skyrimkillmod Posted April 11, 2015 Posted April 11, 2015 when i try to import kf's into 3ds max i get a "improper file format error" im useing "working with animations in skyrim" tut here http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim im able to get to the 4th step of the "Animations in 3ds max" section but thats where i get the error. Any help would be appreciated, ive been trying to get into animation for months now but cant because of the problem im haveing.
TDA Posted April 11, 2015 Posted April 11, 2015 when i try to import kf's into 3ds max i get a "improper file format error" im useing "working with animations in skyrim" tut here http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim im able to get to the 4th step of the "Animations in 3ds max" section but thats where i get the error. Any help would be appreciated, ive been trying to get into animation for months now but cant because of the problem im haveing. try this rig http://www.loverslab.com/topic/36314-3ds-max-skeleton-controller-rigs-v013-2015-01-24/
skyrimkillmod Posted April 11, 2015 Author Posted April 11, 2015 sweet i can edit animations now. I got a follow up question if you could help, Im trying to edit a walk animation and when i repostion the arms to that they dont clip throuh my meshs hips (their big hips) the arms stay at that angle static, like when I keep repostioning the arms/hands to sway over and around the hips they dont save at each frame i edit, they just stay at the postion of the last frame I edited. sorry if this is a bad explanation im very new to this O.o any ways i would like the arm postion changes to stay at the postion i set them in their frames
Recommended Posts
Archived
This topic is now archived and is closed to further replies.