#arma3_animation

1 messages · Page 3 of 1

meager sand
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I'm scared

quaint oyster
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yes

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same error

zealous solstice
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That looks so scary lmao

quaint oyster
zealous solstice
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Eeeeessshhhh lol. Im running into some issues with animation too. Usually taking a step back and looking at it when your brain is fresh helps a lot. I usually go play DayZ until I get pissed off, come back and be like: "oohhh so that's how I do dat" lmfao

dark ridge
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Hi guys! Can someone help me? I'm trying to transfer the animation to a slightly modernized Armarig (no animation is retargeting to the original Armarig at all due to IK) and you can see the result in the picture. However everything usually works fine if:

  • I don't move the skeleton relative to the Origin point. But then it is also at ground level in the game.
  • I do animation manually.
    Apparently I'm doing something wrong with the coordinate axes. I have already tried shifting Origin point, disabling all constraints, upgrading the skeleton, using different addons for rigging, ediiting config.cpp, using Mikero Pboproject.
fast canopy
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Have you moved/scaled the armature?

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I'm not meaning the bones, the armature

dark ridge
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Yes. As I said, this is where the problem comes in.

fast canopy
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Ctrl+A

dark ridge
desert raven
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does it match the arma man?

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have you changed rotations of the bones?

dark ridge
# desert raven what exactly is slightly modernized rig?

I made about 5 different rigs. All are very similar to Armarig or ofp2_skeleton. The set of bones exactly matches the BIS list. The bones are exactly in place with the correct names. In fact, I used Armarig in which I only removed the IК-responsible constrains. Rig matches arma man.

desert raven
dark ridge
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I thought remaining constraints might be the problem. So I removed them by making 4 bones on the limbs instead of 2, as is done with ofp2_skeleton. But it did not help. I did a lot of experiments with different skeleton options and nothing helped.

desert raven
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The constraints and extra bones dont matter as long as they are named with @ in the front.

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are you packing the pbo with the rtms with addon builder or pboProject?

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@dark ridge

dark ridge
dark ridge
desert raven
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free or subscribed

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free has bit less rigorious checks for model.cfg and rtm compattibility

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do you have model.cfg file with the man skeleton defined in it next to the rtms?

dark ridge
desert raven
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@dark ridge

dark ridge
desert raven
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thats not where its done

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this may be the issue

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copy the model.cfg of the sample character in arma 3 samples on steam and drop it in the folder with the rtms

zealous solstice
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So bit of a noob question here. I have an animation on a model. Do I need to export it in a certain manner into the Arma 3 tools or how does that work? I've been looking in some of the old forums, but can't find much or I'm not looking in the right spot.

dark ridge
dark ridge
fast canopy
zealous solstice
fast canopy
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Then Di17 above's explanation should be sufficient

quaint oyster
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fixed the error with PBO project but still recieving this output

fast canopy
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Do you have proper model.cfg?

quaint oyster
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i just used the vanilla one from the sample files

fast canopy
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How is the file/folder structure?

quaint oyster
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just one folder containing my animations

fast canopy
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And how's your config?

quaint oyster
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actually hold one i might be slow lol

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thank you for the help, i just realized i have an old config and pbo in a separate folder

fast canopy
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Oof, it happens when it happens

quaint oyster
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@fast canopy im in need again lmao

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not broken like before but not exactly on my gun and i dunno why

fast canopy
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How it looks in Blender?

quaint oyster
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something like this

fast canopy
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This is why

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Do you see the weapon bone is not aligned with the model itself?

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RTM does not care about what you see in Blender or any meshes, but bone relations

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The weapon bone is not on the right place and angle

quaint oyster
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this m16 i presume is what i need?

fast canopy
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Exactly

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If you know Blender it should be easy to swap model like a pro

quaint oyster
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i dont often use blender 💀

fast canopy
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Then let me see what I can tell/refer

quaint oyster
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ive adligned weapon bone as best as i can see

fast canopy
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This might not be accurate enough

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  1. Change a frame so you won't lose your progress
  2. Reset all animation and go to T pose (A pose)
  3. Set your rifle at X,Y,Z = -1,0,0 (IIRC)
  4. And change the angle accordingly
  5. Select the rifle object and then armature (the armature must be selected last)
  6. Ctrl+P to parent, Empty Weight should do
quaint oyster
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you lost me at the first step im gonna be honest lol

fast canopy
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  1. A to select all bones
  2. I to apply (save) all bones movement
  3. Use left or right arrow key to change frame
quaint oyster
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noticed this litle icon change down here thought i'd note it

fast canopy
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Indeed, you're doing it what I said

quaint oyster
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im ready for next thing

fast canopy
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I forgot what is the shortcut to reset movement and rotation... Alt+G and Alt+R IIRC?

quaint oyster
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when i ALT + G

fast canopy
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R too so rotation will be reset

quaint oyster
fast canopy
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So you'll see a ordinaly A-pose

quaint oyster
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yes

fast canopy
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Next up: bring your rifle

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Where it is?

quaint oyster
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was hidden

fast canopy
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Select this "Object" and move to -1,0,0

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So it should clip into the M16

quaint oyster
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got it

fast canopy
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Step 5

quaint oyster
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do i just shift click my rifle then the armature(the bones)

fast canopy
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Yup

quaint oyster
fast canopy
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That should do

quaint oyster
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just select what i have highlighted?

fast canopy
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Ye

quaint oyster
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done

fast canopy
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If everything is done right your rifle will follow the rifle bone

quaint oyster
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yes now i hide m16?

fast canopy
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If you need

quaint oyster
fast canopy
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Just change the frame back to 0

quaint oyster
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thank you a bunch my friend. So much pain for a 5 minute fix lol

fast canopy
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You'll robotomy your pain eventually

dark ridge
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Has anyone done animation retargeting? Share your experience please. I mean, have you met similar problems?

desert raven
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Have done, had no problems.

dark ridge
desert raven
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have not used autorig inbetween but made my own setup. but otherwise pretty much that

dark ridge
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If I manually animate, then everything turns out well. So I think the problem is somewhere in the retargeting tool. Skeleton is fine. I tried retargeting with rokoko, autorig and did my own metarig. Everywhere the same result. What does "my own setup" mean?

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If you mean manually moving the character, that works for me too. The problem is with automatic retargeting.

desert raven
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I set up my own retarget rig blobdoggoshruggoogly

dark ridge
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Hooray! ))) It worked. I did everything completely anew and did not touch the coordinate axis before retargeting. Thank you very much for your help @desert raven and @fast canopy!
If someone needs to import animation from Mixamo, you can use my project. Additional customization may be required for each animation. How to do all this, see here: https://youtu.be/w16HNmp_KjE (there are English subs)

В этом видео я покажу универсальный способ ретаргета анимации в Blender. Способ подходит для любой версии Blender. Повторю здесь основные определения из видео, чтобы никто не запутался. Риг источник - анимированный риг, от которого мы берем анимацию. Целевой риг - риг, на который мы делаем ретаргет анимации. Мета риг - промежуточная фигура из пу...

