Welp, Hudeski and Bastien are officially gone for good.
"officially gone"? What does that mean?
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).
My hopes were Havok were gone forever, really!
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
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.
(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
Now it complains that no skeleton is loaded. (really f... hate it.
(ahh, see, I'm reproducing information, that I gave 6 months ago. Sry for that.
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?