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Unable to get an animation to work correctly (FFXIV Export)
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ChrisX930
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Unable to get an animation to work correctly (FFXIV Export)
Hey Guys,
I've extracted FFXIV Models and Animations and currently trying to get them to work correctly.
Unfortunately they are a bit buggy using the Models extracted.
The character is like "floating" and it's anchor point is somewhere near the hips (bone: n_hara isn't moving as it should).
The stretch animation (like all others) look weird because of this.
Here's a video of how it currently looks.
https://www.youtube.com/watch?v=K6n5yFKMvZw
Here's a video of how it should be animated (feet should be on almost the same position while animation runs).
If you just import that animation (fbx) into 3dsmax, blender or maya, the Animation still works.
https://www.youtube.com/watch?v=OJTEEY55ZGA
But as soon as you try to use that animation on your character (built from the dae files), the animation isn't working as intended anymore.
Hopefully you're able to get it to work + be able to explain, how to do it.
Here's a downloadlink for the models as DAE and the animation as FBX.
https://cdn.discordapp.com/attachments/ ... tretch.zip
Would be great if you could help me out!
Also here's a Blender file which contains the models as one big object with armature and the animation_fbx:
https://res.cellenseres.de/Model_with_Animation.zip
I've extracted FFXIV Models and Animations and currently trying to get them to work correctly.
Unfortunately they are a bit buggy using the Models extracted.
The character is like "floating" and it's anchor point is somewhere near the hips (bone: n_hara isn't moving as it should).
The stretch animation (like all others) look weird because of this.
Here's a video of how it currently looks.
https://www.youtube.com/watch?v=K6n5yFKMvZw
Here's a video of how it should be animated (feet should be on almost the same position while animation runs).
If you just import that animation (fbx) into 3dsmax, blender or maya, the Animation still works.
https://www.youtube.com/watch?v=OJTEEY55ZGA
But as soon as you try to use that animation on your character (built from the dae files), the animation isn't working as intended anymore.
Hopefully you're able to get it to work + be able to explain, how to do it.
Here's a downloadlink for the models as DAE and the animation as FBX.
https://cdn.discordapp.com/attachments/ ... tretch.zip
Would be great if you could help me out!
Also here's a Blender file which contains the models as one big object with armature and the animation_fbx:
https://res.cellenseres.de/Model_with_Animation.zip
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
admit I don't know in knowledge, may be a problem of just scaling.
If the scale is incorrect, the hip bone may be in the wrong location.
and what does it mean that animation doesn't work?
I tried mapping this animation and armature to another model, but it works fine.
The DAE file seems to be a body in parts, but it needs to be concatenated correctly.
I have knowledge of animation, but I don't know well about meshes, so sorry I can't help it.
If the scale is incorrect, the hip bone may be in the wrong location.
and what does it mean that animation doesn't work?
I tried mapping this animation and armature to another model, but it works fine.
The DAE file seems to be a body in parts, but it needs to be concatenated correctly.
I have knowledge of animation, but I don't know well about meshes, so sorry I can't help it.
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
Well, the Animation does in fact work. I've recorded even a video about iteinherjar007 wrote:admit I don't know in knowledge, may be a problem of just scaling.
If the scale is incorrect, the hip bone may be in the wrong location.
and what does it mean that animation doesn't work?
I tried mapping this animation and armature to another model, but it works fine.
The DAE file seems to be a body in parts, but it needs to be concatenated correctly.
I have knowledge of animation, but I don't know well about meshes, so sorry I can't help it.
https://www.youtube.com/watch?v=K6n5yFKMvZw
But the problem is, no matter what I do, the character looks like she's floating (the feet aren't stand on the same position) because the hip bone "n_hara" isn't moving as it should.
And I just don't get that to work as it should.
This video (just uploaded) shows what I mean:
https://youtu.be/AFBggycCd1o
And sorry, english isn't my native language, hope you understand^^'
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
there, finally I can open in the blender.
I do not know the detail because there is no mesh file,
but after all I think that it is a problem of scaling.
Is your uploaded hkx included in FF14?
I think I will download FF14 and try it.
I do not know the detail because there is no mesh file,
but after all I think that it is a problem of scaling.
Is your uploaded hkx included in FF14?
I think I will download FF14 and try it.
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Last edited by einherjar007 on Tue Jan 15, 2019 12:34 am, edited 1 time in total.
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
FF14 contains sklb and pap files (skeleton and animation) which can be converted to hkx files.einherjar007 wrote:I tried to send confirmation PM to you, but it seems that it is censored and can't sent them.
there, finally I can open in the blender.
I do not know the detail because there is no mesh file,
but after all I think that it is a problem of scaling.
Is your uploaded hkx included in FF14?
I think I will download FF14 and try it.
With some tricks you're able to convert a skeleton and a animation file to one armature with Animation as FBX.
This works fine, the FBX is perfectly animated and the hip-bone (n_hara) is moving like it should.
But as soon as I want to use FF14's Models on it (exported as dae using FFXIV-TexTools), the animation of the n_hara bone (hip) is locked for whatever reason.
That's why I'm asking for your help x3
EDIT:
I don't really think it's the scaling. If it would, everything else shouldn't be animated so smoothly as it is.
The Problem I CAN see is, that the Hip bone isn't moving even if it should.
