LargeStyle Posted May 26, 2012 Share Posted May 26, 2012 I'm trying and failing to setup 3DS Max and Havoc so I can attempt to mod Skyrim animations. Steps I've taken, and failed results... 1) Extract "animations.bsa" and "textures.bsa" to new individual folders - done successfully. 2) Convert packed HKX files to HML HKX files using "HLXCMD.exe" - FAILED - Have placed "hlxcmd.exe" into root of my new folders- Ran Windows' "cmd.exe" to get to dos prompt and used "cd" command to get to my new folder(s) directory- Typed: hlxcmd convert "my original folder name" "my new folder name" and get the error "hlxcmd.exe is not recognised as an internal or external command, operable program or batch file". I've seen this work on Youtube vids, and there's not much to get wrong here, so I'm confused as hell. 3) Install Havok Content Tools - FAILED - Submitted survey on Havok website - found what I believe to be the Content Tool that is required for Skyrim - Havok Content Tools for Game Artists and Designers (2010.2.0, 64-bit) but the file that gets downloaded seemingly isn't a proper usable file as it has no file extension: HavokPcXsContentTools_2010-2-0_20101115 - so WTF? 4) Install Havok SDK - partial success / fail - Downloaded •Havok Physics and Havok Animation SDKs for Programmers (2010.2.0, VS2008) and the (2010.2.0, VS2005) version. Yes I can extract the .zip into a proper usable folder, but I just don't know what this program does and what I'll need it for. 5) Made 3DS Max 2012 able to read Skyrim .nif files - success. Used a specific Skyrim NifScope 3DS Max plugin installer, so I can at least view .nifs now. Can anyone please help me as I'm beyond frustrated with what should be simple procedures failing on me. Thanks in advance! Link to comment Share on other sites More sharing options...
LargeStyle Posted May 26, 2012 Author Share Posted May 26, 2012 Ok, one thing fixed. I was being a complete 'tard with file conversion. If people might've noticed, I was making a typo. Was using "hlxcmd" not "hkxcmd" (I'm using my tv at high res at mo so couldn't see file name clearly, or something) (: Files now converted, but I'm still very stuck with Havok implementation into 3DS Max...... Link to comment Share on other sites More sharing options...
VileTouch Posted May 26, 2012 Share Posted May 26, 2012 err.. forget havok. the only thing you will be able to export are IK animations, which you usually do by hand (unless you want to try your hand with mo-cap). second: if you don't know what it is for, then you don't need it. all the tools are thoughly documented so lurk a bit moar http://img802.imageshack.us/img802/2748/2661b4chanlurkmoar.jpg Link to comment Share on other sites More sharing options...
biggestkid Posted May 26, 2012 Share Posted May 26, 2012 Yeah you dont really need the havok tools. If you are just editing vanilla skyrim animations you just save them as .kf files and then convert them to .hkx files to use in skyrim anyway, so no need for the havok tools. Link to comment Share on other sites More sharing options...
AlphaWoIF Posted May 26, 2012 Share Posted May 26, 2012 (edited) Have you tired this tutorial its what i used to get animations loaded in to max for rigging testinghttp://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim from what ive read the one thing you HAVE not done is put the skeleton nilf for those animations in to the same folder it only works if there is a skeleton nilf for the tool to use from my experiance. i have some animation issues my self though if anybodys paying attention? I have exctracted loads of anims but for some reason i cant extract the dragon ones :( and thats something i want for testing reasons on a winged human skeleton ive put together using the dragon wings and a female skeleton. Im a total noob @ animation but i have so far managed to create a landing animation where the wings fold up behind the back.http://i47.tinypic.com/2l9rrd5.png also something els i cant load the wolf anims to a wolf just give error message :( like they are not for it im trying to add a custom beast using the wolf skeleton .not werewolf. Edited May 26, 2012 by AlphaWoIF Link to comment Share on other sites More sharing options...
