Hi, in my exported third person handmade assault rifle reload animations, the left hand does not animate properly in game. It seems to be stuck to the right hand. Do you know how I can fix that? I'm kinda new to animating so any tips would help.
I just ran into this problem myself, and what seems to have fixed it for me was to:
- Rename WeaponIKTargetL to WeaponIKTargetR, and link it to WeaponLeft - Rename WeaponIKTargetR to WeaponIKTargetL, and link it to Weapon
I was referring to the structure used in some earlier 3rd person animations I'd made, which from memory used the rig from here. Before trying the above, I also did this:
- Align and link Bip_WeaponIKTargetLMirror to Bip_RWeapon - Align and link Bip_WeaponIKTargetRMirror to Bip_LWeapon
... Which didn't help - at least on its own, but also doesn't seem to hurt. Really it might be that all you need to do is swap the names of WeaponIKTargetL and WeaponIKTargetR, and even the linking mentioned above doesn't matter. (Though again, it doesn't seem to hurt.)
Edit: Looks like some object names are different before and after using the script to import an animation. The above was using the names after importing, so if you're editing the F4BipedCAT_2013.max file that comes with Sebbo's script here before importing anything with it (so that you don't have to do this renaming rigmarole every time), you would instead:
- Rename WeaponIKTargetL_Source to WeaponIKTargetR_Source - Rename WeaponIKTargetR_Source to WeaponIKTargetL_Source
That seems to have resulted in the right objects with the right names being in the right place after importing an animation.
3d max 2013 + bgs nif exporter. After installing the script, it kicks out materials. More precisely, the materials assigned to the meshes are saved, but they are not in the lists of materials (bsLightingFx, bsEffectFx). I mean, not only in projects with a rig, but in absolutely all projects, it kicks out materials. Also, such a question ... Is it possible to adapt the script for rig zaz? It's not about sex animations. I'm just used to working with zaz controls. Zaz is the most well controlled rig for me.
Don't mean to spam replies here, but just so that MrLameGaming gets a notification for it, see my reply to Soumyap above for what fixed this issue for me.
I am facing an issue with loading certain reload animations. I think it might be due to the size of those hkx files. The files i have messed about are more than 1mb or so. 3ds max refuses to load them and just crashes
Hey 3dsMax likes to go into the "not respond state" if it does something in the background, like loading a big file. I think you might just have to give it more time. You can actually check in the task manager if 3dsMax is still doing something or if the process is dead. (CPU usage) Try loading one and come back in an 1hr or something. I tried loading a 1.3MB vanilla file which a long time to load in.
ah possibly. but 3ds max just crashes and closes the scene. the animation i am importing is almost 5 second long. i wonder if that has something to do with it. Also i tried the same with just the havokmax plugin and it crashed. so it might be an issue with that plugin.
26 comments
- Rename WeaponIKTargetL to WeaponIKTargetR, and link it to WeaponLeft
- Rename WeaponIKTargetR to WeaponIKTargetL, and link it to Weapon
I was referring to the structure used in some earlier 3rd person animations I'd made, which from memory used the rig from here. Before trying the above, I also did this:
- Align and link Bip_WeaponIKTargetLMirror to Bip_RWeapon
- Align and link Bip_WeaponIKTargetRMirror to Bip_LWeapon
... Which didn't help - at least on its own, but also doesn't seem to hurt. Really it might be that all you need to do is swap the names of WeaponIKTargetL and WeaponIKTargetR, and even the linking mentioned above doesn't matter. (Though again, it doesn't seem to hurt.)
Edit: Looks like some object names are different before and after using the script to import an animation. The above was using the names after importing, so if you're editing the F4BipedCAT_2013.max file that comes with Sebbo's script here before importing anything with it (so that you don't have to do this renaming rigmarole every time), you would instead:
- Rename WeaponIKTargetL_Source to WeaponIKTargetR_Source
- Rename WeaponIKTargetR_Source to WeaponIKTargetL_Source
That seems to have resulted in the right objects with the right names being in the right place after importing an animation.
Try loading one and come back in an 1hr or something. I tried loading a 1.3MB vanilla file which a long time to load in.
its not a vanilla file but its these two mods that i tried.
https://www.nexusmods.com/fallout4/mods/41109
https://www.nexusmods.com/fallout4/mods/68752
i tried importing the wpnreload of both these mods and 3ds max refuses to load them.
Edit: It seems the animations do not get imported properly