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Bergzore

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  1. xp32
    xp32
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    Resources for Pairing Animations now available !
    Normally, when you export kf with skeleton.hkx/skeleton_female.hkx the pairing animations won't be exported to kf. Now you can export it to kf with skeleton_pair.xml that I provide inside the files. Not only that, 3dsMax files with pair skeleton setup is ready, so you just have to import kf to the scene and its done. Already tested with one animation file with success ^^
  2. Bergzore
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    [size=3pt]Please download the available Max files and rig file on the file page. Follow the video tutorials and you should be good to go. Post further inquiries here should you have any, but please, use the resources provided before assuming a question is unanswered.

    I do tend to ramble at parts in the videos; I apologize if it's an annoyance.
    [/size]
  3. mxzero
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    Thanks for the tutorials, they where very informative especially on the point of annotations and how weapons are attached. I'm just wondering if you have any insight into rotation controllers. Every time I produce an animation with the rotation controller set to Euler XYZ the bones don't animate in game, but they work if I have them set to Smooth rotation. My only problem with that is I can't see the graphs while the rotation controller is set in that mode. Thoughts?

    Oh if you wanted to expand your tutorials I would recommend touching on the topic of IK constraints and how to get them working/exported. Just spent the better part of a week hashing them out and I have a feeling my process is still too complex.
  4. kay0k
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    I am having a problem while importing xp32's skeleton from the xp32's modder's resource. When i import it into 3ds max , i seem to be missing a leg bone connecting the knee and the foot. also, i have two bones in the arm areas.
    will be glad if you could help me out.
    1. Bergzore
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      Hmm... I remember having that issue as well. Unfortunately, it's been ages since I've used the software, and I don't remember how I fixed it. lol
      If I remember, I'll let you know. But see if you can find the answer elsewhere until then.
  5. danhexo
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    Hey Berg,

    I dunno if you're still active on here, it doesn't seem so. Anyways, do you know how to convert skeleton.hkx to skeleton.nif? The hkxcmd doesn't convert it for me.
    1. Bergzore
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      No, no. The skeleton.nif is a completely different file. There is a skeleton.hkx and also a skeleton.nif.
  6. SonOfAnarchy13
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    Sorry to sound rude, i'm an animator and rigger, but this "skeleton" is rather useless other then importing mocap onto it. Its not rigged to be animated properly, you can move the bones yes, but not effectively or efficiently. When a skeleton is rigged, 90% of all "grab and moves" you make will be done in 1 movement. With this, if you wanted to animate properly which is by hand, you'll have to move each bone into position rather then just moving a rigged arm or leg. So say I want to bend the arm, instead of just grabbing the hand and moving it out to stretch out the arm(rigged), Id have to move each bone in the arm and hand just to make it stretch out. This makes animating 10x harder and 100x less efficient.

    Not putting down this submittion any, but this is mainly just a guide on how to import and export mocap animations or pre-existing animations. This has nothing to do with animating in general primarily because the rig provided, is just nothing but a Skeleton with no controls.
    1. Bergzore
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      So, this is a 3 hour importing/exporting tutorial?

      So, your animating is 100x more efficient than that of myself and all other animators who do not use IK links?

      Well, mister fanciable animator with your very fine bone links, why don't you go make your first Nexus mod and put us all to shame?
    2. xp32
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      I would like to see your effort and work for animations in skyrim mod. Say your method have 100 value while we only have 1 for score. However, from your comment I could see that you prefer 0 (do nothing). With that 1 score, at least some of us could do some mods which at least usable for us in game. Once again, I don't want to think negative but I would like to see what could we make by using your 100 value.

      Since we are not capable as you are to make it 100 value then please help us to rig it.

      Do not want? then you should expect nothing less than a negative respons to your opinion

      0 = Nothing at all to help
      1= at least you know how to read
      100 = Doesn't exist anywhere....
      efficient=do not waste time (effective? depend on the one who use it)
      time=value

      in conclusion value 1 is better but I do hope that 100 is not just a "bullshit"

      If you make it, I think anyone wouldn't refuse to call u "god"
    3. Bergzore
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      Btw, to anyone who reads this post and its responses:

      Don't be mislead by SonOfAnarchy13's post. It may be easier to use IK links to animate, but it is not necessarily preferred. Which method is preferred will depend on the animator. It does not take long to animate bones individually on keys. I prefer full freedom with all nodes.

      That said, if you think using IK links would be better for you, then that's fine too. However, considering I do not use them, they are obviously not in my tutorial.

      Here is a video tutorial that will show you how to use IK links.

      However, they are not needed.
    4. BotOwned
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      Even so a combination of IK and FK works wonders, anyway brilliant tutorial got put off animating for Skyrim after many failed attempts at exporting. After following these tutorials it worked like a charm, kudos to you Berg. Also Kudos to xp32, your skeleton is great.
    5. Bergzore
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      Thanks. I quit modding myself, so some animators need to step forward! lol
    6. BotOwned
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      EDIT: Never Mind
  7. Khenta
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    First off, the tutorial was awesome! Watched it multiple times and I understand how Skyrim animations work and how to modify them for the most part. I appreciate how you explain how each type of animation works so that people know what to expect when working with them. To anyone reading this, I would recommend listening through the videos for tips on working with Skyrim animations. I'm sure once I get a few problems squared away, I can start putting together something that is decent looking...maybe not public ready...but good enough for person use.

