#arma3_animation

1 messages ยท Page 29 of 1

dense mist
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aight, it's "Build failed. Result code=1"

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I'll download pboproject shortly, in hopes of getting better diagnostic

cerulean pivot
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it explains why it failed

dense mist
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Grabbing now

dense mist
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I'm...not understanding why it failed

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I can't find any obvious error message.

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ah, wait

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2022-02-15 18:14:12,494 [WARN] 11: AddonBuilder.Tasks.ProcessBuildTask.process_ErrorDataReceived -

desert raven
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addon builder does not really give very useful error messaging

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basically if it errors that badly the data you fed it is badly wrong

dense mist
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yeah, I just tried pboproject

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yells at me rapWarning: missing file(s)****

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a few times

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then says anim model.cfg has errors

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then one more rapwarning and then the endscan.

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I've only got three things in there: the rtm, the config.cpp, and the model example file I got from the pinned guide.

desert raven
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well start from the missing files and model.cfg errors

dense mist
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doesn't tell me WHICH missing files kekw

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I'll just work it out.

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pick this up a little later tonight and just slam it down

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many thanks for all the help

dense mist
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figured out what it's yelling at me about, it's "pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d" in the model.cfg file

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best guess is it's trying to reference a file it assumes is in the same directory, but very much isn't

desert raven
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that p3d will be in extracted A3 data if you have set up P drive correctly

dense mist
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apparently I did not.

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I'm not sure what goes into setting up a P drive "correctly", per say. I've only ever just mounted it.

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worked for dayz packing, but this is a bit of a different fish.

desert raven
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Arma3P from mikeros tools

dense mist
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man mikeros makes fucking everything apparently

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so many tools

dense mist
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Arma3P not solving the problem. Mounted P and ran it, no additional files appeared in P.

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trying something else, may have fucked it

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alright, got it in there, error still being thrown. Attempts to refer it specifically to P:\ has it yell at me that direct drive references aren't used in Linux.

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BaBy StEpS

desert raven
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if you mount stuff through the launcher thats not compatible with mikeros tools

dense mist
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SUCCESS

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I appreciate the hallelujah chorus.

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now to upload it to the workshop as a test mod and see what breaks now. kekw

dense mist
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ALMOST.

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the animation plays, but way too goddamned fast.

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probably a duration definition issue, but holy hell. It works, and the game didn't explode.

dense mist
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Victory.

dense mist
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Aight, next question: if I import an .rtm with facial animation, will that work with the regular animation, or is facial animation a separate file?

desert raven
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facial animations are separate

dense mist
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Oh good, another thing to figure out

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anyone have a rig for that lying around, by any chance?

fast canopy
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https://forums.bohemia.net/forums/topic/223716-behind-the-artwork-supporter-how-to-animate/
To do face anims do this. This guide is to make some anims for screenshots but the idea is this. Rig also should be there

dense mist
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@fast canopy thanks VERY much for that, that rig's exactly what I needed.

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A lot of that tutorial earlier on in it talks of different config files than what I put together; I'm guessing there's a lot of context to the different types of animations compared to what I currently threw together.

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If I have enough time, I'd love to figure out the differences. I'm on a tight schedule atm though, so I'll just be sticking to "whatever I can trigger from a menu so I can film it in zeus/editor"

safe patrol
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Is it possible to convert default animation ( when player just staying without weapons ) into blender format?

cerulean pivot
safe patrol
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ah, understood ๐Ÿ˜ฆ

when i start anim - character hands a bit moved from default anim and it looks not rly good :\

stuck depot
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Hey i am working on a Diver Propulsion Device and i was wondering if its possible to have legs "swimming" while the hands hold onto the vehicle?

safe patrol
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what can be a problem if i added animation ( gesture ) to config, packed all
but when trying playActionNow - nothing happens, is any way to track a reason?

desert raven
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gestures have their own command

safe patrol
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ah i find problem meowfacepalm
didn't add my new gesture to ManActions ๐Ÿ˜„

fringe gyro
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And to extend on that, is it possible to have different animations for not moving and for moving in a vehicle?

desert raven
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gestures in vehicles can be very unreliable

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engine friendly way to make movement would be to use the crew IK system (like how hand follow driving wheel)

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but utilize it for moving the legs

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and no, not possible to have different animation for moving and not moving

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unless gestures are used

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which again can be unreliable

fringe gyro
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nice

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so having an animation for turning would work?

desert raven
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50/50 chance I suppose

charred junco
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Hey, where in configs can I find the gesture length in (milli)seconds of a rifle being cycled? Talking about the reload/cycling time in between shots for sniper rifles etc.

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Hmm, I assume it's just the reloadTime in config of the weapon under class Single: Mode_SemiAuto {} (at least in case of Chey Tac). I was first confused for a second as there's also a reloadTime in the class of the weapon which is a constant regardless of the gun (not inside the firemode class which varies accordingly)

woeful pelican
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reloadtime in firemodes for the weapon itself, the gesture length is, well, the animation length and speed

clear summit
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export

desert raven
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import

sacred oxide
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whats the deal with the 'roll parts of the armature? can they be disregarded, and still work for anim creation

drowsy nymph
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Rotate your wrists and observe how your radius and ulna bones in your forearm move. That's what the "roll" parts are for to stop the mesh deforming so much when the wrists, ankles etc are twisted

low holly
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So i need some help

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When i make a cylinder in blender

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and a block

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and make a bone

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do i haev to connect them

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I connected them and when i exported it and opened objcet builder i could only see the box but not the cylinder and the bone

desert raven
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bones dont export at all, they dont really have a function in this workflow

low holly
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Then how do i make bones for arma anims

desert raven
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and model wise you would need to have everything exportable set up with the arma lod properties

low holly
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i did

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but i connected the bone and the cylinder

desert raven
low holly
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i did

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i am reading it now

desert raven
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bones are defined through memorypoint lod

low holly
desert raven
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as vertex pairs with vertex group name that connects them to the animation axis

low holly
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is this tut good

desert raven
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yeh battlestads stuff is pretty good

low holly
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so he was using a single vertex

desert raven
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well make them 2

low holly
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end point and start point?

desert raven
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?

low holly
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nevermind

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And one more thing

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When i make a collection 1

desert raven
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they do define a axis vector

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so direction does matter

low holly
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can i have multiple files in it or do i need to join them

desert raven
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if you have just 1 point, it works

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but it has no direction

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if you have latest arma toolbox it can combine multiple objects of same lod setting into one at export

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if not, then they need to be joined as one object

low holly
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then i need to make vertex groups

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for lights and that stuff

desert raven
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for light memorypoints yes

low holly
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ok

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doors?

desert raven
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if they animate then the animated parts will need axis points yes

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and there are various different function memorypoints that connect to the config of a vehicle. like get in/out positions/directions, where driver view is

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where weapons shoot from

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stuff like that

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you can open up the sample car and sample tank to see some of them

low holly
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Where can i get the latest version of the arma 3 toolbox

cerulean pivot
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github

desert raven
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well the release version does not have the same lod property merge

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Alwarren does occasionally share the dev build though

compact mauve
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Is there a way to stop the time on a animation

desert raven
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no

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you can only halt the whole game time

fast canopy
coarse swallow
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what pointers should i look at if rtm's resulting in just tposing?

