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How to convert .hkx to .kf for SE?


Jumbuck87

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So I'm trying to edit actor animations in 3DS MAX. I can import .nifs just fine, but not .hkx files. How can I convert animation .hkx files to .kf files so I can import them to 3DS MAX? There are plenty of tutorials for use with OLDRIM, but none of those seem to be working for me with SE files.

Edited by Jumbuck87
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You can't. There is no publicly available interface for reading 64bit hkx. One of two reasons why a tool like FNIS SE exists it the fact that Bethesda didn't change the behaviors between LE and SE. So we know how it looks there. But not in SSE.

 

You have to know the history. When LE cam out, Havok was owned by Intel, and Intel made the 32bit tools available for free, while 64bit was only commercially available. When Microsoft took over Havok, everything, including 32bit was pulled. Fortunately, VERY FORTUNATELY, did the 32bit components also included the 64bit hkx writing interface. And that's the other lucky reason why FNIS SE exists.

 

There is a project HKXPack/HKXAnim for FO4 at Loverslab that has achieved to decipher 64bit hkx. But as far as I know this doesn't work for Skyrim files. At least it didn't work for Skyrim behavior files.

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I'm not so familiar how animators work nowadays. But I assume most animators don't import animations, they have their own environment (3ds project files) and don't need to import.

 

And if you want to import Skyrim files, you can always take them from LE. But that doesn't mean that you have to animate "in Oldrim".

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