So i attempted to follow how this works for a few hours now after googling and even re downloaded Skyrim LE since the SE skeleton HKX was not compatible. I made a path to the folders for the kf animation I want to convert and where to put the HKX finished product. I open up the command tool; do .\hkxcmd convertkf "file/skeleton.hkx" "file/anim.kf" "file/anim.hkc" but I see no converted HKX file. If I remove the HKX at the end just to see, it says there are no animations found. "No Animations found. Skipping". I'm trying to take a PSK/PSA file and convert it to Kf or FBX to use in Skyrim SE as an HKX file. Any help? google and even Nexus forums aren't giving me much help.
I was tearing my hair out trying figure out why the 3rd person camera bone was being skipped. Finally came back here and noticed the optional "no camera removal build". I really don't understand why that isn't the default. Why have the camera removal thing at all? It makes no sense. If you don't want to animate the camera, then don't, but why would you want to remove the option?
You don't click the executable to use this. It's a command line tool. As such, you have to open a command prompt, enter the directory that hkxcmd.exe is in, then enter the commands as listed in the readme. It's easiest if you put all of your animation and skeleton files in the same directory so that you don't need to type out different file paths in the command.
Going to tear my hair out trying to delete hkxcmd.exe. I was moving my Skyrim install to another folder due to modding issues, but after I uninstalled it this damn executable remained. I can't even delete it, it has higher privileges than me, the admin. Fuuuck.
Is it possible to convert shared animations (one's that involve the character and another npc) with this? If not, any help doing so would be appreciated!
The reason I say "managed" to though is because although I got it converted back into hkx format, optimized it and put it in the data folder so it would replace the vanilla animation, the game crashed on trying to initiate the animation. Though I fear this is down to me not being able to create a paired root for the animation in blender to allow it to recognise the two skeletons as linked. You wouldn't happen to know how to do that by any chance, would you? Animation tutorials seem pretty thin on the ground.
Was trying to reconvert kf files back into hkx. It didn'work on my 3dsMax 2012. I found out that it was coming from 3dsmax so I used 3dsMax 2016 instead and it worked perfectly. Very good tool!
hkx to kf: hkxcmd exportkf "skeleton.hkx" "folder-hkx" "folder-kf"
kf to hkx: hkxcmd convertkf "skeleton.hkx" "animation.kf" "animation.hkx"
Hello! I am having a bit of a problem in converting the .hkx files to .kf and was hoping someone could tell me what I am doing wrong here. After entering the following command in cmd: > hkxcmd exportkf "skeleton.hkx" "Input" "Output" I got the following message: > ------------------------------------------------------------------ > Havok - Build (20101115) > Version 2010.2.0-r1 > Base system initialized. > ------------------------------------------------------------------ > Havok License Keys: > Physics : PcXs (expires PERPETUAL) > Animation: PcXs (expires PERPETUAL) > ------------------------------------------------------------------ And the Output folder is empty, therefore it failed to convert. Does anyone have an idea why this message appears? Thanks.
[Edit] I just found out the problem: basically, I was attempting to convert SSE 64-bit .hkx files, which HKXCMD cannot handle. When I tried on Oldrim 32-bit files, it worked flawlessly.
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Fuuuck.
https://www.nexusmods.com/skyrim/mods/49311?tab=files
The reason I say "managed" to though is because although I got it converted back into hkx format, optimized it and put it in the data folder so it would replace the vanilla animation, the game crashed on trying to initiate the animation. Though I fear this is down to me not being able to create a paired root for the animation in blender to allow it to recognise the two skeletons as linked. You wouldn't happen to know how to do that by any chance, would you? Animation tutorials seem pretty thin on the ground.
hkx to kf:
hkxcmd exportkf "skeleton.hkx" "folder-hkx" "folder-kf"
kf to hkx:
hkxcmd convertkf "skeleton.hkx" "animation.kf" "animation.hkx"
After entering the following command in cmd:
> hkxcmd exportkf "skeleton.hkx" "Input" "Output"
I got the following message:
> ------------------------------------------------------------------
> Havok - Build (20101115)
> Version 2010.2.0-r1
> Base system initialized.
> ------------------------------------------------------------------
> Havok License Keys:
> Physics : PcXs (expires PERPETUAL)
> Animation: PcXs (expires PERPETUAL)
> ------------------------------------------------------------------
And the Output folder is empty, therefore it failed to convert.
Does anyone have an idea why this message appears? Thanks.
[Edit]
I just found out the problem: basically, I was attempting to convert SSE 64-bit .hkx files, which HKXCMD cannot handle. When I tried on Oldrim 32-bit files, it worked flawlessly.