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


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Thanks for the quick reply! I've seen Zaz' killmove animation before, one of the reasons I wanted to figure this out myself. I think the "Animations" mod (the one that adds animations for looting etc) has an animated camera too.

 

I tried it with the paired rig and just the female rig. In both cases I was only able to get the vertical movement up or down to play in game.

I have the feeling this is something that requires FNIS, the link to ZaZ nexus page talks about FNIS and -ac (which is animated camera). Looks like I'll have to figure out how to use FNIS for Modders >_<

 

Are there any tutorials (maybe videos?) out there that go through creating a mod using FNIS+CK?

 

I don't know of any videos but you should definitely look through FNIS for Modders. ZaZ's example also use pa and km(pair, kill move) flags, which FNIS for Modders should also be able to explain.

 

You can also try exporting his scene file using his example FNIS_List.txt.

 

 

Seems like I found a solution (kinda make-shift, but it's a step forward). I used the FNISSpells mod to experiment and just replaced one of the animations with a test-animation with an animated camera.

Didn't work at first even though I added the -ac tag to the FNIS_FNISSpells_List.txt, until I realized I just had to run FNISforModders and generate a new behavior file aswell. Then replaced the old behavior file from FNISSpells with the new one and reran FNISForUsers and voila camera is animated ingame.

Only last problem was the way the camera faces isnt actually the direction the camera faces ingame (In 3ds max default position is facing straight down while in-game the camera faces straight forward, but its easy to work around by attaching a 2nd camera to the camera3rd and rotating it by 90° to face the right direction + putting constraint on it to so the 2nd camera follows the 3rd person camera.

 

1 step closer to getting killmoves/paired-animations working properly, thanks for the help :)

 

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Ran into another hurdle :P

 

Anyone by any chance know how to properly connect bones to the existing rigs in 3ds max?

 

Im trying to apply the method mentioned here (http://www.nexusmods.com/skyrim/mods/49311/?) to pornphile's rigs. I'm too noob to figure out how to link both skeletons under a bone named PairedRoot.

I can create the bones, but I can't get it to connect with each NPC Root properly, plus I don't know how connect the skeletons >beneath< the new PairedRoot bone.

 

If I could figure this out it would be possible to use pornphile's rig+controllers for killmoves and actual paired animations, which would be awesome :X

 

 

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Ran into another hurdle :P

 

Anyone by any chance know how to properly connect bones to the existing rigs in 3ds max?

 

Im trying to apply the method mentioned here (http://www.nexusmods.com/skyrim/mods/49311/?) to pornphile's rigs. I'm too noob to figure out how to link both skeletons under a bone named PairedRoot.

I can create the bones, but I can't get it to connect with each NPC Root properly, plus I don't know how connect the skeletons >beneath< the new PairedRoot bone.

 

If I could figure this out it would be possible to use pornphile's rig+controllers for killmoves and actual paired animations, which would be awesome :X

My paired rig(not to be confused with F+M rig) already has this set up. Unless you're trying to make human+nonhuman pair? I'm not sure if FNIS even supports nonhuman pair setup.

In any case, you use the link tool to link both roots to PairedRoot. PairedRoot thus becoming parent to both skeletons.

 

post-8195-0-00375000-1453066966_thumb.jpg

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Ran into another hurdle :P

 

Anyone by any chance know how to properly connect bones to the existing rigs in 3ds max?

 

Im trying to apply the method mentioned here (http://www.nexusmods.com/skyrim/mods/49311/?) to pornphile's rigs. I'm too noob to figure out how to link both skeletons under a bone named PairedRoot.

I can create the bones, but I can't get it to connect with each NPC Root properly, plus I don't know how connect the skeletons >beneath< the new PairedRoot bone.

 

If I could figure this out it would be possible to use pornphile's rig+controllers for killmoves and actual paired animations, which would be awesome :X

My paired rig(not to be confused with F+M rig) already has this set up. Unless you're trying to make human+nonhuman pair? I'm not sure if FNIS even supports nonhuman pair setup.

In any case, you use the link tool to link both roots to PairedRoot. PairedRoot thus becoming parent to both skeletons.

 

attachicon.gifCapture.JPG

 

 

Well shit,... The old problem of acting before thinking >-<. Didn't know there was an actual rig for paired animations (I think I first downloaded the rigs when there was no rig for paired anims). I was in fact using the F+M...

 

This makes everything a lot easier :P

I wanted to start  out with human - human killmoves, although knowing how to connect the skeletons might still come in handy later.

