Really? This is how I have been testing the exporting since the beginning. I will investigate but not sure on the issue there.
In my setup I can only export if there are no changes to the INI file. So changing the INI to load textures will make exporting impossible. Could be a error in my end.
In my setup I can only export if there are no changes to the INI file. So changing the INI to load textures will make exporting impossible. Could be a error in my end.
Im not sure how finicky the options are in the INI, but try setting up your paths similar to my setup below. This works well for me. Also make sure you modify the INI as is, don't copy an existing INI you may have been using. As options have been removed and changed from other versions of the NIF plugin:
Hmm.. not sure what the issue could be then. I will keep it in mind, but if I am unable to replicate I will be unable to fix, and so far I cannot get it to break. Just to be on the safe side, you have extracted all meshes and textures correct?
Hmm.. not sure what the issue could be then. I will keep it in mind, but if I am unable to replicate I will be unable to fix, and so far I cannot get it to break. Just to be on the safe side, you have extracted all meshes and textures correct?
Textures/meshes/Skeletons are loading fine. I just can´t export the nif file. Only way to export without a error is leaving the INI as default but textures/skeletons will no longer show in max.
When I export some weapon static collisions and try them in the Creation Kit/In game, they just disappear. I can't seem to figure out what I'm doing wrong.
Could someone explain the right way to add collision to an object? Maybe I'm doing something wrong?
1.Make sure both the collisions and object are at origin. (reset pivot also so they both are 0,0,0)
2.delete the bhkmodifier.
3.reset the xforms on both and collapse.
4.re-add the bhkmodifier to the collision.(bounding volume = packed strips shape)
5.export with both selected.
6. check in Nifscope, also here you will have to add the bsx flags. im not 100% but i think if its not added it wont work in game.(i always add it as habit).
You will need the modded nifscope to view the havok/collision mesh, i don't have the link for it......
I'm finding the bhkmodifier really temperamental, any changes and i have to delete it and re-add it. super long.
- I add my weapon into 3DS max importing it. It's just Geometry at the moment.
- I go to Create -> helpers -> Niftools -> bhkRigidBody and make a bhkRigidBody at 0,0,0
- I go to Create -> Helpers -> Niftools -> bhkBox
- I make 3 bhkBoxShapes and make them fit the shape of my sword.
- I click on bhkRigidbody, and assign it the same values for mass etc, as a silver sword.
- I click on Add, and Add the three bhkBoxes.
- Click Export and Export the model.
- Add NiStringExtraData, BSX Flags, INVMarkers in Nifskope, etc.
- Load in Creation Kit.
- Totally disappears when Doing Havok Tests.
I didnt' do anything with collapsing or modifiers, but I'm not sure how to do that or w hat to do, can you help me? I'm really lost, but I feel like I'm so close to having proper collision for the first time ever. So I'm determined!
Alright so, I used chunkmerge to 'semi' make collision, but its not as accurate as I want it to be. It's pretty darn close, but its not "there". Is that as far as I can get?
Is accurate collision for my weapons a pipe dream?
The link to the tool on the first page return an error concerning the google drive's accessibility :(, could I get ,y hands on it in any way? I'm currently modeling the new caves so, this will come in pretty handy !
I have some models that have collision made for oblivion, and when importing them into the 3ds max plugin they crash...but then I have some similar models made with the same concept that DON'T crash on export. Perhaps these models can be of use to development of the plugin?
Apologies for the long delay in updates. But I have just today released a new version, this improves the importing of skeletons from a skeleton.nif file, all bones will be replaced during import with this version. Links at the top of the thread
I'm not sure if it's something I'm doing wrong, or a bug in the plugin, but with the most recent version it crashes the program any time I try to import with bones.
However, in Max the bones still show up as Dummy objects instead of as actual bone objects?
I double checked and on import I have ImportAsDummy = 0, is there another setting? Or does the plugin not support importing bones as Max Bones yet?
For now it looks like only dummy objects. There should be no issues with that, are you running into a particular need for having actual bones?
JorgenGorgen wrote:
I'm not sure if it's something I'm doing wrong, or a bug in the plugin, but with the most recent version it crashes the program any time I try to import with bones.
I can't seem to get exported armours and skinned objects to work correctly in-game (they just show up in T-Pose)
But If I use 3dsmax 2012 plugin, import a skeleton as Max bones, save as a Max scene file, then load up the scene file in 2014, use your plugin to import a nif (without import skeleton button checked) I can skin and export fine and it'll work in-game.
