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 Post subject: Re: Havok binary files
PostPosted: Sun Jul 05, 2015 11:35 pm 
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shakotay2 wrote:
I tried Adria and her walking animation and exported it spline compressed correctly.

Only problem I have is that I didn't manage to export the skeleton and the animation seperately -
they are in one hkx file

But it should be enough right? Wasn't the whole point was to compare compressed vs noncompressed?


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 Post subject: Re: Havok binary files
PostPosted: Mon Jul 06, 2015 12:02 am 
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SergeantJoe wrote:
But it should be enough right? Wasn't the whole point was to compare compressed vs noncompressed?
yep, to compare the headers, so that one could fake the header of a SD anim to get it loaded by the Havok Standalone tool.

Up to offset 0x269 there are few different bytes only in the headers of Adria's compr/uncompr anim files (between the strings __types__ and hkClass) but for THG_BRW_STR_Haymaker.hkx for example it's totally different.

So I guess there's little chance to have this hkx anim ever loaded into the standalone tool.

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 Post subject: Re: Havok binary files
PostPosted: Wed Jul 08, 2015 5:21 pm 
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So I got my lazy ass to work on it this morning
couldnt even open the files
Kept getting a "access Violation reading location 0x00000004"
Not sure if the file is at fault or I am

Code:
    HK_ASSERT2(0x27343435, ac && (ac->m_skeletons.getSize() > 0), "No skeleton loaded"); //this line passes
    m_skeleton = ac->m_skeletons[0];  //This line fails


WTF

How did you guys get the first SMD file?


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 Post subject: Re: Havok binary files
PostPosted: Wed Jul 08, 2015 7:45 pm 
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What do you mean? Could you give some more details?

What is this exactly, what file are you opening?


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 Post subject: Re: Havok binary files
PostPosted: Thu Jul 09, 2015 6:12 pm 
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I mean how was anyone able to convert the skeleton into a SMD file?


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 Post subject: Re: Havok binary files
PostPosted: Thu Jul 09, 2015 8:39 pm 
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Only shakotay can do that, although he did it mostly by hand and never explained how.


If you're stuck, just skip the skeleton extraction for now and use the existing one. All these specific anims use the same skeleton anyway.


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 Post subject: Re: Havok binary files
PostPosted: Fri Jul 10, 2015 2:14 pm 
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SergeantJoe wrote:
Only shakotay can do that, although he did it mostly by hand and never explained how.
there are at least 10 people in this forum who can/could do this but noone explained how to do it.
Anyway, it will be part of my skel2smd exporter which will be released sooner or later.

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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 Post subject: Re: Havok binary files
PostPosted: Sun Jul 12, 2015 2:14 pm 
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I wish the error was more explicit


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 Post subject: Re: Havok binary files
PostPosted: Sun Jul 12, 2015 10:32 pm 
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Just in case, could you quickly detail your previous long-winded method?

I wasn't able to nab the code you posted before it got taken down.


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 Post subject: Re: Havok binary files
PostPosted: Sat Jan 02, 2016 5:10 pm 
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Welp, Hudeski and Bastien are officially gone for good. I've lately been trying this myself again, and looking at this:

Skykila wrote:
there is a utility AssetCc2 (hkSDK_Root\Tools\BatchProcess\AssetCc). It can convert any erialized .HKX file to xml .hkx

It seems to be legit, but I can't quite get it working. I tried cutting out the starting data, changing the version number, etc. Nothing worked.
I was using the 2014 build of the tool with 2013 files, so as I went to try the 2013 tool I discovered it is now impossible to get the Havok SDK at all!

What now?

I really don't want to stoop to paying someone money to help but at this rate it seems inevitable. If it will even work.


