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theru

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Everything posted by theru

  1. gratz :D u know u can add as many animations u want to one behavior, just do the same on all the animation nodes generator and such
  2. now if u follow my video tutorial u see i use my own animation file or u can use the files included in behavior tool. i simply just rename the file, u have to use an old file in production and then later u can change to new file , see my video tutorial i dont use hkx cmd at all in this tutorial as of now we cant load up bethsedas animation files in havok tool thats why u need to do as i do, use old animationfile in behavior tool, after u have exported project then u change animationfile to a new one(your own) with same name
  3. u can add as many animations to one behavior as u want but u need to do same tree in havok behavior for each animation, and it dosnt matter what animation u can choose what type u want , loop , user control single play , ping pong,
  4. u need to put my release folder into actors/character/rename RELEASE to release thats why creation kit stops and freezes cus u havent put my folder in there and creationkit cant find the files
  5. video tutorial is soon up, im im making them now and have uploaded the first part gonna add all three parts on http://skyrim.nexusmods.com/downloads/file.php?id=13376
  6. what i did was i downloaded the correct version of content tools to fit into enviroment of behavior tool i downloaded content tools _6_0_0 installed it into another version of max 3d max 8(i usally use 2010), imported skeleton from bethseda with niftools re exported the skeleton with that version of havok content tools and got a functional skeleton to use in behavior tool^^ now if u deside to export mesh skinned in skeleton, just skin it with skin forget the dismemberment. and if u wanna be even more correct export it with ragdoll to, but that isnt necesary since it will work either way ^^ if u doing some for human, u will find my skeleton on first page here 1 thread or in my downloadable file at http://skyrim.nexusmods.com/downloads/file.php?id=13376 project folder->characterassets
  7. if ure thinking of creating a new character from scratch i ll help u setup the thing correcly with behavior u need to setup abit diffrently what i mean new mesh skeleton animation and so on i will try recreate bethsedas own project file later on
  8. well then u have to recreate the skeleton of the troll yourself and export it with an erlier version of content tool so it fit into enviroment to behaviortool and no u dont need to create a new behavior from scratch as i have mention many time before now, this just add this behavior as child/slave to the rest of vanilla behaviors, u wiill still have the vanilla behavior, your file is new but using morphing will alow u to use bethsedas behavior aswell
  9. how to create it on the start of read me file. the folders in the file is there to simply the creation some people, like im one of them like to study a project before creating one myself thats the best way to learn to have something to compare against
  10. http://skyrim.nexusmods.com/downloads/file.php?id=13376 it does cover it^^ and i dont convert anything and u dont need hkxcmd, i assume u want to download my file and read the read me once more time
  11. its comming i just finished the text version http://skyrim.nexusmods.com/downloads/file.php?id=13376
  12. one thing that amazes me is that creationkit dosnt bother what version your files is in, thats pretty neat cus it speed up the process very much, only thing it whines about is if animationfiles and skeleton if they arent same version as beth uses so this files skeleton needs to be resaved in beth content version and animationfile needs to be replaced by new ones in the end when finilazing the folder for use in in creationkit
  13. yeah i know so i downloaded erlier version of content tool the one that macthes this behavior too and exporterted bethsedas skeleton again into a hkx file wich loaded up perfecly in behavior tool :) as for now since i solved the behavior settings bethseda use on behavior file we dont need their project files(this ones defaultmale and defaultfemale) better to create our own now when we know how to create behavior files
  14. ??? lol, just the audio for the videos you posted, it's just that computer voiced lady saying trial trial trial over and over again, assuming it's a trial version of whatever you used. No worries though if that was your intention. lol, i dont know =P i dont own speakers on this computer, they are on my other one =P well turn off the anying lady trial =P
  15. gonna create a more detailed tutorial how to do this but for now i just leaved a small read me file in project file folder how to edit my project and add more animations to it and for learning purpose
  16. project files are up on first page scroll to bottom
  17. updated first post video pics files and all http://forums.nexusmods.com/index.php?/topic/624251-progress-in-behavior-filesalmost-done/page__view__findpost__p__4910345
  18. i have succeded! i finally manage to add my animation as new one into seperate behavior file along with the old one ! without editing vanilla behavior file :DDD
  19. im not editing anything in base behavior file, im creating new behavior files ^^ applying it into a new race, so nothing get changed in vanilla the later part to merge this 2 files will come when fixing this
  20. i reexported it with an erlier max 8 version and content tool 6.0.0.r1 same version as behaviour tool
  21. im currently working on doing new behavior file, included in esp, along with a tutorial aswell as a skeleton structure on the folder setup with project as now im not doing any animations since im getting this to work, if u like certain animation post it here http://forums.nexusmods.com/index.php?/forum/422-skyrim-mod-requests/
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