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Havok 3ds max/Noesis importer/exporter plugins
Re: Havok 3ds max/Noesis importer/exporter plugins
are you planning on supporting spline compressed animations.
- PredatorCZ
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Re: Havok 3ds max/Noesis importer/exporter plugins
HavokMax V1.3 has been released.
Added support for loading 2016.2 toolset formats.
Fixed crash, when loading incomplete 2016+ formats.
Added support for loading 2016.2 toolset formats.
Fixed crash, when loading incomplete 2016+ formats.
Eventually.ChaoticFusion40 wrote: ↑Tue May 21, 2019 6:03 amare you planning on supporting spline compressed animations.
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Re: Havok 3ds max/Noesis importer/exporter plugins
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 ?
I got a question : does this' tool support FInal fantasy XIV Skeleton and animation? DId anyone already tried ?
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Re: Havok 3ds max/Noesis importer/exporter plugins
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.
Shadow warriors 1, instead get the bones loaded and... the first frame of the animation.
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Re: Havok 3ds max/Noesis importer/exporter plugins
SW2 uses binary tagfiles, they are much different than standard format, (more like binary XML).Allanoon wrote: ↑Tue May 21, 2019 8:45 pmWould 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.
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
They are using spline compression, so you'll need to wait for version 1.4.
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Re: Havok 3ds max/Noesis importer/exporter plugins
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.

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.

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Re: Havok 3ds max/Noesis importer/exporter plugins
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?
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Re: Havok 3ds max/Noesis importer/exporter plugins
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.
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Re: Havok 3ds max/Noesis importer/exporter plugins
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
The recompilation is easy with anarchy tools but none of the existing lua decompilers work
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Re: Havok 3ds max/Noesis importer/exporter plugins
from which game the model cames from?PredatorCZ wrote: ↑Fri May 24, 2019 3:38 pmAnybody 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.
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Re: Havok 3ds max/Noesis importer/exporter plugins
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.
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Re: Havok 3ds max/Noesis importer/exporter plugins
XenobladeX
Noesis plugin loads only skeleton files so far, my main focus is on 3ds max.Snapdragons wrote: ↑Mon Jun 03, 2019 6:54 amI'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.
Post sample please.
Animations for versions 2015+ are not supported atm.
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Re: Havok 3ds max/Noesis importer/exporter plugins
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
http://www.mediafire.com/file/faxp62by4 ... 0.rar/file
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Re: Havok 3ds max/Noesis importer/exporter plugins
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.
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.