For this I will quickly go over how to use the new HFW batch tools.
For this I will quickly go over how to use the new HFW batch tools.
You can see here we have several files these will be needed for automation process.
_autoconvertanim.bat used when converting edge_anim folder.
Be sure to have edge_skel.ascii inside of the folder before clicking.
_autoconvertanimheader.bat use for combinding .smd skeleton to .smd animations
This one will require full robot skel .smd as a base skeleton. Simply click on the bat one time and it will generate a folder called "skel_temp" place full robot skel into this folder and then run it again. You will see now it will process the animation files.
_autodestructibles.bat used when searching for dest parts. First run the tool over the files to generate robot helpers file and full robot skel. Once these are in the folder run tool again. (sometimes more than once) You will then see the _static change to _destr. These are now skinned meshes (destructibles)
_autoorganize.bat This will sort files packed into PACKED folder.
_autopack.bat (wip) Used to organize files in 1 click after dumping codes. Seems to be removing unwanted files so do not use for now or use at own risk. It will put files into a folder called PACKED.
_DELETE.bat will delete any .bat files within the directory.
_DELETE_DUPLICATES.bat this will remove duplicates caused by the bms script instances of _00000000.smd
_ERASE.bat place this and SCRIPTS folder into skeletal folder to cut headers of .ascii files
_MERGE.bat once all parts have been cut and duplicates have been removed run this inside of skeletal folder to produce the final model.
Them simply take the full robot skel .ascii and copy data into the beginning of the _merged.ascii
If you want to load animations you must use the tools provided and watch the video below to fix the rigging of the model before importing animations to it.
Horizon Forbidden West Character Animation Fix
Instructions
Copy and Paste the Script Open Blender and go to the Text Editor.
Copy the script provided below and paste it into the Text Editor.
Run the Script Click the "Run Script" button in the Text Editor.
Select Bones Switch to Pose Mode.
Select the bones you want to apply the constraint to.
Add the Constraint Press F3 to open the search menu.
Type "Add Child Of Constraint" to find and execute the operator.
Configure the Constraint In the dialog that appears: Select the target armature.
Type in the "Search Bone" field to filter the bone list and select the target bone.
Enter the desired influence value.
Click "OK" to apply the constraint.
Note: This script helps to add a "Child Of" constraint to multiple selected bones, avoiding manual repetition.
Ensure you have the correct target armature and bone names before applying the constraint.
By following these steps, you can efficiently add constraints to multiple bones, reducing the likelihood of mesh stretching in your animations.