CherryHotaling Posted January 3, 2012 Share Posted January 3, 2012 Hey all, I was wondering if anyone knew a way to add additional bones to the skeleton_female.nif file.I have tried importing the bone rigging into 3dsmax, adding the bones (Parented to the proper bones etc) then exporting it. This doesnt seem to work as it is missing much of the bone information that is in the original skeleton_female.nif file.So I am guessing 3ds max export isnt going to cut it.Is there a way to add a couple of additional bones in the nif file and parent it to spine2 then save it again? Thanks for your time. Link to comment Share on other sites More sharing options...
Ghogiel Posted January 3, 2012 Share Posted January 3, 2012 You can add them in nifskope. bones are just ninodes. all the constraints, collision for the ragdoll will need to be set up in nifskope anyway... So yeah, there has never been a export from max to working skeleton, not even for oblivion. Link to comment Share on other sites More sharing options...
CherryHotaling Posted January 3, 2012 Author Share Posted January 3, 2012 You can add them in nifskope. bones are just ninodes. all the constraints, collision for the ragdoll will need to be set up in nifskope anyway... So yeah, there has never been a export from max to working skeleton, not even for oblivion. Ahh ok Im playing around trying to add bones using nifscope now.I added the bone system to the game and it seems to be working fine so far. Now to paint a mesh with the new bones and see if it catches on fire hehe. Link to comment Share on other sites More sharing options...
CherryHotaling Posted January 3, 2012 Author Share Posted January 3, 2012 Well im getting really close,I was able to create my own bone rig and it works in game.I edited the mesh painting the new bone weights to the mesh and it loads in game. Now im trying to create an animation and export it.Heres the problem im having.I ran through the tutorial here: http://forums.bethsoft.com/topic/1293826-rel-havok-animation-converter/page__hl__havok%20command%20line%20toolsand I was able to export all the animations and import them into 3ds Max.I made my changes to the animations to include the new bones.I Exported the animation as a .kf file for example the: mt_idle.kfThe problem is when I went to convert the .kf file into a hkx file again I had to select a skeleton.hkx file or a skeleton_female.hkx file. (If I use the existing skeleton.hkx file then it tells me the bones I created dont exist and it skips them)(the skeleton file that I have that has the new bones I created is a .nif file in the \meshes\actors\character\character assets female directory)How can I create a skeleton_female.hkx with the right data in order to make an animation with new bones work?Can I use the Havok Content tools exporter that is part of the havok package that is installed in my 3dsmax now? Any help would be greatly appreciated as I have spent many hours trying to get an animation with the new bones into the game.Im so close I have the rigging and the mesh working I just need a way to import the animations now with the new bones. Thank you for your time Link to comment Share on other sites More sharing options...
CherryHotaling Posted January 3, 2012 Author Share Posted January 3, 2012 As an aside I tried doing this to get just the animation file:http://forums.elementalgame.com/398524 But it seems that isnt working properly (I get warning messages on every bone)Not sure if I am picking the wrong options for exporting an animation for skyrim or what.When I play the idle animation in skyrim she just stands there in the T pose. Link to comment Share on other sites More sharing options...
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