please help,if I export FBX without mesh,then after import it in blender,the bones has frame keys but no animation at all
if I export whole scene then import it in blender,there is animation and model but when I export it to hkx,blender says export successfully but no hkx animation generated at all
I think this model has made it easier to modify the existing animation.In my environment, PyNifly on blender never works, so it's the only animation modification I can do. The existing falmer hit motion was really slow, like a little kid next door touched me, but it feels very fast when I cut the frame and cut the beginning of the motion.If you use it with the Stagger mod, it's fun because it gives you a better sense of hitting I'll look forward to the draugr, too.Or is there a way to import nif in this tool?
Well like, I make these rigs by importing character body NIFS (along with their skeleton NIFs) into Blender with PyNifly, setting them up there in a particular way, and then exporting that to FBX and rigging the FBX in Cascadeur. So what you're getting at is basically just the entire process of me making one of these lol. It can't exactly be streamlined in the manner you're suggesting.
Again though Draugr is definitely planned, so keep an eye out! Glad you've enjoyed using this one, also.
Just wanna say thanks for sharing this. There are few resources like this, which eases animation process I once created a guide before on importing HKX in blender, editing it and exporting as hkx via fbximporter tool, but my guide is convoluted :D. I am glad jg1's blender hkx addon got to this level.
Hi 1. only the zip can be installed. file but I managed to do that. 2. i can't import the animation "Converter tool not found. Check your Addon Preferences." 3. what am I doing wrong?
The "converter" is blender-hkx.exe. Like I say in the description, please refer to the attached images. Like just do literally what they say verbatim, when you're ready to export an animation.
Also, yes, one file on the main page is a Blender plugin that you should install in Blender. The other contains exactly what the description says it does, that is, the Cascadeur animation rig itself (as well as some textures), meaning you don't "install" it anywhere in particular. Absolutely nothing on this page is a "mod" that needs to be in MO2 or Vortex, to be very clear.
I can import it only after I modify it to zip format, but I can't find this plug-in in the plug-in list. I hope you can record a video for reference. I have also made some animations. I am now making enemy mco action packs, so this plugin is very important to me, hope you can reply as soon as possible, thank you
Basically, with the plugin installed as I bundled it, you're gonna want: - "Converter Location" to most likely be `C:\users\YOURUSERNAME\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\io_hkx_animation` - "Temporary Folder" to be literally anywhere really - "Default Skeleton" to be most likely `C:\users\YOURUSERNAME\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\io_hkx_animation\falmer_skeleton.hkx`
Can't download blender files, chrome straight flag as virus o.O prob a false-positive *edit.. looks like win updates made the trick, a screenshot of 'invalid' archive while cleanup for 2.. it's an archive like any other.lol like said prob fix
I have re-uploaded the plugin bundle in .zip format now BTW, I forgot that Blender simply doesn't actually look for .7z files in the file explorer window.
No problem! Feel free to give any feedback you have if you do try it, always happy to improve things where possible.
As far as Dragons, I might at some point, I've experimented with that before certainly, they have SO many joints though lol, rather unwieldy overall. One area they'd benefit in Cascadeur though for sure is their tails as Cascadeur has really easy-to-use built in support for "Spline IK".
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if I export whole scene then import it in blender,there is animation and model but when I export it to hkx,blender says export successfully but no hkx animation generated at all
The existing falmer hit motion was really slow, like a little kid next door touched me, but it feels very fast when I cut the frame and cut the beginning of the motion.If you use it with the Stagger mod, it's fun because it gives you a better sense of hitting
I'll look forward to the draugr, too.Or is there a way to import nif in this tool?
Again though Draugr is definitely planned, so keep an eye out! Glad you've enjoyed using this one, also.
I once created a guide before on importing HKX in blender, editing it and exporting as hkx via fbximporter tool, but my guide is convoluted :D.
I am glad jg1's blender hkx addon got to this level.
1. only the zip can be installed. file but I managed to do that.
2. i can't import the animation "Converter tool not found. Check your Addon Preferences."
3. what am I doing wrong?
Thanks in advance for the advice :D
I am now making enemy mco action packs, so this plugin is very important to me, hope you can reply as soon as possible, thank you
- "Converter Location" to most likely be `C:\users\YOURUSERNAME\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\io_hkx_animation`
- "Temporary Folder" to be literally anywhere really
- "Default Skeleton" to be most likely `C:\users\YOURUSERNAME\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\io_hkx_animation\falmer_skeleton.hkx`
*edit.. looks like win updates made the trick, a screenshot of 'invalid' archive while cleanup
for 2.. it's an archive like any other.lol like said prob fix
By any chance, do you plan to do dragon rig?
As far as Dragons, I might at some point, I've experimented with that before certainly, they have SO many joints though lol, rather unwieldy overall. One area they'd benefit in Cascadeur though for sure is their tails as Cascadeur has really easy-to-use built in support for "Spline IK".