Hmm.. You may have to send me a test file, as I am able to export characters/armors, fully skinned without an issue (even using dummies as bones). Please refer to screenshot below. Oblivion armor imported, modified to fit skyrims body, exported and ingame all using my version of the plugin. I made the above fixes to ensure this would work.
Wow very strange, I had problems with even just vanilla meshes.
I'll try again with a vanilla mesh just to be absolutely sure. And if it still doesn't work out, I'll send you the resultant .nif and the original .nif for you test with.
Probably wont work with Morrowind, backwards compatibility has been broken with the new additions and the focus going forward will not be Morrowind. This version of the plugin is to be used with Skyrim and above only.
I made a mesh and saved it. I used a base shape female model as a merged shape. I found that after spending all day on the mesh, I cannot export it as a .nif because I keep getting the "choose at least one bone node" message. I deleted the base shape because it was assigned as the only bone to all of the other meshes in the file, except itself. I then tried to import the base shape again with Import Skeleton checked. 3ds max 2013 crashed, and it's repeatable. I tried again and just imported a skeleton, without removing the base shape. I was unable to export the file at that point because I kept getting the message that I had tried to assign a child node of another node as a bone for another node.
This works ok for statics. I'm looking for something that will work with actor meshes with 3ds max 2013.
Maybe export your mesh to .3ds and then open new scene, import mesh with skin modifier, attach your one in editable poly mode, then check weights and then export? =)
Go to main menu and File->Export and export only our mesh (delete all lights etc if any).
The export window will appear, then select folder, where you want to save your mesh, write file name, and choose 3D Studio (*.3DS) from file type dropdown.
Click Save button!
Max will ask about “Preserve MAX’s Texture Coordinates”, choose OK.
The output warnings may appear, so if you’ll see something about bitmap renaming, don’t worry. Click Close.
Then make a new scene (File->New/File->Reset), and go to File->Import, then choose Skyrim Vanilla(original) armor model for import (and in file type dropdown choose *.nif), which fits almost to your mesh, then click Open. I select iron helmet.
You’ll see nif import dialog, here we need to set parameters like in screenshot below. (If max is crashed, try to re-install nif tools).
Click Import.
You’ll see Vanilla mesh.
Now go to File->Import again, and now choose file type as *.3DS, import back our mesh (in my case – ugly helmet I exported on 2 step), after click Open, you’ll see dialog 3Ds Import – select Merge objects with current scene and check Convert Units checkbox.
Click OK.
You’ll see original model and our one.
Then you need to add materials to our mesh as we do that, when we making our model, so I picked materials from my imported helm (I have Multi/Sub-object material, because I have 2 textures, if you have one texture – choose Standard material).
Now scale down/up your model and change its position to fits Vanilla helm as good as possible. Don’t change Vanilla Helm position etc.
Then, select Vanilla helm, in Modifier stack choose Editable Mesh, and if you’ll see dialog, choose Yes.
Go to Polygon edit mode (key “4” on keyboard), select all the mesh we have or press Ctrl+A (Edit->SelectAll).
Now scroll down properties and find button with name Attach. Click on it, and then click on our helm to attach it to Vanilla’s one. In Attach Options select Match Material IDs to Material and click OK.
Then, select all polygons of Vanilla helm (I use Select Property section->and select polygons using material ID dropdown), then hit Delete on keyboard or go to Edit->Delete.
Now select whole model (all polys of our helm – Ctrl+A) and hit on BSDismemberSkin Modifier in Modifier stack. So here you can choose what body part you need, I left all by default.
Now, time to export! Go to File->Export, choose *.nif file type, write awesome file name and save your model in any folder you want. But don’t forget))
Select all settings as in screenshot below and hit Export.
So now we need tool called NifSkope, open it up. Select File->Load and load Vanilla helm.
Also we need second window for our helm, so press Ctrl+N, or File->New Window. And in new window, open up our mesh we export.
Our helm. Expand NiNode and find BSLightingShaderProperty -> Right mouse click and choose Block->Remove Branch.
Vanilla helm. Find BSLightingShaderProperty, click on it with right mouse button (RMB) and choose Block->Copy Branch.
