hkxcmd
A tool for converting Skyrim Havok animation files from the binary packed format to XML or to Gamebryo Animation format from Skyrim.

hkxcmd
Started by
Site Bot
, Nov 27 2011 09:37 pm
140 replies to this topic
#1
Posted 27 November 2011 - 09:37 pm

#2
Posted 27 November 2011 - 10:53 pm

Mmmm.... Sorry for my bad english...
This work also for human skeleton?
I have problem for export working animation.. all bones are rotated....
This work also for human skeleton?
I have problem for export working animation.. all bones are rotated....
Edited by umpa, 27 November 2011 - 10:56 pm.
#3
Posted 27 November 2011 - 10:59 pm

This seems really useful for modelers or animators that want to know how big companys create models/animations. Thank you, i'll keep tuned to this for future updates

Edited by Cago, 27 November 2011 - 11:01 pm.
#4
Posted 27 November 2011 - 11:43 pm

thanks for the converter!
#5
Posted 28 November 2011 - 01:54 am

I've not actually tested the Human skeleton yet. Only creatures so far.
#6
Posted 28 November 2011 - 04:46 am

I found the problems with the human animation imports. I was not using the correct skeleton when exporting in many cases. Selection of the correct skeleton to pair with the animation matters quite a bit obviously.
Not sure about exports though.
Not sure about exports though.
#7
Posted 28 November 2011 - 02:24 pm

Ok Thanks . I wait for some good news on human skeleton.. and good result for custom exported hkx animation
But is possible convert kf to hkx ??
Example:
I make and export animation in kf (with human correct skeleton) then convert to hkx...
But is possible convert kf to hkx ??
Example:
I make and export animation in kf (with human correct skeleton) then convert to hkx...
Edited by umpa, 28 November 2011 - 02:29 pm.
#8
Posted 02 December 2011 - 02:24 am

O Thanks
#9
Posted 02 December 2011 - 03:21 am

I'm working on creating animation from KF files since that looks like the way it may have to happen if we cannot fix the bone index issue with the standard exporter but the Havok animation compression keeps crashing when I do it so I need to sort out what I'm doing wrong. Once I figure that out we should have some capability for replacing animation.
New animations will likely require modification of the behaviors and that will be even more work since it appears Bethesda has customized their version of the objects. But first need to get spline compression working.
New animations will likely require modification of the behaviors and that will be even more work since it appears Bethesda has customized their version of the objects. But first need to get spline compression working.
#10
Posted 03 December 2011 - 06:06 pm

Ok thanks with kf conversion animation is easy . I hope you find the problem
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