There can be multiple things that exist and do the same thing, options and alternatives are always good
Pretty sure, JG's plugin was made a long time ago before pynifly got it's hkx exporting functionality, I haven't checked all the features of pynifly's hkx export functionality but JG's plugin can do paired exporting, importing, animations for any skeleton(custom too) plus it supports annotations
I've had trouble with bone rolls on import with Pynifly too which when exported into game(Not using pynifly), created broken animations, though this was a long time ago and maybe fixed now
Pynifly is the best importer for nifs though, I always use that for importing/exporting models into Blender/Skyrim
I have HATED the "crossed arms" animation since Serana was introduced to the game. You and few others have given me the tools to correct the animations!
The importer by JG allows you to do it, I've included it with the download, both by it's self and with this rig. It allows you to import Oldrim/LE HKX animations only for any race even paired animations!, just do it without having any existing rigs/skeletons selected
yea that was the problem i faced .. it was only for old rim . found several tools that should convert SE animations to old rim . but they all didnt work
edit : awesome work BTW . this is super fleshed out rig even with ik to fk snapping and reverse ^^
so iv installed the io_hkx_animation.zip addon and set up the locations in the plugin settings as suggested by the readme " HKX exporter " folder the default skeleton is set to " skeleton.HKX " in same folder the rig isnt selected . when i try to import an oldrim animation it gives the error " file contains no skeletons " tried a couple differnt oldrim animations am i missing something ?
edit : seems to import when i set up the default skeleton as " xpskeleton.hkx " instead of " skeleton.HKX " but not correctly . as the whole skeleton stretches on all axis further testing resumes XD
The stretching thing makes sense you'll need to adjust the scale when importing/exporting, you cahnge this value in the import/export window that pops up, when importing you need to set the scale to 1 and exporting set it to 10, I'm assuming it's different based on your Blender scene settings, I'm sure my settings are vanilla so try importing at a scale of 1
If your animation was made with the hkx skeleton, the vanilla skeleton wont be able to import it
I do have plans, But dragons are not on the list just yet, Falmers are next (due to a mod I'm working on) but I need to get importing and paired rigs sorted
The hkx export importer does make this entire thing a lot easier, if you don't have any rig selected you can directly import LE hkx animations via the import menu, it just wont be applied to my control rig
I just need to come up with a way of reliably transferring the imported stuff to the control rig, my brief experiments with a first person import rig didn't go too well I screwed up the shoulders or something iirc
Okay, you were always amazing, now you're just more amazing. This is pretty good. Been wanting to get into animating for skyrim but old 3ds rigs for 2013 were not worth the hassle for me. Thanks.
great job again. but... my old pc just can give me 15-20 fps. also this problem not about meshes, I am hiding all meshes but still 22 fps. probably a script slowing down the process.
23 comments
Pretty sure, JG's plugin was made a long time ago before pynifly got it's hkx exporting functionality, I haven't checked all the features of pynifly's hkx export functionality but JG's plugin can do paired exporting, importing, animations for any skeleton(custom too) plus it supports annotations
I've had trouble with bone rolls on import with Pynifly too which when exported into game(Not using pynifly), created broken animations, though this was a long time ago and maybe fixed now
Pynifly is the best importer for nifs though, I always use that for importing/exporting models into Blender/Skyrim
I have HATED the "crossed arms" animation since Serana was introduced to the game. You and few others have given me the tools to correct the animations!
found several tools that should convert SE animations to old rim . but they all didnt work
edit : awesome work BTW . this is super fleshed out rig even with ik to fk snapping and reverse ^^
the default skeleton is set to " skeleton.HKX " in same folder
the rig isnt selected . when i try to import an oldrim animation it gives the error " file contains no skeletons "
tried a couple differnt oldrim animations
am i missing something ?
edit : seems to import when i set up the default skeleton as " xpskeleton.hkx " instead of " skeleton.HKX " but not correctly . as the whole skeleton stretches on all axis
further testing resumes XD
If your animation was made with the hkx skeleton, the vanilla skeleton wont be able to import it
One question tho, adding import option is too much troublesome?
I just need to come up with a way of reliably transferring the imported stuff to the control rig, my brief experiments with a first person import rig didn't go too well I screwed up the shoulders or something iirc