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Andrelo

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andrelo1

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36 comments

  1. andrelo1
    andrelo1
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    FAQ

    Q: Where can I get Havok Content Tools?
    A: https://www.google.com/search?q=Havok+Content+Tools

    Q: I'm getting error "msvcr110.dll was not found".
    A: You need to install Visual C++ Redistributable for Visual Studio 2012, x86 version.
  2. SonAnima
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    I cant get FBXImporter to even open. I downloaded Havok Content Tools and the Visual Stkdio 2012 x86 version but the FBXImporter refuses to open.
    1. SonAnima
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      Fixed the problem. I put FBXImporter in the HavokContentTools folder. That got it to work for some reason. 
    2. Adratonic
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      Did you download HCT from internetarchive?
  3. Rohnald
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    Do you have plan to make batch for convert all each hkt to hkx file?
    doing it hand by hand pretty painfull job lmao
  4. Nes9uik
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    Hi, please help me figure out what I'm doing wrong:1) I downloaded and unpacked the archive from FBX Importer to the desktop folder.
    2) Moved the FBX file with animation on top of FBXImporter, but nothing happened.
    What to do?
    1. Nes9uik
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      I have no idea what happened, but when transferring the program from the desktop to a folder on any disk, it fixed my problem...
  5. tkdrlgud
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    GOOOOOOOOOOOOOOD Utility!
  6. deleted70359963
    deleted70359963
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    ?



    Hi, I have a problem with the blender fbx export settings. I dont recieve any files from the fbximporter.
    After the cmd output(picture) fbximporter closes with no new files. Sometime fbximporter creates a single .hkt file.

    What I have to tune in Blender?
    1. deleted70359963
      deleted70359963
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      Nevermind. Have to use an older Blender version (3.1.2)
    2. mining303
      mining303
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      Had this same issue, thanks for sharing.
  7. ViceN53X
    ViceN53X
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    I may have to use this just in case. Maybe I might be able to use this as a step to porting animations between Skyrim and Fallout 4
  8. RohZima
    RohZima
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    Hi Andrelo, thank you very much for providing this tool. 

    I would like to try to add more skeletons from the game (robot, creature); could you tell me briefly how you got the actual skeleton into blender (with appropriate scale, etc)? Did you use Niftools type tool?

    -Roh
    1. andrelo1
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      As I know niftools plugin for Blender doesn't support Fallout 4 yet. I used 3ds Max + nif plugin and then exported it to FBX.
    2. RohZima
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      I can do that too, thanks. I just hate animating in 3DS, that's why I'm using your tool.
    3. mandable
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      You could also just piece together the ni-nodes of the model you are attempting to get a full model of using block copy. Then export that from NifSkope as an OBJ. If the model was a humanoid you can use an auto rigger to create a rig for purposes of animating it. 

      Once you have that rig you can export it as an FBX which most DCC recognize.
  9. K1yu
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    I have been waiting a long time for this! Hopefully as it catches on more there will be video tutorials on how to make viewmodel animations. I have big plans I can finally act on thanks to you!
  10. dagobaking
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    Hello.

    The skeleton in your example.blend file includes certain bones like "WeaponExtra1" and "WeaponIKTargetL".

    However, when I look at the vanilla skeleton with nifskope or try to import it to Blender with pynifly (https://github.com/BadDogSkyrim/PyNifly) it does not appear to include those bones.

    So, I'm wondering how you ended up with an armature in your example that includes those? Do I have to merge and attach some kind of weapons-related skeleton to the main one?
    1. andrelo1
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      You should refer to the skeleton from skeleton.hkx when you are working with animations. The skeleton from skeleton.nif has most of the bones but not all of them, also it can contain bones that are not used in animations like CharacterBumper.
      Usually you can open skeleton.hkx in HCT Filter Manager, but for unknown reason it doesn't work for Fallout, but you can convert it to xml using HKXPack.
    2. dagobaking
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      Ah. Ok. How do you get it into Blender from XML?
    3. dagobaking
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      Interestingly, I'm looking at animation rigs that others have made for 3DSMax and they include both the additional bones from the .HKX and the additional bones from the .nif that don't go into the bonelist.txt (like CharacterBumper, xyz_skin, etc). Is there any functional purpose for having those extra .nif bones around? (there are a lot of them)
    4. andrelo1
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      How do you get it into Blender from XML?
      Manually, copy/paste coordinates and rotation. Probably havok2fbx might help, I didn't try.

      I guess that there is no purpose for extra bones, anyway they are not used in animations.
    5. dagobaking
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      Ok. Thank you. I'll take a look at that. I can probably make them manually. Just worried that I'll get something a little off and then later discover it causes weapons to appear backward during animations, etc.
  11. AlienXtream
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    if you could make a way to do the same for models (including collision meshes) then you will have just opened up F4 modelling to a whole bunch more people! :O