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Havok 3ds max/Noesis importer/exporter plugins

Post questions about game models here, or help out others!
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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by y0ur5h4d0w » Tue May 26, 2020 8:40 pm

guys i have the latest noesis version and the latest noesis havok importer, i'm opening my DS3 abyss watchers SMD (and works fine) then i drag and drop the HKX file to apply the leap attack animation, i apply it to the preview i'm looking at and literally nothing happens! how can i fix this problem in order to be able to export a frame as OBJ?

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by pepsiguy2 » Tue Jun 09, 2020 2:41 am

Hello friends.

I have little to zero knowledge of Havok stuff but I was wondering if someone could take a look at these files from WWE2K19 for me. I don't know if this is the same type of havok stuff this plugin is for so let me know, I just know that if I rename them HKT and import to Noesis i get invalid tag errors, so it reads some of it.

All I know is that these files are hitboxes for the prop they're included with. I've attached a few samples. Let me know .

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Fri Jul 03, 2020 4:34 pm

I think I'm gonna need to focus on Noesis as well. It uses like the first version of library or something...

EDIT:
Noesis will have to wait until or even when x64 support is released.
Last edited by PredatorCZ on Tue Nov 17, 2020 10:51 am, edited 1 time in total.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Henchman800 » Tue Jul 07, 2020 10:50 am

Hey there!
I love the work you did on the Havok-animation format!
Backyard Wrestling - Don't Try This at Home uses this physic engine aswell. However, the only script available for the games main archive just seperates the extracting files in meshes and data.
All Data-Files here: https://we.tl/t-EdnyhkDSLI

Your plugin sadly does not recognize any of these files...or shows em in the noesis file-tree when trying to access the folder.
Can you tell me which files are havok animation files? There must be a way to find out right?
Alot of the files just contain textures and sounds. See more about that in my thread here: viewtopic.php?t=19370

Id love to have some of the finishing moves available for some blender project!
Appreciate your work on this man!

Image

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Thu Jul 09, 2020 10:54 am

Henchman800 wrote:
Tue Jul 07, 2020 10:50 am
...
Backyard Wrestling - Don't Try This at Home uses this physic engine aswell.
...
Can you tell me which files are havok animation files? There must be a way to find out right?
...
This title uses only a physics module.
There aren't any Havok files to begin with.
A lot of games are using physics module, but only for simulations.
Animations must be a custom format.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Henchman800 » Thu Jul 09, 2020 10:58 am

PredatorCZ wrote:
Thu Jul 09, 2020 10:54 am
This title uses only a physics module.
There aren't any Havok files to begin with.
A lot of games are using physics module, but only for simulations.
Animations must be a custom format.
Good to know!
And thank you for taking your time

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Tue Nov 17, 2020 12:44 am

HavokMax V1.11 has been released.
  • More stable library version.
  • Fixed incorrect old format additive animations.
  • Added new format additive animations.
  • Added root motion support.
  • Moved to new config format (xml schema), presets will be migrated from old config format to new.
  • External presets can be still loaded with both old version and new version format. Old format is not recommended to use anymore.
  • Added support for 2020 and 2021 versions.
  • Dropped 32bit support.
  • Added support for exporting selected items (Export/Export Selected)
Also V1.11.1 hotfix that fixes crash for first-time users.
Last edited by PredatorCZ on Tue Nov 17, 2020 8:13 pm, edited 1 time in total.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by dibe91 » Tue Nov 17, 2020 4:16 pm

I thought this tool was now abandoned! thank you that you continue to work on it :)

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by einherjar007 » Sat Nov 21, 2020 3:37 am

Can anyone provide a Havok file that contains a hkaDelta Compressed Animation in a format that can be read by this plugin?
Delta Compressed Animation, such as version 6.0, probably has a different format. Unable to load with HavokTool 2014.That is, this plugin will not work either.
However, HavokTool2010 can read it and convert it to xml. may be able to compare the xml that works in 2014 with the xml that works in 2010 and earlier, and fix it if it's just a tag format difference.