Our helm. Click RMB on NiTriShape node and select Block->Paste Branch. So its for copy original texture shader block and paste it to our new helm. If its added at the end of hierarchy, so go NiTriShape you need to add texture, scroll down properties and find “BS Properties” block, click on triangle at the left from text, then on BS Properties click on None text and enter the ID of node with BSLightingShaderProperty (ID is from the left of name), then hit Enter on keyboard, and you’ll assign material to mesh. Do this to all NiTriShapes you want to texture.
Then we need to change textures to our ones. Go to child node BSShaderTextureSet (to find it, expand BSLightingShaderProperty node). Click on flower icon and choose texture file, or type game-relative path using backslashes.
Optionally, if your texture need to have Alpha channel (transparency), click RMB on NiTriShape node you need to add, and choose Node->Attach Property->NiAlphaProperty. And you may have double-sided texture and want it in game, so go again to BSLightingShaderProperty node, scroll down properties, and find “Shader Flags 2”, dbl click on value field, and using dropdown, check the SLSF2_DoubleSided property. (You can see the changes only after save your mesh).
So it’s time to check our helm for body part assignment, go to BSDismemberSkinInstance, and in properties, expand Partitions->Body Part. Check body part value(you can see same info using Vanilla model, don’t forget to always check this), I have SBP_131_HAIR – that means my helm will attached to hairs (hairs enabled). So choose value you need.
Now go to File->Save, choose file name you need, and save you mesh in folder of the game. I’m put new one in folder "meshes\armor\iron\f" and set name as "helmet.nif" to use my model instead of Vanilla iron helmet. Don’t forget to put your textures in proper game folders.
Have you made your modified source code available for download per the GPL v2 or later license agreement? Please also provide a source code archive for download for your modified versions.
I've tested this plugin with 3ds max 2013 x64 but I've "serious" issues when I export my 3d model with collision.
When I open the nif file with nifskope I see a wrong structure and other things like this:
And below is shown how in 3ds max 2013 is it:
The highlighted object in 3ds max is the collision box which I've tested it. The pink one is the box that is shown in nifskope. Also the material is not set (stones, wood, etc) and layers too (static, trigger, etc.)
I think the better way for now - is to use Chunk Merge tool or NifUtils which include ChunkMerge. This tools works well, not Max exporter... I spend many time to test max to export with different settings and to change some setting in NifSkope. ChunkMerge works better and faster.
Thank you. I'm already doing this by using the fantastic tool nifUtilsSuite. However I'm making a mini DLC sized mod which I'm adding several new assets day by day. Sometimes is very frustrating to export, chunckmerging and test ingame, expecially when you make assets for dungeons. Also I had some troubles to make nif files whith different collision layers like traps. So, I'm seeking for a "the one button" export file :)
Haha, many people want working export using one button, but for now we have two ways - use NifUtilsSuite (you can use nodes with name of proper skyrim havok material, and then, using chunk merge, convert that nodes to collision types you need) or spend many time to correct collision in NifSkope... usually first u need to fix Unknown Int 3 from 0 to 1)))
1 way is fastest we know. Nobody say modeling/export is easy!)
Are you sure, you paste dll's in proper path for proper max version? For e.g. niflib_x64.dll in Program Files/Autodesk/3ds Max 2013/ (for 64bit max on 64bit win)
As I remember, the installer detects max's patches automatically.
I recommend on using Max 2014 or 2012 instead, because I see problems sometimes with using that plugins on max 2013.
I have both 2012 and 2014, so Import/Export works well. What tutorial you need?
Been trying to get this to work in the Max 2015 demo, but the EhamPlugin.dlu fails. Changed it to .dll, but got nothing. Changed it back to .dlu and got a warning about "virus or unwanted software".
You can export from NifSkpe as dae and it imports, but of course no export.
Haha, many people want working export using one button, but for now we have two ways - use NifUtilsSuite (you can use nodes with name of proper skyrim havok material, and then, using chunk merge, convert that nodes to collision types you need) or spend many time to correct collision in NifSkope... usually first u need to fix Unknown Int 3 from 0 to 1)))
1 way is fastest we know. Nobody say modeling/export is easy!)
No, this is the fastest way. I've exported plenty of working models from this exporter, you must be doing something wrong. Keep at it and you'll never have to use chunkmerge again.