I thought there was a human - dragon setup in one of the tutorials, so I guess it should be possible? Or is it just that FNIS cant handle them?

 

Thanks for your help, very much appreciated :)

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Well shit,... The old problem of acting before thinking >-<. Didn't know there was an actual rig for paired animations (I think I first downloaded the rigs when there was no rig for paired anims). I was in fact using the F+M...

 

This makes everything a lot easier :P

I wanted to start  out with human - human killmoves, although knowing how to connect the skeletons might still come in handy later.

I thought there was a human - dragon setup in one of the tutorials, so I guess it should be possible? Or is it just that FNIS cant handle them?

 

Thanks for your help, very much appreciated :)

 

I remember the human+dragon pair setup. Looking through the latest FNIS for modders, there's no support for creature pairs. I guess it ends up being a replacer. BTW, why'd you need to attach a 2nd cam to camera3rd? Why couldn't you rotate camera3rd instead?

 

 

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Well shit,... The old problem of acting before thinking >-<. Didn't know there was an actual rig for paired animations (I think I first downloaded the rigs when there was no rig for paired anims). I was in fact using the F+M...

 

This makes everything a lot easier :P

I wanted to start  out with human - human killmoves, although knowing how to connect the skeletons might still come in handy later.

I thought there was a human - dragon setup in one of the tutorials, so I guess it should be possible? Or is it just that FNIS cant handle them?

 

Thanks for your help, very much appreciated :)

 

I remember the human+dragon pair setup. Looking through the latest FNIS for modders, there's no support for creature pairs. I guess it ends up being a replacer. BTW, why'd you need to attach a 2nd cam to camera3rd? Why couldn't you rotate camera3rd instead?

 

 

 

Camera3rd is pointing straight down in default position, while Camera3rd in-game is pointing straight forward in default position. So there is a 90° difference between the two. You can still animate Camera3rd directly but you have to keep this difference in mind and move the camera accordingly. (Basically the 2nd camera I attached is just there as a guidline to see where camera3rd is actually pointing in-game)

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Btw, this might be a little off topic, but is there a mod out there already that adds custom (paired/killmove) animations via FNIS?

Im specifically looking for something very similar to FNISSpells, but instead of spawning in the same "DummyLou" npc every time to play the paired/kill move animation with, I would like to be able to target/select any npc to play the animations with.

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Btw, this might be a little off topic, but is there a mod out there already that adds custom (paired/killmove) animations via FNIS?

Im specifically looking for something very similar to FNISSpells, but instead of spawning in the same "DummyLou" npc every time to play the paired/kill move animation with, I would like to be able to target/select any npc to play the animations with.

I don't know of any. I'd be interested in something like that as well.

 

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  • 4 weeks later...

Hi, the PEN production scripts (http://paulneale.com/scripts/penAttributeHolder/penAttributeHolder.htm) talk about 3ds max versions   'Max 4x, 5x, 6x, 7x' vs ' Max 8x and above'. What does this refer to?

 

I have done multiple google searches to try and comprehend this cryptic information, but to no avail. I am using 3ds max 2010. Which script should I download and use? For now I have downloaded the 2.6 version, but I am not sure if this is the correct one I should be using.

 

 

Also, for some reason I get an error when using the latest version of the nif plugins available on the nexus (http://www.nexusmods.com/skyrim/mods/5622/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D5622&pUp=1).

 

I'm installing for 3ds max 2010 using the checkbox menu, but I still get this error. Why? 

 

why_1.png

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Hi, the PEN production scripts (http://paulneale.com/scripts/penAttributeHolder/penAttributeHolder.htm) talk about 3ds max versions   'Max 4x, 5x, 6x, 7x' vs ' Max 8x and above'. What does this refer to?

 

I have done multiple google searches to try and comprehend this cryptic information, but to no avail. I am using 3ds max 2010. Which script should I download and use? For now I have downloaded the 2.6 version, but I am not sure if this is the correct one I should be using.

 

 

Also, for some reason I get an error when using the latest version of the nif plugins available on the nexus (http://www.nexusmods.com/skyrim/mods/5622/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D5622&pUp=1).

 

I'm installing for 3ds max 2010 using the checkbox menu, but I still get this error. Why? 

