MrFlyte Posted May 5, 2015 Posted May 5, 2015 As the title says, I want to import animations into 3DS max. I've watched a tutorial and was pretty confident I understood what I was doing. I loaded up the XPMS resource file into 3DS Max 2014 (I also have the 3DS Max Nif plugin working...which was a headache of it's own to figure out) and I had converted the animation I wanted, mt_idea, into a .kf file to work with 3DS Max. The conversion tool always asks for a skeleton.hkx, so I assumed to take the XPMS skeleton for it to use...but every time I try to import the animation it doesn't do anything. Brief video demonstration shown below https://youtu.be/WZnc_m4ASY0
blabba Posted May 5, 2015 Posted May 5, 2015 2014 plugin does not support .kf files. In order to get an animation imported/exported you need the use of 2012 plugin and 3dsmax 2012. If you need to make use of the improved 2014 animation tools, you can always import the kf into a 2012 max, convert it to fbx and use that in 2014. Or if you don't want to install 2012 as well, you can always post and ask on forums for someone to convert the animation to fbx for you to edit.
MrFlyte Posted May 5, 2015 Author Posted May 5, 2015 2014 plugin does not support .kf files. In order to get an animation imported/exported you need the use of 2012 plugin and 3dsmax 2012. If you need to make use of the improved 2014 animation tools, you can always import the kf into a 2012 max, convert it to fbx and use that in 2014. Or if you don't want to install 2012 as well, you can always post and ask on forums for someone to convert the animation to fbx for you to edit. ....you're joking right? This is ridiculous ><;; The number of frikkin steps I have had to take just to make one stupidly-simple animation (nothing complex, nothing intricate)...I don't even know if I can get Max '12...
D_ManXX2 Posted May 5, 2015 Posted May 5, 2015 if you think 3dmax is bad try blender and see it takes much more steps if you create animations for skyrim .
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