vpoteryaev Posted May 9, 2017 Posted May 9, 2017 I have a question to someone who is familiar with hkxcmd.Problem is. I want to get Gamebryo KF file from HKX file. Convertation fails because XPMSE skeleton doesn't have some bones that were used for creating original HKX with animation.Is there a way to get KF anyhow, but only without using HavokTools and 3Ds?On other hand, I'll be happy if someone upload HKX with skeleton that used in Pornphilie's rig for 3DsMax.Thanks and Kind Regards
D_ManXX2 Posted May 9, 2017 Posted May 9, 2017 i just made bat file and add the command: KFmaker empty.kf zBoneKeys.txt hkxcmd.exe convertkf skeleton.hkx empty_new.kf empty_new.hkx pause This should create both .hkx and .kf files. you still need hkxcmd.exe in order to use this though or it will not build the animations files. Is there a way to get KF anyhow, but only without using HavokTools and 3Ds?On other hand, I'll be happy if someone upload HKX with skeleton that used in Pornphilie's rig for 3DsMax. you only need those tools if your working with 3dsmax with blender only hkxcmd.exe is needed from nexus. also you can use hkxcmd.exe /? to get all the commands the program uses.
vpoteryaev Posted May 10, 2017 Author Posted May 10, 2017 KFmaker empty.kf zBoneKeys.txt hkxcmd.exe convertkf skeleton.hkx empty_new.kf empty_new.hkx pause This should create both .hkx and .kf files. you still need hkxcmd.exe in order to use this though or it will not build the animations files. Is there a way to get KF anyhow, but only without using HavokTools and 3Ds?On other hand, I'll be happy if someone upload HKX with skeleton that used in Pornphilie's rig for 3DsMax. you only need those tools if your working with 3dsmax with blender only hkxcmd.exe is needed from nexus. also you can use hkxcmd.exe /? to get all the commands the program uses. KFmaker, as I recall from 'Anton tools'? Never dig in it, but no I not used them now, but will try. But... KFmaker empty.kf zBoneKeys.txt hkxcmd.exe convertkf skeleton.hkx empty_new.kf empty_new.hkx I think this doesn't help, because KFmaker doesn't know anything about Pornphilie's bones (from rig for 3DSMax): ... NPC Hair01 NPC BHair01 NPC BHair02 NPC BHair03 NPC BHair04 ... Or zBoneKeys.txt may be filled with this bones? But it just stores animation just previously created in blender as i recall. But i need exactly reverse: generate kf from hkx that was used custom bones. Or I misunderstood something? Btw, I use adopted by myself for modern Blender "Blender nif plugin" from NifTools' GitHub. Kind Regards
gsll Posted May 11, 2017 Posted May 11, 2017 Vpoteryaev, Have you considered en_hawk finding ? "(...) hkxcmd is open source, so I took a stroll on over to the repository with the code. Turns out the convertkf routine is dumping all bones past a specified index(that of the camera bone) in an attempt to fix the camera by causing the animations to 'fall through'. This works well enough, however since havok(AFAIK) does things based on indexes and not keynames, this effectively breaks every single custom skeleton in existence just to fix the camera, which you can fix yourself by taking an extra 2 seconds to throw a loc keyframe on it. (...) The best part, there's actually a flag you can specify, '-s', that disables this behavior! It's not (...) documented or mentioned anywhere! You just add the '-s' switch when you convert your animation and everything works flawlessly, (...).Anyway, with your kf file ready to go, you need to run it through hkxcmd again. The syntax for the command is 'hkxcmd convertkf -s <hkx skeleton> <kf animation> <output file(.hkx)>'." see this post for further explanation. Best regards gsll
vpoteryaev Posted May 13, 2017 Author Posted May 13, 2017 Thanks for your replies and suggestions.Myself i become manually edit converted from HKX to XML file with skeleton. If addind just a pair of bones it's fine, but i found it annoing with adding over 100 bones.Maybe it will be usefull for blender's users which want to import in Blender an animation created with 3ds max:If for creating animation was used pornphile's "3ds Max Skyrim Skeleton Controller Rigs_v0.13 (2015-01-24)", then you have to use skeleton HKXes from "Skeleton Rig XPMS BBP" (not "Skeleton Rig XPMSE3 HDT") from XPMSE installation.Then 'hkxcmd exportkf skele.hkx anim.hkx anim.kf' works fine with only non-uniform scaling warnings.Kind Regards
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