Since Max 2015 supports Python, perhaps someone could pick up the old abandoned Blender plugin and convert it? Not sure how much harder it is to do Python than whatever it takes to make Max plugins (C++? C#? COBOL?), but if Python's easier, it makes sense to use that. At least maybe before Max 2016 comes out and they change the spec :lol:
Hello, I'm new to Skyrim modding but was pleased find this plugin despite many sources saying there is no compatible nif importer/exporters for 3ds Max 2013.
I am running into a problem however. At the import options menu, if I keep the "Import Skeleton" option unchecked everything works fantastically until I try to export where it tells me it can't export until I have at least one bone node. If I do try to import a skeleton however I get an short error message telling me the program will now close and asks me to send an error report.
3Ds Max 2014 64bit
everything worked find,but... 1 bug by import kf - file (Skyrim Animation), the second import window won't show up and nothing happen.
XPMSE - Skeleton Export:
Export error "you have attempted to add a child to a node which already is the child of another node" Do you guys know, how to fix this?
You need to use the older 2012 and below plugins, import the kf animation file and then turn it into an fbx file and import it into 2014 currently to get animations to show up in 2014.
No idea on skeleton export, but why would you want to export a skeleton anyway?
Ehamloptiran wrote:
In my setup I can only export if there are no changes to the INI file. So changing the INI to load textures will make exporting impossible. Could be a error in my end.
pralima87 wrote:
Im not sure how finicky the options are in the INI, but try setting up your paths similar to my setup below. This works well for me. Also make sure you modify the INI as is, don't copy an existing INI you may have been using. As options have been removed and changed from other versions of the NIF plugin:
Ehamloptiran wrote:
I still get the error popup on export if changing the INI with my own "InstallPath=".
pralima87 wrote:
By chance does your install path contain spaces? Try surrounding with quotes
Ehamloptiran wrote:
nope..here is my install path:
InstallPath=C:\Games\Steam\SteamApps\common\Skyrim\
Hmm.. not sure what the issue could be then. I will keep it in mind, but if I am unable to replicate I will be unable to fix, and so far I cannot get it to break. Just to be on the safe side, you have extracted all meshes and textures correct?
Ehamloptiran wrote:
Textures/meshes/Skeletons are loading fine. I just can´t export the nif file. Only way to export without a error is leaving the INI as default but textures/skeletons will no longer show in max.
You'll just have to keep trying future versions and see, I can't isolate the issue your having. INI changes are working fine from my end.
Ehamloptiran wrote:
Ok I´ll wait for future releases to test again. Or maybe test it on MAX 2013.
When I export some weapon static collisions and try them in the Creation Kit/In game, they just disappear. I can't seem to figure out what I'm doing wrong.
Could someone explain the right way to add collision to an object? Maybe I'm doing something wrong?
1.Make sure both the collisions and object are at origin. (reset pivot also so they both are 0,0,0)
2.delete the bhkmodifier.
3.reset the xforms on both and collapse.
4.re-add the bhkmodifier to the collision.(bounding volume = packed strips shape)
5.export with both selected.
6. check in Nifscope, also here you will have to add the bsx flags. im not 100% but i think if its not added it wont work in game.(i always add it as habit).
You will need the modded nifscope to view the havok/collision mesh, i don't have the link for it......
I'm finding the bhkmodifier really temperamental, any changes and i have to delete it and re-add it. super long.
32-bit version is not working. Frustrated have to pull back to older version. Hope one day I can enjoy the update too.
Here's what I'm doing.
- I add my weapon into 3DS max importing it. It's just Geometry at the moment.
- I go to Create -> helpers -> Niftools -> bhkRigidBody and make a bhkRigidBody at 0,0,0
- I go to Create -> Helpers -> Niftools -> bhkBox
- I make 3 bhkBoxShapes and make them fit the shape of my sword.
- I click on bhkRigidbody, and assign it the same values for mass etc, as a silver sword.
- I click on Add, and Add the three bhkBoxes.
- Click Export and Export the model.
- Add NiStringExtraData, BSX Flags, INVMarkers in Nifskope, etc.
- Load in Creation Kit.
- Totally disappears when Doing Havok Tests.
I didnt' do anything with collapsing or modifiers, but I'm not sure how to do that or w hat to do, can you help me? I'm really lost, but I feel like I'm so close to having proper collision for the first time ever. So I'm determined!
