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How to import animation files like .hkx files?

  1. #1

    How to import animation files like .hkx files?

    Santos tools are awesome, but I still have some questions: how to import the .hkx files into the 3DS max? I use the Model viewer to open up the .model files, it can also play the animation the model got. But I couldn't do such job in the max.
    I also want to know how the models connect with the game datas?
    BTW: I use the Santo's Tools 3.5, but when I import a model it mentioned an error:"custAttributes.add needs MSCustAttribDef" and then failed, how to fix this thing out?Thx.

  2. #2
    Quote Originally Posted by Mikusuu
    Santos tools are awesome, but I still have some questions: how to import the .hkx files into the 3DS max? I use the Model viewer to open up the .model files, it can also play the animation the model got. But I couldn't do such job in the max.
    Importing HKX files is not supported currently. I have no knowledge of any tool that can do this (Havok provides only exporters). In order to import data from HKX straight into MAX, one would need to go through MAX SDK which is quite a pain. My current idea (at least for animations) is to convert them first to some intermediate format using Havok SDK, so I can import them with MaxScript without the need to link against Havok SDK anymore. However this has a low priority for me at the moment, because we can't export animations back into the game...

    Quote Originally Posted by Mikusuu
    I also want to know how the models connect with the game datas?
    Can't really answer this question. But there are some coders here who should be able to explain this...

    Quote Originally Posted by Mikusuu
    BTW: I use the Santo's Tools 3.5, but when I import a model it mentioned an error:"custAttributes.add needs MSCustAttribDef" and then failed, how to fix this thing out?Thx.
    Do you have the scripts under 'scripts/startup/SantosTools2' ? Please post full contents of the listener window.

  3. #3
    Yes, I have put the tools under the directory as you say, but it doesn't work either.
    The code is like this

    -- Create custom model data and add it to scene root
    custAttributes.add rootNode customModelData

    And then fail to import.

    Btw, I have already drown some textures(such as XXX_dif.dds and XXX_tem.dds), they are working well in the Army Painter Mode, but while in-game, they all turn into black, is there something I still need to fix?

  4. #4
    Ok, try this: open CustomModelData.ms in MAXScript editor and evaluate it (Ctrl+E). You should see this in your listener window:

    <AttributeDef:customModelData>

    Now this should normally happen on MAX startup but possibly there were some errors on the way. What is your MAX version btw?

    Your problem with the textures is a new one. Unit that works fine in army painter should also work fine in-game since this is exactly the same model. You may want to export your model with diffuse texture only too see if some other texture is not the problem here.

  5. #5
    I use max2010, and follow all your step but it doesn't work either.
    But I still really appreciate your work, hope you can fix the animation soon.

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