2Dimm Posted January 18, 2017 Posted January 18, 2017 i'm doing a simple edit into one of the skyrim animations, but in game the arms and feet just go crazy The weird thing is that even if i dont edit anything, just import the vanilla animation and then export the animation it still breaks, so i'm guessing its a problem in the export? Or maybe the skeletom i'm using? Because i managed to make the arms work properly ONCE but the feet were still broken so i tried again and everything broke again... must be SOMETHING that i did different that made it work i used the vanilla skeleton from here http://www.loverslab.com/topic/36314-3ds-max-skeleton-controller-rig-v-012a-2014-11-18/ but i also tried working with the xp32 resource files and with the vanilla skeleton from the game also i followed this to import and export and convert the animations http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim in-game in 3dsmax
ari777 Posted January 18, 2017 Posted January 18, 2017 Get down!!!! lol jkjk https://www.youtube.com/watch?v=BvqS25mqX74
2Dimm Posted January 18, 2017 Author Posted January 18, 2017 Get down!!!! lol jkjk https://www.youtube.com/watch?v=BvqS25mqX74 lol https://youtu.be/lqkdZB3ORz0?t=1m51s
MadMansGun Posted January 18, 2017 Posted January 18, 2017 are you using the right node list for the export? player nodes.txt (that's for the vanilla skeleton) here are my export settings: the export log should look like this: --- Configuration: Animations --- Create Skeletons Filter [0xabba44f4] Warning : Skeleton "NPC Root [Root]" has multiple roots. [0xabba44f4] Warning : Extra root found in bone : "Camera3rd [Cam3]" Root Node Name:NPC Root [Root] Num Bones: 99 Create Animations Filter Animation Length: 13.666667 Frames: 411 Annotation: absent Spline Compression Filter Compression Number of blocks: 2 Size of largest block (PlayStation®3 SPU): 318192 bytes. Original Size: 2604096 bytes. Compressed Size: 438000 bytes. Compression Ratio: 5.945425:1. [0xabba1e5f] Warning : Spline animation may not fit on PlayStation®3 SPU. Try reducing the block size [if developing for PlayStation®3]. Prune Types Filter Removing hkxEnvironment ("Environment Data") Removing hkxScene ("Scene Data") Removing Resource Data completely. Removing 1 skeletons. Removing 0 mesh attachments. Removing 1 Transform and 0 Float identity binding index arrays from 1 bindings(s) Write to Platform Filter Wrote layout for [Tagfile] to file [..\namehere.HKX]. Finished in 16:00:02
2Dimm Posted January 18, 2017 Author Posted January 18, 2017 so using HavokContentTools is a must? there is no way to export animations without it? most tutorials dont even mention it... i'm going to try it now anyways edit: awnnn it only works with 3dsmax 2014 and below...
MadMansGun Posted January 20, 2017 Posted January 20, 2017 the problem may be that you are using 3DS Max 2016, skyrim seems to only like files made in 3DS Max 2010, and 2012 can be made to work with some extra steps. there probably is a way to get 2016 working like 2012 but i don't have any information on that.
D_ManXX2 Posted January 20, 2017 Posted January 20, 2017 Distorted means your skeleton and ninode bones script do not match and if one bone or multiple are missing you get a totally distorted animations. you need to check your export settings if everrything is set correctly.
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