fore Posted December 14, 2011 Share Posted December 14, 2011 However, an even better idea would be to create new animations when we have the nif scripts and once you know what you're doing regarding making animations. It'd probably be less hassle than porting them and it probably wouldn't get you into trouble. :)We don't need NIF scripts. We need hkx scripts. NifScripts will only be needed for meshes. But I don't see them for Blender. They seem to exist for 3DS, Maya. But not for Blender. I read a thread in an Intel forum a few years ago (when havok tools were not for free yet) that Blender was no professional tool, and therefore no interface was necessary. I haven't found anything else ever since. And in the Blender/Niftools community I don't see any activities regarding animations. So I believe that non 3DS license users can only do as much animation work as the havok tools will allow. I'm not going to pay 525 € per year for a 3DS license. Link to comment Share on other sites More sharing options...
FireBug3 Posted December 14, 2011 Author Share Posted December 14, 2011 (edited) I just have installed Havok SDK, it can contains plugins for 3DMax, Maya and Xsi. Edited December 14, 2011 by FireBug3 Link to comment Share on other sites More sharing options...
Alexander Wolf Posted December 14, 2011 Share Posted December 14, 2011 I have been editing the mt_idle animations ;) and working in skyrim. Link to comment Share on other sites More sharing options...
fore Posted December 14, 2011 Share Posted December 14, 2011 I have been editing the mt_idle animations ;) and working in skyrim.Wow, that's great. How difficult was it? Can you compare to Blender? Link to comment Share on other sites More sharing options...
Alexander Wolf Posted December 15, 2011 Share Posted December 15, 2011 (edited) Been messing around and changing the stance.I'm using hkxcmd tool to extract the kf out of the hkx animation files with command prompt ( No Havoc tool necessary)Import skyrim(stranded or female) skeleton into 3ds Max Import male or female mesh to better visualize your editsimport kfmake edits to pose/animationexport as kf w/o nifUse hkxcmd tool to convert kf back to hkxtest in game:) Edited December 15, 2011 by Alexander Wolf Link to comment Share on other sites More sharing options...
fore Posted December 15, 2011 Share Posted December 15, 2011 ...............Import skyrim(stranded or female) skeleton into 3ds Max ...............:)But this means, you need 3DS !? :( :( :( Alexander, are you German? If so, are here some cheaper, non-buisiness license forms? Didn't find when googeling.. Link to comment Share on other sites More sharing options...
Alexander Wolf Posted December 15, 2011 Share Posted December 15, 2011 (edited) No not German. I know very very litte :P I got my 3dsMax2010 64bit... by...umm...... :whistling: .... :pirate: Process was a little confusing at first but now very it's quick to export and into game.http://img835.imageshack.us/img835/6296/anitest.jpg Edited December 15, 2011 by Alexander Wolf Link to comment Share on other sites More sharing options...
Alexander Wolf Posted December 15, 2011 Share Posted December 15, 2011 (edited) :psyduck:Edit: Double post Edited December 15, 2011 by Alexander Wolf Link to comment Share on other sites More sharing options...
Kospy Posted December 16, 2011 Share Posted December 16, 2011 (edited) Very nice Alexander Wolf !! :thumbsup: Do you plan to release a alternative idle ?Any chance to give us a detailed tutorial for this ? And do you think it can be possible with blender or maya ? I also want to ask how to use playgroup command in skyrim, instead of replace the mt_idle file. It seem that "playgroup forward 1" doesn't do anything... Any tips ? Edited December 16, 2011 by Kospy Link to comment Share on other sites More sharing options...
Alexander Wolf Posted December 16, 2011 Share Posted December 16, 2011 I am thinking about releasing maybe as beta.. but don't really want to fully devote to it as to have people complaining for updates XDIts just something I am messing around with right now. As of right now I believe you will need the niftools for 3dsMax 64bit 2010-2012, untill blender updates to import/export skyrim kf and nif files. For tutorial I usedThe Hologram s post (2nd page, 4th post down) It is a little confusing at first, but once you get it going.. the process is very very fast.Some animations import correctly and others some limbs are not correctly in place. Link to comment Share on other sites More sharing options...
Recommended Posts