    Now for my problem...After reading through multiple tutorials, attempting to get my own exported animations into Skyrim, and discarding multiple projects, I'm finally biting the bullet and asking for help. I'm pretty sure it is something I am doing wrong since all the tutorials say the same thing for setting up and making the animation. Maybe by me posting this, this will help someone else as well.

    I use 3DS Max 2012 since I do not have access to 2010. Not sure if it makes a huge difference or not, but I hoping it doesn't. I made several animations using the files provided that seem to work inside 3DS Max, but ends up T-posed inside Skyrim after exporting. I key'd all frames using the the save load method and manual method on different files to see if the result differed, but neither seemed to do the trick. I adjusted the start and end frame for the notes, and put annotations where necessary. That all seemed to be the same.

    Now the noticeable difference between 2010 and 2012 comes when using the Havok tools. The Havok tools for 2012 have a few more options than the one in your video, but for the most part remain same in terms of what to select...at least I am hope. I set the skeleton to use root, used xp32's rig file (few extra options here), left animations the same, moved spline to high (looseless), used same prune settings, then moved on to write to platform. Here, you get to choose between Binary or XML, then Tagfile or Packfile. I used Binary and Packfile. Not sure if this is correct, but I did try other options and got the same result. When exporting, I got the same two warnings you got and nothing else. Anything you can think I missed or over looked?

    Aside from these problems...I am really enjoying animating the character inside 3DS Max even if I can't get it to export properly. Never thought I would understand how animations work so easily and in such a short time. Thanks for putting this together.
    1. Bergzore
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      Hmm... It sounds like you're doing everything right. Are these normal or gender specific anims?

      XP32 seems to know a lot about T-pose btw.
    2. Khenta
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      The animations are aimed to be normal animations for both genders.
    3. xp32
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      by using different havok tools itself is the problem. Why would you think we suggest to use version 2010? However, I know some trick to use HCT 2011 for skyrim. All step is almost the same except some changes with HCT export filter. Here what you need:

      1. Make a new folder (in my PC, XP32 is my administrator account)
      C:\Users\XP32\Desktop\TEMP
      2. put hkxcmd.exe and hktcnv.exe inside it
      3. When you add "write to platform",
      - make file to save inside "TEMP" folder and
      - name the file "RAWTAGXML.hkt.HKX" with "XML TAG" format checked. See the picture below

      4.Add a filter to HCT filter manager, "Core => Execute command" then copy paste this line (press enter at the end of last iine to make new paragraph)
      C:\Users\XP32\Desktop\TEMP\hktcnv.exe C:\Users\XP32\Desktop\TEMP\RAWTAGXML.hkt.HKX C:\Users\XP32\Desktop\TEMP\TAGXML.xml [press Enter - don't copy-paste this line]
      C:\Users\XP32\Desktop\TEMP\hkxcmd.exe convert -v:XML C:\Users\XP32\Desktop\TEMP\TAGXML.xml C:\Users\XP32\Desktop\TEMP\packXML.XML [press Enter - don't copy-paste this line]
      C:\Users\XP32\Desktop\TEMP\hkxcmd.exe convert -v:WIN32 C:\Users\XP32\Desktop\TEMP\packXML.XML C:\Users\XP32\Desktop\mt_walkforward.hkx

      [press Enter - don't copy-paste this line]

      Note:
      - (in my PC, XP32 is my administrator account, so you have to change this line to match yours)
      - My last output file name is "mt_walkforward.hkx"
      your file will be put into desktop
    4. Khenta
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      Thank you for your reply. I am still having trouble with 3DS Max exporting due to one of the tools crashing when running...again it might be my set up. I will continue to troubleshoot my problem and hopefully have a solution soon.

      In the meantime, I have decided to switch over to 2011 since that is still available on the Autodesk site and all my exported animations work fine, so I will be using that for now.
  8. warlordodin
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    Thank you very much, will be looking into this after I have completed metro
  9. Seren4XX
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    I will definitely check these out, Bergzore. Been meaning to learn animation for a while now. Thanks for making these!
    1. Bergzore
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      Hey shouldn't you be out creating attractive custom races?
    2. Seren4XX
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      But but.... I can do so many other things besides making races!
    3. Bergzore
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      It would indeed be pretty slick for someone like yourself to go over the top and give a custom race custom animations. That's something I have not yet seen. Not that the Ningheim isn't great; it is, and I like it, but that would be impressive.
  10. SonOfAnarchy13
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    before I attempt this, is the rig a bip or unrigged skeleton?
    1. Bergzore
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      It is the XPMS 3rd person rig.

      I have no idea what "bip or unrigged skeleton" means.
  11. Khenta
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    Dude, I've been waiting for a good animation tutorial for Skyrim! Love you animations and can't wait to start looking through your videos.

    Edit: Also, is there any recommended settings for 3DSMax you use before people get started (...or is that covered in the video at some point)? The graphics person at my job tells me to use to all up to 500 undoes and do some stuff to the workspace (can't remember all of it...1AM here).
    1. Bergzore
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      Nah I pretty much keep my settings as they are out of the box. There are individual settings you will be using for each file though, and I do go into that in the video.
    2. Khenta
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      Thanks!
  12. Elegost75
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    thank you so much for this, I was looking for something like that.
    Also I henceforth have something to do until i get back to my beloved pc