ehtyeci Posted July 2, 2018 Share Posted July 2, 2018 Fallout 4 needs both skeleton.hkx & skeleton.nif in order to use animations and ragdolls correctly, it's not that complicated. That doesn't explain why you're directing this to me. Please point to a post where I've allegedly stated otherwise. You quoted me on a half sentence. Did you even read past the period mark of the same sentence? Link to comment Share on other sites More sharing options...
morganm17 Posted February 24, 2019 Share Posted February 24, 2019 Hey guys, I'm having an issue converting my skeleton.hkx from 64 to 32bit. I have the rig txt with no errors but when I try to write to platform for the skeleton.hkx I get an error about how my bone root has no bind pose. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted February 25, 2019 Author Share Posted February 25, 2019 I've read that - that particular warning can be egnored :) But, I still haven't managed to export a working hkx :( mine are all exporting with no data. So I read that "no bind pose" is the T shape type pose. I had other bones with no bind pose, I skinned something to them and the error went away. I don't think anything should have to be skinned to the root node, so I don't think that's the solution here... If you figure it out, let us know what you did :) and let me know if you get a valid hkx exported, I'd love to know how you did it, I've hit every roadblock there is on my end. Link to comment Share on other sites More sharing options...
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