So ive got the havok command line tool and havok 2010.2.0 SDK and have converted all character animations to usable .kf files but im stuck as to where to go from here?
I opened up the character skeleton.nif and staffmagic_runarm.kf in 3ds max and started fiddling around with bones but without a mesh to accompany the skeleton it is extremely hard to see exactly what im changing, and i cant find any character meshes anywhere in the Mesh .bsa.
So does anyone know if there is a character mesh to accompany the skeleton.nif file so i can see how my moving of the skeleton's bones is affecting the actual character mesh itself? Or does anyone know of an easier way to do this or if im actually doing this the right way? Is this how i should be going about changing the staffs animations?
Thanks for any help you guys can offer,
big