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in CfgMovesMaleSdr and States

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i inherited default point to the file, and set the speed

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and in the animation viewer in-game, it's just t-pose

coarse swallow
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ok, rpt is spewing out that it cant find the rtm-files, but the path is correct

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i also debinned the pbo and made sure theyre there

desert raven
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how did you pack the pbo

coarse swallow
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pboProject

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ok, i see what's going on

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the file structure is not consistent to my other PBO's of the same source

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all the folders converted to pbo are in the same place

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but pboProject decides this one pbo gets a different file-structure

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is this a feature?

desert raven
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no

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its something you do

coarse swallow
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ok

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i'll look into it

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pboprefix

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found it

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thank you for the help โฃ๏ธ

coarse swallow
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I am still utterly flabbergasted about how to setup actions.

So far i have an Idle and a walk, i want the agent to switch from idle to walk when told to move somewhere:

class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        StandIdleA = "";
    };
    class Actions
    {
        class NoActions: ManActions
        {
            StandIdleA = "StandIdleA";
        };
        class StandIdleA_Actions: NoActions
        {
            WalkF = "StandWalk";
        };
    };
};```
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what am i doing wrong?

cerulean pivot
coarse swallow
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๐Ÿ”จ

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hammer-time

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i did not and i just realized it

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Thank you โฃ๏ธ

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ok! so now they walk if i playaction, but they wont walk out of their own

cerulean pivot
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maybe they want to run

coarse swallow
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i gave them a move order on zeus and set them to forceWalk

cerulean pivot
coarse swallow
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yes

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they turn towards the target

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and if i set them to walkf with playaction, they walk to it

cerulean pivot
coarse swallow
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nope, i havent set an aciton group for walking yet

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i thought it was enough to set it for idle

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do i need to?

cerulean pivot
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idk. but the way you set up actions, as I said before, is just making a group of states that go together (same weapon, same stance, etc.)
e.g. ZombieStandNoWpn action group, which has stop, walkF, moveF, etc. actions

coarse swallow
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alright

cerulean pivot
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and then in the actions property of each state you provide, you must point to ZombieStandNoWpn

coarse swallow
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moveF or FastF?

cerulean pivot
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I think it was FastF yeah meowsweats

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I don't remember

coarse swallow
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alright, i'll do that

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they still wont

cerulean pivot
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see if it even tries to play another anim

coarse swallow
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k, sec

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nope

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it's not even trying

cerulean pivot
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set up more of them first (walk, run, sprint, etc.)

cerulean pivot
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if it plays the vanilla stop move then your unit is not trying to use yours thonk

coarse swallow
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ok

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nope

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it stays in my animation

cerulean pivot
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ok. did you add the other actions too?

coarse swallow
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to what?

cerulean pivot
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to your actions group

coarse swallow
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i have now added stop, walkf and fastf

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well, i ha them added before

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and still have

cerulean pivot
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e.g slowF, playerSlowF, etc.

coarse swallow
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ok

cerulean pivot
# coarse swallow ok

if you're still struggling just visit the CivilStandActions actions group in config viewer
then set all the actions that it changes in your action too (only those that matter in moving for now)

coarse swallow
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alright

coarse swallow
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oooh

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yeah, i get it

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configviewer is kind of poopy because it doesnt change which values are changed and which ones are inherited

cerulean pivot
coarse swallow
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ok

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nope, it does the same stuff i do

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i dont see anything here that would change anything

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i dont get why this is not working

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@cerulean pivoti inherited CivilStandActions and now it works

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well, they do the walking

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on their own

cerulean pivot
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if you just completed all actions it would work with your previous setup too blobdoggoshruggoogly

coarse swallow
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ok, so now i need to make action groups for sprinting too?

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or is one enough

cerulean pivot
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no

coarse swallow
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ok

cerulean pivot
coarse swallow
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yeah

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the sprinting is broken, though

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it's not FastF

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the action is something else

cerulean pivot
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afaik it's not sprint

coarse swallow
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so what would i use for sprint?

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or moving fast

cerulean pivot
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ยฏ_(ใƒ„)_/ยฏ

coarse swallow
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nice

cerulean pivot
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see vanilla actions

coarse swallow
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yep

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when in doubt, all of them?

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only ones i can find are TactF and FastF

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so when the agent tries to do FastF, it just freezes

cerulean pivot
coarse swallow
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if i dont have an animation for an action, do i just leave it empty?

coarse swallow
cerulean pivot
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wat? FastF is not a state

coarse swallow
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sorry

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playActionNow "FastF"

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typo

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are the actions case sensitive in the config?

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Ok, so can i leave Actions i dont use as just ""?

coarse swallow
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legs work fine

cerulean pivot
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cant shoot
shoot? what does it have to do with collision?

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that's related to fire geometry of the model and its hit points

coarse swallow
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it doesnt collide with bullets

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i cant shoot it in the body is the problem, only the legs take hits

coarse swallow
cerulean pivot
coarse swallow
cerulean pivot
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Fix your fire geometry and the hit points

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Did you create the model yourself?

coarse swallow
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but ever since i did the actions, the hits to the upper torso turned off

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if i take the actions out, they work again

cerulean pivot
coarse swallow
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nope, not anymore

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if i take the actions out of the config, the shooting works

cerulean pivot
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ยฏ\_(ใƒ„)_/ยฏ

coarse swallow
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sigh

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they also walk inside each-others

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i guess that's my fault

coarse swallow
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so in cfgmodels, i add my state-name and sections+ skeleton for it?