LargeStyle Posted May 26, 2012 Author Share Posted May 26, 2012 (edited) Thanks all for your replies! @ AlphaWolF - yeah that guide is what I'm working from right now. Using this and a half decent youtube video I can now load skeletons, and import my .kf animations, which actually seems to be working (about f***ing time something went right)! I've checked through a few animations and most work as intended, but some just come up with an error and won't load. I've read that this happens for some unknown reason, and I just hope this won't affect things too much. Just FYI - yeah gonna forget Havok right now. Using my noobie ignorance I will presume I don't need it, and has been said I'll attempt to do a direct export, reconvert file back and hope that it'll work. One thing tho - when I convert back to HKX, do I need to do this twice, like how I got them to .KF in the first place (packed HKX to unpacked HKX to .KF) or can I just go (.KF to whatever HKX that HKXCMD uses) and use this file - assuming I use HKXCMD to reconvert files back again? EDIT: @ AlphaWolF again - I've just loaded a dragon skeleton and a few dragons animations - everything works fine for me. Just done the same for "werewolfbeast" with skeleton and a few different animations - again working fine. Maybe some data became corrupt on extraction and / or conversion process?? When I converted my files I did all the enitre games' animations in one go - and noticed that when the DOS window was flying through the conversions that there were some files that came up in red, which I assume are errors. Other than this, and the odd animation file that won't load, everything else works ok for me. Perhaps redo your files going right back to the original .BSA extraction and hope that'll improve things (?) Edited May 26, 2012 by LargeStyle Link to comment Share on other sites More sharing options...
LargeStyle Posted May 27, 2012 Author Share Posted May 27, 2012 Hmm, exporting an animation as a workable .KF is proving to be a right pain. I followed the guide that AlphaWolF linked, and exported a .KF animation using the EXACT settings that's on that guide. Tried reconverting it back to .HKX format and HKXCMD said "No animations found". So I went back to my test 3DS project (a vanilla animation adjusted slightly for test purposes) and I couldn't even import the test .KF as 3DS said it was an "Improper File Format" !!! Anyone ????!!!??!!? Link to comment Share on other sites More sharing options...
smedennils Posted May 27, 2012 Share Posted May 27, 2012 If you guys just follow the steps in this tutorial it wont be any problemshttp://skyrim.nexusmods.com/downloads/file.php?id=15238Read the "pro" variant. And instead of using the original hkxcmd use this:http://skyrim.nexusmods.com/downloads/file.php?id=17109Much simpler and have a nice ui. Works perfectly, just remember to put skeleton in "outfolder" when u are converting .hkx to .kf. When you are done editing your animation use the havok plugin in 3ds max to export them to .hkx. Piece of cake.All necessary links to plugins are provided in the tutorial i mentioned. Link to comment Share on other sites More sharing options...
LargeStyle Posted May 27, 2012 Author Share Posted May 27, 2012 If you guys just follow the steps in this tutorial it wont be any problemshttp://skyrim.nexusmods.com/downloads/file.php?id=15238Read the "pro" variant. And instead of using the original hkxcmd use this:http://skyrim.nexusmods.com/downloads/file.php?id=17109Much simpler and have a nice ui. Works perfectly, just remember to put skeleton in "outfolder" when u are converting .hkx to .kf. When you are done editing your animation use the havok plugin in 3ds max to export them to .hkx. Piece of cake.All necessary links to plugins are provided in the tutorial i mentioned. Thanks so much Smeden_Nils! I made a little more progress since my last post, as in successfully converted the .KF, but I now need to look into actual animation editing. Gonna watch Monaco F1 first as gotta get my priorities sorted (: Will def look at the links you've provided - and am well chuffed to see a GUI version of HKXCMD, was much overdue as was getting fed up with all the typing. Thanks again!! Link to comment Share on other sites More sharing options...
AlphaWoIF Posted May 27, 2012 Share Posted May 27, 2012 @ LargeStyle yeah thanks , it seemed i had used a skeleton nilf in place of a skeleton hkx for the dragon DOh! i have the dragon wings animated flight working and did her anims to match them. looks quite impressive for a first attempt. i just hope the data exports as it is now and dont rescale the wings back to the default dragon size that i scaled it down from. I still having serious issues with canine wolf and dog anims thought the meshes keep turning in to a total mess and sometimes the skeletons are even missing bones? if you import them with the skeleton they dont even show up in the scene call me confused on this one Link to comment Share on other sites More sharing options...
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