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


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I have an error when i launch 3ds max after installing Max 2012 - Havok Content Tools 2011.3 i use 3ds max 2012.

the error say:

Max-script autoload script error

type error: call need fonction or class, got : undefined.

 

Dont pay attention to my post i manage to solve my problem -instaling another version of havok content Tools-

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  • 1 month later...

Hello again,

I just started to try out some animating a bit.

I was able to make a custom idle animation just like in the video. Then I tried a 2 actor animation like arrok described and ran in some difficulties.

I made two templates and merged them. But when I wanted to deleted one actor again I couldn't any bone list... With "select by name" I one get a list of all bones sorted like Male foot, female foot, male hand, female hand... I think I'm missing something out here.

 

I tried to delete all parts of one actor by sight and continued to save and export the animation. I then integrated it into sexlab with one stage to test it. It worked so far and it appears among the other animations. But when I start it with the matchmaker the actors are moved on the same spot and the fx sounds are played, but the animation isn't. The actors are not standing in the default T-pose, they have the normal staning idle. 

 

Has anybody an idea where I made a mistake or whats wrong at all? 

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Hey,

 

Thought you might be interested in knowing, if you're using 2012, you can skip steps 4, maybe 5, 6, and 7.

 

4 - Hktcnv.exe will automatically setup annotations based on the xml file name during conversion.

 

5 - HCT will work with nothing in the scene selected as long as everything that you want to export is unhidden.

 

6 and 7 - Animations will work just fine without having to have every frame keyed.

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4 - Hktcnv.exe will automatically setup annotations based on the xml file name during conversion.

 

Interessting, so that can't be the fault in my case.

 

 

5 - HCT will work with nothing in the scene selected as long as everything that you want to export is unhidden.

 

What do mean by that, exactly?

 

 

6 and 7 - Animations will work just fine without having to have every frame keyed.

 

Does that mean, I can just export the animation via Havok without saving and loading the anmation?

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Hello again,

I just started to try out some animating a bit.

I was able to make a custom idle animation just like in the video. Then I tried a 2 actor animation like arrok described and ran in some difficulties.

I made two templates and merged them. But when I wanted to deleted one actor again I couldn't any bone list... With "select by name" I one get a list of all bones sorted like Male foot, female foot, male hand, female hand... I think I'm missing something out here.

 

I tried to delete all parts of one actor by sight and continued to save and export the animation. I then integrated it into sexlab with one stage to test it. It worked so far and it appears among the other animations. But when I start it with the matchmaker the actors are moved on the same spot and the fx sounds are played, but the animation isn't. The actors are not standing in the default T-pose, they have the normal staning idle. 

 

Has anybody an idea where I made a mistake or whats wrong at all? 

Hi

The latest v.13 simplifies all of this by including 2 actors merged scene file. Just select the actor from the selection set and delete.

post-8195-0-61173600-1424820510_thumb.jpg

 

 

I recommend testing your animations by replacing mt_idle to be sure it works correctly in game. Then you can move on to implement it knowing that there's no issue with the animation itself.

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Hey,

 

Thought you might be interested in knowing, if you're using 2012, you can skip steps 4, maybe 5, 6, and 7.

 

4 - Hktcnv.exe will automatically setup annotations based on the xml file name during conversion.

 

5 - HCT will work with nothing in the scene selected as long as everything that you want to export is unhidden.

 

6 and 7 - Animations will work just fine without having to have every frame keyed.

Good find. Will add to OP. Thanks Leito.

 

How extensively did you test 6/7? Does HCT handle IK interpolation correctly (example: arcing movement and varying tangents)?

 

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So, I now made new animation with the prepared two-actor set up and could export it without problems. When testing both animations as mt_idle they worked fine. But I get the same problem with sexlab. The animation appears in the mcm, it looks like it starts but then both actors just stand in each other with the default standing idle. I followed the tutorial step by step and can't find anything wrong.  Then I used some animations from leito, renamed them and put them in the animation folder and got the same result as before. Seem my animations are fine, just my setup with sexlab sucks... 

Even the debug log in the console looks like it should and gives me no errors.

 

Has anybody heard of such a problem before?

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  • 2 weeks later...

 

Hey,

 

Thought you might be interested in knowing, if you're using 2012, you can skip steps 4, maybe 5, 6, and 7.

 

4 - Hktcnv.exe will automatically setup annotations based on the xml file name during conversion.