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to get the hit points for it?

cerulean pivot
coarse swallow
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im just trying to figure out how to setup the hitpoints for these animations

coarse swallow
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the problem is that it doesnt just not register damage but the whole bullet goes through it

cerulean pivot
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try the diag exe

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(needs dev branch)

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you can check the fire lod with that

coarse swallow
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visual?

cerulean pivot
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yes

coarse swallow
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ok, how can i run diag exe?

cerulean pivot
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are you on dev branch?

coarse swallow
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im downloading dev branch right now (10 secs left)

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as in the development build

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from steam beta's

cerulean pivot
# coarse swallow ok, how can i run diag exe?

go to your A3 install dir
find the diag exe
then do either of these:

  1. if you know how to use command lines, make a bat and run the diag exe with mods and everything you need
  2. if not, you can rename it to the default exe (back up the default one too), and run the game as usual from the launcher
coarse swallow
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gotcha

cerulean pivot
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then use this: diag_drawMode "FireGeometry"

coarse swallow
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๐Ÿ‘

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i'll be back once this has loaded

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looks about right

cerulean pivot
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I think so yeah thonk

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what is the boundingRadius or whatever it's called in your animation config?

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it's boundingSphere meowsweats

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tho iirc that only applies to object visibility only? thonk

coarse swallow
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yeah, do you mean the radius in the vehicle config?

cerulean pivot
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no, animation config

coarse swallow
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uhhh... there's no radius there

cerulean pivot
coarse swallow
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i have no such thing

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in my animation config

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you mean States, right?

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in CfgMovesMaleSdr

cerulean pivot
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yes

cerulean pivot
coarse swallow
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not at all

cerulean pivot
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what is it?

coarse swallow
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required addons is completeley borked if youre asking about that

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i have just "A3_Data_F_Oldman_Loadorder" up there for now

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i tend to fill in what i use later

cerulean pivot
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that should be ok

coarse swallow
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ok

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yeah, since im using only base-game classes for now

cerulean pivot
coarse swallow
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not anymore, no

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i can send you fresh one

cerulean pivot
coarse swallow
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yep

cerulean pivot
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tho probably won't make any difference thonk
but it's weird that you say you have no boundingSphere

coarse swallow
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i dont see one

cerulean pivot
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the Default class has one

coarse swallow
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if i have one, it's inherited

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yep, it has one

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but it's not in my config, i misunderstood it there

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i'm sorry

cerulean pivot
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I don't think I have any other ideas meowsweats
check the Hitpoints class under your unit CfgVehicles too

desert raven
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whats the problem again?

cerulean pivot
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bullets don't hit the unit when it's playing the animation

coarse swallow
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it hits the legs and abdomen

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but not the upper body

coarse swallow
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could it be cfgVehicles hitpoints as leopard suggested

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i'll pastebin the hitpoints

desert raven
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is it moving far from its original position?

coarse swallow
coarse swallow
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i'd say it's within 20m from where it was placed

cerulean pivot
desert raven
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then yes that would require you to increate the bounds sphere

coarse swallow
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no, the anim is staying within 20m

desert raven
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yes that is pretty far

cerulean pivot
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the anim shouldn't move the unit that far

coarse swallow
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it doesnt move at all

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the animation doesnt move the unit at all

cerulean pivot
coarse swallow
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it's staying within 20m

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i mean that the movement is less than 20m, to be more precise, about 0.2m

desert raven
coarse swallow
# desert raven

yes, the animation doesnt move from the spot where the unit is

desert raven
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alright

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please

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next time

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be very specific

coarse swallow
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understood

desert raven
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how do you play the animation?

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and is this custom character?

cerulean pivot
desert raven
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so completely custom moveset?

coarse swallow
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with custom moveset

desert raven
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the biggest can of worms there is

coarse swallow
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the moveset works

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well, the moves work and visualizing the firegeometry as Leopard suggested shows it following the animation accurately

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so i was thinking it's to do with hitpoints config in cfgvehicles

cerulean pivot
coarse swallow
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have the names changed for those

cerulean pivot
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shouldn't be that different from default

desert raven
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try using vanilla character with the moveset

coarse swallow
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will do

desert raven
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that should reveal if the problem is in model/character at least

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if it does not work the culprit is likely your animation config somehow

coarse swallow
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nope

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vanilla character

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as soon as it takes the animation, the hits dont land

desert raven
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this would indicate some sort of config error in the moveset

coarse swallow
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beats me

desert raven
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fun times of custom character/moveset modding

coarse swallow
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sure is

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and the first time doing this

desert raven
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you could try the boundsphere paramter

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it could be your config does not iherit the default value right

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or overwrites it somewhere for some reason

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could be its too small

coarse swallow
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rgr! i'll try that

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what's a reasonable value? 3m?

desert raven
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check what vanilla default is

cerulean pivot
#

1

coarse swallow
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1 isnt even the height of a man

desert raven
#

๐Ÿค” you sure

coarse swallow
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so i can see issues there

cerulean pivot
coarse swallow
#

since the source of the unit is at it's feet, wouldnt 1 be too small?

cerulean pivot
coarse swallow
#

oh

cerulean pivot
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it's probably a multiplier blobdoggoshruggoogly

coarse swallow
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right

desert raven
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I think it should be in meters

cerulean pivot
#

the value of 1 makes no sense tho ๐Ÿ˜…

desert raven
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if its radius from pelvis it would work

coarse swallow
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works now

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with 3

desert raven
#

there we go

coarse swallow
cerulean pivot
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or use a smaller radius

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3 is too big

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try 1.5 or something

desert raven
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3 4 and even 8 appear in vanilla animations

cerulean pivot
#

I guess you mean acts?

desert raven
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no

coarse swallow
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isnt that just for turning right from a kneel?

desert raven
#

cutscene acts animatios got even bigger ones

cerulean pivot
#

well anyway, I expect that to reduce the performance when there are bullets passing by
and probably will cause the unit to be rendered unnecessarily too

desert raven
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this one is however the sorts that makes the character look like its moving around

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so it needs larger sphere

coarse swallow
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ok, i'll try reducing it until it stops working and then return

cerulean pivot
coarse swallow
#

i'll probably fall asleep before then

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havent slept properly in 5 days

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Thank you so much for your help!

