Ahh Diviner I see,
I use 3ds max2011 I have used max forver and im completely new to havok.
I have been following a few tutorials here and there to export with certain filters but they are all for other games. So you can imagine that it wont work for skyrim hehe.
Im trying to create body physics through animation (So false body physics but with animations only)
I was so excited as it was working all the way up until the last step of adding a new animation with the new bone animaions.
If you feel like sharing some of the knowledge of the filters and order for exporting the bones/animations with havok out of Max I will be a happy sponge to learn.
Thank you so much for taking the time out to reply!
Here are the Filter Orders and a short definition of the type of data you need to define in each one
Skeleton.hkx Exports
Create Skeleton -> NPC Root -> This is where you have to define Bone Mapping Order and Float Tracks.
Create RigidBodies -> Turns proxies into rigidbodies -> Do not tick Create Additional Destruction Data Skyrim does not use Behavior Destruction.
Create Constraints -> Maps Constraint chains.
Create Ragdoll -> Combines the previous filters data to create the Ragdoll Data required.
Create Mapping -> creates the Skeleton Mapping and Ragdoll Mapping.
Prune Types -> culls information not desired in the Skeleton.hkx also defines Additional Root Nodes.
Write to Platform -> Writes out the Tagfile (HKX).
Note: if the Create Mapping Filter is giving you issues use a Second Create Skeleton filter above the Create Mapping and define the Ragdoll Root so the Mapping will allow you to Chose it -> after you do save and quit -> Restart then you can delete the second Create Skeleton filter and the Mapping Filter should pick up on the Create Ragdoll filter in the stack.
Note2: There are still come things I need to work out with this as Skeleton.hkx files created have a small issue with Resurrection in that they do not revert to allowing the nodes to be animation targets unless you Disable/Enable the actor and I have yet to figure out why as the difference between my Files and the Originals is the Memory Resource Container in mine do not contain any information and Beth's do -> I will figure out WTF is going on there later
Animation.hkx Exports
Create Skeleton -> NPC Root -> This is where you have to define Bone Mapping Order and Float Tracks.
Create Animations -> Set up animations -> Bone Mapping Order and Float Tracks need defined here as well.
Spline Compression -> Obvious
Prune Types -> culls information not desired in the Animation.hkx also defines Additional Root Nodes.
Write to Platform -> Writes out the Tagfile (HKX).
For the most part the Filters are straight forward -> the hardest part is setting everything up for the filters and the game.