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{{Trail|Implementation}}
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This tutorial details the process of adding new bones to skeletons in nif format & adding them to their respective .hkx files for animation support.
This tutorial details the process of adding new bones to skeletons in nif format & adding them to their respective .hkx files for animation support. It was written by Otaar.
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Requirements :
 
Requirements :
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The second part will cover the more important issue, which is to add the new bones to a skeleton.hkx file, in order to be able to animate them (and so that they don’t melt ingame either…).
 
The second part will cover the more important issue, which is to add the new bones to a skeleton.hkx file, in order to be able to animate them (and so that they don’t melt ingame either…).
  
This whole process relies on 3DS Max, which is somewhat less accessible than blender. You can still refer to [[Arcane University:Implementation of Custom Animations|this article]] if you want to use blender. ''I haven’t managed to make it work so I’m relying on good old <strike>and oh so annoying</strike> 3DS Max.''
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This whole process relies on 3DS Max, which is somewhat less accessible than blender. You can still refer to [https://wiki.beyondskyrim.org/wiki/Arcane_University:Implementation_of_Custom_Animations this article] on the arcane library if you want to use blender. ''I haven’t managed to make it work so I’m relying on good old <strike>and oh so annoying</strike> 3DS Max.''
  
 
This does not cover adding bones that would be parent to the pelvis bone or COM bone. ''Explanation at the end.''
 
This does not cover adding bones that would be parent to the pelvis bone or COM bone. ''Explanation at the end.''
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Do know that this part can be tedious, depending on how many bones you wish to add to your skeleton.
 
Do know that this part can be tedious, depending on how many bones you wish to add to your skeleton.
  
For the basics, you can watch [https://www.youtube.com/watch?v=sdb2VV7oXkw&t=1231 this tutorial] up until 20:30. It’s meant for HDT-SMP physics addons but the process is almost the same, aside from a few details which I will explain right below.
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For the basics, you can watch [https://www.youtube.com/watch?v=sdb2VV7oXkw&t=1231 this tutorial] up until 20:30. It’s meant for HDT-SMP physics addons but the process it almost the same, aside from a few details which I will explain right below.
  
 
* You can, and I recommend, use the SE format for this part, that’ll avoid you some unnecessary concerns with the export settings.
 
* You can, and I recommend, use the SE format for this part, that’ll avoid you some unnecessary concerns with the export settings.
 
* For an easier use, I recommend you place the meshes you want to import in the « import » folder of 3DS Max. ''It’s just that this version has an old search UI that’s less convenient to find anything in outside folders.''
 
* For an easier use, I recommend you place the meshes you want to import in the « import » folder of 3DS Max. ''It’s just that this version has an old search UI that’s less convenient to find anything in outside folders.''
 
* When importing the skeleton, just make sure to tick the « import skeleton » option in the importer tool, even if the path is wrong. You shouldn’t need to correct the path either.
 
* When importing the skeleton, just make sure to tick the « import skeleton » option in the importer tool, even if the path is wrong. You shouldn’t need to correct the path either.
* You do not need to tick any of the top option in the importer (see image for reference). [[File:More bones 1.png|right|thumb|Nif importer settings]]
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* You do not need to tick any of the top option in the importer (see image for reference). [[Image 1]]
* If the skeleton you import has « extra parts » (spriggan skeleton for example), you can remove them.
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* If the skeleton you import has « extra parts » (spriggan skeleton for exemple), you can remove them.
 
* If the autopilot script doesn’t work when trying to create ragdoll capsules, and a window opens with the script written in it, you need to go to « Tools » at the top of the new window, then« Evaluate line/selection » (close the window that shows up), then « evaluate all ». This will add a new autopilot window. You can then keep that new autopilot window and close the other ones. ''I don’t know why this happens.''
 
* If the autopilot script doesn’t work when trying to create ragdoll capsules, and a window opens with the script written in it, you need to go to « Tools » at the top of the new window, then« Evaluate line/selection » (close the window that shows up), then « evaluate all ». This will add a new autopilot window. You can then keep that new autopilot window and close the other ones. ''I don’t know why this happens.''
 
