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HCT 3dsmax workflow - Skeleton v2.0


SandMouseAnarchy

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Hey everyone, I thought I'd start a project thread here as a resource for all things skeleton based.

 

 

Project overview -

 

I want to add a few Havok enabled bones to the Fo4 human skeleton, effectively making a Skeleton v2.0. In particular I want to add some bones for (very)long hair and a few bones on the wrists for jewellery and accessories. If this project sucseeds and we can infact make a new Skeleton then I see no reason why more bones couldn't be added for things like bouncy body parts, flexible weapons, animated characters in mechs, dynamically moving weapons on back etc, there's a lot of possibilities here.

And I also plan on publishing this skeleton to the nexus as an open source modder's resource. I think it could be a nice community project if we can drum up some support.

 

 

Resources -

 

ShadeAnimator's Animation kit is where it all begins.

https://www.nexusmods.com/fallout4/mods/16694/

 

HDT auto pilot tools and tutorial.

https://youtu.be/yNBBrAUYNtc

 

3ds max (I'm using 2014).

HCT Havok Content Tools 2014.1.0-ru

Nif plugin for max.

HKXPack 1.5

 

 

References -

 

Experimental Skeleton.

https://www.nexusmod...ut4/mods/28878/

The genius added 3 new bones to the skeleton, so it's definitely possible to add normal bones. Hopefully it's also possible to add Havok enabled bones.

 

Adjusted head and neck proportions.

https://www.nexusmods.com/fallout4/mods/30433/

This is a great example showing that adjusting the vanilla skeleton is possible.

 

 

Progress so far -

 

There's been a lot of trial and error so far but I feel close to a breakthrough any day now (haha famous last words).

The main problem is that there is just no documentation (that I've found) about how bones are made in max for Fo4 and no documentation on using HCT with Fo4. So at the moment it's a case of backwards engineering a workflow from the HCT ragdoll export procedure from Skyrim.

 

 

Other Stuff -

 

If anyone has any knowledge or experience they can contribute to this thread we can build a real recourse here for others looking to make similar mods and expand this idea ^.^ so please feel free to comment with any info you have, any resources or tutorials could also really help.

 

Also, if we succeed here, if anyone has any requests or ideas for bones, bone structures, animated bones etc to be added to the "Skeleton v2.0" please also feel free to leave a comment.

 

I plan on keeping this project thread up to date, and I'll update everyone here when there is progress.

 

All comments and ideas welcome :)

 

 

 

Workflow so far -

 

(I'm experimenting to find out how the Skeleton needs to be built in 3ds max, does it need to be the full vanilla human Skeleton with added bones, or can it be a smaller hierarchy of bones like from an outfit nif...)

-I imported both types of Skeletons into max

-Created bone chain using autopilot tools

-Readied for export using autopilot tools

-Create Skeleton hct (just new havoc bones)

-PruneTypes hct (all boxes excluded)

-Write to platform ()

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((this is where progress has halted at the moment, I can't seem to export a valid xml/hkx. I'm experimenting with different filters and options in hct, at the moment the only documentation for getting havoc bones into game is for Skyrim and is seemingly out of date, or atleast I can't export a valid hkx/xml using that method, and I also can't tell yet if swapping the top value with the physics system value at the bottom of the hkx as shown in the Skyrim video is needed for fallout 4 or if and editing of the hkx needed at all.))

 

 

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Edited by SandMouseAnarchy
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  • 1 month later...

Update - 01 -

 

This seems like the final hurdle - exporting the hkx...

 

Right now I can't seem to build a valid hkx from the skyrim hair tutorial procedure in hct. Every time I export the hkx/xml it is missing the "_DATA_" section.

 

((I'll try converting the skeleton/hkx using shade animators f4ak "CovertAnimation x32" filter in hct, but I have a feeling that has nothing to do with this problem))

 

So, right now we're a bit stuck until I can figure out the correct export procedure for hct fo4...

 

 

This is a link the the latest issue, the export phase...

 

https://forums.nexusmods.com/index.php?/topic/7410371-hct-export-no-data-in-xml/&do=findComment&comment=67822371

 

Please, if you can offer any help or insight on this it would be massively appreciated!

 

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Edited by SandMouseAnarchy
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