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All credit to Jonahex
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== Animation events ==
  
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== Tools ==
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# '''ck-cmd'''. Not earlier than May 2022 build is required for custom creature implementation. Can be downloaded from [https://github.com/aerisarn/ck-cmd github]. Either download latest build from appveyor artifacts or build if from sources.<br>ck-cmd is command line tool. Following commands are useful for animation implementation:
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## '''convert'''. Used for conversion between binary and xml representation of Havok (.hkx) files.
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::: '''convert <input file path> -o <output file path> -v WIN32 -f SAVE_DEFAULT''' — to convert xml to Skyrim LE hkx.
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::: '''convert <input file path> -o <output file path> -v AMD64 -f SAVE_DEFAULT''' — to convert xml to Skyrim SE hkx.
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::: '''convert <input file path> -o <output file path> -f SAVE_TEXT_FORMAT''' — to convert Skyrim LE hkx to xml.
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::: Fun fact #1: SE hkx can’t be converted back to xml. So, save your xmls!
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## '''importrig'''. Used to import skeleton from fbx to nif and hkx.
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::: '''importrig <input fbx path> -a <animation output folder path> -e <nif output folder path>'''.
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::: Fun fact #2: skeleton hkx will be saved to folder where ck-cmd.exe is located, no matter which output paths you set.
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::: Fun fact #3: most of the time you don’t need animation output, but you need to set animation output folder anyway, command doesn’t work without it.
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## '''exportfbx'''. Used to export nifs back to fbx.
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::: '''exportfbx <input nif path> -e <output folder path>'''.
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## '''importskin'''. Used to import creature or armor skin from fbx to nif.
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::: '''importskin <input fbx path> -e <output folder path>'''.
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## '''retargetcreature'''. This command copies creature Havok project replacing creature name in all instances where it’s needed and creates esp with idles, sound descriptors and movement types for new creature.
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::: '''retargetcreature <path to source creature file in meshes\animationdata> <path to source creature Havok project folder> <new creature name> -s <Skyrim LE folder path>'''.
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::: Fun fact #4: there is no output folder argument. All output is stored in ck-cmd folder. It includes animationdata and animationsetdata folders, animationdatasinglefile.txt, animationsetdatasinglefile.txt and <new creature name> folder with new Havok project.
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::: Fun fact #5: well, actually not all. Esp is stored in your Skyrim LE Data folder.
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## '''importanimation'''. Used to export fbx animations to hkx.
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::: '''importanimation <path to skeleton hkx file> <path to fbx animation file or folder with animations> --b=<path to creature behavior folder> --c=<path to your creature animation cache file, i.e., animationdata\<your creature’s name>project.txt> --e=<output animations folder>'''.
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::: Fun fact #6: but output animationdata and animationsetdata folders, animationdatasinglefile.txt, animationsetdatasinglefile.txt will be stored in ck-cmd folder!
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::: Fun fact #7: though they won’t be generated if in --b argument <your creature’s name>project.txt contains uppercase letters.
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And the final ck-cmd fun fact: if you any of folder paths in commands with slash, commands don’t work.
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## '''Skyrim Behavior Tool'''. GUI tool for behavior editing. Download it from [https://github.com/BrannigansLaw/Skyrim-Behavior-Editor- github].
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== Custom creature implementation ==
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Short note on how to import custom creature using ck-cmd so I don't forget anything:
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# Use importrig to export skeleton
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# Use importskin to export skin. Fix root bone name to NPC Root [Root]
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# Do all behavior edits you need on donor havok project
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## For movement blend generators set weights to actual creature speed from animation
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## Replace skeleton with new skeleton.
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## In character file write in your new bone pair map.
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# Use retargetcreature on donor behavior to copy behavior
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# Use importanimation to export animations. Set -c to animationdata<YourCreature>project.txt generated by retargetcreature. Set -b to donor behavior (not new behavior!) folder
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# Create race, skin, armor addon, etc in esp generated by retargetcreature. Set actual creature speed to movement type
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== Custom idles ==
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== Behavior editing ==

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