▶ Play video
fast canopy
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Nice! One step ahead to the gate of the hell and suffer

dark ridge
fast canopy
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I want to have a prone gesture that doesn't allow you to move while playing - possible?

desert raven
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Should be I think. Maybe something derived from the unconscious state?

fast canopy
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Just to clarify not CfgMoves but CfgGestures

desert raven
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Aa

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Hmm

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Can gestures disable moving. Good question

fast canopy
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As far as I can see, some Mods does gestures to prone reloading, and it disables movement

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Like Aegis, what I worked on

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I know that is not what vanilla Arma 3 does but it seems it does work, and have zero idea why it does work

desert raven
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Is it possible there is some eventhandler and disable input hacks happening?

fast canopy
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I do not think so, none of Aegis dues can script other than me troll

desert raven
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Then config it is

fast canopy
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class CfgMovesBasic
{
    class Default;
    class ManActions
    {
        GestureReloadSA80 = "";
        [...]
    };
    class Actions
    {
        [...]
        class RifleProneActions: RifleBaseStandActions
        {
            GestureReloadSA80[] =
            {
                GestureReloadSA80Prone,
                Gesture
            };
            [...]
        };
        [...]
    };
};
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And I prefer to achieve in gesture because it is easier than creating the entire anim

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Huh

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Okay, so, player playActionNow "GestureReloadSA80" or something in this case, does NOT prevent you to move

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But reload in prone, so probably an engine thing

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So I need to scrap the idea and make it in CfgMoves 😩

desert raven
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Ah

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That does make sense

desert raven
fast canopy
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To “throw back a grenade” so it would stop someone to move if is in prone

woeful pelican
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prone reloads at least for most of vanilla stuff are full body animations instead of gestures yeah

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and this stops you from being able to move

fast canopy
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Yeah, but our (Aegis) does like that and playActionNow doesn't prevents it

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Which I wanted to have is not an reload animation, so

woeful pelican
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you'd probably have to use playmovenow

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if Im understanding it right

fast canopy
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Pretty much same thing

subtle falcon
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I think you can't restrict movement with gestures

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tried everything

lilac geyser
fast canopy
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Don't overestimate me

desert raven
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everyone needs help every once in a while blobdoggoshruggoogly

lilac geyser
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it was a joke

cerulean pivot
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similiar to vanilla prone reload anims

dark ridge
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How to make the character stay where the animation ended?

dark ridge
# desert raven scripting

I understand it. The question is which script does it? I can't find it at all. I have already tried to find config parameters for similar animations and nothing works.

desert raven
dark ridge
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I'm trying to make an animation where a person walks and waves his hand. But after playing the animation, the character appears at the starting point.

desert raven
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then you would need a script at the end of the animation that setpos the character to the new position

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animation like that dont actually move the character

dark ridge
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Does the basic walking animation work the same way? I thought there is some parameter that determines the animation with movement.

desert raven
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no it has a movement vector

dark ridge
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Is it possible to bind such parameters to my animation?

desert raven
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yes but only to 1 direction

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but also it wont work like what you have now

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if you add movement vector the animation needs to be done stationary so it just walks in 1 place

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and then the movement vector moves it

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you could likely already achiveve this by using vanilla walk animation via scripting or just ordering a move and then playing a hand wave gestrue on top when needed

dark ridge
desert raven
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you might already be able to find suitable wave in the vanilla gestures

desert raven
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animation viewer

dark ridge
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Sorry for stupid questions... 🤪 So I take any animation, put a mask on the needed part of the skeleton and apply it to the character in motion? Or is there some other way?

desert raven
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where exactly?

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what mask and what skeleton?

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I was talking about just playing vanilla animation in game instead of making new ones

dark ridge
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I can't figure out where in the animation viewer there are separate animations for gestures.

desert raven
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yeah dont remember how you exactly look at them but the viewer should be able to show them

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you just need to fiddle with the slection menus

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or you can try Polpox artwork supporter mod and his better animation viewer

lilac geyser
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for making a handanim, do I just have to set the hands correctly? or also worry about the rest of the body?

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How does Arma adjust for proper height at which to carry the weapon, and how far/close to keep it from the body to ensure back of weapon doesn't clip into the shoulder?

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Or is that all just based on the eye memorypoint?

desert raven
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weapon bone is always on the shoulder

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and your weapon p3d is glued on it in game

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and handanim references the right and left hand offset to the weapon bone

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the arms are then blended

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you can probably find my fancy diagrams in the chat history

lilac geyser
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I'm working on Blender, using the ArmaRig.
Here's what it looks like currently. I only moved the weapon bone, NOT the weapon.

desert raven
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you cant move the weapon bone

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the underlying pose is always same

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if you need to move the weapon, you need to do that in the weapons p3d

lilac geyser
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Does that mean that my weapon will clip into the shoulder? Do I need to offset that in the p3d?

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damn, it sounds like it haha.

lilac geyser
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Hmmm. I seem to have a problem with the latest version of armatools for blender. I don't have the add a frame range button. Looking into it here on Discord, it seems like's happened before, but was supposedly fixed in a previous version, and I've got the latest version at 3.0.4.

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What else can I do to export from blender, or what alternative is there?

desert raven
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try reinstalling the plugin and/or restarting

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it should be there

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also use the plugin from the pinned messages

fast canopy
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So, just to sanity check - we have no way to script playMove or such to play multiple CfgMoves move in the same time, just like weapon switching?

dark ridge
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@fast canopy I'm trying to make my gesture. I found your post on the forum. https://forums.bohemia.net/forums/topic/223716-behind-the-artwork-supporter-how-to-animate/
And this is the only place where it is at least somehow explained how to work with masks. Where did you get the information? Where can I see the full list of values ​​for the mask command?

fast canopy
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Simply by checking the config

dark ridge
# fast canopy Simply by checking the config

And did you learn each parameter by trying in the game? This is madness. 🤪 Can you tell me what other meanings for body parts you managed to find out? What means head = "empty"?

fast canopy
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By torturing myself

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head = "empty"; should mean which mask the animation should use to head movement AFAIK

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But since this is not really a good tutorial to make a workind animation, I don't really think you should to rely on it 100%ly

dark ridge
fast canopy
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What do you mean?

dark ridge
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Separate facial animation. I haven't seen anyone do this, but since there's a face rig, it should be possible.

fast canopy
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Still not sure. “Separate”?

dark ridge
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Sorry for my English. I mean not static animation.

fast canopy
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Well it SHOULD be. Never tried

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But since it is moddable and proofed, I see no reason that it won't work

dark ridge
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Nice to know! 🙃 Thanks!

lilac geyser
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Hey folks,
If I make a handanim in Blender, do I export the whole ArmaRig as the rtm (using the Toolbox)? Or do I delete everything except the hands?

