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progress in behavior files(almost done!)


theru

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  On 3/22/2012 at 2:10 PM, MrMino said:

Hi there,

 

Please excuse my ignorance but will this allow us to create new 'Anim Types' for weapons? i.e onehanded, hand2hand, staff etc?

Or is this for something else?

 

Thanks

 

u can add as many animations to one behavior as u want but u need to do same tree in havok behavior for each animation, and it dosnt matter what animation u can choose what type u want , loop , user control single play , ping pong,

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Ok im trying to add a custom animation I made into the behavior, I imported it to 3dsmax using hkxcmd, then exported it used the havok content tools, if I overwrite that animation for another, it works fine, the game plays the animation, but when I try to add it on the behavior tool it gives this error:

Unable to load animation file "C:\behavior\Project02\Animations\mt_jumpfall.hkx".

I compared your BethesdaAnimation which loads just fine and the I saw mine giving an error under Number of Samples while yours doesnt, any feedback would be appreciated hehe.

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  On 3/22/2012 at 4:10 PM, porroone said:

Ok im trying to add a custom animation I made into the behavior, I imported it to 3dsmax using hkxcmd, then exported it used the havok content tools, if I overwrite that animation for another, it works fine, the game plays the animation, but when I try to add it on the behavior tool it gives this error:

Unable to load animation file "C:\behavior\Project02\Animations\mt_jumpfall.hkx".

I compared your BethesdaAnimation which loads just fine and the I saw mine giving an error under Number of Samples while yours doesnt, any feedback would be appreciated hehe.

 

now if u follow my video tutorial u see i use my own animation file or u can use the files included in behavior tool. i simply just rename the file, u have to use an old file in production and then later u can change to new file , see my video tutorial

 

i dont use hkx cmd at all in this tutorial as of now we cant load up bethsedas animation files in havok tool thats why u need to do as i do, use old animationfile in behavior tool, after u have exported project then u change animationfile to a new one(your own) with same name

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  On 3/22/2012 at 5:18 PM, porroone said:

holy f***ing s*** I got it to work, ill be damned !! now time to try it ingame with my script.

 

gratz :D

 

u know u can add as many animations u want to one behavior, just do the same on all the animation nodes generator and such

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  On 3/22/2012 at 5:32 PM, porroone said:

Well it does work in the editor, but it doesnt when I try to play the animation in-game using the SendAnimationEvent on papyrus.

 

did u select your event?, u might need to add some condition to it in creationkit.

 

im not good on the script thing so i cant help u there

 

try to play it direcly in console command?

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