guardiaodf Posted January 5, 2016 Posted January 5, 2016 hello, I wanted to convert this oblivion animation file for skyrim! Does anyone know how ??? I used this progam "ConvertUi.exe" but I could not, of a mistake ... This first image shows ... below is the file if if someone has the progam, and is simple to do this Convert to skyrim (kf for HKX, if that is right. I do not know .... I think so ...) well ... I do not know what to do (put yes, the skeleton in the same folder as the progam, and file "jumploop" also) do not know what to do, and I find no solution .... Help ...: v Obrigado, tks friends jumploop.rar
KikiDelivery Posted January 7, 2016 Posted January 7, 2016 I don't think that'll work, since Oblivion and Skyrim animations files are totally different, also skeletons are different as well. You're best bet is for yourself/someone to recreate the animation in an animation program like 3DS Max or Blender.
BringtheNoise Posted January 7, 2016 Posted January 7, 2016 Skyrim animations are actually KF animation files run thru the havok 2010 toolset to generate HKX files. To convert a KF file from Oblivion to Skyrim you will need to do a couple of things. 1. You will need to load the KF file into either max or blender and convert the skeletons over to skyrim vanilla skeletons (be it base human or animal skeletons). That means a you will need to do a complete re rigging of each bone and may need each frame to be realigned after the skeleton swap. 2. Once the animation is re rigged, you can export the file as a kf file from Max or Blender. 3. Take the new KF file and run it thru the HKXCMD tool ( http://www.nexusmods.com/skyrim/mods/1797/? ). Note: the HKXCMD tool is a command line tool and you will need to read up on how to create a batch file to run it (instructions should be on the nexus page as well as base commands come in the download if I'm not mistaken). There was a Havok tool for Max a while back that was based on Intel Havok 2010 (which is what Skyrim is based on). But I've heard that toolset was taken down around the time Intel Sold Havok to Microsoft.
guardiaodf Posted January 7, 2016 Author Posted January 7, 2016 Skyrim animações são realmente arquivos de animação KF executado através do conjunto de ferramentas havok 2010 para gerar arquivos HKX. Para converter um arquivo KF de Oblivion para Skyrim você vai precisar fazer um par de coisas. 1. Você terá que carregar o arquivo de KF em qualquer max ou liquidificador e converter os esqueletos até skyrim esqueletos de baunilha (seja de base esqueletos humanos ou animais). Isso significa que um que você vai precisar fazer uma re aparelhamento completo de cada osso e pode precisar de cada quadro para ser realinhados após a troca esqueleto. 2. Uma vez que a animação é re fraudada, você pode exportar o arquivo como um arquivo de kf de Max ou Blender. 3. Retire o novo arquivo KF e executá-lo através da ferramenta HKXCMD (http://www.nexusmods.com/skyrim/mods/1797/?). Nota: a ferramenta HKXCMD é uma ferramenta de linha de comando e você terá que ler sobre como criar um arquivo de lote para executá-lo (instruções devem estar na página nexus, bem como os comandos básicos vêm no download, se não estou enganado ). Houve uma ferramenta Havok para Max um tempo atrás que foi baseado em Intel Havok 2010 (que é o que Skyrim é baseado em). Mas ouvi dizer que o conjunto de ferramentas foi tirado do ar em torno da época Intel Vendido Havok para a Microsoft. thank you, I thought it was simple then leaves, a pity that file and a mortal leap, well done. And do not have the nexus skyrim ...
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