MadMansGun Posted July 6, 2021 Posted July 6, 2021 8 minutes ago, Oroborus said: wrong place to be asking that, your in tutorials, not mod support.....and how did you "delete" a animation?
Oroborus Posted July 6, 2021 Posted July 6, 2021 (edited) 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 July 6, 2021 by Oroborus
MadMansGun Posted July 6, 2021 Posted July 6, 2021 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.
Bottlefield II Posted August 18, 2021 Posted August 18, 2021 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
MadMansGun Posted August 19, 2021 Posted August 19, 2021 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.
Bottlefield II Posted August 19, 2021 Posted August 19, 2021 Quote 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. Hmm.. interesting Thanks!
quckman Posted November 13, 2021 Posted November 13, 2021 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.
quckman Posted November 13, 2021 Posted November 13, 2021 I managed to get in touch with generous members of the community who helped me set up the environment. If you also want to start animating for Skyrim, know it is still possible!
Bottlefield II Posted November 14, 2021 Posted November 14, 2021 (edited) Solved a problem. I've had a wrong version HCT Tools ( was needed 2011 year, but i used 2012?). So, my first stages in progress. Thanks for these guides! Preview S1 Edited November 15, 2021 by Bottlefield II 1
sullivan Posted December 10, 2021 Posted December 10, 2021 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?
SirNibbles Posted December 10, 2021 Author Posted December 10, 2021 (edited) 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 December 10, 2021 by SirNibbles
MadMansGun Posted December 10, 2021 Posted December 10, 2021 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.
sullivan Posted December 10, 2021 Posted December 10, 2021 (edited) Thanks guys, like i thought. Hope i find a 2012 version sometime. It's a great topic btw SirNibbles thanks for making it. Edited December 10, 2021 by sullivan
MadMansGun Posted December 18, 2021 Posted December 18, 2021 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.
SirNibbles Posted December 18, 2021 Author Posted December 18, 2021 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.
MadMansGun Posted December 18, 2021 Posted December 18, 2021 crap, guess i'll have to hand copy them then. i'm experimenting with adding abc effects to idle/walking animations but i accidentally lost all sound effects in the process due to them being started by the original hkx files.
MadMansGun Posted December 19, 2021 Posted December 19, 2021 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
Bottlefield II Posted February 27, 2022 Posted February 27, 2022 (edited) Uff, completed my first animation with 4 stages, female solo. Stage 1 Stage 2 Stage 3 Stage 4 I have questions while importing animations. May I ask questions about functional of "Animation loader" in this topic? (for example: may i use fixed emotions in animations? Is it possible?). Sorry, my english is bad. Edited February 28, 2022 by Bottlefield II
Bottlefield II Posted March 1, 2022 Posted March 1, 2022 Scene is complete. Attached animation file. I've used CBBE body and +- standard body proportions. Bottlefield.zip
SirNibbles Posted March 1, 2022 Author Posted March 1, 2022 34 minutes ago, Bottlefield II said: Scene is complete. Attached animation file. I've used CBBE body and +- standard body proportions. Bottlefield.zip 1.2 MB · 0 downloads Congrats on your first animation, especially for a first you've done a great job. 1
Bottlefield II Posted April 6, 2022 Posted April 6, 2022 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 Spoiler
SirNibbles Posted April 7, 2022 Author Posted April 7, 2022 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 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. This should unlink the hands "linked" movements and it will be a separate movement now.
Bottlefield II Posted April 7, 2022 Posted April 7, 2022 Yeah! That's working. Thanks! This hand was a real problem Now workflow will be easier
MintBerryCrunch! Posted April 9, 2022 Posted April 9, 2022 (edited) 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 April 10, 2022 by MintBerryCrunch!
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