(DS3) Abyss Watchers

Details

  • Filename
    Abyss Watcher.zip
  • Uploaded by
  • Uploaded
    Feb 7, 2021
  • Size
    14.17 MB
  • Downloads
    125
  • MD5
    cd7ce3be19bd8d2139ad6564492e80d0

Changelog

IMPORTANT: I scaled down the base model+skeleton in order thinking I needed to do so for the animation files, and never reversed this change. So I don't need to go through 70 files again, please remember to scale up the model parameters in SC2 and it will animate fine. With that being said, this was a LOT of work, so I would greatly appreciate credit for the conversion (as FromSoftware is responsible for the original!). I would also love to see how you use them for SC2!

 

Inside the .zip you will find: Unembered Abyss Watcher model with basic Stand animation|DXT5 textures in 2K|A LOT of m3as (See below)

 

Technical Mumbo Jumbo: 

  • I couldn't find a way to merge the .hkx animations together in or out of Max in a way that would not overwrite mesh weighting, overload my Max application, or otherwise potentially do something nasty to my files. Dark Souls keeps all its animations separate because it uses Havok's skeleton, and has a reference file that tells the model (which already has a skeleton) how to animate itself according to the assortment of hkx parameters which I have converted into SC2 m3as.
  • Importing the original hkx's into max is fast and easy if done one at a time. There probably is a way to have multiple hkxs, but I am more well-versed in Blender so I don't know. These hkx skeletons do not function properly on their own because they inherit the Resting Pose from the base skeleton.hkx. I assume this is why Max can only handle one such instance of the skeleton at a time.
  • Root bones for character skeletons have negative scaling for some odd reason and this had to be fixed as it is unsupported in SC2 (I have not tried previewing models with it since I have no idea what kind of error would result). This results in the Abyss Watcher model is actually flipped. I think is honestly works out for the Blood of the Wolf, because it leaves them wielding their swords in their left hands ;)

Few known issues: I may be slightly dumb, but HitTests seem to break if used to with hkx skeletons, along with Attachment points. I'm experimenting with how to fix this and will re-update this when I have successfully done so.