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One handanim tutorial I found deletes everything but the hands, however they do that in OB, not Blender, so Im not sure. I'd assume I do delete everything but the hands, no?

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NVM. seems that not deleting anything works just fine.

desert raven
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only thing you basically need is the vanilla rifle holding pose so the weapon bone is in correct place at the shoulder

lilac geyser
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Thanks, Goat!
I got it the handanim to work just fine. Wrist looks slightly broken/weird angle, but its close enough and I cant be bothered to perfect it anymore.

fair dune
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Hello, is there any good Tutorial, on how to make ArmA 3 Static or Walkable Gestures/Animations?

lilac geyser
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Check pinned messages!

ocean tinsel
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I need some assistance please!
Is there an easy way to fix this before going through AddonBuilder instead of Mikeros?

fast canopy
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Do you mean these are your custom rtms and having issues with them?

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Do you have, and where did the model.cfg came from?

ocean tinsel
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This is from Aegis files

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It is the Aegis cfgCargoMoves stuff

fast canopy
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Hm, then why you're crunching it? Just in case, do you want to have it standalone Mod?

ocean tinsel
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I want it to be a part of my ADF_Core mod to reference when using those cargo moves

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I can just pack it the normal way instead of using Mikeros

fast canopy
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I don't know if there is an absolutely defined normal way, but if you have Aegis dependencey, you're only making it things complicated, I guess

ocean tinsel
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Yeah I don't want any dependencies on other mods

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The CfgMoves files are part of the Aegis public files

fast canopy
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I mean that's fair, just wondered

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So where is the model.cfg and the rtms? The same folder?

ocean tinsel
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Just trying to make it a stand-alone mod

ocean tinsel
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Oops replied to wrong one

fast canopy
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You mean the same folder?

ocean tinsel
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Yes they are

fast canopy
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Try to move model.cfg to the parent folder and see if works

ocean tinsel
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Okay :)

ocean tinsel
desert raven
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But do the animations work anymore?

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I'd check that in game before celebrating. The Hips is not a real bone so the RTM are done with a wrong setup rig I think that has extra bones. And the new checks are more thorough and catch that as an issue.

fast canopy
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If the source is the completely same with what we used it should work... should.

ocean tinsel
desert raven
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That can cauese it to load up slower

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never really a good idea

ocean tinsel
#

What would be stopping BinMake from binarising the RTMs then?

desert raven
ocean tinsel
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I don’t get any. It just sticks on ‘binarising’ forever

desert raven
#

is iit just rtms you pack?

ocean tinsel
zealous solstice
#

I was just wondering I know there is a addon for blender to export animations, is there anything for Maya?

desert raven
zealous solstice
#

Yeaahh that's what I noticed. Recently got it, did a couple rigs with it, which it was amazing how well I managed to get it put together, but I haven't really found much for modding unfortunately, was hoping there was something. Lol.

desert raven
#

it is rather expensive hobby tool

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where Blender is free

zealous solstice
#

That's fair. my boyfriend got it to help me learn animation and 3D modeling, or rather to further that since I've been messing around with Blender for awhile now. Just was kind of interested in seeing what in all it could be used for

grizzled blaze
#

so if im making a turret and i want to have the character have the default turret animations
is there a model.cfg template i can use to try and get an understanding?

I know i can put axis around and do all that stuff in memory point lod, i've already done a bit of that
but i want it to inherit the default turret anims and idk what thats called since all my animations havent had inheritences yet ; w; is it like
Myturret: inherretedturretmodelname
??

desert raven
#

But also the model.cfg animations are not directly related to the gunner character pose

grizzled blaze
#

i already have the in the default "gunner_hmg02_standing" position

grizzled blaze
# desert raven There are no model. Cfg templates

i have him tied to the turret now, but that isnt exactly the answer im looking for since he just moves wherever the turret does, should i add the arma man to my model config and then inherit the skeleton then tie his hands to the turret? ; w; or do i not need to do that since he is just a proxy and im missing something important

#

//the vid is of an older build but its close to where i am currently, aside from the floating arma man following the turret lol

desert raven
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if you want parts of a crew member to move with some vehicle animation you need to define the IK selecetions in the vehicle/turret config and then those parts of a character get tied to animated vehicle parts

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if you want whole body to move, you can attach the proxy to the turret or gun selection

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but if you want only hands move you need to use the hand IK point connfig parameters

grizzled blaze
#

i see i see, yea rn the whole character moves but id rather if just his upper body moved due to the motion limit of the turret, or at least his legs stay on the ground.

So gunnerRightHandAnimName = "righthandpoint"
is what i need or is it a different flag? ; w; im looking through the cfg vics page on the wiki but i cant find

#

also, so i dont make the mistake of my predicesors,i really want you to be able to actually shoot the gunner, do i need to add his proxy to other LOD's to make this happen?

#

i guess i should focus on gettin the mans movin first > ->

desert raven
#

Gunner proxy needs to be in firegeometry lod and some parameters in turret config need to be right so gunner can take damage

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If the whole body moves, then you have the proxy tied to a animated selection. You likely want to remove that

grizzled blaze
#

ye i have the gunner proxy tied to the turret bod, easy enough to shut that down
and oh okay so just add the gunner prox to fire geo, ez enough

If i want the gunner to move just on the horizontal axis i would create a anew anim source for him that inherits from the horozontal axis animation of the turret right? ; w;

desert raven
#

no need for new animation source since its the turret and gun sources that you need to use to keep it moving with the turrets movements

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if you want more realistic movement it becomes more complex with multiple animations moving the body (proxy) in different directions depending on where aim is

#

and then hand and feet IK animations to keep hands on the gun and feet on the ground

#

there is no simple explanantion for all this nor any good examples Im afraid

grizzled blaze
#

its all good, ill be happy with the basic hands on gun and man behind gun is killable

#

for now

grizzled blaze
# desert raven no need for new animation source since its the turret and gun sources that you n...

moving to another project rq is there a flag to make it to where the crew of a vehicle is deleted or killed on vehicles death?
I know there's an event handler but

Basically my situation is i have "drones" and the AI used for drones seems to be too passive (They set themselves to careless even when being actively shot at and just hover over enemies)
But they dissapear when the vehicle pops

I am currently using opfor marksman as the pilot and gunner but when the vic pops they jump out. even though i have the crash protection set to(if the wiki is right idk) kill them on impact

#

it says lower = better protection, so i have it set to "1" which theoretically should kill them right?

