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[Help Needed] Exporting a working combat animation HKX from 3ds Max


taro8

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Posted

Hello.

 

I'm working on a small animation mods with aims to introduce a small delay in attack animations, between rising a weapon and swinging with it. Just a tiny delay similar to the one you experience in Dark Souls. My aim is to give player a small moment to react to enemy attacks.

 

I was able to successfully convert vanilla HKX animations into KF animation files using XPMS skeleton (it had the modders resource, so I used it). I successfully imported the skeleton and animation to 3ds max (2014) and edited the animations. I didn't do anything complicated just added extra 7 frames before swing, it has the effect I was looking for. The problems really started when I tried exporting my replacer 1h right attack animation. I just cant get a file with would work in the game.

 

After exporting it I installed it as a separate mod with Mod Organizer and even ran FNIS for a good measure (my mod is the only animation mod during the tests). However, when I swing my sword, to test the new animation, my character just T-poses. At least it means something happened.

 

I have followed this tutorial during my work on the animation: 

 

Please help me out here. I would love to know how to properly export my animations from 3Ds Max into a working HKX.

Posted

Hello fellow animator lol have you tried deselecting all bones and then exporting it with no bones selected? For some reason when I first started animating with the xpmse skeleton (the one you are using)I sometimes was able to export working animations (vampire feeding animation tweaks I made) into the game by selecting all bones and then deselecting them and exporting. Do you know what I mean? And I would try replacing exsisting animations rather than creating my own path just a suggestion my friend ^_^ Ohh another thing are you making sure the all bones are highlighted before you export? I know its frustrating bc it can be a number of things or just a simple fix lol

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