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โฃ๏ธ

stoic bear
#

I need help with an animation, Im trying to get it to loop from the original start position and not the end possition of the animation. Can anyone help?

desert raven
#

got video of what you mean?

stoic bear
#

yeah could I stream it

desert raven
#

or pictures

stoic bear
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yeah I cant upload the image

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but the animation loops on the spot it ends at and just runs away

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funny at first but i need it to loop of the spot i placed it at

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and not the spot it moved to

desert raven
#

youll need to link the pictures.

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or video

coarse swallow
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How can i block turning in a gesture?

cerulean pivot
#

you can only do that in anim

coarse swallow
#

ah

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fair enough

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oh yeah, that makes sense now

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๐Ÿ˜…

subtle falcon
# coarse swallow How can i block turning in a gesture?

Gestures are mostly used to be able to move at the same time (and avoid creating hundreds of movesets to perform a simple action).Think of it as an additional layer that will only apply certain properties and an additional animation but that remains dependent on the "move" animation on which you apply your gesture. It is mostly used for upper body actions (reloading weapons, holding an object... Etc) but as you probably noticed, you can apply it to any part of the body using a mask. If your character should not be able to move, I advise you not to use gestures.

coarse swallow
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setting up actions is a PITA, so im using gestures. What is annoying about it is that the AI decides to turn during the gesture

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i dont so much want them to not move as much as i want them to not turn

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but it's not a major breaker and i'll look into swapping my gestures to animations if it becomes a necessity

dense mist
#

Working a bit on importing some mocap .bvh files I created onto armarig in blender. Anyone have some tips for troubleshooting?

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Currently the head is like, stretched below his pelvis.

desert raven
#

there isnt really much to say without knowing your exact workflow since that stuff can be done in so many different ways

dense mist
#

Fair. I'm working with another friend, I'll try to get more info.

desert raven
#

my experience has been that the armarig is not very good for that kind of work

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it needs quite a bit of rework to behave properly in that kind of stuff

dense mist
#

Is there something more preferable?

desert raven
#

I dont know of anything plug and play. I've done my own custom stuff for that kind of things

dense mist
#

Currently trying to test one of what I just discussed, but adding it to my config and mod does not result in it showing up.

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First animation in the pack is fine, though.

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Anyone mind having a look at the config? See if I'm doing something stupid?

desert raven
#

put it in pastebin.com and paste here. usually someone takes a peek when they can

dense mist
#

gotcha

dense mist
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figured it out; was a mod download issue, not my config.

desert raven
coarse swallow
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ok, so my animations dont sync over multiplayer

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theyre defined in cfgMovesMaleSdr and work for the user that the agent is local to, but nobody else

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the owner of the agent is a client

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but the animations are not syncing over clients

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the agents are just sliding around in the default pose

desert raven
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probably problem with Agent

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first off try if using vanilla unit as Agent in the same way you do now works correctly

coarse swallow
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i figured some of it

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if i force switchmove on the agent, it starts aniomating like normal

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if the agent is already moving when i join, it moves like normal

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if the agent is created whilst im in, it doesnt move

#

so i think i know how to fix it

carmine sparrow
#

Myself and another are working on a custom character with a custom rig and animations, when we imported them into object builder the resolution looks fine but playing through the frames the mesh is distorted and rotates at a 45 degree angle. Anyone able to help out?
https://imgur.com/gfgfKlu

desert raven
#

The rig is probably not zeroed to correct rotation

swift hollow
swift hollow
desert raven
#

In blender

jaunty wadi
#

`warning:In file '\AP\JSMR\basicdefines_A3.hpp': macro 'LOAD': trailing ; should be in each caller. Never the macro body.

warning:In file '\AP\JSMR\basicdefines_A3.hpp': #define HeadArmourCoef is not FULL_UPPER_CASE, fix it if you can, or regret it later.

warning:In file '\AP\JSMR\basicdefines_A3.hpp': #define BodyArmourCoef is not FULL_UPPER_CASE, fix it if you can, or regret it later.

warning:In file '\AP\JSMR\basicdefines_A3.hpp': #define HandArmourCoef is not FULL_UPPER_CASE, fix it if you can, or regret it later.

warning:In file '\AP\JSMR\basicdefines_A3.hpp': #define LegArmourCoef is not FULL_UPPER_CASE, fix it if you can, or regret it later.
Z:\AP\JSMR\rtm\JSMR1.rtm
The engine does not use drive: specifiers. This 'file' will not be found
In File \AP\JSMR\config.cpp: circa Line 32 drive: specifiers can't be placed in pbo, and have no context in linux servers
Failed. View->output logs for \AP\JSMR
JSMR.pbo not produced due to error(s)`

#

Any idea?

cerulean pivot
jaunty wadi
supple junco
#

Has anyone ran into the issue with the polpox anim viewer where, after trying to apply an animation to a unit, it responds "wrong vehicle type"?

fast canopy
#

That's not what this channel's topic. Use Unit Animator Moudule

#

@supple junco

dull valve
#

Hello does anyone know what adjstance = "m"; means?

cerulean pivot
#

"m" means "middle"

#

aka no adjustments

#

there's also "u" (up), "d" (down), etc.

dull valve
#

@cerulean pivot ahh thank you

zinc flume
cerulean pivot
zinc flume
fast canopy
#

Edit LODs are only a temporary things, will do nothing ingame. IDK why you ask it here

cerulean pivot
sacred oxide
#

how do i set up the IK with all of this leftarm, leftarmroll etc?

marsh parcel
#

Hey would you guys happen to know why my handanim is happening at the same place a player would hold a launcher? The names of the bones seem fine I have binarized the rtm and have the proper model.cfg and the launcher bone is placed where I would like my weapon to be at.

desert raven
#

Launcher bone cant be moved. both it and weapon have fixed place in the firing stance. That must be same for your weapon. If you want different location you must offset yur weapon model in its own P3d and then offset the the animation same way relative to the launcher pose

marsh parcel
#

Would this be the same thing for a weapon? If so I think I would save myself some trouble if I were to make my project into a weapon

desert raven
#

Same for a weapon

#

If you are trying to make some very unconventional weapon and holding animation, those can be very tricky

marsh parcel
#

Welp I appreciate the information lol I've been working on this for a while now trying to get snips of information all over the place now I have to learn how to offset the animation :)

desert raven
#

Basically you pose the weapon/launcher posi in the correct normal position and them make the hand positions somewhere else

#

The hand positions from the weapon holding animation are read in relation to the weapon bone position

#

Somewhere in the chat history there probably are pictures I've posted that elaborate on this

marsh parcel
# desert raven Basically you pose the weapon/launcher posi in the correct normal position and t...