#

//i also dont even know what channel this question should go in sorry if im breaking a rule or smthn NooVanish

desert raven
unreal sage
#

Hey guys.
I have been trying to get a simple Gesture in game and for whatever reason, the gesture is showing up on the Animation Viewer but when I try to press it, nothing happens. Packing with PBOProject.

Config:

class CfgMovesBasic
{
    class ManActions
    {
        TESTANIM_Sys_Shoot_Gesture = "TESTANIM_Sys_Shoot_Gesture";
    };
    class Actions
    {
        class NoActions: ManActions
        {
            TESTANIM_Sys_Shoot_Gesture[] = {"TESTANIM_Sys_Shoot_Gesture","Gesture"};
        };
    };
};
class CfgGesturesMale
{
    class default;
    class States
    {
        class TESTANIM_Sys_Shoot_Gesture: default
        {
            file = "TESTANIM_Sys\TESTANIM_Sys\Anim\TESTANIM_Sys_Shoot_Gesture.rtm";
            looped = 1;
            speed = 1e-05;
            mask = "handsWeapon";
            canPullTrigger = 1;
            headBobMode = 0;
            canReload = 1;
            terminal = 0;
            preload = 1;
            disableWeapons = 0;
            disableWeaponsLong = 1;
            enableBinocular = 0;
            enableMissile = 0;
            onLadder = 0;
            showHandGun = 0;
            showWeaponAim = 1;
            showItemInHand = 1;
            showItemInRightHand = 0;
            rightHandIKCurve[] = {1};
            leftHandIKCurve[] = {1};
        };
    };
};
unreal sage
#

Also as a mention, the gesture is comprised of 3 frames, with -0.5 being the standard T-Pose, then 0.0 and 1.0 being a sort of "Static" gesture, SImilar to the position ready mods

fast canopy
#
class CfgMovesBasic
{
    class ManActions
    {
        TESTANIM_Sys_Shoot_Gesture[] = {"TESTANIM_Sys_Shoot_Gesture","Gesture"};
    };
};```How about this instead?
unreal sage
#

Still nothing, When using the Animations viewer, the Gesture name shows up but when I click on it it never actually does anything, no errors or anything

fast canopy
#

Actually Gestures are really hard to debug...

#
unreal sage
#

I'll go through it again

#

Could it be the maskHands part maybe?

#

Not seeing Hands defined in BlendStates

#

handsWeapon*

fast canopy
#

handsWeapon is a valid mask

unreal sage
#

Hmm, Ok

unreal sage
#

Got it working somehow, thanks my guy

fast canopy
#

Yeah animations be like

rustic kindle
#

Hi! I've recently joined the discord, I've been doing view-model animation for a while and wanted to get into how animation mods work for Arma 3, I wanted to ask if anyone knew any guides i can find to achieve a good blender to arma 3 animation workflow? Want to learn more about the engine and see where I can get 😅

fast canopy
#

View model animation such like what?

rustic kindle
fast canopy
#

I would like to know what is such in this case

rustic kindle
#

Like custom reloads, in such addons as RHS, or N.I arms

fast canopy
#

Because reloads are certainly possible. But “such” is not sure

#

So mainly reloads, not “such others”?

rustic kindle
#

Oh well 😄 By such I mean in general whatever the gun config file needs. I am only mainly planning to make animations I will need to make for it to work in game.

#

Sorry if I am not coming off fully clear, I've never really done mods for Arma 3 besides simple retextures so its a huge leap which I am wiling to learn.

fast canopy
#

https://www.youtube.com/watch?v=QQO3VwPhqEM
I actually use Cascadeur -> FBX -> Blender -> RTM plus in-game config

A showcase video to show the proof of concept - Importing Cascadeur animations into Arma 3.
This is not a tutorial! I would like to make one sooner or later on my website, whatsoever.

"This video was created using content of Bohemia Interactive a.s."
"Copyright © 2023 Bohemia Interactive a.s. All rights reserved."
"See www.bistudio.com for more...

▶ Play video
rustic kindle
#

Cascadeur works with arma 3 rig? Thats super cool 😄

fast canopy
#

Partially public already. But it is very messy and not recommended to use for now

rustic kindle
#

Yeah, I haven't even really gotten that familiar with Cascadeur

fast canopy
#

Those rigs are still evolving

#

At least it is very useable, even with free license

#

...If you can afford time and braincells to waste

rustic kindle
#

Lol, yeah

#

Its a great tool, but I am way too used to blender hotkeys and workflows thonk

#

How is the workflow to achieve something similar in Blender with a FPS perspective to export it and get it into the game?

fast canopy
#

TBH I haven't really used Blender to make animations, Cascadeur FTW (again, if you can sacrifice yourself)

rustic kindle
#

Idk yeah, I'm planning to get into it soon

fast canopy
#

Anyways, to make an Arma 3 animation, you'll need an RTM (Arma-ready animation format) and proper config. We can explain you sometime

rustic kindle
fast canopy
#

Macser's ArmaRig, that should do. If you're familiar with Blender animation, that's enough

rustic kindle
#

Yeah, I am familiar. Thanks for the help also nice meeting you :), I'm going to probably hit the sack and try out some stuff with the RTM format and see where I can get soon 😂

desert raven
rustic kindle
#

In this weapon mod i can animate the custom reload and as far as i know arma only supports one reload animation as for example it doesnt matter if your gun is empty or not it'll play the same animation i wonder if this is something we can modify or not

desert raven
indigo lagoon
#

is this the correct place to ask for suggestions for holding a briefcase at my side?

fluid breach
#

suppose it's close enough

#

you must ask a question to get an answer though.

naive hemlock
#

ass

fluid breach
#

well, im offering to help, but meh.. perhaps i'll stick with being an ass.

naive hemlock
#

:P

#

touchy touchy hatchet :)

fluid breach
#

lol, i was going to recommend he PM you repeated for assistance

naive hemlock
#

to answer the question regarding briefcase, should work by attaching the brief to one of the hand mems

#

not an animation per see either

#

@fluid breach - don't, my PM box is full :P

unreal compass
#

Is it difficult to create straight forward pointing (looped) gesture?

