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Andrelo

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andrelo1

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  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. konaherson2
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    drag the hkx file on fbximporter creat hkt file,

    use hctstandalonefiltermanager load the hkt,

    load congaration set and chioes example.config.hko,

    run conguration to generate final hkx file.
  3. ViceN53X
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    The FBX Importer doesn't seem to be working for me. The FBX Importer simply closes quickly without giving me any HKX file. Does it need to be updated or is there a version of Blender that it only works in?
    1. Elsawirr
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      It did not work for me too... Did you find any solutions? 
    2. ViceN53X
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      Not quite yet but there are other users looking into it back at the Skyrim Guild discord server. But based on what I've seen so far, it has something to do with naming the bones as x_npc. I'm not sure if that's the actual solution but I'm gonna run some tests to see. I'm currently using the Mike's Rigs to test this.
    3. Elsawirr
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      Okey please let me know if you managed to find a solution..  
    4. ViceN53X
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      I have my comment posted everyone. You can see it above. I was able to get help from the Skyrim Guild back at Discord. They have been a big help and I was able to get my HKX files in the process
  4. distar66
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    It seems the converter doesn't work with Blender 3.3

    I get stuck at the "Converting node for X" step. Exporting the same NLA tracks with 3.2 worked 
  5. ViceN53X
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    I got help from the Skyrim Guild back at discord regarding the Importer tool not working for Blender users.

    Before you get started, make you download the 3.1.2 version of Blender, not the latest version which is at the time of this post 3.3.1. Version 3.1.2 is the latest that works with the FBX Importer tool.

    Next you need to download the Mike's Rigs file. The Blender file in the Zip will be the Blender file you will use to make animations. Unfortunately there's no female version at the moment. But here's the link to the Mike's Rigs:
    https://www.skyrim-guild.com/mike-rig-v116

    Next, you want to download these files located on this Discord link. These will replace the files that are at the same location as the Mike's Rigs blender profile.
    https://discord.com/channels/872252014002843658/909576940455870515/1036418981554303046
    (Be sure to remove the '.txt' on the animation_filter.HKO.txt file. This will convert it to the HKO format which is exactly what you need the file to be)

    And finally, the most important step, download this FBX Importer. This is the fixed version of the tool.
    https://discord.com/channels/872252014002843658/909576940455870515/1036400248647598090
    (As I mentioned earlier, these tools will only work on versions up to 3.1.2  of Blender. It will not work if you try using a later version)

    Further details of this fix and tutorial is on this video. This was provided by user slimTHEalien back at Discord in the Skyrim Guild. He has been very helpful with this issue
    https://www.youtube.com/watch?v=xs11JLf_X3g
    1. ViceN53X
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      Another note to keep in mind once the issue is fixed. slimTHEalien instructed to use the 2010 version of the Havok tools make sure that is the version you are using when making your animations with the Mike's Rigs tool
  6. ViceN53X
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    I tried the FBXImporter, and I've tried so many times, but nothing happens. The FBXImporter doesn't work with any animation I make with Blender. I followed whatever tutorial there was that utilizes this tool. But nope, not a single one of them worked because the FBXImporter is not doing a damn thing. I really need help on this. Is there anything I can do that can fixes this problem?
  7. SoulsekiroFan8889
    SoulsekiroFan8889
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    Don't know if this thread is still active, but when I try to import my converted FBX I get "invalid file format", any idea why?
  8. dagobaking
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    Will this work for Fallout 4?

    If not, is it possible/planned to make a version that does?
    1. andrelo1
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      I'm not much interested in Fallout 4, I never played it and don't plan to.
      I can compile version for Fallout 4, as far as I know it requires Havok 2014.1.0-r1, but I can't test it because as I said I don't have Fallout 4 and I don't plan to buy it.
    2. dagobaking
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      Understood. If it's not a lot of trouble to compile, it would be helpful to a lot of people. I could test it to confirm functionality.

      The version Fallout 4 uses is: 2014-1-1_20150216
    3. andrelo1
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      I added FBXImporter for Fallout 4 - https://www.nexusmods.com/fallout4/mods/59849
  9. NickaNak
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    I got max 2013 to work using my own havok settings and process, the fbx to hkt worked brilliantly! Sadly though, Blender exports seem broken, I'm guessing it's how Blender handles FBX exports, is there any specific settings you used when exporting your animation from Blender to FBX?

    Maybe it was a different FBX plugin or something
    1. andrelo1
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      Nothing special, just used default settings. Blender doesn't need plugins for FBX export.
      What exactly is broken?
    2. NickaNak
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      Glad it's not an edited fbx export plugin
      This video will sum it up better than what I can explain: I've replaced the 1hm_idle animation, ignore the camera issue though
      https://gfycat.com/tastyopengermanshorthairedpointer

      So the rig majorly deforms as if everything is not to the correct transforms
      It's not the Havok export settings as they work fine when I do this from 3ds Max, it's defo gotta be something with Blender's export
    3. andrelo1
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      You can't use the same filters settings for 3ds Max and Blender, because the scenes they export to FBX are usually quite different: the axes orientation, the scale, the number of bones and so on.
      You need to change filters settings for scene exported from Blender.
    4. NickaNak
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      Any idea what I need to change them to? As the ones provided for the Blender example result in the same issue as if I used my own settings
    5. andrelo1
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      As I said it depends on the scene, I can't tell if I can't see it.
      You can find correct settings in the following way:

      • Make a short animation with a skeleton in the T-pose.
      • Export to FBX and convert to HKT.
      • Open in Havok Filter Manager, add filters: Create Skeleton, Create Animations, Prune Types, Write To Platform, in Write To Platform set XML as a platform.
      • Open XML in text editor and find transforms inside of  hkaInterleavedUncompressedAnimation.
      • The transforms should be identical to the reference pose from skeleton.hkx, if they are not the same then you need to adjust Transform Scene filter settings to make them identical or at least similar.
      • The bones order should be identical to the order in skeleton.hkx.
    6. NickaNak
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      I'll have a butchers, thanks!
  10. miken1ke
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    Wow wow wow, awesome work!
  11. DmitryXYZ
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    Wow! Cool tool! Thank you