It worked! :D
For anyone that is ratting around the discord looking for steps
I first rotated the launcher model 90 degrees since it was rotated
Imported the T-Pose as the handanim so I could get a understanding of where things are positioned
Moved the launcher bone left/right to center the t-pose (center of the body worked) and moved the launcher up and down to get it to my desired spot then animate the arms to how I want it to be

#

I still have to move the model in the p3d to the right position but I'll do that after I get a proper model

fast radish
#

hi does anyone know how to import the armarig in Cascadeur?

#

I exported it from blender as .fbx and imported it in Cascadeur but it wont show up

desert raven
#

I don't think many people have used it much yet. So there are no established workflow for it

fast radish
#

ye ik i saw what polpox did with it and thought there is an answer

fast radish
#

How do i import the animation in arma, I know how to import it but what i mean is the jumping, etc.

subtle falcon
#

what do you mean? ๐Ÿค”

fast radish
fast canopy
#

Also, highly doubt that you can import Macser's ArmaRig directly, as it has a lot of unnecessary things like IK controllers. You need to make a proper (w/o such things) Rig in Blender first

desert raven
fast radish
fast radish
#

(what i was trying to do is making the guy stand just to test if it works but clearly it doesnt)

desert raven
#

well likely the config part is not right yet then

#

or the animation itself did not export correctly

fast radish
#

Do i have to import it in object builder first?

desert raven
#

where did you export it from?

fast radish
#

blender

desert raven
#

then no it makes proper rtm

#

how did you pack the rtm into pbo?

fast radish
#

addon builder

desert raven
#

that might not work correctly

#

or it has had trouble binarizing rtms

#

and I would anyway suggest using pboProject especially with extensive config stuff like animations

fast radish
#

pboProjcet keeps giving me errors when i crunch them

desert raven
#

as addon builder does not give you debug info on your config errors

#

exactly

#

you have to fix those errors

#

if you expect your stuff to work

fast radish
#

yes ik but when i view the output its just empty

desert raven
#

do you have logging enabled?

fast radish
#

so thats confusing

desert raven
#

and what does the debug console say

fast radish
#

idk if i have enabled it or not because i cant find it

#

ill do it again to see what the debug console say

desert raven
#

there are 3 options for logging in the middle of pboProject dialog

fast radish
#

OHHHHHHHHHHH

#

i see it

fast radish
#

(this might sound stupid) but it needs the "location of pivot points (local axes) for hierarchical animation" and tbh idk where that is or what he means?

desert raven
#

you probably dont have proper model.cfg file with the character skeleton configured in it next to the rtms

#

copy the sample character model.cfg into the folder your rtms are in

fast radish
desert raven
#

you probably dont have proper P drive setup

fast radish
#

I fixed it, Thanks for the help!!

fast radish
#

so i imported the animation in arma 3 but the animation is not moving like it did in blender

#

so he is supposed to stand but he is not moving

desert raven
#

Perhaps you exported only 1 frame

#

Or maybe the config is made to be static

fast radish
#

How do i export more than 1 frame and is there a different config for animations that are not static?

desert raven
#

Add more frames to the exported frames list and untic static from export options

#

And compare animation classes from static poses and multi frame anims

fast radish
#

I checked the first box and unchecked the second one and still gets the same thing in arma

regal dawn
#

When I Make Animation How Can i Make Many Animation on One Soldier?

desert raven
#

make many animations where?

regal dawn
#

@desert raven On a soldier like if i can make first go check a soldier treat him and after that making him to walk again not just staying there and treating all day

desert raven
#

That would running scripted and timed sequence of move commands and playmove/switchmove commands

zinc flume
desert raven
#

๐Ÿ‘

stark kite
#

In my boat the driver animation is messed up and the seat is not available. If I use switchMove for testing on a unit the custom sitting animation is just showing up fine. What must be done for make a custom vehicle proxy animation?

desert raven
#

Rtm for animation. Driver/gunner/Cargo action in cfgmoves that use said rtm and the that action has to be defined to be used i the vehicles config for driverAction gunnerAction etc

#

@stark kite

stark kite
#

Nice thanks, I just had to change the config from the rtm. Now its working like intended. The animation does not fit properly. I want to adjust the proxy in my p3d. How can I export the Blender file accordingly so I have a p3d of my animation to use as a Proxy in my boat. So I do not must repack and restart the game again and again to fit the animation?

desert raven
#

you have a proxy in the model -> you take armarig and move it and the character to the proxys 90 degree corner and rotate it to match the proxys direction

#

then you make your animation so that it fits the proxys transformation

#

and export rtm normally

#

as rtm is exported from the armatures own model space, so its world position does not matter

stark kite
#

Ok, my driver is working now. But how do I get my custom gunner rtm to change his stance when aiming up or down? When I use other animations for the gunner from the basegame it is also not changing, so i think I have a problem with my configs? Also there is a little animation difference if the boat is only placed in editor or the game started. Nothing bad, but would be interesting to know why there is this difference

fast canopy
#

(cc @fast radish if you're still interested with it)

fast radish
#

OOO yess, Thanks

unreal sonnet
#

Is it possible to convert an existing animation mod to only apply to AI and not player skeletons?

desert raven
#

no

#

well yes

#

but in great difficulty

regal dawn
desert raven
#

how do you want to control it?

regal dawn
#

I'm not sure what you mean?

#

as in control it through the config?

desert raven
#

how do you want to control it cycles

regal dawn
#

by blinking every second or two

#

do you mean control it through animation source in the config?

#

I know very little about animations and have only gotten doors to work

desert raven
#

time to learn more then. you could use time or clockSecond powered mirrored or looping hide animation to hide/show an emissive/bright overlay mesh on the lamp

regal dawn
#

is the config.cpp/model.cfg at least close?

#

is there a particular line I need to change?

#

I got it working just needed
source = "time";

#

one other thing, I'm trying to create a lens flare that's synced to the emissive object popping in an out, is that possible?

