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Animations i create are distorted in game but not in 3ds max


2Dimm

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Posted

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

 

 

Hy3WnzpLg.jpg

 

in 3dsmax

 

 

Hkl0afpUx.jpg

 

 

 

Posted

are you using the right node list for the export?

player nodes.txt

(that's for the vanilla skeleton)

 

here are my export settings:

post-71862-0-51187200-1484762308_thumb.jpg

post-71862-0-64334400-1484762367_thumb.jpg

post-71862-0-45051700-1484762387_thumb.jpg

post-71862-0-27354400-1484762395_thumb.jpg

post-71862-0-25085400-1484762405_thumb.jpg

 

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

 

 

Posted

 

 

 

 

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...

Posted

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.

Posted

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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