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Skyrim Animations with Havok Content Tools & 3DS MAX HELP (Animati


THEANCESTOR

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I followed Bergzore's Youtube Tutorials on creating animations with 3DS MAX and Havok Content Tools :https://plus.google.com/b/113127597825886767712/102441478628381874390

 

However, once I get to the final steps and I export my animations, they don't work in Skyrim. For example, I started simple and modified a vanilla walk animation in MAX and exported my new animation. In game, instead of the animation playing, the character simply slides across the floor in an "a-pose/t-pose" type of fashion. The legs don't move and the animation does not play.

 

Here is what's supposed to happen in game:

 

http://www.youtube.com/watch?v=orfWh2DWlPE

 

Here is what actually happens instead when I try to see my mt_walkforward.hkx animation in action:

 

http://www.youtube.com/watch?v=7E4-hP9o8ik

 

As you can see from the second video, the "walkforwardleft" and "walkforwardright" animations function as normal because they are from other mods. However, my "walkforward" animation does not work. I don't know if I missed an important step or setting when I exported from 3DS with Havok or what. The main difference I could gather is that in his tutorial videos, Bergzore was using 3DS 2010 but I'm using 3DS 2012. I don't think that matters does it?

 

I've since tried a bunch of different settings independent of those from the tutorial videos, but still with no luck.

 

Some Notes:

 

1) On my first export attempt using Havok, I noticed that my exported hkx files were about half the size of any other animations including the vanilla ones and ones from other mods, which would lead me to believe that my files are missing some data to begin with. Every export since has also resulted in this small file size observation no matter what settings I try.

 

2) On my first attempt, I set up my animation by importing the XPMS skeleton and some SevenBase meshes for the head, body, hands and feet. I essentially set up my own animation starting file. My second attempt, I used the "resource for modders file" included with XPMS hoping that would fix any errors I may have made by starting from scratch. After working with the new setup, creating my animation again by editing the vanilla walkforward animation and exporting with the same settings from Bergzore's tutorial, the results are the same -- animation still does not work in Skyrim.

 

3) I finally tried this method:bhttp://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim

 

However, still no luck. When I get to the final step of converting the niftools-exported version of my animation in kf format to hkx, I get a yellow error message saying something about there not being any animation data in the file.

 

I'm at a loss here, PLEASE HELP

 

Here is my 3DS MAX file from my first attempt if anyone wants to look at it to help me out: https://drive.google.com/file/d/0BzRg6qLomzStRlFHS2FGWldPa1U/edit?usp=sharing

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I'm a complete noob and don't know anything about animating, so if I'm insulting your intelligence please forgive me. But that video looks exactly like what I get when I install a new animation mod and then forget to run a FNIS update.

I'm not insulted at all. I thought of the FNIS update too. I made sure to run the generator every time I copied the animation to the game directory but that still did not help. I still have no clue what the problem could be at this point.

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Fnis is only required for adding all new animations not for replacers.

 

I would hazard a guess that it is the max 2012 being used instead of 2010. It's actualy common that some things will not work correct when made with a newer version of max because of the required plugins.

 

Try this one out: http://www.nexusmods.com/skyrim/mods/15238/?

 

I guess I will have to try out 2010 but before that I will try out another version of the Havok tools for 2012 because somewhere I read that I could be using the wrong version of the tools for 2012. I'll let you guys know what happens.

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  • 1 year later...

 

Fnis is only required for adding all new animations not for replacers.

 

I would hazard a guess that it is the max 2012 being used instead of 2010. It's actualy common that some things will not work correct when made with a newer version of max because of the required plugins.

 

Try this one out: http://www.nexusmods.com/skyrim/mods/15238/?

 

I guess I will have to try out 2010 but before that I will try out another version of the Havok tools for 2012 because somewhere I read that I could be using the wrong version of the tools for 2012. I'll let you guys know what happens.

 

did you ever figure this out because im having the same problems.

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It's a problem with 3DS MAX 2012 being too new and having to use hct 2012 which can't be directly used in Skyrim you must downgrade any tagfile you create from hct 2012 plugins by running it through hktcnv (found here)

 

This topic was over a year old it may have been better to start a new one :tongue:.

Edited by TidalWraith
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