 

5 - HCT will work with nothing in the scene selected as long as everything that you want to export is unhidden.

 

6 and 7 - Animations will work just fine without having to have every frame keyed.

Good find. Will add to OP. Thanks Leito.

 

How extensively did you test 6/7? Does HCT handle IK interpolation correctly (example: arcing movement and varying tangents)?

 

 

 

I exported the latter half of my animations this way and everything seems to play correctly.

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Just for the record, I figured my problem out. I simply forgot to run FINS_for_Modders when adding my animations to SexLab.  :blush: They work as they should now.

 

Another question: I took a closer look at the "DI Blowjob" and I notced it has transitions between every stage which are not repeated or sperate stages; How is that done?

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Dear pornphile,

 

I am very happy to see a written version of how to make animations in Skyrim. I am familiar with animating but not with the programs that are needed for Skyrim. Yet I would really love to animate for that game too. (Only have animated for SL sofar). I am looking at the video and I am reading, however English is not my native language and technical english is my death for sure (LOL)
Could I please ask for your help in my education on how to animate for Skyrim please? Even though I can come across as an absolute noob to begin with? 

I would like to know, that very first program you have in the video there, which one is that? I am trying to get the programs together to start with the following of the tutorial. I am stuck however on which item I need to download at the site of Max... Too many programs to pick from and I have really no clue which one is the one I actually need! Could you please help me out? I would really be forever gratefull :)

 

(P.S.: Ofcourse if some one else can help me out and has patience with a non native english animator, then that would also help me tremendously!)

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Just for the record, I figured my problem out. I simply forgot to run FINS_for_Modders when adding my animations to SexLab.  :blush: They work as they should now.

 

Another question: I took a closer look at the "DI Blowjob" and I notced it has transitions between every stage which are not repeated or sperate stages; How is that done?

Don't know what "DI Blowjob" is. Try asking the author.

 

 

Dear pornphile,

 

I would like to know, that very first program you have in the video there, which one is that? I am trying to get the programs together to start with the following of the tutorial. I am stuck however on which item I need to download at the site of Max... Too many programs to pick from and I have really no clue which one is the one I actually need! Could you please help me out? I would really be forever gratefull :)

The very first program used in the video? How to unzip. Use 7zip

 

I laid out exactly what is needed. A copy of 3ds Max 2010 or 2012 with the appropriate version of Havok Content Tools. Have trouble finding HCT? You need to register to download.

 

The tutorial assumes you have basic computer/modding knowledge on setting up the needed programs. Familiarize yourself with the programs before doing this tutorial.

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  • 2 weeks later...

Hi pornphile,

 

Also need a help. All these docs and manuals I found so far does not help in one thing. How to export animation so it would work properly in the SL Framework?

Whatever I do, I'am always stuck in getting characters staying in "default pose".

 

There is definitely I'm missing something. My test workflow setup of two characters as below:

1. Follow your video tutorial of exporting an animation. A few questions btw:

- Should I select only one character, or both?

 

2. In result I get one HKX, which I just replace with Leito's work (sorry dude you are my victim today :P). Specifically I just replace "leito_standing_a1_s1.hkx", which is a first stage animation for a first character (usually main character)

 

3. Start game. Trigger the animation. Main character stays in default pose. Second NPC does his default job as Leito animated.

 

May be you will get some suggestions? Thanks a lot.

 

Scene shot is attached below.

post-404529-0-83938300-1426780843_thumb.png

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Tutorials don't tell you how to export for SL because SL is not part of the animation pipeline. To implement animations into SL requires new skill sets and new tools. This is why some animators release their animations as a mod resource.

 

Requirements:

Skyrim Creation Kit + all the needed script source to compile.

FNIS

 

Firstly, test your animations. Do not replace another mod's animations as it can apply its own script rotations. Instead, simply replace mt_idle.hkx for all your tests. If it looks good as mt_idle, as far as animation is concerned, you're finished.

 

Move on to implement the animations for SL:

Follow the written instructions here. by ~magic~

 

Alternatively, you can look at another mod's source and replace all of their animation instances with your own. Then recompile.

 

Direct your questions to people who have experience adding animations to SL, like Rydin. Also look through FNIS for modders documentation.

 

---

 

To get back to your other questions; each character needs to be exported individually. If you replace someone else's animation and get default pose, you probably didn't run FNIS. Simpler to test as mt_idle.

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