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 Post subject: Re: Havok binary files
PostPosted: Mon Jan 11, 2016 12:50 pm 
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SergeantJoe wrote:
Welp, Hudeski and Bastien are officially gone for good.
"officially gone"? What does that mean?
Quote:
It seems to be legit, but I can't quite get it working.
Same here. I used AssetCc1.exe (Asset Converter Collection) from hk2013_1_0_r1 - SDK on an hkx with the header hk_2013.2.0-r1 and it says:
"Unsupported file format.
Perhaps this file is not a binary or xml packfile or a tagfile."
Same with hk2014_1_0_r1 SDK, and I've never seen an hk_2013.2.0-r1 SDK, iirc (but there was an hk2012_2_0_r1 SDK).

Quote:
as I went to try the 2013 tool I discovered it is now impossible to get the Havok SDK at all!
My hopes were Havok were gone forever, really! :D but

look here: http://forum.keenswh.com/threads/havok- ... o.7374695/
It says: "it seems Microsoft acquired Havok from Intel" ( ---> it also seems my sig comes true :D)

Quote:
What now?
Wait for an official offer from MS.

btw: anyone experienced with SDKs and animation may ask himself: what do these guys fool around and don't seem to get a proper solution with a working SDK?
The problem is this: look at the header of hkRig_L4101.hkx (in hk2013_1_0_r1\Demo\Demos\Resources\Animation\HavokGirl) for example with the version tag (before __classnames__) overwritten by FFFF...

It's totally different compared to the BrawlerA hkx we're fooling around with. Its header signature is hk_2013.2.0-r1 and when trying to load it there's this error message:
Util\hkLoader.cpp(87): [0x3BF82A57] Warning: Wrong platform for packfile

(Trying to track down the error in the assembly (yes, no source available for that in the SDK) is not worth wasting my lifetime. [roll] )

(The idea was to replace the header of BrawlerA with a suiting one but I guess that doesn't make much sense since the whole file's structure appears to be different.)

Atm I'm quarreling creating a BrawlerA.hkx from the brawler SMD in this thread:

It is not loaded by the SDK though having this damned hk_2013.1.0-r1 header.
Now it complains that no skeleton is loaded. (really f... hate it. :roll: )

(ahh, see, I'm reproducing information, that I gave 6 months ago. Sry for that. :cry: )

Reviewing my successful test with Adria (where creation of a compressed havok animation was possible) I've come
to the conclusion that the actual problem must be related to the brawler's bones.

Maybe there's too many of them connected to the root?


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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

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Last edited by shakotay2 on Mon Jan 11, 2016 10:22 pm, edited 1 time in total.

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 Post subject: Re: Havok binary files
PostPosted: Mon Jan 11, 2016 8:38 pm 
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shakotay2 wrote:
Maybe there's too many of them connected to the root?

Possibly. You could try just deleting those jiggle ones and reimporting the SMD.


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 Post subject: Re: Havok binary files
PostPosted: Mon Feb 29, 2016 5:49 am 
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I made this for dark souls hkx files, maybe its applicable:

https://github.com/Danilodum/dark_souls_hkx/releases

Place hkx converter "SSFADF.exe" in root of hkx animation directory, double-click, it will recursively search for all animations (*.hkx except Skeleton.hkx and Skeleton-out.hkx)


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 Post subject: Re: Havok binary files
PostPosted: Mon Feb 29, 2016 10:30 am 
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For hkx files with this header (which I was referring to in my last post):
Code:
Offset 0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F
00000 57 E0 E0 57 10 C0 C0 10  00 00 00 00 0B 00 00 00 WààW.ÀÀ.........
00010 08 01 00 01 03 00 00 00  02 00 00 00 00 00 00 00 ................
00020 00 00 00 00 4B 00 00 00  68 6B 5F 32 30 31 33 2E ....K...hk_2013.
00030 32 2E 30 2D 72 31 00 FF  00 00 00 00 FF FF FF FF 2.0-r1.ÿ....ÿÿÿÿ

SSFADF.exe says "bad file"

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extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip

"We are Microsoft. You will be assimilated. Resistance is Futile."


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 Post subject: Re: Havok binary files
PostPosted: Thu Mar 03, 2016 10:01 pm 
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Oh right, that .exe reads files up to 2012.2, sorry!


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