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xColourTheory

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  1. Sorry to reply so late, I was out of country. Yeah, Nexus one is still borked after downloading latest version. Getting crashes on launching the program but the tool works fine, not a big deal.
  2. I shot him a message to please check out this thread, thanks. If you could somehow get his attention I'd appreciate it, too!
  3. Got it, do you know anything about the creature skeleton, or am I misunderstanding -- can we import creature animations? "It will also automatically define the skeleton.hkx. The right skeleton.hkx is already included in the folder with F4AK_HKXPackUI. But if you need to work with a new skeleton, you need to convert it into 32 bit as well first" This is all I seem to be able to find on where I may possibly be going wrong. Though, I guess I'm not understanding how to convert a skeleton to 32bit? I tried running it through ConvertAnimation_x32 and the Create Skeletons configuration set with my rig.txt When you just want to animnate Deathclaws you could take a look at this. I haven´t tried importing skeletons but i think you just need to import the Skeleton.nif into 3ds max, and create a rig.txt out of the skeleton. You should not need to import the skeleton.hkx into max. After rigging and animating you´re exporting the animation with your rig.txt and thats it. When you want to import an animation you just need to convert the animation.hkx to 32 bit with HCT and then use HKXtoFBX. After importing the skeleton.nif or a premade rig you just need to import the .fbx on top of that with "update animation" ticked. Tried that, I think the issue is somewhere along the line on converting the animation.hkx to FBX, since you need the skeleton.hkx of the creature, no? So does the skeleton.hkx need to be 32bit? That's what I'm understanding from the quote. When using the converter via commandline, it just crashes uses the skeleton.hkx from any creature unmodified. When using the ui, it kinda crashes but generates a file, but I think this may be related as to why the animations just don't load right? "It will also automatically define the skeleton.hkx. The right skeleton.hkx is already included in the folder with F4AK_HKXPackUI. But if you need to work with a new skeleton, you need to convert it into 32 bit as well first" I have imported the skeleton.nif into max along with just an animation that I ran through a converter as best as possible. Using the existing skeleton.hkx to make the fbx, this happens:
  4. Got it, do you know anything about the creature skeleton, or am I misunderstanding -- can we import creature animations? "It will also automatically define the skeleton.hkx. The right skeleton.hkx is already included in the folder with F4AK_HKXPackUI. But if you need to work with a new skeleton, you need to convert it into 32 bit as well first" This is all I seem to be able to find on where I may possibly be going wrong. Though, I guess I'm not understanding how to convert a skeleton to 32bit? I tried running it through ConvertAnimation_x32 and the Create Skeletons configuration set with my rig.txt
  5. Has this project dropped off? Things haven't been updated in a while and so on. Could you also take a look, @ShadeAnimator at this? https://github.com/ShadeAnimator/ShadeAnimator_Fallout4_AnimationKit/issues/1 edit: Also, I've read over this guide multiple times and I can't seem to /get/ it when it comes to getting creatures in with their animations, Could someone help me? Approaches I've tried: Getting the deathclaw.nif and loading the skeleton.nif, then converting the animation to 32bit using export and then loading in the animation. This just makes the Deathclaw's rootbone move and nothing else, none of the other bones move -- could this have something to do with converting the skeleton.hkx to 32bit? note: converted crashes at end of process, but fbx file is still generated So I tried that. I tried using convertanimation32 which crashed 3dsmax. Then I tried using the "createskeleton" with my rig.txt, which I saved as skeleton.hkx. Ran it through the converter, crash 50% through, still get fbx file, still only moves the root bone of the creature, no arms/legs/etc
  6. Hello, I'm sorry for asking a newb question. So let's say I want to import a creatures skeleton, it's all fine and dandy until I use havok2fbx to convert the skeleton. If I use the one included, the animations don't come out -- so I assume I have to use the creatures skeleton, but when I try with the skeleton.hkx -- it just crashes, which makes me assume I have to convert the skeleton.hkx to 32bit. How would I go about this? I read over the guide and I'm not really understanding. So far I've tried loading the configuration in the havok content tools and then applying my custom rig.txt in the create skeleton filter and running configuration, but that gives me nothing usable and still crashes. Also, for some reason whenever I try launching f4ak_hkxpack_ui it crashes with "R6043 An application has made an error to load the C runtime library incorrectly." -- I do have vcredist etc installed. Thanks for any help anyone can provide, I look forward to messing with creature animations!
  7. Does anybody know the armor/helmet? And the armor/helmet for here?
  8. I'd like the outfit in these, does anyone know? Specially the first one
  9. Idk why but i cant seen you photo i just seen pwRZ60o.jpg like attach or something. obs: like 2m ago got that enb for test, idk why my char i got a blue and violet like "aura" around the char, i just got afraid and removed that enb. Try this.
  10. More of a request, is anyone using the SUPERB ENB-RL ( Version 3.0 )? Is it supposed to look like this? I really don't think so, anyone know how to fix it?
  11. Are you trying to say that the version on ENB that was used to take the screens are not indicated? Still the point was to help identified the author of screens and the ENB he used to do them, even if it's one of his wip modifications. But you won't get the same with the public preset, that's all. Master Unreal of ENBs! Link me a good ENB that gives the same effects if you know of any?
  12. Anyone know the armor?
  13. Well, this is definitely a longshot. Anyone?
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