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How to add animation for a cat in ck?


South8028

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I made a cat rig and cat furniture. Now I can make cat animations and export them to hkx. But I'm not sure how to add them to the game, or even just test them in the game. playidle for cat doesn't work.

https://disk.yandex.ru/i/IFcpjgKnnwF4dA

And also, does anyone have a link to the skeleton.hkx to skeleton.txt converter? Shadeanimator wrote in his pdf that he made such a converter, but did not write where exactly it is located (it is not in the f4ak package). f4ak_hkxpackUI unpacks the skeleton into xml. I copied the bones from there, but the hierarchy of the bones is wrong.

Edited by South8028
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Unfortunately I can't help with the .hkx to .txt converter but adding animations to the game in the Creation Kit can be done this way:

 

1) CatRace >> Subgraph Data >> Right click in the animation field >> New

 

2) Select the Behavior Graph and Role

 

3) Target Keyword: a Furniture must have this Keyword for the cat to use it. Create a keyword then add it to your furnitures as well.

 

5) Actor Keywords: this Keyword can restrict the eligible cats for the animation. Unlike Target Keyword, it's not necessary to specify it (in which case all cats will able to use the furniture).

 

6) Animation Paths: path of directory where all the .hkx files are located.

Edited by LarannKiar
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Unfortunately I can't help with the .hkx to .txt converter but adding animations to the game in the Creation Kit can be done this way:

 

1) CatRace >> Subgraph Data >> Right click in the animation field >> New

 

2) Select the Behavior Graph and Role

 

3) Target Keyword: a Furniture must have this Keyword for the cat to use it. Create a keyword then add it to your furnitures as well.

 

5) Actor Keywords: this Keyword can restrict the eligible cats for the animation. Unlike Target Keyword, it's not necessary to specify it (in which case all cats will able to use the furniture).

 

6) Animation Paths: path of directory where all the .hkx files are located.

Thank you very much, I will definitely use your instructions after I figure out the correct hierarchy of bones in txt. Somewhere an error occurs and when exporting to hkx the bones are deformed. I added all the bones from skeleton.xml in the order in which they are in xml. But hct does not consider this sequence correct.
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That's it, I found the problem, you can do hkx for the cat. Maybe someone will find this little thing useful when creating creatures... In rig.txt, all joints must be written in capital letters. Even if one joint is not CapsLook, it will twist all the bones. This is a test rig for now, I'll make well-controlled rigs and all sorts of fluffy cats.

https://disk.yandex.ru/d/5RKZi_XbYX1-yw

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