#

Are there any tutorials?

fast canopy
#

I don't know why you want to know if it is easy or hard

#

It only depends on your skill after all

unreal compass
fast canopy
#

...And also, gesture is not really loop-able or good way to start/end smoothly

unreal compass
#

I mean a forward pointing gesture that starts with raising the hand and pointing straight forward and staying in that position and a second gesture that lowers the hand again

#

Unfortunately i couldn't find any video tutorial starting from 0 to finish

unreal compass
#

So are there any tutorials for beginners?

desert raven
#

you can check out laxemans guide for static pose in the pinned messages. it can give you a direction where to start

lilac geyser
#

Doesnt ACE already have these gestures? Plus they draw the big yellow circle on whatever you pointed to?

desert raven
#

someone might not want to use ACE though

#

the game files might already have fitting gesture too though built in

unreal compass
#

I've already looked for "pointing" gestures in the game, but they only work when you're armed with a weapon and aren't the gestures I'm looking for. I want to create a mod that depends on this gesture, so I would need to create it myself.

desert raven
#

👍

halcyon canyon
#

Hi, does anybody know whether and how it is possible to create complex animations for vehicle parts that are not just rotation, translation but a mixture of both with smooth acceleration and deceleration?

fast canopy
#

Model.cfg you mean, right? Unfortunately

halcyon canyon
#

Whether there is another location where you can define more complex motions

desert raven
halcyon canyon
desert raven
halcyon canyon
#

So the shell would need to do a rotation to be in line with the barrel and then a translation along two axis to be pushed into the breech. And ideally it shouldn't look too robotic hence the wish for smooth beginning and end.

desert raven
#

well there are no speed change in animations themselves, but with clever timing you can either stack multiple animations together or animate the push in segments that have diffent speeds between the whole transition distance

woeful pelican
#

one thing to keep in mind tho is that the reload animation of the character will not be in sync with the vehicle

#

the vehicle animation is FPS dependent

#

so lower or higher fps will lead to it desyncing

#

so its not impossible to do but need to temper expectations

halcyon canyon
halcyon canyon
next cloak
#

Is there an equivalent to init but for CfgMovesBasic / CfgGesturesMale? I want to execute some code when a player starts and finished a certain animation.

fast canopy
#

Nope, but AnimChanged/Done (IIRC) are valid object EHs

next cloak
#

Alright, thank you, POLPOX.

unreal coyote
#

srsly bis... if ou release sample models why you have to binarize those then...?

#

still haven't found pre-made skeleton to start learning animations

thin temple
# halcyon canyon Okay yea that could work. I'll tinker with it, cheers!

Check out the shell ejection/reload on the interior of the tanks in SOG: PF for examples of multi-axis, multi-speed animations.
We looked at making synchronised loader character animations, but as well as the issues Kerc notes, there is also the difficulty of matching the character position to the movement of the gun mechanism, so decided against it for the DLC.

naive hemlock
#

sample files are NOT binarized

unreal coyote
#

then how am i supposed to use p3d files in 3dsmax/motionbuilder/maya any autodesk products?

#

for what i have understood those are exactly binerized with bis tools....

#

or am i just a retard?

smoky void
#

p3d files are not always binarized, they can be, use object builder to open it and probably export it to another format. Not sure if all the info in the p3d is exported though.

naive hemlock
#

@unreal coyote - again, samples files for A3 are NOT binarized = the ones available in \SteamLibrary\steamapps\common\Arma 3 Samples

#

you even have 3 max files and 3 fbx files in the same place

#

toadie has a max CAT (i think) rig as well if that is what you are missing to make animations

indigo lagoon
#

anyone ever used the fbx to rtm converter and does it work ?

halcyon canyon
zenith token
#

if they would be binarized you couldnt open them... so thats a kinda pointless complaint

indigo lagoon
#

@naive hemlock so just simply attaching it to a hand memory point? that sounds too easy

thin temple
#

@halcyon canyon ^

naive hemlock
#

@indigo lagoon - what you want to achieve?

indigo lagoon
#

people able to carry briefcases around like a business person

zenith token
#

if you are okay with it looking arkward its easy...

#

just make it a weapon and use an appropriate handanim. It will be static however...

indigo lagoon
#

static meaning it wont move with the person or ?

lime rose
#

Not sure it it fits here or in #arma3_model better. I want to animate an existing object on a model which is per default at an angle. I would like to setup my model.cfg in a way where for the animation source I plug in 1.0...-1.0 or 90...-90 respectively and rotate it so the final resting position does what I show in the image. I would like to keep the anlge of the object as is at anim phase 0, so by default it stays as the model had it, only if the user adds and positive or negative input it should move from its resting position.

#

I have tried ```cs
minValue = -1;
maxValue = 1;
angle0 = "rad -105";
angle1 = "rad 75";

and the `1.0` and `-1.0` angles are perfect BUT the position at phase `0.0` is then of course downward, which is not what I wanted. It could be fixed with giving the controller an `initPhase` of `0.15` or what ever is needed to restore the "default model pose" but then i fear this default value needs to be net synced by the game every time. Not sure if RV is clever enough to skip known defaults on server and client on this. also it of course looks a bit stupid in bulldozer all the time then 🙂 cause it sets it to `0.0`
#

I could do one animation where it just did the positive aspect of going to the "left" and anim phase 0.0 kept the angle, and 1.0 was at 90 degrees as desired but then I can not go back. The other alternative that came to my mind was have a separate animation on the same anim source that only listens to negative aspects, but this feels very dirty.

young carbon
#

i'm pretty sure linear interpolation is used there, so phase 0 would always be exact center between -1 and 1 blobdoggoshruggoogly

#

can probably be memed about by using multiple animation sources, but oof

thin temple
#

You can split the animation into two parts to make it non-linear, but personally I'd model it in the p3d pointing -90deg (value 0), set +90deg to value 1 and in config animationSource initPhase = 75/180;

lime rose
#

I feared as much 😦 Looks like i have to do the initValue route then. Thx for your input

thin temple
#

I've never particularly noticed initPhase animations being desynch'd as they probably get set immediately on spawn, but the animation of that part when triggered can certainly be delayed across the network.

next cloak
#

Is there some method for debinarizing vanilla game .rtm files for importing into ArmaRig Importer? Specifically looking for the standing lowered rifle animation anims_f\data\anim\sdr\mov\erc\stp\low\rfl\amovpercmstpslowwrfldnon.rtm.

next cloak
sly violet
#

Question: is there a setting or something that tells the game if the grass should be trampled around a soldier, like when you crawl through the grass it gets squashed. I would like to add this effect to other animations.

desert raven
#

no its feature of grass shader on clutter

sly violet
#

But how does the game know if the unit is in crawling animation in order to trample the grass?

forest lance
#

Most likely just checks the stance and it's not anim related

harsh plaza
#

first go at cinematics in enfusion 😆 , inspired off cold war training video - https://www.youtube.com/watch?v=Wn4V8Y3kcCI&t=23s

One of a series of survival training films made by the U.S. Army, this one dates to the 1980s and shows troops in forest terrain similar to what might be encountered in continental Europe.

At mark 01:00, a platoon of soldiers is caught in an enemy attack, and their armored personnel carrier destroyed. Separated from their unit, they must now s...