#

I looked at class MarkerLights and it has a blinking feature with blinking = 1; but there seems to be no way of adjusting the blinking speed

#

marker lights seems to come with an actual lightpoint and lens flare, if possible I'm hoping to just have a lens flare

#

it's not critical but it would look nice

drowsy nymph
#

blinkingPattern[] array is supposed to control rate of flashing marker lights. Contains two values i.e. {durationOn, durationOff} in seconds usually. Not sure if you can do complex patterns with more indices in the array, but maybe

white juniper
#

You can

// timeline for the blinking effect. Every item in the array is time mark,
// the rule is that _blinkingPattern[i] < _blinkingPattern[i+1]
you can have the pattern as long as you want

sacred oxide
#

https://imgur.com/hgjEehg
https://imgur.com/QAd1Kw7
does the rig need to have the hips at world origin, llike this memory for the stances to work or? curiosity
because, when importing the .rtms from arma 3 samples; when the hips/rig are above world origin (and feet are on ground), the rig gets moved into the sky

desert raven
#

its just the rig not being made for animation importing

#

it has unconnected bones that dont quite work with the import

fallow marsh
#

moved message from model_makers since this is probably the proper place to post
hey folks, what would cause a useractions position to not stay static in the model? the point isnt tied to any other named selection in any LOD

desert raven
#

Model maker would have been fine since you're saying its not actually animated. What does non static mean though?

fallow marsh
#

the door itself is animating properly and will open/close when the option is selected in the scroll wheel

desert raven
#

If you have only a action with trigger memorypoint and radius you can access it from various directions within the radius

fallow marsh
#

its the mem point that is being used as the trigger location

desert raven
#

Only if its tied to a geometry trigger does it move properly with the animation

fallow marsh
#

thing is, i dont want it to move with the door

#

the trigger mem point is in the center of the doorway in blender/OB, in game its saying its to the left of the "lock" location when closed, then totally outside of the doorway when open

#

the trigger mem point is only apart of itself and no other named vertex group in any other LOD, so it shoudnt be moving like it does

#

just confused as to why its being moved when nothing thats being animated is attached to it

desert raven
#

My Previous experience has been that the trigger point does not animate if its not part of animated selection but perhaps that had changed or I have been mistaken.

fallow marsh
#

the doors do animate, and you can scroll wheel

#

its just idk why its being moved with the door

desert raven
#

But you could the tie it to a geometry part and keep that in place

fallow marsh
#

true

#

that might be what i have to do. although i did attempt to just add the vertex group as a bone and tie it to the frame if you will to no avail

#

let me go give it a whirl

desert raven
#

Im pretty much always using the geometry triggers now myself. It works so much more reliably

fallow marsh
#

how so? you just using a named group instead of a mem point?

desert raven
#

When it's tied to geometry part(s) action comes up only when lookin at those parts

fallow marsh
#

i suppose i could always increase the radius up some.

desert raven
#

The trigger mempoint can be "seen" from wrong places/directions sometimes

fallow marsh
#

yeah, this is weird

#

its acting like its using one of the axis mem points for my left door rather then the center

desert raven
#

Like it makes sense to me that if you want to open a door you look at it and then you also look at it when you close it

fallow marsh
#

i tried to tie it into the frame of the doorway with no luck

desert raven
#

Or want to press a button you look at it

fallow marsh
#

i could add a button

desert raven
#

If you just name it as the frame that does nothing

fallow marsh
#

i assigned the vertex to the named group

desert raven
#

Yes that does nothing

fallow marsh
#

huh

#

i thought that would work like it does for other things

desert raven
#

The frame has no function

#

Unless it's animated

fallow marsh
#

so i would add the selection i want to use as the trigger to the geo lod?

desert raven
#

There is a userAction config parameter for that. And name of that parameter is then put on geometry component

#

Sample house has these I think

fallow marsh
#

the postion for useractions right?

desert raven
#

Can't remember off the top of my head.

fallow marsh
#

let me go open up the sample house model

#

yeah. sample house has the trigger being in the mem lod

#

this is so strange

#

it is acting like its using the first axis point for the left door rather then my trigger point

fallow marsh
#

yeah no idea. im done for the night though

bright eagle
#

Hello Arma friends. First time posting here and new to a lot of things arma modding related. but, looking for some help or maybe someone to push me in the right direction. After about 3 weekends now, im hard stuck.
Im creating a Kangaroo with a custom skeleton to function like arma animals do (Rabbit, etc..). Ive got all the ingredients (I think) I need to make it work but I cant get the animations to work in game.
The model and bones/weighting/animations were made in Blender following various tutorials and referencing a lot of others works and reading through this discord, and I have them loading up properly in Object Builder and even (mostly) simulating/animating correctly.
However, when I import them into the game my Kangaroo does a smooth 30 degree rotation and just sits there. The list of my animations are appearing in the animation viewer (in game) but my model wont animate. Im down to the point now assuming this is a config error, so if someone can take a look i have it *all pretty much in my config.cpp: https://paste-bin.xyz/56492
Everything is a bit crude at this stage but i plan to clean everything up once i can get it to work and document and share my findings. ๐Ÿ™‚

subtle falcon
bright eagle
subtle falcon
cyan ivy
desert raven
#

pretty much do rotating parts just like that has and it works

cyan ivy
#

its like it rotates simultaneously on two axis at once

desert raven
#

its chain of rotating parts

#

each pushes the next one

bright eagle
subtle falcon
glacial pilot
bright eagle
bright eagle
subtle falcon
#

I'm pretty sure someone else made an addon to extract the bones hierarchy but since I didn't know it back then, we made this small script

#

feel free to take it and use it if you need it (it's in the description of the video)

desert raven
#

it does not hurt to be able to write id down correctly manually tho ๐Ÿ˜… helps to understand how things work

subtle falcon
#

true

bright eagle
#

Script worked. ๐Ÿ™‚ But no luck. Curious though that even if my skeleton "structure" is a little messed up the animation would just look wrong in game. but it just doesnt play.

frosty yew
desert raven
#

well depends on your gestrures blending mask I suppose

frosty yew
# desert raven well depends on your gestrures blending mask I suppose

RL_BothArmGun[] = {"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandPinky1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandPinky1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Weapon",1};

desert raven
#

perhaps not then blobdoggoshruggoogly

#

it might need to be played as animation instead of gesture

cerulean pivot
#

make sure weapon IK is 0

#

same goes for right hand and left hand IK

frosty yew
cerulean pivot
frosty yew
cerulean pivot
#

use this:

leftHandIKBeg=0;
leftHandIKCurve[]={};
leftHandIKEnd=0;
rightHandIKBeg=0;
rightHandIKCurve[]={};
rightHandIKEnd=0;
weaponIK=0;
frosty yew
cerulean pivot
#

or have you selected it?