I think you need chunk merge to do a weapons collision mesh.
follow the below vids i think you can skip to the 3rd or 4th one.
https://www.youtube.com/watch?v=8hYHj2Dy49s
Alright so, I used chunkmerge to 'semi' make collision, but its not as accurate as I want it to be. It's pretty darn close, but its not "there". Is that as far as I can get?
Is accurate collision for my weapons a pipe dream?
Hey !
The link to the tool on the first page return an error concerning the google drive's accessibility :(, could I get ,y hands on it in any way? I'm currently modeling the new caves so, this will come in pretty handy !
Thanks !
I have some models that have collision made for oblivion, and when importing them into the 3ds max plugin they crash...but then I have some similar models made with the same concept that DON'T crash on export. Perhaps these models can be of use to development of the plugin?
I tried to use the plugin for 2014 x64 but in the import window.nif file type wont show up. I can export as usual but no way to import
Apologies for the long delay in updates. But I have just today released a new version, this improves the importing of skeletons from a skeleton.nif file, all bones will be replaced during import with this version. Links at the top of the thread
Sup Ehamloptiran!
Thanks for the update!
However, in Max the bones still show up as Dummy objects instead of as actual bone objects?
I double checked and on import I have ImportAsDummy = 0, is there another setting? Or does the plugin not support importing bones as Max Bones yet?
Thanks again for the hard work!
I'm not sure if it's something I'm doing wrong, or a bug in the plugin, but with the most recent version it crashes the program any time I try to import with bones.
blabba wrote:
For now it looks like only dummy objects. There should be no issues with that, are you running into a particular need for having actual bones?
JorgenGorgen wrote:
Send me the file your trying to import
Yea,
I can't seem to get exported armours and skinned objects to work correctly in-game (they just show up in T-Pose)
But If I use 3dsmax 2012 plugin, import a skeleton as Max bones, save as a Max scene file, then load up the scene file in 2014, use your plugin to import a nif (without import skeleton button checked) I can skin and export fine and it'll work in-game.
Hmm.. You may have to send me a test file, as I am able to export characters/armors, fully skinned without an issue (even using dummies as bones). Please refer to screenshot below. Oblivion armor imported, modified to fit skyrims body, exported and ingame all using my version of the plugin. I made the above fixes to ensure this would work.
https://drive.google.com/file/d/0BzqpBc4MrAMXcEVIeHJQdTl0ckU...
Wow very strange, I had problems with even just vanilla meshes.
I'll try again with a vanilla mesh just to be absolutely sure. And if it still doesn't work out, I'll send you the resultant .nif and the original .nif for you test with.
Thanks for all the help!
Great job!
Have you tested the import/export with Morrowind NIF (NIF 4.0.0)? Should it work?
Probably wont work with Morrowind, backwards compatibility has been broken with the new additions and the focus going forward will not be Morrowind. This version of the plugin is to be used with Skyrim and above only.
OK, thanks for the answer.
I made a mesh and saved it. I used a base shape female model as a merged shape. I found that after spending all day on the mesh, I cannot export it as a .nif because I keep getting the "choose at least one bone node" message. I deleted the base shape because it was assigned as the only bone to all of the other meshes in the file, except itself. I then tried to import the base shape again with Import Skeleton checked. 3ds max 2013 crashed, and it's repeatable. I tried again and just imported a skeleton, without removing the base shape. I was unable to export the file at that point because I kept getting the message that I had tried to assign a child node of another node as a bone for another node.
This works ok for statics. I'm looking for something that will work with actor meshes with 3ds max 2013.
Maybe export your mesh to .3ds and then open new scene, import mesh with skin modifier, attach your one in editable poly mode, then check weights and then export? =)
That sounds like a great suggestion, and as soon as I figure out what that means, I'll try it. I'm a noob with 3ds.
On second thought, I have no idea how to what you said.
So, we have mesh in Max and want to export it for Skyrim.
A little tutorial by me ;)
We need:
Process:
Viva Gnisis! :D
You are awesome! I will try that this weekend!
Have you made your modified source code available for download per the GPL v2 or later license agreement? Please also provide a source code archive for download for your modified versions.
I can't download both 64-bit and 32-bit with links ahead, it said, NA for now...
Does the director make that links inactive? I don't get it why can't use for now that not much time passed after he uploaded it.
Hello to all.
