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Problem importing kf files into 3ds max


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Posted

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.

Posted

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/

Posted

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

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