 

why_1.png

'Max 4x, 5x, 6x, 7x' vs ' Max 8x and above' refers to the versions prior to Autodesk using the calendar year for versioning. https://en.wikipedia.org/wiki/Autodesk_3ds_Max

 

Can't help with NifTools install issues. It's only needed if you want to import meshes. The F+M scene already has meshes imported. Here is my version if it helps: post-8195-0-63721300-1455656745_thumb.jpg

Link to comment

 

Hi, the PEN production scripts (http://paulneale.com/scripts/penAttributeHolder/penAttributeHolder.htm) talk about 3ds max versions   'Max 4x, 5x, 6x, 7x' vs ' Max 8x and above'. What does this refer to?

 

I have done multiple google searches to try and comprehend this cryptic information, but to no avail. I am using 3ds max 2010. Which script should I download and use? For now I have downloaded the 2.6 version, but I am not sure if this is the correct one I should be using.

 

 

Also, for some reason I get an error when using the latest version of the nif plugins available on the nexus (http://www.nexusmods.com/skyrim/mods/5622/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D5622&pUp=1).

 

I'm installing for 3ds max 2010 using the checkbox menu, but I still get this error. Why? 

 

why_1.png

'Max 4x, 5x, 6x, 7x' vs ' Max 8x and above' refers to the versions prior to Autodesk using the calendar year for versioning. https://en.wikipedia.org/wiki/Autodesk_3ds_Max

 

Can't help with NifTools install issues. It's only needed if you want to import meshes. The F+M scene already has meshes imported. Here is my version if it helps: attachicon.gifCapture.JPG

 

I can't even open 3ds max 2010. On 2015 I believe I have similar setting. Why is there always a problem when using these programs...

 

Maybe I will just uninstall the 2010 nif plugins and use solely with HCT, but then it complains about missing Nif plugins

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  • 4 weeks later...

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

Link to comment

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

Link to comment

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

Link to comment

 

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

 

2016-03-16%2009_17_24-3ds%20max%202012%2

 

Is there no way to preview non-vanilla animations outside of Skyrim?

 

==

On the topic of the tutorial, I accidentally added a key to frame 1 of the dope sheet

 

I want to delete it but highlighting it and hitting delete do nothing even though this is described in the help document: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-3B4B8436-D4A8-49B6-B9D9-43636E197D2D.htm,topicNumber=d30e254018

 

accident%20zz.png

 

I can't get rid of it.. how can I do so?

 

 

Also, I am getting the following error lines in HCT:

 

[0xabba9733] Warning : Couldn't load DLL (C:\Program Files\Havok\HavokContentTools\filters\hctFilterTexture.dll
 3ds Max Scene Export 
    [0xabba78ab] Warning : Note tracks discovered for object and transform controller, please make sure only to use one of them, as appropriate for you usage scenario(Vision Animation/Havok Animation)!
    Exported 350 nodes, 4 node selection sets, 12 materials, 12 meshes, 0 lights, 2 cameras, 12 skin bindings.
 
 Gathering Filter Changes for Create Skeletons 
[0xabba876f] Warning : Couldn't open file: 'E:\Documents\Skyrim\3ds max 2012 installer for anim\RIGS\3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)\imported body\.\XPMS RIG 1.6c Full Bone.txt' in CreateSkeleton Filter
Filter Manager ready
 
 Gathering Filter Changes for Create Skeletons 
[0xabba876f] Warning : Couldn't open file: 'E:\Documents\Skyrim\3ds max 2012 installer for anim\RIGS\3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)\imported body\.\XPMS RIG 1.6c Full Bone.txt' in CreateSkeleton Filter
[0xabba876f] Warning : Couldn't open file: 'E:\Documents\Skyrim\3ds max 2012 installer for anim\RIGS\3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)\imported body\.\XPMS RIG 1.6c Full Bone.txt' in CreateSkeleton Filter
 

 

 
 
Link to comment

 

 

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

 

2016-03-16%2009_17_24-3ds%20max%202012%2

 

Is there no way to preview non-vanilla animations outside of Skyrim?

 

Your problems probably stem from not having the right version of HCT for your version of 3ds Max.

 

Non-vanilla animations are not so much the issue. It's whether or not the animation was made using non-vanilla bones. For example, if the animation moves individual toes or uses ankle sheath, don't expect success importing. Only way is just to try doing it and see if it works.

 

You can also preview animations through NifSkope by loading a skeleton then loading a kf file. You still must convert hkx into kf.

Link to comment

 

 

 

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

 

2016-03-16%2009_17_24-3ds%20max%202012%2

 

Is there no way to preview non-vanilla animations outside of Skyrim?

 

Your problems probably stem from not having the right version of HCT for your version of 3ds Max.