frosty yew
cerulean pivot
#

I don't see why

#

your mask is correct

cerulean pivot
#

if this doesn't work then idk

frosty yew
cerulean pivot
cerulean pivot
#

I don't see why the weapon is moving thonk

#

especially if it's in your hands

#

maybe remove showItemInHand = 1;

#

or make it 0 (if you have defined it in what you inherit from)

#

maybe that could solve it

frosty yew
cerulean pivot
#

I'm out of ideas then blobdoggoshruggoogly

frosty yew
desert raven
#

if you want new movesets you have to make new movesets altogether I think

#

those poses and whatnot are meant just for static situations

subtle falcon
#

yup you need to create new anims and new movesets to replace all the existing ones

desert raven
#

@narrow bronze this is Arma3 channel

narrow bronze
#

Sorry

tall ocean
#

Anyone know if theres a drill mod?

#

Like rifle drill/color guard etc etc

tall ocean
#

I'd like to start a mod doing just that ^ If anyone is interested in helping?

desert raven
#

Such things are little out of typical arma gameplay

#

also please dont post same question on multiple channels as per #rules

tall ocean
#

gotcha my bad, I'll delete my other one ๐Ÿ™‚

#

Thanks for the heads up!

wispy prairie
#

im trying to add a custom character to arma 3, all from the groud up. model skelteon animation and all, does anyone have and resources i can use to try and learn how to do it without trial and error? thanks

desert raven
#

it mostly comes down to understanding and being able to read the configs and connect the dots between different classes and config lines

wispy prairie
#

me and another person are trying to work on it togther, since we have had some previous experience

desert raven
#

the Arma 3 samples animal can be a good starting reference

#

its a bit simpler config than full man character one so it can be easier to read

wispy prairie
#

is there anything special i have to do when im rigging the bones

#

or do i do it as normal?

desert raven
#

What would you count as special? ๐Ÿ˜…

wispy prairie
#

uhh

#

good question

#

thanks for your help, ill take it from here, if i have any other question i know where to come

desert raven
#

nothing comes to ming really. RTM contains all frames so whatever movement you got, the rtm will have

#

(make sure to use the ArmaToolbox addon and its rtm export)

subtle falcon
#

Concerning custom characters, there is not only one workflow, we all do it in a different way (especially for animations)

#

and as HorribleGoat said, I don't think anyone has the faith to create documentation. You can of course ask your questions here and if we can answer them, we will.

#

About the config: if you're making a basic animal (like a rabbit), you can take a look at the Arma samples. This is probably the best way to start.

#

but go step by step, don't try to make a complex character ^^

desert raven
#

lot of self learning is involved and yes starting from a simpler thing is good. It will just need the time investment to explore how it works

marsh shard
#

In OB, what is the purpose of "import from matrices?" It only seems to remove the skeleton.

subtle falcon
subtle falcon
marsh shard
#

I was hoping to make a p3d from a vanilla rtm so I can line up seat and pilot proxies in Buldozer. I can't assign an rtm to the proxy.

#

I am stuck with loading the plane into a mission and guessing at how offset the positions are, then making adjustments, compiling, wash, rinse, repeat.

#

Is there an easier way to do this?

desert raven
#

Nearly all vanilla cargo actions got proxies in the A3 data

candid socket
#

The Game needs a Cat--- like it has a Dog !!!!

subtle falcon
candid socket
desert raven
candid socket
#

ah... okey .. i know that ...
but i would prefer a pet Cat ... with meow and so on ... !!!

subtle falcon
#

Well, maybe someone will add a cat. We already have emus, kangaroos and dinosaurs so... ๐Ÿ˜…

glad granite
#

Anyone to add a few more human animations:

  • raising both hands to keep weapons out of water;
    And blind firing ones (as in Escape From Tarkov):
  • over the head shooting;
  • corner's side shooting (left & right)

To be added in Enhanced Movement Rework, contact is @spectre.

fast canopy
graceful heart
#

Is there a limit to the number of gesture animations that can be run on a given unit (say, with playAction) at the same time, assuming that none of them effect the same parts of the skeleton?

The broader thought behind this question is to allow for putting a soldier's rifle "on a sling" in front of them while doing activities like transitioning to a sidearm, similar to what GGE Weapon Sling mod does, but without attaching an object to the soldier, or removing the rifle from the soldier's inventory.

Could one make a gesture animation that moves the primary weapon proxy to "hang" in front of the unit's torso, and simply run this anim (probably in some sort of loop) whenever the rifle is supposed to be "on a sling"?

#

The question on gesture limits arises because, if you're running this "sling" gesture all the time, it may not allow other animations like reloading the pistol--or worse, make the rifle fly around all over the place when someone goes to reload the pistol, as the proxy is suddenly no longer being animated to be in front of the model

desert raven
#

I dont think that is possible

#

you would need a new moveset for that

subtle falcon
#

yep, you need new movesets

graceful heart
#

So, massive amounts of work. Got it ๐Ÿ˜„

desert raven
#

well depends on how much experience you got I suppose

#

not the easiest task

graceful heart
#

I've never animated anything, but I've spent the last few months learning how scripting works for other arma-related projects. It's on my list of to-learn, though. Even though the config side of animations looks incredibly tedious

desert raven
#

there is a lot to learn before it goes smoothly

graceful heart
#

Any suggestions for tutorials on the process? My 3d modeler of choice is Blender

desert raven
#

Im not very up to date with tutorials but anything that touches topic if skeletal animation can be useful. Could be good idea to join one of the Blender Community Discords for up to date info on tutorials

graceful heart
#

Cool, thank you!

oblique lodge
#

when you make an animation say for a pump shotgun, how would you go about adding a weight to the action so it isnt so slidy?

desert raven
#

compare to real world videos of the action, the gun has some inertia movement with the pumping motion, there may be a slight pause at the far end of the pump where arm gets ready to push the pump back

#

stuff like that makes the difference

oblique lodge
#

so to mimic the push force and such you see on a pump would you hold the frames off a few frames to mimic that?

