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zpdmiller

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zpdmiller

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About this mod

Retargeted Animations for the DSR Player.

This is not a mod, be warned.

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Rather, this is a repository of the animation files themselves (.hkx), retargeted from the enemies/other player characters to the Dark Souls Remastered player. This serves as a hub for users to download and use. This was inspired by Blubber's Player Animation Repositories Collection and Mayhem's Bloodborne Character Resource Dump (For DS3 Player).

The characters currently available are:

Demon's Souls
  • Slayer of Demons (c0000)

Dark Souls 1
  • Darkwraith (c2390)
  • Silver Knight (c2410)
  • Black Knight (c2790)

Bloodborne
  • The Hunter (c0000) [excl. a000_009880, a000_009900, a000_101110, and a000_101112]

Dark Souls 3

  • Ashen One (c0000)

Sekiro
  • Wolf (c0000) [excl. a214_600050]

Elden Ring
  • Tarnished (c0000)
  • Rennala, Queen of the Full Moon (2031)

I initially started with Dark Souls 1 characters, particularly humanoid enemies. After many times of putting it off, I finally figured out how to properly retarget to the DSR player skeleton. The skeleton is weird, and it's not as easy to retarget to than other characters (Sekiro's Wolf, for example).
I did Demon's Souls next because I really like the animations in that game, and I feel some animations fit the weapon type better than later FromSoft Souls titles. A few days ago I then begun with Bloodborne, which has a very large amount of animations for the player character. Initially it would've taken me weeks, or even months, to do every animation from the Hunter to Chosen Undead, but I created a few Maxscripts to speed up the process a lot, lot, quicker. I turned potentially weeks of work into a few hours/days. These scripts I made allow me to

  • Batch convert .HKX files to .FBX
  • Batch convert .FBX files from Unreal Engine 5 to 2010 .FBX files, which is where I export DS1/R compatible .HKX files
  • Batch convert 2010 .FBX files to 2010 .HKX files (with all forms of motion accounted for)
  • Batch convert 2010 .HKX files to 2016 .HKX files, which are compatible with DSR
  • Batch convert Globally Scaled Weapon Bone animations to 2010 .FBX files, by aligning duplicate Weapon Bones, a process shown by Blubber
  • Batch fix and convert animations by removing the last frame of the animation from them, an issue I have when using Unreal Engine 5 to retarget (this issue seemed to be present in Mayhem's mod, I really don't know why an extra frame is included in Unreal Engine retargets (it's just a copy of the last frame))

These scripts allow me to quickly produce all animations retargeted from one character to another, so issues can (ideally) be solved quickly (issues with weapon holdings, weapon positions, etc.) so I should be able to fix potential issues fast should they arise. I didn't test every single file (as there is a lot), and I haven't taken a look at the retargets I did first (DS1 characters), so there's probably issues with looping animations and whatnot (DS1 characters, Bloodborne's Hunter animations should be fine for the most part). Should you or I find them, I will fix them.

Any requests will be considered. I cannot fulfill all because the DS1 skeleton is "weird" compared to other game skeletons. The reason why I succeeded with a more modern game like Bloodborne is because the character skeletons in that game are more similar than other game skeletons (DS3, Sekiro, Elden Ring, etc.). That does not mean Bloodborne enemies will all be done. Again, the DS1 skeleton is weird, and just because Bloodborne's enemy skeletons are similar to DS1 doesn't mean everything goes smoothly, at least when I try.

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