 

Non-vanilla animations are not so much the issue. It's whether or not the animation was made using non-vanilla bones. For example, if the animation moves individual toes or uses ankle sheath, don't expect success importing. Only way is just to try doing it and see if it works.

 

You can also preview animations through NifSkope by loading a skeleton then loading a kf file. You still must convert hkx into kf.

 

Got it. 

 

I have 3dsmax 2012 64-bit now, I installed HCT 2013 because it is the only 64-bit HCT I have.

 

Everything successfully exports and I have followed the settings in the tutorial but ingame my character T-poses upon loading my modded idle. what's going on?

Link to comment

 

On the topic of the tutorial, I accidentally added a key to frame 1 of the dope sheet

 

I want to delete it but highlighting it and hitting delete do nothing even though this is described in the help document: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-3B4B8436-D4A8-49B6-B9D9-43636E197D2D.htm,topicNumber=d30e254018

I can't get rid of it.. how can I do so?

 

Highlight 'Notes', Track, Note Track, Remove

post-8195-0-56689700-1458096390_thumb.jpg

 

 

Also, I am getting the following error lines in HCT:

 

 

 

[0xabba9733] Warning : Couldn't load DLL (C:\Program Files\Havok\HavokContentTools\filters\hctFilterTexture.dll
 3ds Max Scene Export 
    [0xabba78ab] Warning : Note tracks discovered for object and transform controller, please make sure only to use one of them, as appropriate for you usage scenario(Vision Animation/Havok Animation)!
    Exported 350 nodes, 4 node selection sets, 12 materials, 12 meshes, 0 lights, 2 cameras, 12 skin bindings.
 
 Gathering Filter Changes for Create Skeletons 
[0xabba876f] Warning : Couldn't open file: 'E:\Documents\Skyrim\3ds max 2012 installer for anim\RIGS\3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)\imported body\.\XPMS RIG 1.6c Full Bone.txt' in CreateSkeleton Filter
Filter Manager ready
 
 Gathering Filter Changes for Create Skeletons 
[0xabba876f] Warning : Couldn't open file: 'E:\Documents\Skyrim\3ds max 2012 installer for anim\RIGS\3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)\imported body\.\XPMS RIG 1.6c Full Bone.txt' in CreateSkeleton Filter
[0xabba876f] Warning : Couldn't open file: 'E:\Documents\Skyrim\3ds max 2012 installer for anim\RIGS\3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)\imported body\.\XPMS RIG 1.6c Full Bone.txt' in CreateSkeleton Filter
 

 

 

 

Try putting everything into the top most directory. I.e., D:\work files\

 

 

 

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You mean there's no way to remove individual keys from the dope sheet, I have to remove the entire note track and start anew?!

 

 



 

Also, in case you missed my earlier post:

 

 

 

 

 

 

I have 3dsmax 2012 64-bit now, I installed HCT 2013 because it is the only 64-bit HCT I have.

 

Everything successfully exports and I have followed the settings in the tutorial but ingame my character T-poses upon loading my modded idle. what's going on?

 

 

 

 

I am using XPMSE 3.77 ingame

Link to comment

You mean there's no way to remove individual keys from the dope sheet, I have to remove the entire note track and start anew?!

If you can't select and delete the keys... takes like 20 secs to create. :-/

You can also highlight 'Notes', Delete. Which will delete all the keys but keep the 'Notes' Track

 

 

 

 

 

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

 

2016-03-16%2009_17_24-3ds%20max%202012%2

 

Is there no way to preview non-vanilla animations outside of Skyrim?

 

Your problems probably stem from not having the right version of HCT for your version of 3ds Max.

 

Non-vanilla animations are not so much the issue. It's whether or not the animation was made using non-vanilla bones. For example, if the animation moves individual toes or uses ankle sheath, don't expect success importing. Only way is just to try doing it and see if it works.

 

You can also preview animations through NifSkope by loading a skeleton then loading a kf file. You still must convert hkx into kf.

 

Got it. 

 

I have 3dsmax 2012 64-bit now, I installed HCT 2013 because it is the only 64-bit HCT I have.

 

Everything successfully exports and I have followed the settings in the tutorial but ingame my character T-poses upon loading my modded idle. what's going on?

 

I'm not sure what kind of headway you can make using Max 2012 + HCT 2013. You will be on your own in this regard. You can upload your file and I can take a look at it.

Link to comment

 

You mean there's no way to remove individual keys from the dope sheet, I have to remove the entire note track and start anew?!

