![]() Then replace the string "hkot" with "Foot" in the binary files. The workaround is to call the attribute "hkot", so the annotations are exported as "hkotLeft" and "hkotRight". It only read attribute names that start with "hk", and it also stores this "hk" prefix in the animation files. To answer my own question: The problem was that the Havok Tool doesn't export the annotations correctly from Maya. But how does this interpolation work? Or: How can I make it work better? Does this only work properly with annotations (FootLeft/FootRight)? Looking at the mt_behavior.xml, I assume that this is governed by MT_ForwardBlend, which defines five interpolation points for different movement speeds, from MT_WalkForwardSlow to MT_RunForwardFast. I tried setting the f*Interpolation* values for fast walk to 0 and for jog to 1, but I think these are not used for following. But when I get further away and the NPC starts running, the animation looks super crappy because of the bad interpolation. This tells me that the NPC uses the correct animation file (female) for walking. Im not looking to add extra animations into the game, more like a replacer. Id like to avoid using fnis as much as I can so my mods dont require an extra dependency. So Im kind of stumped on what I should do. ![]() I was just frustrated by loading animation after animation in Max (having to scroll through the file dialog), but then I remembered that I can also view the animations in the Creation Kit, which is a lot faster.Īnother question: How does the NPC follow animation work? When I walk, the followers' walk looks exactly the same as the player's. Editing hkx files - posted in Skyrim Creation Kit and Modders: What kind of tools should I get first hand I cant get access to 3dsmax 2010-2012 versions to use.
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