▶ Play video
naive hemlock
#
  1. You have multiple options, the easy ones are not gonna look quite great
#

a. as i said using attachto, i haven't used it in a while myself, but should work
b. make the briefcase as a weapon and create a handanim. The thing will move with the body

#

my 2 cents - have a look over the hitman missions

#

the player uses a briefcase IRC

zenith token
#

you could also make it an "armor" -> you can weightpaint the briefcase so that it follows the arms. Wether it will look good will depend entirely on the default walking / running animation though.

buoyant lagoon
#

hello, I am trying to make a pump action animation for this shotgun. For simplicity I started with the hand animation I made and just moved the left hand. I tried tweaking a bit with blendanims under CfgGesturesMale config but I was not able to get anything succesfull. My question is how can I get the animation to ignore the positioning of the back/shoulders and only really care about the lefthand moving along the weapon?

This is what it looks like with mask = "handsWeapon"
https://streamable.com/a84ybd

desert raven
buoyant lagoon
desert raven
#

you might want to try to get your pose in blender closer to the rifle up stance in game so the mismatch wont be so bad

#

then you could create your own blend group that blends the spine bones only a little to compensate with any minor differences

#

you also will likely need separate pump animations for different poses

golden osprey
#

Che blyt

buoyant lagoon
buoyant lagoon
#

ooof

regal mauve
#

Ok, i get how to hide andd unhide a glass on a building to make window break animation. But with bohemia's windows you can see the glass shattering into pieces and see the pieces falling on the ground (and maybe stay on the ground i ddont remember) when you break a window. How do we make this animation ?

buoyant lagoon
desert raven
desert raven
regal mauve
median widget
#

is there a way to config a turret camera to monochrome(black/white)

thin temple
median widget
#

does that work in opticsin

#

i thought it was rendered only

thin temple
#

You mentioned "camera" which is usually considered a renderTarget.
For an optics mode, not sure.

median widget
#

my appologise for the inaccuracy in my statement

#

i currently do it with ppeffects, but would prefere to have it configed

forest lance
#

IIRC there was a way to have ppeffects in optics config

median widget
forest lance
thin temple
#

Maybe class BWTV

#

might stand for black and white tv

#
{
    type = "ColorCorrections";
    priority = 1550;
    params[] = {1, 2, -0.03, 0, 0, 0, 0, 1, 1, 1, 0, 0.199, 0.587, 0.114, 0};
};```
median widget
#

il look into this thanks

#

dont think it works, evan vanilla vehicles configed with it dont do it

#

yup gunnerOpticsEffect no longer works

#

or maybe its the colour correction

buoyant lagoon
#

so I have an animation that has 36 frames, how would I find out how long it would play for? in CfgGesturesMale I have the speed to -1

fast canopy
#

-1 means 1.0 seconds

#

Positive number = 1/n seconds, negative = n seconds

#

IDK why they made this way but

#

You can also put some calc like (36/30) so your anim will be animated 1 and a bit seconds in 30 FPS

forest lance
woeful pelican
#

gunneropticseffect should work

#

if you have class OpticsIn you might need to define it in there

#

rather than the turret

buoyant lagoon
#

so wait
speed = -2
and
speed = 1/0.5
will both play in the same time?

worthy trout
#

I believe this fits this channel a bit more, would anyone know where the masking is defined for handAnims for primary/launchers? It appears that the launcher handAnims have a mask applied to the spine bones, character has a straight back but arm positions from bones in the rtm is applied vs. primary handAnims where you can manipulate the spine and arms

#

I'm basically trying to have the launchers have the same masking as primaries, I don't know if its hardcoded or not

buoyant lagoon
# fast canopy Indeed

Kinda weird, this animation doesn't feel like it's 1 second but I guess lol, I'll pull out a stopwatch I guess

brittle nacelle
#

Running into this issue where the animation won't play unless gestures, or other actions happen first (reloading, or crouching, jumping, etc). Any ideas on how I can fix this? The animation partially plays too. If you look at the hand grip, you can see it change

desert raven
#

maybe wrong masking

brittle nacelle
#

What do you mean by that?

#

class CfgMovesMaleSdr: CfgMovesBasic
{
    skeletonName="OFP2_ManSkeleton";
    gestures="CfgGesturesMale";
    class States
    {
        class AmovPercMstpSrasWrflDnon;
        class RS_Thigh_Sqeeze : AmovPercMstpSrasWrflDnon
        {
            looped = 0;
            speed = 0.3; 
            file = "\RS\Anims_Gestures\anims\RS_Thigh.rtm"; 
            canBlendStep = 1;
            minPlayTime= 0.95;  
            
            canPullTrigger=1;
            headBobMode=2;
            canReload=0;

            rightHandIKCurve[]={1};
            leftHandIKCurve[]={0};    
        };
    };
};

This is the class for the animation

carmine sparrow
#

Having some issues with a custom character im working on. The character does have different proportions then the base arma man (which the skeleton is based on) and other animations such as walking/moving work just fine. However, when im doing the hand animations I get slenderman fingers and hands going on, the arm looks mostly fine but the fingers warp really hard. I have tried weight painting it in a variety of ways but I havent been able to get it close to normal. Anyone able to provide suggestions? I have the arma rig underneath the selected character/weapon for reference.

fast canopy
#

I think I can suggest to check the armature and the model's origin pos

carmine sparrow
#

My understanding is that the armature and the rig are all at 0

fast canopy
#

How it looks before is deformed after the armature?

#

Well actually, usually Arma 3 does not really like different shaped character to have existed anim

desert raven
#

This. 👆 Your characters hands must fit the arma mans hand or they wont animate correctly

#

if you have character that is not the exact same shape (all joints in same places) you need a new custom animations set for it

#

@carmine sparrow

carmine sparrow
shy yoke
#

Quick question, how do you go about making split body animations? Like how the weapon reload doesnt affect the player movement,etc. I searched this channel and can't find anything regarding it. (I've never animated in arma before)

desert raven
#

Other gestures can also be made

shy yoke
#

Is that a drastically different pipeline then the animation tutorials out there, and do you know of any tutorials for gestures in particular?

desert raven
#

No but animating stuff is pretty much all the same

#

Only difference is bit of config.

shy yoke
#

alright, thankyou!

lyric zinc
#

might be wrong here but: Does somebody know the animation class name for aiming the weapon? (from gun low to aiming trough the scope) i want to use this in a mission intro!

brittle nacelle
#

Can someone explain how to make my animation go back to when he's got his weapon up? (AmovPercMstpSrasWrflDf I think it is)

desert raven
#

can you explain more what exactly you do?

brittle nacelle
#

Basically the player would be standing with his rifle up, my animation would play, then would go back

#

It's essentially a tap on shoulder style animation, but couldn't just use gestures, as it animates most of the body

desert raven
#

Id suppose you need logic that plays the stand animation after yours so it goes back to it

#

if you use playMove command it should quey the anims

brittle nacelle
#

There isn't a way to automatically exit (quit) the animation after it's complete?

