#How do I add custom modified hkx animations to the tae's in DSAS?

38 messages · Page 1 of 1 (latest)

drifting vale
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I've been moving the hkx file around in the different c0000_aXx.anibnd.dcx files but it doesnt show up in DsAnimStudio, I were following this guide: https://www.youtube.com/watch?v=5M5uSVgCAZw but they put the animation they remade in "a997" which I don't even have. Can anyone help?

This video demonstrates how you can import Elden Ring animations into Blender, edit them, and re-import the edited version back into Elden Ring. This is demonstrated without having to use 3D Studio Max, thus allowing use of (mostly) free and open source tools to complete this workflow.

IMPORTANT!!!
Read the following two important steps that ar...

▶ Play video
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I also tried making a new tae by copying an existing one and renaming it but it still doesnt work.

lunar heart
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doesn't matter where you put it just add an override with axxx_xxxxxx

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literally whatever you called the hkx

drifting vale
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but it doesnt show up in dsas so i cant do that

lunar heart
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did you place your hkx file in an axx anibnd and repack the folder with witchybnd?

toxic swallow
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I'm actually running into the same issue, I put the new hkx files into the a9x-anibnd folder and repacked with WitchyBND but it doesn't show in DSAS. I've tried with Specialized BND Handlers turned on and off in WitchyBND, but neither works. I also confirmed that the hkx was added to the .xml file

toxic swallow
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@cunning osprey using this thread since it's a similar issue. Here are the steps I took, just in case this isn't an issue with WitchyBND:
-updated WitchyBND to latest version
-unpacked Blubber's a9x file
-unpacked Convergence a9x file
-copied the hkx from Blubber's into Convergence and renamed to an existing TAE (in this case 980)
-repacked the Convergence a9x and opened the c0000 anibnd in DSAS, with the 'mod' directory set to point to Convergence
-looked in TAE 980, but unable to see the hkx I added

I then tried changing 'Specialized BND Handlers' in WitchyBND to disabled, repeated the above steps but made sure to edit the .xml before repacking

toxic swallow
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Even using an older version of WitchyBND didn't work

lunar heart
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again might be a calling issue

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wdym you "copied the hkx from blubber's into convergence and renamed to an existing tae"

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in either case, you need to call your animations in ANY TAE by changing the override to match the hkx filename

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overrides can be accessed by pressing f3

toxic swallow
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Yea I get overriding animations, but the hkx's do not show up in DSAS to be used for overrides

toxic swallow
lunar heart
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why would you do that

lunar heart
toxic swallow
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I mean that they don't show up on DSAS under the TAE

lunar heart
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it won't hurt but for future note, that's not neccessary if you already got them bundled in an a9x compendium

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that's only neccessary for the repo on the nexus because they all have descriptive names like "nioh fist 2 attack" or whatever

lunar heart
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you're confusing anim IDs in a tae and hkx animation files

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I Don't blame you cause they're often named after one another

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the entries you see in a TAE on the left is information stored in the TAE

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not the hkx files

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you installed the hkx files correctly you just haven't used them

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to use them highlight literally any TAE anim ID and press f3

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check the override box and insert the hkx filename without the extension

toxic swallow
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Oh ok, so I can still use the hkx even if it's not present in an existing anim ID

lunar heart
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yep, they're completely seperate bits of information

toxic swallow
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thanks for your help I really appreciate it

lunar heart
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no worries

prime rampart
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One more, if you add additional TAE but not show up in DSAS, you might need to delete those DSAS generated files beside cxxx.anibnd file.

lunar heart
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^ always really good advice

cold pendant
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Just popping in to say to always remember to add your mod location. If you don't, then you won't see custom added anims.

lunar heart
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we should pin this somewhere for all the DSAS new users