Yes, I'd like to replace skeleton with something more customizable.įor the moment I just want to "see" it ingame, but I'm getting these messages: I did try to create new rig but then animations are not playing correctly.
#Havok content tools 3ds max 2016 how to
The only thing worth mentioning is that I didn't find "proper" way to copy NoteTrack (this is where animations start/stop tags are stored) from "Bip01" to "npc com " so I've written a script which did the trick:īut if you wanna replace vanilla skeleton I still don't know how to do it, you probably need to mach naming, joint orientation, etc. And added bounding box using DestinedToDie's tutorial.
Just tried to replace vanilla skeleton with something better.įor that I imported base_anim.nif, merged xpmse skeleton, copy-pasted animation tracks from vanilla skeleton's bones to xpmse. This would be a great boon to the project, especially with the Template and Example-Suite.
3ds max 2010x圆4 are working fine with niftools-max-plugins-3.8.0.0fc6f5fĪnd after manually adding bounding box, characters are staying on the ground.Ĭould you document (make a tutorial even?) one what works for you and how use are creating these? It could really help people out who want to finally animate/rig skeletons. TheOneWhoWatches wrote:In the end I was able to export xpmse to morrowind (with garbled animations and etc, but it's my fault and i'll think about it later).