#

It doesn't loop

desert raven
#

and your animation could be made to already have the return to the pose too so its just simple switch out of the tapping loop

brittle nacelle
#

Hm, okay. So basically I'd need to find a way to find when the animation is complete, and return back to the base animation

desert raven
#

well I suppose gestures do that

brittle nacelle
#

Yeah, but gestures don't support the entire body right?

desert raven
#

there are eventhandlers you can use in your script

brittle nacelle
#

Like in this animation his back moves, legs move, etc

desert raven
#

gestures can overwrite entire body

#

just need to use correct mask

brittle nacelle
#

So if I wanted to say, overwrite the entire body

#

What mask would you use? Because my current pbo already has gestures, and I've made scripts to work with them already

#

Would be a lot easier

desert raven
#

dont remember their names off the top of my head but you can also make your own

#

they reside somewhere at the end of the gesture config if I remember right

brittle nacelle
#

Do you know where I could find a list of the pre-existing masks?

desert raven
#

I recoomend getting the all in one config

#

it can be generated with a simple script command and diag exe from dev branch

shy yoke
#

Trying to create a gesture that uses just the upper body, this is how my config.cpp is set up and im trying to play it using playAction/switchAction. playAction does nothing and switchAction just adjusts the camera angle slightly. Any help is appreciated.

class cfgGesturesMale
{
    class Default;
    skeletonName="OFP2_ManSkeleton";
    class ManActions
    {
    };
    class Actions
    {
        class NoActions;
    };
    class States
    {
        class IS_Gesture_smack : Default
        {
            file = "interrogationSystem\anims\IS_smack.rtm";
            mask = "UpperTorso";
            speed = 1.25;
            looped = 0;
            leftHandIKCurve[]={};
            rightHandIKCurve[]={};
            connectsFrom[] = {};
        };
    };    
};
shy yoke
desert raven
#

then perhaps you dont have any frames in the animation

#

did you set the frame range for export

shy yoke
#

I just brought it into OB and all 30 frames are there and cycle through correctly

#

I used it as an animation, like with cfgMoves, and it plays correctly, so the animation is fine. Its gotta be something with my config

desert raven
#

you need to add the gesture to the actionlist

#

you just define the animation itself now

#

but no action for it

shy yoke
#

not with addAction right? Theres gotta be a config way to do it? I also dont want it to appear in the scroll list

#

ah under class Actions, ok

#

I've been using some of the ace actions as a reference for this since they operate in the way I want mine too, and they have actions="NoActions"; in their config, so im struggling to figure out what I need to be doing differently

desert raven
#

They must have created the gesture action in the action list of "NoActions"

#

and it gets distributed to all action sets by inheritance

shy yoke
#

ah it does look like thats what they did, okok

shy yoke
#

This is what I have now, its identical to ace's config setup, something is still wrong however.

class cfgMovesBasic
{
    class ManActions
    {
        IS_Gestures_smack="IS_Gestures_smack";
    };
    class Actions
    {
        class NoActions : ManActions
        {
            IS_Gestures_smack[]=
            {
                "IS_Gestures_smack",
                "Gesture"
            };
        };
    };
};
class cfgGesturesMale
{
    class Default;
    class States
    {
        class IS_Gestures_smack : Default
        {
            file = "interrogationSystem\anims\IS_smack.rtm";
            mask = "UpperTorso";
            speed = -1.25;
            looped = 0;
            actions = "NoActions";
        };
    };    
};
lethal willow
#

Anyone have any good recommendations on any tutorials on how to get into making animations? For instance to hold a custom gun or reload?

fast canopy
#

For the static (holding gun) animation, you can check the pinned

desert raven
#

For the Arma specifics there are less concentrated info but the static animation guide is good starting point

lethal willow
#

Thanks 👍

shy yoke
#

I have the action I was working on last week actually playing in game now. However it only looks correct when the gun isnt equipped. Its an unarmed action, and when I play it with a gun then the hands just stretch to the side where the gun was placed in the anim. Is there a way to either hide the gun and just let it follow the hands, or remove it from the animation so the hands dont try and stay rooted to it?

desert raven
#

how they work is that its an array between 0 and 1 timing of the animation

#

and you can define at what points of time of the animation IK (gun holding animation blend) is used and when not (playing the actual animation)

shy yoke
#

Can I do that through the blener arma rig setup?

desert raven
#

no

#

its config thing

#

you would likely set the IK to 0 for the whole animation

shy yoke
#

Do you know what class that is defined under?

desert raven
#

in your animation class

#

its per animation thing

shy yoke
desert raven
shy yoke
#

awesome, thankyou

#

Alright, the hands dont stretch now, but the gun just hangs out on the side. I could put it on the players back maybe, but id rather just hide it

desert raven
shy yoke
#

I know these might seem like super obvious answers, but I havnt used animations in arma before so even figuring out where to look for the solution has been tricky, I really appreciate your assitance

desert raven
#

it is good source

#

might not cover everything but has a lot of good info

shy yoke
#

I've tried using both the disableWeapons, and I can't get the gun to hide meowsweats

#

It refuses lol

desert raven
#

youll have to animate it on the back

#

or in the other hand or at chest or wherever it fits

shy yoke
#

alright, thanks!

desert raven
#

but im not fully sure if that will work

lethal willow
#

Can I import an existing RTM into the blender rig to make small edits? Or what would be the best/easiest way to edit an existing RTM. I just wanna make a small adjustment to an existing animation for holding one of the weapons I'm working on.

desert raven
#

Making new one is easier.

slate oasis
#

If I were to purchase an explosion animation model with the hopes of importing it to arma, 1. Is it possible? And 2. Where should the process start ?

desert raven
#

exlposions are particle effects in Arma

pale zinc
#

hello guys, i was doing some script editing for a script that makes a police lightbar flash. inside this script, i guess each individual light that will flash is its own animation? and i was wondering where exactly i could find where these animations are defined? i already checked the config.cpp and there was nothing there which matched the variables/classnames of the script. i figured i'd ask here becaus you guys might know.