I've tested this plugin with 3ds max 2013 x64 but I've "serious" issues when I export my 3d model with collision.
When I open the nif file with nifskope I see a wrong structure and other things like this:
And below is shown how in 3ds max 2013 is it:
The highlighted object in 3ds max is the collision box which I've tested it. The pink one is the box that is shown in nifskope. Also the material is not set (stones, wood, etc) and layers too (static, trigger, etc.)
Is there something that I making it wrong?
Thank you.
MannyGT
I think the better way for now - is to use Chunk Merge tool or NifUtils which include ChunkMerge. This tools works well, not Max exporter... I spend many time to test max to export with different settings and to change some setting in NifSkope. ChunkMerge works better and faster.
Thank you. I'm already doing this by using the fantastic tool nifUtilsSuite. However I'm making a mini DLC sized mod which I'm adding several new assets day by day. Sometimes is very frustrating to export, chunckmerging and test ingame, expecially when you make assets for dungeons. Also I had some troubles to make nif files whith different collision layers like traps. So, I'm seeking for a "the one button" export file :)
Haha, many people want working export using one button, but for now we have two ways - use NifUtilsSuite (you can use nodes with name of proper skyrim havok material, and then, using chunk merge, convert that nodes to collision types you need) or spend many time to correct collision in NifSkope... usually first u need to fix Unknown Int 3 from 0 to 1)))
1 way is fastest we know. Nobody say modeling/export is easy!)
So enjoy :D
Leowulf wrote:
You tryed?
Can someone reupload the 64 bit version I can't seem to get it to download.
seems like Google chrome doesn't like the download links so i have 2 links up for any one who is experiencing problems
64x https://www.dropbox.com/s/6ye0bsdqda037xu/NifPlugin_x64.rar?...
86x https://www.dropbox.com/s/jdx8033exq8momb/NifPlugin_x86.rar?...
Tried drag+dropping this into the root folder and I still can't import a nif file.
Im running the 2013 64bit version. Can anyone tell me exactly where Im supposed to drag+drop these files?
Nvm got it, there's 2 root folders. I was drag+dropping into the wrong one.
And more problems. I have no textures in 3ds max after installing+get crashes when skin wrapping.
I really wish there was a detailed tutorial on this plugin.
DIYDeath,
Are you sure, you paste dll's in proper path for proper max version? For e.g. niflib_x64.dll in Program Files/Autodesk/3ds Max 2013/ (for 64bit max on 64bit win)
As I remember, the installer detects max's patches automatically.
I recommend on using Max 2014 or 2012 instead, because I see problems sometimes with using that plugins on max 2013.
I have both 2012 and 2014, so Import/Export works well. What tutorial you need?
Been trying to get this to work in the Max 2015 demo, but the EhamPlugin.dlu fails. Changed it to .dll, but got nothing. Changed it back to .dlu and got a warning about "virus or unwanted software".
You can export from NifSkpe as dae and it imports, but of course no export.
skv1991 wrote:
No, this is the fastest way. I've exported plenty of working models from this exporter, you must be doing something wrong. Keep at it and you'll never have to use chunkmerge again.
Since Max 2015 supports Python, perhaps someone could pick up the old abandoned Blender plugin and convert it? Not sure how much harder it is to do Python than whatever it takes to make Max plugins (C++? C#? COBOL?), but if Python's easier, it makes sense to use that. At least maybe before Max 2016 comes out and they change the spec :lol:
Hello, I'm new to Skyrim modding but was pleased find this plugin despite many sources saying there is no compatible nif importer/exporters for 3ds Max 2013.
I am running into a problem however. At the import options menu, if I keep the "Import Skeleton" option unchecked everything works fantastically until I try to export where it tells me it can't export until I have at least one bone node. If I do try to import a skeleton however I get an short error message telling me the program will now close and asks me to send an error report.
3Ds Max 2014 64bit
everything worked find,but...
1 bug by import kf - file (Skyrim Animation), the second import window won't show up and nothing happen.
XPMSE - Skeleton Export:
Export error "you have attempted to add a child to a node which already is the child of another node" Do you guys know, how to fix this?
This plugin doesn't support animation import yet.
You need to use the older 2012 and below plugins, import the kf animation file and then turn it into an fbx file and import it into 2014 currently to get animations to show up in 2014.
No idea on skeleton export, but why would you want to export a skeleton anyway?
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