#

currently i have just the pump animation running at 30 frames and set evenly across it for a smooth but slidy pump

#

And thank you in advance for the help and advice

oblique lodge
#

how important is the IK curve in an animation? i cant find anything online about it and when my guy puts the animation in the game the wrists are all screwed up and the hand doesnt do the animation right. the pump does though

desert raven
#

IK curve determines how much effect the underlying weapon holding pose has VS the reload animation

#

its and array of time and affect power

oblique lodge
#

The hand moves all weird but the pump is fine and my wrists are all twisted but in blender and object viewer the model is fine

desert raven
#

video might be good to see

cloud perch
#

Hey Goat, I spent some time working with the IK curve in an attempt to smooth out the animation, and that's coming along sound, thank you for the advice. The only issue now is a slight jump at the end, which appears to be very similar to this post by Forky. I reached out to him already regarding the issue, but if anyone else has any input, I'm all ears. Thanks in advance.

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Another issue was how the animation did not seem to be quite the same in buldozer as it is in game, but I think that chalks up to the fact that in-game we have the IK restrictions, and in buldozer, it's a copy of how the rig had been prepared prior to export.

desert raven
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yeah buldozer does not preview the same

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unless your IK curve is fully 0 all the time

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(both hands)

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the jump is likely due to difference in the pose the animation is made in VS the actual pose in game

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a little bit longer end transtion might be good

oblique lodge
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when i make a animation in blender it looks all good and everything (still figuring out a few things), but when we put it into arma it ends up looking all wierd. Here is a pic https://imgur.com/a/7SJz8o8

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i've only messed with the fingers on that arm

cerulean pivot
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it looks like the hand is too far from the body

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move the hand closer

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or just set the left hand IK to 0

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Or maybe you twisted the arm too much

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The angle of the wrist doesn't look right

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The wrist should be turned futher to the left

oblique lodge
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i didnt touch the wrist is why i am confused

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in object builder and blender it looks fine

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only in game is it all funky heh

fast canopy
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If you touched or not, is not a concern because it blends two animation. This is why it only happens ingame

oblique lodge
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so i should make the blend file look a little funky so it shows right in game?

fast canopy
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Try what Leopard said first

oblique lodge
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can do

desert raven
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for weapon holding animations only the hands and fingers change, from the wrist up the engine tries to blend the pose with the underlying default rifle holding pose

oblique lodge
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I know we tried the ik to 0 trick, but i can pull it back maybe too

desert raven
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so your shoulder, arm, etc position wont matter

oblique lodge
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if i had to raise or lower the hand would that mess it up?

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i only used the rig selection for the hand so

desert raven
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its possible you have twisted the hand bone 360 degrees

oblique lodge
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i only messed with the finger bones

desert raven
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I would reset the left hand bone

oblique lodge
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i never rotated the hand rig

desert raven
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and position it again

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eh?

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what does it look like in blender?

oblique lodge
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im using a hand ref from soemone else so maybe that is why.

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it looks great in blender

desert raven
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very possible

oblique lodge
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and in object builder

desert raven
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OB look does not matter

fast canopy
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Again

If you touched or not, is not a concern because it blends two animation. This is why it only happens ingame
Because it only blends ingame

oblique lodge
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gotcha. i appreciate the replies as well

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this is all new to me so it is a trip for sure

desert raven
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so the default rifle pose is something like this

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when you make your own animation it tries to adapt this to fit your hands

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but at some angles it bugs

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as it cant reach the hand/wrist

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or the hand has some bad rotation it cant handle

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It is also possible the hand bone is not correctly named and does not receive actual rotation info

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though it would not be in correct position if that was the case

cloud perch
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I believe the main issue that is causing this is his having built the handAnim off of a pre-existing handAnim that had had it's hand bone rotated

oblique lodge
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ok so i fixed the issue with the wrist and such but when someone hits ctrl twice and lowers the weapon the arm moves but the hand animation stays, which breaks it and makes it look jank. I should get a pic of it by tomorrow as it is late here. Any idea why the hand would stay and mess it up?

desert raven
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That is odd. Either you are somehow breaking all animation config or some other modded feature messes it up.

thorny minnow
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Need some help. I want to use a custom rtm for a weapon. I'm using the armarig v6 on blender

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do I just need to export the animation/rtm with 1 frame in it to use hand animations?

desert raven
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yes

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as long as the frame time is 0 in the frame list, it works

thorny minnow
desert raven
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whole rig yes

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in game weapon animation is pasted over the standard rifle/launcher pose and the hands positioned in place according to their offset from weapon/launcher bone

thorny minnow
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Thanks chief ๐Ÿ‘Œ

thorny minnow
desert raven
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sounds like the frames dont export

thorny minnow
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turns out it was a config issue, the rtm is fine

thorny minnow
# desert raven sounds like the frames dont export

@desert raven Hey chief, quick question

When it comes to a weapon rtm for holding weapon and reload animations, how much of the animation do I need to pose for Arma 3? Do I need to take every single bone into account including feet stance for both? or does arma only calculate certain bones positions for things like holding weapon and animations?

Thanks

desert raven
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no it basically just uses hands and fingers in relation to the weapon bone

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the rest is not used

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however using the default rifle pose as base is beneficial to preview how it approximately looks like in game

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and when making reload animations it is better to start reload with the base stance applied

frank yoke
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Is it just me or the "add keyframe range" option is gone from A3 toolbox for blender?

desert raven
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should be there

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which version you got?

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blender and toolbox

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@frank yoke

frank yoke
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Blender 3.2.1

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Toolbox 3.0.4

fast canopy
subtle falcon
desert raven
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or newer toolbox ๐Ÿ˜‰

subtle falcon
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Doesn't work with the latest one :/

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It's missing the"add all frames" option

desert raven
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latest one might not be on the git though ๐Ÿค”

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@meager oar is it ok to share more recent version?

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of the toolbox

meager oar
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Yeah go ahead

desert raven
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๐Ÿ‘ tanks

meager oar
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Please note that the later versions have some experimental features that may or may not work as expected, so proceed with caution. Having said that, though, I have been using this version since quite a while for all my Arma 4 modding.

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LOL I mean Arma 3

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(WIshful thinking)

desert raven
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๐Ÿ˜„

subtle falcon
# desert raven

Oh, thank you! I recently worked on some animations with blender 3.2 with the latest github version of toolbox but I didn't realize I didn't have the "add all frames" option until I finished working on the 6 animations. Instead of redoing the animations in Blender 3.1, I added the 120 frames manually.... for the 6 animations. ๐Ÿ˜