Using the provided skeleton.hkx file, does anyone else encounter this message when converting to fbx? Skeleton file has been loaded! Number of Bones: 95 ERROR: Number of tracks is not equal to bones FBX file format version 7.4.0 Program Success!
I tried 3ds max 2014, i tried 2018 and i get the same error when i try to open F4BipedCATImport: Unknown class, no stand-in: SuperID=0xC001, ClassID=(0x4B9416F7, 0x771E4E55). HOW TO OPEN IT?
For everyone that is receiving this error, it's more than likely that you're missing a dependency. In the downloaded readme, you will find the following:
The first three lines are programs you may use for doing actual animation work (any of these from 2013-2018 should work). However, you're receiving the error because you are missing either Havok Content Tools 2014 or Niftools Max Plugins v3.8.0. The last program is something you'll need in order to import animations into Autodesk products. I hope this helps, and make sure you go through all the readme files!
Hey guys when I try to open up the F4BipedCATImport.max file 3dsmax 2015 is giving me a file open error 0xc001? anyone know what's going on or what I need?
Personnally I can't save WalkForward.hkx from mcgFemaleWalk with hkxPoser, a bug that seem related to typeframe = 2 in source file. I opened a bug in hkxPoser mod with explanations. hkxPoser seem to handle just typeframe = 1. Any help here will be appreciated.
hello MaikCG your tutorial is amazing you and every one who helpe thank you. i have a small problem am working on 3rd personne animation but every time i export the animation and put it in the game the character playes the animation but do not actoily move back he just sits in loop like in 3ds max i search for this for hours without any luck yet in your exporting video tutorial i saw that you managed to make the character move forward but not in loop before you export it if this is what am doing wrong could you please tell me how did you make it move like that because i did not find a thing on the net thank you very much i hope it is n't too much to ask .
There is a confusion, some animation must be done in place, some with the real offset Character and Root bone. run/walk - need offset character same *LeanLeft/*LeanRight - in place To me was convenient to do without being tied Root bone to the rig. And in the case when you need to offset character it is necessary to additionally animate Root bone.
thank you very much for your reply i'll keep trying until i get it to work in between is there any tutorial you recommend for me i really like to not make the hole animation once again just to offset the Character if not thanks anyway i appreciate that.
If you want to create a new e.g. WPNRunForwardReady animation, you should animate it how you want, then (the easiest way to do this is to create a new world adjustment animation layer) move Bip_Pelvis, Bip_RootCTRL, Bip_CamTarget and Bip_Camera forwards about 239.695cm (I only got this figure from studying how far AnimObjectA travels in the vanilla extracted animation - the AnimObjects might have something to do with movement, but I didn't need them).
This is how that looks in motion; https://imgur.com/JTQlrLK
In effect, you move the entire character/camera forwards. With backpedal you move it back, with left you move everything left etc. You get the idea.
161 comments
Skeleton file has been loaded! Number of Bones: 95
ERROR: Number of tracks is not equal to bones
FBX file format version 7.4.0
Program Success!
same here
3DMAx 2014
Motionbuilder 2014
Maya 2016
HavokContentTools_2014-1-0
niftools-max-plugins-3.8.0 https://github.com/figment/max_nif_plugin/releases
Havok 2 FBX Converter 0.1a https://github.com/Highflex/havok2fbx
The first three lines are programs you may use for doing actual animation work (any of these from 2013-2018 should work). However, you're receiving the error because you are missing either Havok Content Tools 2014 or Niftools Max Plugins v3.8.0. The last program is something you'll need in order to import animations into Autodesk products. I hope this helps, and make sure you go through all the readme files!
run/walk - need offset character
same *LeanLeft/*LeanRight - in place
To me was convenient to do without being tied Root bone to the rig. And in the case when you need to offset character it is necessary to additionally animate Root bone.
This is how that looks in motion; https://imgur.com/JTQlrLK
In effect, you move the entire character/camera forwards. With backpedal you move it back, with left you move everything left etc. You get the idea.
I have questions about the fallout4 action production here.
I used Link Params to connect Weapon(Bip_RWeapon) with Left(Bip_LArm_Hand)
Everything looks fine in 3ds max
But in the game, as long as Right Hand(Bip_RArm_Hand) has action, Weapons(Bip_RWeapon) will shake
I want to use the right hand to pull the bolt
Can someone help me?
Please and thank you