AbitTasty Posted February 24, 2012 Share Posted February 24, 2012 (edited) Hey everyone I'm fairly new to modding Skyrim animations and I'm having a bit of trouble exporting the kf files from the hkx files so I can import them into blender or 3dsmax. I've followed the steps in this http://www.youtube.com/watch?v=OoyP_SWaxnE youtube guide, but the cmd doesn't find my xml hkx files. So basically I can't get the kf files to export. I'm not sure what I'm doing wrong. These are the steps I've taken 1- made three folders on my desktop HKX packed, HKX and KF along with placing the cmd on the desktop.2- placed the animation I want to work on in the packed folder.3- opened cmd and typed desktop\hkxcmd.exe convert "desktop\hkx packed" "desktop\hkx" and it works and adds the converted HKX file into the HKX folder.4- typed desktop\hkxcmd.exe exportkf "desktop\hkx" "desktop\kf" and I get no files found in the cmd. Please help I'd love to make a new sexy walk with bbp for everyone including myself. Edited February 24, 2012 by AbitTasty Link to comment Share on other sites More sharing options...
fore Posted February 25, 2012 Share Posted February 25, 2012 YOU start with animations? Now that's a dangerous combination together with your great videos. Looking forward. :thumbsup: After having problems from the beginning with parametrizing hkxcmd myself, I have setup a procedure where I don't need to think anymore. And where I avoid going to DOS level. - Copy hkxcmd.exe, the xml skeleton, the packed hkx animation, and my export.bat into ONE folder- In the export.bat I edit the desidred names, e.ghkxcmd.exe exportkf skeleton.hkx mt_idle.hkx mt_idle.kf- Execute the export.bat Link to comment Share on other sites More sharing options...
AbitTasty Posted February 25, 2012 Author Share Posted February 25, 2012 (edited) Ahhhh thank you so much for making it so simple for me. Finally I can start editing animations! Consider me psyched! Hmmm seems I don't have a export.bat program. Where might I find this? Also is the xml skeleton the same as the nif one in my mesh folder? Edited February 25, 2012 by AbitTasty Link to comment Share on other sites More sharing options...
AbitTasty Posted February 25, 2012 Author Share Posted February 25, 2012 So basically all I need to do is copy the animation and skeleton from my mesh folder and place it in a folder with the hkxcmd and the export.bat and that's it? Sorry for being a retard at this I'm pretty new at it. I got blender and 3dsmax down though lol Link to comment Share on other sites More sharing options...
fore Posted February 25, 2012 Share Posted February 25, 2012 So basically all I need to do is copy the animation and skeleton from my mesh folder and place it in a folder with the hkxcmd and the export.bat and that's it? Sorry for being a retard at this I'm pretty new at it. I got blender and 3dsmax down though lolNot quite. The xml skeletom you have to generate from the (packed) character\character assets female\skeleton.hkx. using hkxcme.exe convert <path to packed skeleton.hkx>\skeleton.hkx . But I'm afraid you are not arware of all the obstacles ahead of you. It's not that easy as it was with good old Oblivion and Blender ... As a tutorial I recommend you go through Cherry's CHSBHC - BBP - Nude and Jiggly Mod . And if you don't have a new version of Max, you also want to use Saidenstorms setup which you can find in rel-havok-animation-converter, Posted 07 January 2012 - 08:26 AM. This thread has tons of useful information, and I recommend everyone who want to do animations, to take the time and browse through there. Don't try to import the skeleton yourself. If you are new to that, you will have a hard time to fix a niftools problem which causes skew/scale warnings, and distorted animations. Link to comment Share on other sites More sharing options...
AbitTasty Posted February 26, 2012 Author Share Posted February 26, 2012 Damn and I thought it was going to be a breeze once I got a hold of the kf files. Damn damn damn. Well time to get schooled XD Thanks for the tips. Link to comment Share on other sites More sharing options...
AbitTasty Posted February 26, 2012 Author Share Posted February 26, 2012 (edited) Found a good tutorial from Umpa that doesn't envolve hkxcmd.exe. Going to try that. Edited February 26, 2012 by AbitTasty Link to comment Share on other sites More sharing options...
teinejaanus Posted February 27, 2012 Share Posted February 27, 2012 so is it possible to make customa nimations that skyrim understands? i have havok conten tools. if i convert hkx to kf does it preserv all the important data that makes havok animation/physics/behavior work? is it to early to trie making animations for skyrim? Link to comment Share on other sites More sharing options...
fore Posted February 27, 2012 Share Posted February 27, 2012 so is it possible to make customa nimations that skyrim understands? i have havok conten tools. if i convert hkx to kf does it preserv all the important data that makes havok animation/physics/behavior work? is it to early to trie making animations for skyrim?It is possible to make custom animations, but you can't make new animations (only replace existing ones) and they all have some glitches or side-effects. New combat animations are basically unusable. Content tools doesn't help that much, basicly only allows to export Skyrim ready animations from 3ds or maya. Behavior doesn't work at all, because Bethesda refuses to release their behavior project files. It's a rough road right now to make something work. If you want to do something, you need to start with hkxcmd (here on nexus) and you have to find your way (best with the hkxcmd thread on Bethesda's forum). No easy tutorials during this shaky times. Link to comment Share on other sites More sharing options...
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