* The data of the ragdoll capsule will define how your bone will move. If your bone is meant to be animated, only the constraint data will have an influence on it.
 
* The data of the ragdoll capsule will define how your bone will move. If your bone is meant to be animated, only the constraint data will have an influence on it.
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In the opened file, you can scroll a little bit until you see a list of bones (see image below).
 
In the opened file, you can scroll a little bit until you see a list of bones (see image below).
  
[[File:More bones 2.png|thumb|center|Bone list for the wisp skeleton.]]
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[[Image 2]]
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Bone list for the wisp skeleton.
  
 
Get any text editor and start writing down the bones in the exact order you see in the file, as in :
 
Get any text editor and start writing down the bones in the exact order you see in the file, as in :
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Open that new file in notepad++ as well as the original skeleton.hkx file.
 
Open that new file in notepad++ as well as the original skeleton.hkx file.
  
[[File:More bones 3.png|thumb|center|Example of a skeleton.hkx file based on the spriggan's.]]
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[[Image 3]]
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Exemple of a skeleton.hkx file based on the spriggan's.
  
 
You now need to add several things from the new files to the original one :
 
You now need to add several things from the new files to the original one :
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The « lock translation » parameter determines if the bone can move on an axis instead of just rotating. You can set it to true or false, it’s up to you.
 
The « lock translation » parameter determines if the bone can move on an axis instead of just rotating. You can set it to true or false, it’s up to you.
  
[[File:More bones 4.png|thumb|center|The position of each bone within the skeleton.]]
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[[Image 4]]
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The position of each bone within the skeleton.
  
 
Scroll down to the end of the bones list and you’ll see a wall of values. Those are the coordinates of each bone within the skeleton.
 
Scroll down to the end of the bones list and you’ll see a wall of values. Those are the coordinates of each bone within the skeleton.
* Once again, update the number underlined in red.
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* Once again, update the number underligned in red.
 
* You must also add the new coordinates of each bone from the new skeleton file to the old one. You can just copy/paste them. Just count to make sure you don’t add one too many or miss one…
 
* You must also add the new coordinates of each bone from the new skeleton file to the old one. You can just copy/paste them. Just count to make sure you don’t add one too many or miss one…
  
[[File:More bones 5.png|thumb|center|Unmapped bones, aka bones that aren't linked to ragdoll collisions.]]
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[[Image 5]]
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Unmapped bones, aka bones that aren't linked to ragdoll collisions.
  
 
Finally, you need to find this part. ''You can search for « mapped » and you’ll find it as the third result.''
 
Finally, you need to find this part. ''You can search for « mapped » and you’ll find it as the third result.''
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In theory, you can also generate a brand new skeleton.hkx file with more steps and using the
 
In theory, you can also generate a brand new skeleton.hkx file with more steps and using the
 
« ragdoll » preset from Havok Tools.
 
« ragdoll » preset from Havok Tools.
What’s missing currently is the ragdoll informations, so if you follow [http://www.youtube.com/watch?v=8WGtqC49tIs&t this guide], you could probably do it all together, unless there’s more that’s missing than ragdoll collisions. I haven’t had the time to do it yet, and you’d still be missing a new behavior file with [https://www.nexusmods.com/skyrim/articles/50508/ all the text files that go along with it]. That stuff goes above my head currently, and I don’t even know how they’d interact with nemesis or Fnis.
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What’s missing currently is the ragdoll informations, so if you follow [http://www.youtube.com/watch?v=8WGtqC49tIs&t this guide], you could
 
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probably do it all together, unless there’s more that’s missing than ragdoll collisions. I haven’t had
[[Category:Arcane University]][[Category:Asset_Tutorial]][[Category:Arcane University-Animation]]
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the time to do it yet, and you’d still be missing a new behavior file with [https://www.nexusmods.com/skyrim/articles/50508/ all the text files that go
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along with it]. That stuff goes above my head currently, and I don’t even know how they’d interact
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with nemesis or Fnis.

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