If you can't select and delete the keys... takes like 20 secs to create. :-/

You can also highlight 'Notes', Delete. Which will delete all the keys but keep the 'Notes' Track

 

 

 

 

 

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

 

2016-03-16%2009_17_24-3ds%20max%202012%2

 

Is there no way to preview non-vanilla animations outside of Skyrim?

 

Your problems probably stem from not having the right version of HCT for your version of 3ds Max.

 

Non-vanilla animations are not so much the issue. It's whether or not the animation was made using non-vanilla bones. For example, if the animation moves individual toes or uses ankle sheath, don't expect success importing. Only way is just to try doing it and see if it works.

 

You can also preview animations through NifSkope by loading a skeleton then loading a kf file. You still must convert hkx into kf.

 

Got it. 

 

I have 3dsmax 2012 64-bit now, I installed HCT 2013 because it is the only 64-bit HCT I have.

 

Everything successfully exports and I have followed the settings in the tutorial but ingame my character T-poses upon loading my modded idle. what's going on?

 

I'm not sure what kind of headway you can make using Max 2012 + HCT 2013. You will be on your own in this regard. You can upload your file and I can take a look at it.

 

 

I uploaded the XML file (it says I'm not permitted to upload the .hkx one)

 

If 2013 if not feasible, is  Havok Content Tools 2011.3 really the only option..? I had to source for 2013, haha... now I guess I'll have to source for 2011.3 again

idle.XML

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You mean there's no way to remove individual keys from the dope sheet, I have to remove the entire note track and start anew?!

If you can't select and delete the keys... takes like 20 secs to create. :-/

You can also highlight 'Notes', Delete. Which will delete all the keys but keep the 'Notes' Track

 

 

 

 

 

 

 

Okay, 3ds Max 2010 is totally unworkable. I can't use 2015 with HCT either as it does not support the plugins.

 

What version of 3ds max works with HCT? Where can I find a link to download this version?

The only versions known to work are:

Max 2010/11 + Havok Content Tools 2010.2 or

Max 2012 + Havok Content Tools 2011.3

 

HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

I have HCT, I have no idea how to procure 3ds max 2011/2012

 

Regardless, how can I preview existing animations? I know this tutorial is for exporting original ones, but how does one view existing .hkx animations?

 

What HCT version do you have?

 

To work with existing animations, you must use hkxcmd to convert hkx to kf files. The kf files can then be imported using NifTools into 3ds Max for previewing/editing. Aeonflux88's guide is suited for this task.

Caveat 1: You must use an unrigged skeleton (preferably vanilla). Don't use rigs for this.

Caveat 2: Only animations made using vanilla bones can be successfully imported. I.e., a non-vanilla skeleton can be used so long as the vanilla bones were used to animate with.

 

2016-03-16%2009_17_24-3ds%20max%202012%2

 

Is there no way to preview non-vanilla animations outside of Skyrim?

 

Your problems probably stem from not having the right version of HCT for your version of 3ds Max.

 

Non-vanilla animations are not so much the issue. It's whether or not the animation was made using non-vanilla bones. For example, if the animation moves individual toes or uses ankle sheath, don't expect success importing. Only way is just to try doing it and see if it works.

 

You can also preview animations through NifSkope by loading a skeleton then loading a kf file. You still must convert hkx into kf.

 

Got it. 

 

I have 3dsmax 2012 64-bit now, I installed HCT 2013 because it is the only 64-bit HCT I have.

 

Everything successfully exports and I have followed the settings in the tutorial but ingame my character T-poses upon loading my modded idle. what's going on?

 

I'm not sure what kind of headway you can make using Max 2012 + HCT 2013. You will be on your own in this regard. You can upload your file and I can take a look at it.

 

 

I uploaded the XML file (it says I'm not permitted to upload the .hkx one)

 

If 2013 if not feasible, is  Havok Content Tools 2011.3 really the only option..? I had to source for 2013, haha... now I guess I'll have to source for 2011.3 again

 

Your xml gives me T-pose too.

 

"is  Havok Content Tools 2011.3 really the only option"

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

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Your xml gives me T-pose too.

 
Great, so.. no advice?

 

 

 

"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 ):

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Your xml gives me T-pose too.

 

Great, so.. no advice?

Nothing that hasn't been iterated in previous posts; using the relevant Max + HCT version will likely clear your problems.

 

 

 

 

 

"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 ):

 

I have HCT installed but not the installer. HCT is no longer publicly available, though if you ask around, you may be able to get it through private channels.

 

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