Last edited by ChrisX930 on Mon Jan 14, 2019 3:43 pm, edited 1 time in total.
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
anyway, I don't have a mesh so I although it is not certain,
it is not locked, but because the scale is wrong, the location distance is wrong.
Does hk have multiple animations?
I played the motion those things walks like this time, are there other inclusions included?
it is not locked, but because the scale is wrong, the location distance is wrong.
Does hk have multiple animations?
I played the motion those things walks like this time, are there other inclusions included?
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
No they don't.einherjar007 wrote:anyway, I don't have a mesh so I although it is not certain,
it is not locked, but because the scale is wrong, the location distance is wrong.
Does hk have multiple animations?
I played the motion those things walks like this time, are there other inclusions included?
But there's a way to extract all animatios from a pap file by splitting them manually with a hex editor.
Do you think you can fix that bone scaling thing?
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
I tried with the blender mesh you uploaded.
sorry, mesh is missing because it is my playback system, but I think hip bone is fixed.
finally I thought scaling is a problem.
I corrected this manually, but should look for the correct answer with more verification.
sorry, mesh is missing because it is my playback system, but I think hip bone is fixed.
finally I thought scaling is a problem.
I corrected this manually, but should look for the correct answer with more verification.
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
Could you add a Grid/Floor underneath the feet? Or probably upload a video/gif with more fps? x3einherjar007 wrote:I tried with the blender mesh you uploaded.
sorry, mesh is missing because it is my playback system, but I think hip bone is fixed.
finally I thought scaling is a problem.
I corrected this manually, but should look for the correct answer with more verification.
what have you done exactly?
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
Since I downloaded FF14 (too big 30GB), I will continue verification.
you said, It seems like you can split the animation by editing htx, how do you do it?
Details are necessary.
you said, It seems like you can split the animation by editing htx, how do you do it?
Details are necessary.
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
All character animations are in separate hkx files (pap files before extracted).
you cab find them in "chara/human/c**001/animaion/a0001/bt_common/" (FFXIV Explorer, a tool you can download online. These files are in "SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\sqpack\ffxiv\040000.win32.index")
You only need to split monster animations (which is pretty difficult to explain).,
I guess I did it.
Fuckin complicated process, tho:
https://youtu.be/Eq9UwdZvToc
you cab find them in "chara/human/c**001/animaion/a0001/bt_common/" (FFXIV Explorer, a tool you can download online. These files are in "SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\sqpack\ffxiv\040000.win32.index")
You only need to split monster animations (which is pretty difficult to explain).,
I guess I did it.
Fuckin complicated process, tho:
https://youtu.be/Eq9UwdZvToc
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
Yeah, I guess that is not easy. Especially, I could not find a header specific.
It's not for sure, but I think that I can understand the sample, if it exists.
I prepared a file that seems to contain multiple animations. Please try splitting this up.
if that too long story, you can send me a PM.
I do not know how to combine with the mesh(dae),
but if I do a lot of exams I will know the correct answer as to which scale to give.
It's not for sure, but I think that I can understand the sample, if it exists.
I prepared a file that seems to contain multiple animations. Please try splitting this up.
if that too long story, you can send me a PM.
I do not know how to combine with the mesh(dae),
but if I do a lot of exams I will know the correct answer as to which scale to give.
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
einherjar007 wrote:Yeah, I guess that is not easy. Especially, I could not find a header specific.
It's not for sure, but I think that I can understand the sample, if it exists.
I prepared a file that seems to contain multiple animations. Please try splitting this up.
if that too long story, you can send me a PM.
I do not know how to combine with the mesh(dae),
but if I do a lot of exams I will know the correct answer as to which scale to give.
heyhey o/
Sorry, but I can't get the .dae for your animation (DemiHuman => ID 1003).
Have you extacted that one, too?
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einherjar007
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Re: Unable to get an animation to work correctly (FFXIV Expo
DAE is necessary for the final join, but it is not necessary for the current stage.
There are also models with other DAEs, so all you need is animation cutting information.
I download more than 30 GB files, so I can do verification with most of them.
There are also models with other DAEs, so all you need is animation cutting information.
I download more than 30 GB files, so I can do verification with most of them.
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ChrisX930
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Re: Unable to get an animation to work correctly (FFXIV Expo
Try to save your hkx as hkx (xml format).einherjar007 wrote:DAE is necessary for the final join, but it is not necessary for the current stage.
There are also models with other DAEs, so all you need is animation cutting information.
I download more than 30 GB files, so I can do verification with most of them.
As you can see, your animation contains more than one animation.
The welcome.hkx (one of mine) contains only one.

Gonna try a cutdown for ya when I'm back from work.
EDIT:
check for this part: it will help finding your animations
Code: Select all
<hkparam name="animations" numelements="5">
#0055 #0053 #0052 #0051 #0050
</hkparam>
<hkparam name="bindings" numelements="5">
#0049 #0048 #0047 #0046 #0045
</hkparam>EDIT 2:
Noticed it's pretty easy to "split" the animations.
I just removed #0055, #0053, #0051, #0050, #0049, #0048 #0047 #0046 and #0045.
Had #0052 Animation with #0047 Animation Binding.
This is the result:
https://youtu.be/IllrZjyba94
EDIT 3:
here are your animations for d1003
https://youtu.be/clXqozSIomk
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