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Animation Guide and getting it to work in Skyrim (3ds Max)

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So you need the 2012 Version of 3dsMax ? I searched for some time but all i find is "Nah thats discontinued and no longer available". What now ? Surely there must be a way to animate still. 

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1 hour ago, AkiKay said:

So you need the 2012 Version of 3dsMax ? I searched for some time but all i find is "Nah thats discontinued and no longer available". What now ? Surely there must be a way to animate still. 

Unfortunately like MadMans already said, right now it's either use Blender or "sail under the black flag".

 

Havok content tools got discontinued with releasing for the public after Microsoft bought the company so the last version that's still publicly released and working for skyrim .hkx files is the 2012 version. It's not 3ds Max which is the problem but the Havok content tools exporter.

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Hello! nice to see some recent activity as i'm trying to get into animation. Currently trying to modify an existing sneak idle animation (from YY's mystic knight)

 

Here's my rig (baka factory's biped rig) in 3ds max 2012

mwE6Dd6.png

 

Here's my problem:

PPDoMOE.png

 

My workflow was: 

1) convert oldrim mystic knight anim to KF using HKXCMD.exe and xpms' skeleton_female.hkx and skeleton_female.nif

2) import into 3ds max 2012 (also tried 2014 and 2018) using niftools plugin 3.8.0 (also tried 3.7.3 and 4.0.0beta2)

3) get a really messed up thing...

 

4) use xpms skeleton and import body mesh and animation. then, this doesn't happen, but things are wonky on export (3dsmax 2012 w\ havok tools 2011.3) in-game

i2ChuKg.png

 

5) use hctcmd and hkxcmd to convert back to file usable in skyrim

6) load up ingame, where the arms twitch out and the camera doesn't lower on sneak correctly.

7) post on forums for halp plz, sorry for the long post.

 

TL;DR what's happening to my rig when i import animation, and why doesn't my camera change ingame when i sneak?

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3 hours ago, mccalas89 said:

Hello! nice to see some recent activity as i'm trying to get into animation. Currently trying to modify an existing sneak idle animation (from YY's mystic knight)

 

Here's my rig (baka factory's biped rig) in 3ds max 2012

  Hide contents

mwE6Dd6.png

 

 

Here's my problem:

 

  Hide contents

PPDoMOE.png

 

 

My workflow was: 

1) convert oldrim mystic knight anim to KF using HKXCMD.exe and xpms' skeleton_female.hkx and skeleton_female.nif

2) import into 3ds max 2012 (also tried 2014 and 2018) using niftools plugin 3.8.0 (also tried 3.7.3 and 4.0.0beta2)

3) get a really messed up thing...

 

4) use xpms skeleton and import body mesh and animation. then, this doesn't happen, but things are wonky on export (3dsmax 2012 w\ havok tools 2011.3) in-game

 

  Hide contents

i2ChuKg.png

 

 

5) use hctcmd and hkxcmd to convert back to file usable in skyrim

6) load up ingame, where the arms twitch out and the camera doesn't lower on sneak correctly.

7) post on forums for halp plz, sorry for the long post.

 

TL;DR what's happening to my rig when i import animation, and why doesn't my camera change ingame when i sneak?

Never really got any further with importing animations either personally.

I've also always had problems with importing and the keys that got imported were never really at the right place, eventually I just thought "fuck it".

Getting used to another one's animation and figure out where all the keys are usually takes longer then creating something from scratch anyways. So why that happens with importing your animation is a question I can't answer.

 

As for the camera problem I believe it has something to do with the camera3rd and camera control bones (the yellow and purple camera's above and under your body mesh in the last picture). Once again I've personally never done anything with it, but I do know if you delete those before exporting you will get camera problems in game when starting up an animation. Maybe you could try to move the upper camera lower? But I'm not certain if that fixes it, I believe MadmansGuns helped someone before with camera problems maybe you could try to ask him.

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user made animations never re-import correctly, (don't know why)

 

as for the camera/s try importing the original skyrim animation to see where they are (and if they are animated see how they move).

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26 minutes ago, daknin said:

Is this guide applicable to Skyrim SE?

The process of animating and SLAL should be.

But I can't confirm nor deny it working, I have no working SE installation nor do I have any interest in SE.

At least a couple of steps should be different but I have no idea what the proper steps would be for those, (I believe it should only some different steps withint Creation Kit and SLAL but yeah...)

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If my goal is just to make static creature object poses (like the old ones by brainsperm, oden and shocky), is Blender sufficient or will I need something only doable in 3ds max?

  

EDIT:

 

On 2/11/2020 at 4:33 PM, MadMansGun said:

Blender will be fine, that's what bad dog is using for his statues (and everything else) in Yiffy Age of Skyrim.

 

also blender can do animations, just don't ask me how because i can't use that program to save my life.

Thanks for the response! I couldn't figure out which one I should use, since I found tutorials for both and none of them really mentioned how to turn an actor into an object. Your answer motivated me to look harder and I finally found a tutorial where Blender does indeed work fine.

 

Sorry for posting an unrelated question in the sticky. I'll just edit this post instead of making a new reply.

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2 hours ago, arsenic20 said:

If my goal is just to make static creature object poses (like the old ones by brainsperm, oden and shocky), is Blender sufficient or will I need something only doable in 3ds max?

Blender will be fine, that's what bad dog is using for his statues (and everything else) in Yiffy Age of Skyrim.

 

also blender can do animations, just don't ask me how because i can't use that program to save my life.

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