


To visualize it in the havok tools, you also have to have an skeleton, and the correct version (could be above the version of the havok file, according to one test I did). I took a quick look and the files doesn't seem to be compressed. The "real" havok file starts when you see this ID magic: 0x57E0E057. The thing is it's in binary mode, and it's quite an old version (6.5). I mentioned in other post there's a tool for converting from binary to xml and/or KF files, to then be imported to 3ds max. If you use a commercial game engine, that could influence your choice. You could try creating a new file cutting the havok file and changing the version to the same as skyrim's (hkxcmd tool only reads those) "hk_2010.2.0-r1" and run hkxcmd.

For example, the Havok engine is now quite tightly integrated with the latest version (4.2.2) of the NetImmerse engine from NDL. The 'real' havok file starts when you see this ID magic: 0x57E0E057. And the folks at Epic have worked with MathEngine to integrate portions of Karma into their Unreal engine. I read the source in the past and is pretty big, didn't get much info on the format unfortunately. I've never made an importer with animations but I really want to do my first for havok, the only problem I didn't figure it out how to interpret the xml code yet (only a small part to match bone indices)Īs soon as I find out, I could help you with this version. Here's one sample xml havok animation, and also attached the binary equivalent in case someone could throw a hint.
