So, hypothetically speaking, if one made a rig for a quadruped--cat, dog, radstag, etc.--could you export those .hbx files and add them to Creation Kit using this same script and template? Or is this strictly for human characters?
Darn, the 2016 window closed it looks like, unless you buy a subscription, then you can download any version you want. The Havok Content Tools are the key. You NEED to have that in order to export animations or poses in the .hvk format. Have you tried installing Havok on 2017 or 2018?
DaveTheDrunk, this is so amazing! Thank you for making it easier to do custom poses for those of us a little hesitant to delve into Creation Kit. Between this and 3DS Max, I've been having a blast, though.
Question: I don't know if this is something I'm doing wrong in 3DS Max or if it has to do with the pose template, but I get weird collision problems when I use the poses, whether I turn collision off or keep it on in the game. I looks like the ground kicks up around them, even if I've got them in a pose that puts them well off the ground. Also, seated poses are a little weird if you do anything but put both feet on the ground.
Check it out:
Spoiler:
Show
The circle at the bottom is for where the ground is kicking up. It does it every three seconds on each foot, even if it's off the ground. And the crossed leg doesn't want to go anywhere else but straight through the knee, and I've tried hiking up that foot all the way to mid-chest. It WILL, however, behave if I make him sit in-game first as if to have him Wait, disconnect the camera, THEN put him in the pose and it looks fine.
I'm 99.99999% sure the problem is me, but damned if I can figure out why. Anyone else see this problem?
the leg issue isn't you. it's unresolved issue caused by something beyond my knowledge. the ground kicking up however i believe is caused by the sync foot annotations. In 3ds max select the root bone, open the dope sheet editor and delete the sync annotations. that should take care of that.
Holy moly, thank you! It worked!...kinda. I couldn't figure out how to delete the annotations in the dope sheet (I couldn't even FIND the annotations in the dope sheet), but when I exported the pose with Havok, I went under the Prunes settings and checked "Annotations" to have them stripped when saved, and it worked!! No more little flying pebbles around their feet.
There's still so much I don't get about 3DS Max, so I have no idea why that worked, but I"m glad it did. Thank you so much!
One more update... I just watched your instruction video on how to add custom animations to the game. Informative and entertaining. I just added my first animation/pose to CK under your Pose Template mod (because I was out and didn't want to overwrite any of them), and I'm more than a little shocked I didn't blow anything up, nor was it difficult. Even works with Mod Organizer 2, which I wasn't sure it would. Thanks for taking the time to put all this together. You rock.
Hey Dave so I've made some pretty good progress so far with my object poses but I have one problem I've been trying to fix. When toggling to a non object pose, the object of the previous pose stays there. Any idea how I can have them disappear when switching poses?
Not sure I can provide a direct link, but go to YouTube, type in "Havok Content Tools" in the search, and the first "video" that pops up under user N69vid has a download link in the description area of the video.
uh is there a 3ds autodesk that works with Win 10 thats free because i cant get the 2015 version to run or even install [edit] i found the problem so this comment is now void
I'm new to FO4 and I found a chem lab in Red Rocket near Sanctuary. I looked under utilities and didn't see anything but what I think was a welding gun or something? I hope this isn't asking for a spoiler but since I haven't figured things out in FO4 yet, can someone please tell me what I need and how to make the gun and I guess I need the ring as well? I would really appreciate it. Thank you.
Please forgive me for asking this silly question but I'm new to modding on pc and was wondering if I need to download F4Biped animation rig if I was just planning to use this with BLH's Animations.
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Question: I don't know if this is something I'm doing wrong in 3DS Max or if it has to do with the pose template, but I get weird collision problems when I use the poses, whether I turn collision off or keep it on in the game. I looks like the ground kicks up around them, even if I've got them in a pose that puts them well off the ground. Also, seated poses are a little weird if you do anything but put both feet on the ground.
Check it out:
The circle at the bottom is for where the ground is kicking up. It does it every three seconds on each foot, even if it's off the ground.
And the crossed leg doesn't want to go anywhere else but straight through the knee, and I've tried hiking up that foot all the way to mid-chest. It WILL, however, behave if I make him sit in-game first as if to have him Wait, disconnect the camera, THEN put him in the pose and it looks fine.
I'm 99.99999% sure the problem is me, but damned if I can figure out why. Anyone else see this problem?
There's still so much I don't get about 3DS Max, so I have no idea why that worked, but I"m glad it did. Thank you so much!
in the CK/FO4 Edit do you have the animations set to loop?
has a download link in the description area of the video.
Is there something I need to do with the source script files?
I would really appreciate it. Thank you.