Data check from FFXIV, Gunslinger Stratos, and Dungeons and Dragons Online gave us a better understanding of the structure of Havok xml.
Most of all, it's only in terms of formatting, no knowledge of reverse...

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Sun Nov 22, 2020 8:03 pm

einherjar007 wrote:
Sat Nov 21, 2020 3:37 am
Can anyone provide a Havok file that contains a hkaDelta Compressed Animation in a format that can be read by this plugin?
Delta Compressed Animation, such as version 6.0, probably has a different format. Unable to load with HavokTool 2014.
Delta Compressed Animation was removed since 2011.
What you can do, is to load it in 3ds max and export it back (it will be exported as interleaved, so you can apply spline compression in tool)

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Sun Nov 22, 2020 8:05 pm

HavokMax V1.12 has been released.
  • Fixed specific crash when importing incomplete skeletons. (#18 )
  • Fixed wrong root motion rotation directions.
  • Added hkaLosslessCompressedAnimation custom class support (library feature).
  • Attempt to remove inter-frame gimbal lock issues.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by Tosyk » Thu Nov 26, 2020 3:50 pm

Thanks for huge update! Tried with the files I earlier attached to the tread — 1 passed 2 to go :)

1. LANoire. Still can't load any of the samples, max just crashing
viewtopic.php?p=158366#p158366

2. Mafia 3. Same crashes
viewtopic.php?p=161912#p161912

3. Alan Wake. This samples seems work fine with latest release :)
viewtopic.php?p=162531#p162531

Do you it is possible to add support for these files?

Again big thanks for supporting Havok! :mrgreen:
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my blog | my forum

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by huitbgoiouythy » Fri Jan 15, 2021 9:39 am

Hello, thank you [roll] is it possible to import the animation without it changing the bone lenght of original skeleton ?
I'd like to import animations without it changing bone lenght/scaling.

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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by biankagentis9 » Fri Jan 15, 2021 6:07 pm

Cool, that's great!Can animation be supported in the future? What software do you use?
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Re: Havok 3ds max/Noesis importer/exporter plugins

Post by PredatorCZ » Fri Jan 22, 2021 9:08 pm

Tosyk wrote:
Thu Nov 26, 2020 3:50 pm
1. LANoire. Still can't load any of the samples, max just crashing
Hey.
packedragdoll files are custom format, each of them have 4 embedded havok files. None of them loads.
packedskeleton files are custom format, no havok files inside
animset files are custom format, they use one embedded havok file. Doesn't load.
Unless there isn't any extractor for those, you gonna need to trim them by hand
Tosyk wrote:
Thu Nov 26, 2020 3:50 pm
2. Mafia 3. Same crashes
skeletons.bin is a custom format, it includes one large havok file with all skeletons. Version is not supported and it does some weird shit that needs to be looked at. It also includes 3 more smaller files with physics or something.
basic_anim.bin is same format as skeletons.bin. It contains single file with all animations. Again, version is not supported and extracted file doesn't load, because of version and custom stuff.
huitbgoiouythy wrote:
Fri Jan 15, 2021 9:39 am
Hello, thank you [roll] is it possible to import the animation without it changing the bone lenght of original skeleton ?
I'd like to import animations without it changing bone lenght/scaling.
Did you know there is a dedicated control in UI that shows when you import stuff? The dialog that shows is much smaller than the main window. In that dialog are many things that you can do. There are two large buttons at the bottom, where you can confirm import or cancel import. If you look at the top of that small dialog, you will see a text that saysScale, right next to it is a control where you can set your scale value.

In case, you're lost, I've added a screenshot.
The import dialog I was writing about is highlighted within green rectangle.
The scale control is highlighted within red rectangle.
Image

If you need more help, let me know :keke: :wink:

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