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


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5 hours ago, MadMansGun said:

wrong place to be asking that, your in tutorials, not mod support.....and how did you "delete" a animation?

 

I had some additional animations, after deleting it changed lean standing animation. Have no idea how it worked.

 

Maybe i need to rerun fnis. Forgot it. Sorry for the offtop.

Edited by Oroborus
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5 hours ago, Oroborus said:

 

I had some additional animations, after deleting it changed lean standing animation. Have no idea how it worked.

 

Maybe i need to rerun fnis. Forgot it. Sorry for the offtop.

delete "Data\meshes\actors\character\behaviors\0_master.hkx" and re-run FNIS.

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  • 1 month later...

Hello! 

 

With this guide i've began to make animations, thanks! ( sorry,  my english is bad)

 

But, i have a trouble with my animation in game: when animation started (solo), npc freezing in "T-pose", and after that do nothing.

 

I've searched this mistake, but i don't know. I think trouble in "Havok content tools part", but process here going without troubles.

3D Max 2012

 

Where be better to search? 

Thanks.

Spoiler

5.jpg.a23ac908b4ba9fa65a628181a1f03c9b.jpg

 

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11 hours ago, Bottlefield II said:

Where be better to search? 

something is wrong with the node list txt you used for "create skeleton", those nodes that it says it's "missing" should not even be in the txt in the first place.

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  • 2 months later...

I'm having a very difficult time getting my hands on 3ds max 2012. Obviously the only way to get it now is through piracy, but I cannot find even working torrents.

I really want to try out making animations, specifically MFF animations.

If anyone knows where I can get it, please inform me.

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  • 4 weeks later...
25 minutes ago, sullivan said:

So i thought about maybe trying my luck with animating a bit. But 3ds Max 2012 seems really hard to get nowadays. Is 2012 still the only way these days?

 

Unfortunately it is, the specific kind of .hkx files which are needed are only able to be exported from the 3ds max havok content tools for the 2012 version.

The other option would be to use a specific version of Blender but I'm not really knowledgeable on that software.

Edited by SirNibbles
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1 hour ago, SirNibbles said:

the specific kind of .hkx files which are needed are only able to be exported from the 3ds max havok content tools for the 2012 version.

2010 also works (but none of the pre made rigs are compatible with it)....2010 also has a odd effect of making hkx files that work in both versions of skyrim.

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  • 2 weeks later...

does anyone know how to convert hkx to kf without losing the sound notes?

i'm working on stock idle animations and i need to convert them to kf so i can import them into max but i keep losing the sound notes, the start and end notes are there but not the sound.....and i seriously don't want to copy them all by hand from xml files.

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1 hour ago, MadMansGun said:

does anyone know how to convert hkx to kf without losing the sound notes?

i'm working on stock idle animations and i need to convert them to kf so i can import them into max but i keep losing the sound notes, the start and end notes are there but not the sound.....and i seriously don't want to copy them all by hand from xml files.

Have't dabbled myself with sounds yet honestly, so I wouldn't know at least.

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yep....looks like i walked into bit of a shit show

http://www.gamesas.com/havok-animation-converter-thread-t221466-75.html

Quote

The conversion from hkx to kf to hkx you lose Annotations -> Sequence Tags that tell the game when to trigger actions -> PreHitFrame, HitFrame, WeaponSwing, PlaySound:xxx, SyncLeft/RightFoot, EVERYTHING gone...

Quote

To add it to your (Max) animation you have to put it into a note track. However NOT into the already existing note track directly under NPC Root (which already contains those start and end annotations). This will not be exported. You have to create a new note track unter NPC Root -> Transform. Works perfectly for foot sound.

also i found this, no clue if it works or not:

https://www.nexusmods.com/skyrim/mods/89435

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  • 2 months later...
  • 1 month later...
14 hours ago, Bottlefield II said:

How can I fix  arm rig position on current place?

 

Arm moving behind the body.

Adjusting the position manually every time is very dreary

Example

Image here

 

 

  Hide contents

333.jpg.54e9a68c933bcc156db577fe01da93e8.jpg

 

 

 

 

 

For the hand you either have a frame set on an out of range keyframe (for example a key set on frame 70, while your current scene goes to 60. The hand will still animate according to that 70th frame).

 

Or you haven't unlinked the hand from the body. Per start the hand is directly linked to the body and will move according to the movements of the big pink ring at the hips.

To unlink this click the hand controller and click the buttom from the attached image.hand unlink.PNG

 

This should unlink the hands "linked" movements and it will be a separate movement now.

 

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When I'm trying to export an animation in Max using Havok Tool, I'm getting this error:

maxscript macroscript error exception
unknown system exception

And a window opens with this text:

 

Spoiler

-- Havok Common Scripts
 
macroScript mcrCommon_Export 
    buttonText:"Export" 
    category:"Havok Common" 
    tooltip:"Export..." 
    icon:#("HavokCT",1)
 (
     hkSceneExportUtility.doExport()
 )

macroScript mcrCommon_BatchExport 
    buttonText:"Quick (Batch) Export" 
    category:"Havok Common" 
    tooltip:"Quick (Batch) Export" 
    icon:#("HavokCT",3)
 (
     hkSceneExportUtility.ExportScene(true)
 )

macroScript mcrCommon_OpenUtility 
    buttonText:"Open Utility" 
    category:"Havok Common" 
    tooltip:"Open Utility" 
    icon:#("HavokCT",2)
 (
    UtilityPanel.OpenUtility hkSceneExportUtility
 )

macroScript mcrCommon_ShowToolbar
    buttonText:"Show Toolbars"
    category:"Havok Common"
    tooltip:"Show Havok Content Tools Toolbars"
(
    hkToolbarGUP.show()
    if (hkdToolbarGUP != undefined) then
    (
        hkdToolbarGUP.show()
    )
)

macroScript mcrCommon_OpenVideoBrowser
    buttonText:"Video Browser..."
    category:"Havok Common"
    tooltip:"Open Havok Video Browser"
(
    hkSceneExportUtility.openVideoBrowser();
)

macroScript mcrCommon_OpenContentToolsChm
    buttonText:"Content Tools Help"
    category:"Havok Common"
    tooltip:"Open Havok Content Tools Help"
(
    hkSceneExportUtility.openContentToolsChm();
)

 

Anyone has any idea how to help?

 

Edit: This only happens when I try to delete the controllers/bones/body of one of the actors to export the animation, like the guide says. When I try to export without doing that, I don't get the error.

 

Edit 2: NVM... I'm a bid dumb idiot. It all works now ?

Edited by MintBerryCrunch!
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  • 4 months later...

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