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hkx xml data block


DosMike

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I'd like to write a tool to convert havok xml animtion files to other files and back types to make it easier to create animations

The thing I'm currently stuck with is the data block

norlever01_fullpulldown.xml:
<hkparam name="data" numelements="144">
69 0 160 0 19 0 3 0 0 0 0 90 90 114 119 119
119 121 121 123 123 123 130 130 130 133 133 176 176 176 176 255
199 58 255 55 255 39 59 255 55 255 7 58 255 55 255 151
59 255 55 255 167 70 255 55 255 199 127 255 55 255 151 139
255 55 255 183 149 255 55 255 23 147 255 55 255 199 174 255
55 255 119 177 255 55 255 39 197 255 55 255 39 194 255 55
255 167 194 255 55 255 151 198 255 55 255 119 196 255 55 255
231 196 255 55 255 151 197 255 55 255 231 196 255 55 255 39
197 255 55 0 0 0 0 0 0 0 0 0 0 0 0 0
</hkparam>
I didn't find anything on the web, so if you know somethingm, got a link or anything please let me know
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Yo do know hkxcmd? :D That has a function for converting to kf.

 

It also has it's source code released. So you can check the interfaces it's using. I don't think you will succeed deciphering the xml data.

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Well, I do know hkxcmd, but the kf format isn't really helping me either as I couldn't find any specs for that eighter.

The XML is the clearest looking right now.

 

And thanks, I'll look at the source code... I like undocumented code :ermm:

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  On 7/24/2015 at 12:35 PM, DosMike said:

Well, I do know hkxcmd, but the kf format isn't really helping me either as I couldn't find any specs for that eighter.

The XML is the clearest looking right now.

 

And thanks, I'll look at the source code... I like undocumented code :ermm:

 

If kf doesn't help you either, what format do you have in mind? And which 3d program? I haven't followed the Skyrim animation options very closely the recent years. There were hardly any. Remember you have to come back to a very specific hkx format.

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Well afaik it is data to reconstruct the animation that's been compressed using a spline compression algorithm (A NURBs Curve) so you need to look at the whole serialised class. The havok sdk manual has sections on the specifics of the algorithm which is above me but you might benefit from reading the programmers manual for havok. Project anarchy (havoks free mobile engine) also has an open sourced fbx to hkx converter but that is for the 2014 version of the files maybe it will help you in your search though. I don't have a link for that at this second but I'll try to find it.

 

It would be great if we could convert from hkx to fbx but I suspect that might be much more difficult then the reverse good luck to you sir.

 

EDIT (Looking at it though it seems to just runs the file through HCT not what you are looking for I think): https://github.com/projectanarchy/fbximporter

Edited by TidalWraith
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  • 4 months later...

I'm working on hopefully making my tool support editing both Character/Object bhv xml files and Skeletal bhv files.

Going to take a lot of guesswork without me finding more documentation.

 

Which types of edits would you like to make to file?

 

Add new animations to object?Or change the bone structure of file?

 

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