement 

 

 

I don't even know what you're doing there. Are you trying to make the .hkx file? Clicking Run Configuration that's in the middle of the screen will generate the hkx in the specified directory.

Yes i am trying to create an .hkx file. THe tutorial on the first page only teaches to export as .xml And i have had no success converting them back to .hkx.

 

I've seen four different ways to extract now. I might be mixing stuff up xD

 

Thanks!

Your screenshot does show a Packfile option so I guess that's the only thing that needs ticking. The tutorial shows how to export as xml because that's how Max 2012 users have to do it. I don't have Max 2010 to show the proccess. Max 2010 users don't need to export to xml first and can export directly to hkx.

 

 

Link to comment

Hmm Cut off the head of a hydra.... now i managed to export a working animation and get it to show in-game. So i went back into 3DS to create a weapon idle animation. But i lack alot of bones. I cannot manipulate the elbow nor knees. and i have no "WEAPON" to constrain my weapons to. Any idea?

 

 

11u7xj9.png

 

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