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Kentington

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21 comments

  1. adhdwerewolfgf
    adhdwerewolfgf
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    okay, i know this thread is probably long dead but... does anyone know anything about the werewolf killmove paired animations? i want to edit some of them very slightly (the npcs do not line up with my modded werewolf), but i have no idea how to convert them into .kf for 3dsmax since the amount of bones is apparently incorrect yadda yadda

    is there an alternative method to offset the animations, even? something that doesn't involve manually editing the animations?
  2. DeclineDawn
    DeclineDawn
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    Thanks!!! Your resources helped me a lot!
  3. mastercchris
    mastercchris
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    Thank you for this , I managed to use your Rig Partially and make a my own Full Rig in Blender 2.49b and have successfully Exported a Paired Animation as well as a Kill Move and they work with spells Via FNIS.

    I Have Converted My Own Rig to a 3ds Max Version and Will upload it soon here and the other place so people can use it to animate it works too just as intended, and will make sure I credit you when its uploaded and Link your Mod as well.

    Cheers and Thanks

    https://www.youtube.com/watch?v=Y3SxdnzwjYI
  4. henshu
    henshu
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    • 20 kudos
    Hi, thanks very much for this. I'm currently trying to make a new dismount animation. I made my own Human-horse skeleton based on your human-dragon xml and it works well for exporting from hkx to kf, but when I try converting back to khx I get a big list of "unknown bone" errors:
    Unknown bone '2_HorseTail2' found in animation. Skipping.
    Basically for every bone in the skeleton. Any idea how to get around this?
  5. GapingAnus
    GapingAnus
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    Hello, I'm new to this and have a quick question- How do I put a mesh onto the 2nd actor's skeleton?

    When I import the body mesh it gets placed on actor 1. Or do I just have to manually move/rotate it and freeze in place onto 2nd actor?
    1. bleagh
      bleagh
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      I had the same question.
    2. Durza101
      Durza101
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      Having a similar problem, can't add an animation to the second actor's skeleton.
  6. Koupoable
    Koupoable
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    I don't get it, when I replace paired_huga by yours, it works great in game but when I try to export it from 3dsmax 2011 with the havok tool it will create the hkx file but will not work in game at all...
    the size of the hkx is the same as yours and I have no errors whatsoever when I export the animation:
    "========== Finished in 00:00:00, 0 Errors, 0 Warnings =========="

    I just have this :
    "[0xabba9733] Warning : Couldn't load DLL (D:HavokHavokContentToolsfiltershctFilterTexture.dll"
    when I start the export tool, but I don't know if its important or not.

    So I don't know what I'm doing wrong, I'm a big noob with all this stuff though, I agree with F1rSt877, we need a more detailed procedure please.

    And why the hell is there so few endorsements for this file??
    1. Falsename08
      Falsename08
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      This. I have the same problem, and would like to know what's happening.

      The already compiled animation works in Skyrim, but following your instructions the animation doesn't play when you do it yourself.

      Please help.
  7. Falsename08
    Falsename08
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    -Snip-
  8. Cak3
    Cak3
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    Like a boss. Thank you very much sir and well done! Does this also work for first person animations as well? Assuming properly renamed bones for first person and such. I'd have tried myself, only I can't get ANY animations to work properly, much less first person ones. haha
  9. F1rSt877
    F1rSt877
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    When I'm trying to export an animation via Havok Content Tools with included "human-human rig.txt" a message appears:
    [0xabba345b] Warning : '2_x_NPC LookNode [Look]' specified in file but not found in scene...
    Adding as a float in CreateSkeleton Filter
    with same messages for the following items:
    2_x_NPC Translate [Pos ]
    2_x_NPC Rotate [Rot ]
    2_Camera3rd [Cam3]
    2_Camera Control
    x_NPC LookNode [Look]
    x_NPC Translate [Pos ]
    x_NPC Rotate [Rot ]
    Camera3rd [Cam3]
    Camera Control
    What are these? I exported two sets of skeletons as you said, they both miss these items (bones?). Am I missing something?
    1. Kentington
      Kentington
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      • 340 kudos
      Are you using my scene or did you set up your own? These special nodes exist under NPC Root and 2_NPC Root in the vanilla animations but they tend to trip up skeleton imports since they are either not in the same place in skeleton.nif or don't exist at all in that file - they had to be added/moved manually when my scenes were created.
    2. F1rSt877
      F1rSt877
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      Alright, next time I'll use your scene as a starting point. Thanks for the reply.
      It seems like I have trouble exporting my animation correctly. When I replace "paired_h2hkillmovecomboa.hkx" with your "paired_huga.hkx" it works great (a handshake of doom, the most poetic killmove ever). But if I replace "paired_h2hkillmovecomboa.hkx" with my own exported animation, that killmove never happens, like it doesn't even exist. I'll look into it.
      Seems like your export technique works after all. Great job! Also, it would be amazing if you would write a more detailed turorial, maybe with some screenshots?
  10. Sajuuknights
    Sajuuknights
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    does this mean we can see dual kills like killing one guy and then finishing off the other guy in a string final kill ??? would be epic !
    1. Dorakz
      Dorakz
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      • 2 kudos
      Paired means two. You and another actor. What you are saying involves three actors.