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

Posted: Tue May 21, 2019 6:03 am
by ChaoticFusion40
are you planning on supporting spline compressed animations.

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

Posted: Tue May 21, 2019 11:17 am
by PredatorCZ
HavokMax V1.3 has been released.

Added support for loading 2016.2 toolset formats.
Fixed crash, when loading incomplete 2016+ formats.
ChaoticFusion40 wrote:
Tue May 21, 2019 6:03 am
are you planning on supporting spline compressed animations.
Eventually.

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

Posted: Tue May 21, 2019 12:03 pm
by Drawing
THanks you for this tool. It's amazing !

I got a question : does this' tool support FInal fantasy XIV Skeleton and animation? DId anyone already tried ?

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

Posted: Tue May 21, 2019 8:45 pm
by Allanoon
Would it be possible to add support for... Shadow warriors 2? It uses havok 2013 3.0 (judging from file headers), i tried with both base skeleton or animations but none works, animation are also all compressed together in a big file.
Shadow warriors 1, instead get the bones loaded and... the first frame of the animation.

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

Posted: Wed May 22, 2019 3:12 pm
by PredatorCZ
Allanoon wrote:
Tue May 21, 2019 8:45 pm
Would it be possible to add support for... Shadow warriors 2? It uses havok 2013 3.0 (judging from file headers), i tried with both base skeleton or animations but none works, animation are also all compressed together in a big file.
Shadow warriors 1, instead get the bones loaded and... the first frame of the animation.
SW2 uses binary tagfiles, they are much different than standard format, (more like binary XML).
They can be converted into standard packfiles (or should).
Back in a day, I was able to open them with standard tools (2014.1), so I assume they are convertable.

As for my opinion, tagfiles shouldn't be ever used in final product.
They take way too much time to load, compared to traditional format.
Devs probably chose this format, so they don't need to generate packfiles for each platform, at the expense of time.
And we all know how long are loading times in SW2...
I still don't understand their system of asset handling, it's way too chaotic and redundant.
I mean they still use Zlib algo, I have nothing against Zlib, but there are much faster compression libraries like ZStandard, Brotli, LZHAM. And all of these are free and open source...

About the first frame of animation, there is a bug with loading delta compressed animations rn.

EDIT:
Animsets in SW2 have stored multiple hkt files inside, they are basically archives (a very bad ones).

Here is rough script for QuickBMS, that will extract them:

Code: Select all

# RoadHog 3 Engine (Shadow Warrior 2) Animset scanner
# Author Lukas Cone in 2019, Version 1
# script for QuickBMS http://quickbms.aluigi.org

idstring "as_head\x09\x98\x1e\x00"
set thisOffset 11
get fileSize asize
goto 19

for
	findloc nextOffset longlong 0xd011facecab00d1e "" # doll face cab die

	if nextOffset == ""
		math nextOffset = fileSize
	endif
	
	math cSize = nextOffset
	math cSize - thisOffset
	
	log "" thisOffset cSize
		
	if nextOffset == fileSize
		break
	endif
	
	math thisOffset = nextOffset
	math nextOffset += 8
	goto nextOffset
next
You can then normally open them with Havok 2014 tools, convert them into havok packfiles, and load them into 3ds max.
They are using spline compression, so you'll need to wait for version 1.4.

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

Posted: Fri May 24, 2019 3:38 pm
by PredatorCZ
Anybody said Spline Compression?

HavokMax V1.4 has been released.

Added ability to load Spline Compressed animations.
Fixed issue, when loading Delta Compressed animations, only first 2 frames were processed.

Image

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

Posted: Sun May 26, 2019 6:47 pm
by dibe91
I have a question to ask. since you are very capable with maxscripts if you pass the script to import demon's souls models would you be able to arrange the skeleton part?

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

Posted: Sun May 26, 2019 7:00 pm
by PredatorCZ
dibe91 wrote:
Sun May 26, 2019 6:47 pm
I have a question to ask. since you are very capable with maxscripts if you pass the script to import demon's souls models would you be able to arrange the skeleton part?
You're question is very vague, so I'll try to answer as best as I can.
I'm no longer producing maxscripts, last script I made, was more than year ago. But you're not the only one who thinks I still make them.
I know that flver files have "broken" rotations in skeletons, and I had never found the fix for that, at least so far.

The common answer is, if it's Havok skeleton, it can be loaded. You have all the options you need, you can make presets, you can rotate and scale whole skeleton. You can access bones in different ways. Everything is explained in blog page.

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

Posted: Tue May 28, 2019 10:48 pm
by JohnHudeski
I was wondering if you also figured out how to reverse havok script. HKS.
The recompilation is easy with anarchy tools but none of the existing lua decompilers work

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

Posted: Wed May 29, 2019 3:41 pm
by Drawing
PredatorCZ wrote:
Fri May 24, 2019 3:38 pm
Anybody said Spline Compression?

HavokMax V1.4 has been released.

Added ability to load Spline Compressed animations.
Fixed issue, when loading Delta Compressed animations, only first 2 frames were processed.

Image
from which game the model cames from?

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

Posted: Sun Jun 02, 2019 7:27 am
by dibe91
I tried to import a DARK SOULS REMASTERED animation but this error happens to me

Image

I used 3d studio max 2017

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

Posted: Mon Jun 03, 2019 6:54 am
by Snapdragons
I'm likely missing something obvious, but does your Noesis plugin support animations? The HKX skeleton for bloodborne models load just fine, but any of the animations (lowercase .hkx) are invisible/don't load.

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

Posted: Tue Jun 04, 2019 9:24 am
by PredatorCZ
Drawing wrote:
Wed May 29, 2019 3:41 pm
from which game the model cames from?
XenobladeX
Snapdragons wrote:
Mon Jun 03, 2019 6:54 am
I'm likely missing something obvious, but does your Noesis plugin support animations? The HKX skeleton for bloodborne models load just fine, but any of the animations (lowercase .hkx) are invisible/don't load.
Noesis plugin loads only skeleton files so far, my main focus is on 3ds max.
dibe91 wrote:
Sun Jun 02, 2019 7:27 am
I tried to import a DARK SOULS REMASTERED animation but this error happens to me

I used 3d studio max 2017
Post sample please.
Animations for versions 2015+ are not supported atm.

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

Posted: Tue Jun 04, 2019 12:31 pm
by dibe91
ok this is an example of the animations of the model. was taken from the version prepared to die. it should not change anything as there have been few changes in general

http://www.mediafire.com/file/faxp62by4 ... 0.rar/file

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

Posted: Tue Jun 04, 2019 7:43 pm
by PredatorCZ
HavokMax V1.5 has been released.

Fixed not loading of newly added external presets for first time
Added ability to choose animation index, in case of multiple animations in single file.
Added ability to load config file with suppressPrompts enabled.
Added ability to load bones by their hkaBone user property, in case of not being as annotation.
Added ability to load additive animations.