Is it stored in an .rtm file or something?

desert raven
#

through model.cfg

pale zinc
#

at least thats my understanding

desert raven
#

no

fast canopy
#

Since I'm not really familiar with the way to binarize something manually hence this question: is there a quick way to binarize rtm so I can test my animation and apply the changes quickly using Diag exe?

desert raven
#

I think it should work unbinarized too

fast canopy
#

Hm, I always thought unbinned rtm would cause anything bad

fast canopy
#

I felt if there are (busy) breakdowns of some animations like this would become good notebooks to make yours, or somebody can point me some ideas so here it is. I need to blame how an Arma 3 reload animation works …

💖 0

▶ Play video
fast canopy
#

https://vxtwitter.com/polpoxEN/status/1714799756495487299?t=Fy9yVYY6trU2KvfEO2rinA&s=19
Sorry for having these posts in a row 😅 but yeah this is the intention of the video. I know principles of animations (12 of them I guess) exist but I barely could find both action anim and calm animation's crucial criticism/points to do and how they are applied into (final) product

lethal willow
#

If I am creating a non static animation, how many frames should I use in between movements? Or is that more a discretionary thing?

fast canopy
#

Vanilla animations used 30 frames per a sec IIRC

lethal willow
#

Dam, Ok good to know.

fast canopy
#

However this does not mean you need to have 30 keyframes per a second

lethal willow
#

Fair enough. I was just wondering what the standard is because I am gonna attempt my first moving animation since I've hit a roadblock on my two other projects lol

desert raven
#

there is no standard to it really

#

vanilla anims are typically 30fps yeah but not always and the playback speeds are controlled in the configs

#

and for keyframing, you use as many you need

#

smooth motions often require keying of various different moves at different times

zealous stone
desert raven
#

max is 256 per skeleton

#

for bones

zealous stone
#

100 bones or you get Artifacts was my results when was it upped to 256 ?

desert raven
#

what kind of artifacts?

#

or was it 255

zealous stone
#

Reverse faces

desert raven
#

never seen such

zealous stone
#

I’ve. Never topped 100 bones even now in dayz Sa still same

desert raven
#

weve used over 100 bones in many of the sogpf vehicles

zealous stone
#

In rtm too in A3 ?

#

I’ve never topped 100 in procedural or key frame without artifacts that’s strange

desert raven
#

not with rtm no

#

but I can not see any reason it would cause artiffacts

zealous stone
#

Of course 100 bones means 1000 empties so 200 in reality

#

100*

desert raven
#

empties?

zealous stone
#

Yeah “bone”,””

desert raven
#

no thats one bone

zealous stone
#

Yeah and an empty

desert raven
#

empty is same for all of them

zealous stone
#

Me and spooner had same probs with dynamic terrain

#

100 max

desert raven
#

no I dont think that is right

zealous stone
#

Well I hope not but let’s check when on pc

#

Wood be great if I can collapse bigger things

zealous stone
#

Well I just tried and no artiifacts with 200 bones and 300 animation types so that’s great news i@may even come back to A3. I wonder if it was Arma2 or Arma . Getting old now.

desert raven
#

could have been the older ones for sure.

#

it may have been the limit was raised with A3 improvements

thin temple
#

Perhaps it was 128 at some point and got doubled to 256.
Just a side note when discussing limits, to be careful if bones are shared across sections, as that seems to effectively count them twice, but it's rare to do so.

desert raven
#

Biki page about this stuff would be great xD

zealous stone
#

went back it was on an old RTM Destruction on a building and Procedural in Arma 1 and 2 on some "dynamic terrain "projects . i didnt try in arma 3 because the AI no longer drove on Roadway Lod where i was animating the "terrain"tiles.

desert raven
#

Yeah ai don't drive on objects much

zealous stone
#

well as we know Bridges where no longer driven on for sure 🙂

distant onyx
#

need help, the magazine proxy in my model does not move with the hand when im reloading?

#
            class magazine_hide
            {
                type="hide";
                source="reloadMagazine";
                sourceAddress="mirror";
                selection="magazine";
                minValue=0.0;
                maxValue=0.4;
                hideValue=0.5;
            };
            class no_magazine
            {
                type="hide";
                source="hasMagazine";
                selection="magazine";
                minValue=0.000000;
                maxValue=1.00000;
                hideValue=0.5;
                unhideValue = -1.0;
            };            
            class magazine_reload_move_1
            {
                type = "translation";
                source = "reloadMagazine";
                selection = "magazine";
                axis = "magazine_axis";
                minValue = 0.145;
                maxValue = 0.170;
                offset0 = 0.0;
                offset1 = 0.5;
            };
            class magazine_reload_move_2: magazine_reload_move_1
            {
                minValue = 0.573;
                maxValue = 0.602;
                offset0 = 0.0;
                offset1 = -0.5;
            };
#

the proxy is included in the "magazine" vertex

distant onyx
#

okay i found the solution, appareantly the .p3d model name hsa to be Test_weapon_01_F, so that the model.cfg could recognize it. But I cant find anywhere in model.cfg where the .p3d had to be named that way?

zealous stone
#

The class in model.cfg should be sane name as p3d iirc. In Addition if you call the file Samenameasp3d.cfg it will binaries to p3d and not be taken through to pbo as text document like it would if you call it model.cfg

desert raven
zealous stone
# desert raven Bridges work when done right.

not much that doesn`t work when done right if im honest . Iremeber in OFP and im not sure if its still true today that Draw distance of geometry was 50 meter from player and Ai had some problems when things where Not doen right 🙂 .

desert raven
#

That still applies to some things

#

Physx Sim seems to work but better

zealous stone
#

its possible that geometry became the new roadway becuase roadway was On surface or returned height 0 and caused problems too, i never really found out .

lethal willow
#

How do I get arma to register this as a full body animation? or at least upper body?

fast canopy
#

What exactly you're trying to achieve? handAnim?

lethal willow
#

kind of how to walk with a luncher except hes holding it lower

fast canopy
#

So not a handAnim but the animation set?

lethal willow
#

I think so? in all honesty I really don't know much about the animation proccess besides making basic adjustments to something being help like a weapon

#

I thought if I moved the whole rig into the frame it would take the whole model

fast canopy
#

There is no way to have basic adjustments you say

#

You literally need to (re) make an entire animation set in order to move a bone like you say

lethal willow
#

Well fuck

#

Is there anywhere decent I can read how to do it? / Whats needed from the rig?

fast canopy
#

Not really

#

You need some experience with actual animations and make overcomplex config set

lethal willow
#

Dam

gilded olive
#

Hello
in the p3d, the animation takes weights, but not in the viewer, I don't know if I need to add something.

#

https://youtu.be/AETDA8_yTaM

class CfgSkeletons
{
    class Skeleton
    {
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]=
        {
            "bone1","",
            "bone2","bone1",
            "bone3","bone2",
            "bone4","bone3",
            "bone5","bone4",
            "bone6","bone5",
            "bone7","bone6",
            "bone8","bone7",
            "bone9","bone8"

        };
    };
};
class CfgModels
{
    class os
    {
        skeletonName="Skeleton";
        sectionsInherit="";
        sections[]={"bone1","bone2","bone3","bone4","bone5","bone6","bone7","bone8","bone9"};
        class Animations
        {          
            class translation_bone
            {
                type="translation";
                source="translation";
                selection="bone1";
                axis="axe_bone";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=1;
                offset0=0;
                offset1=1;
            };
        };
    };
};
desert raven
gilded olive
#

So the weights parameter is not used if it is not active in the game?

thin temple
# gilded olive So the weights parameter is not used if it is not active in the game?

You would normally apply just two bones to your cylinder, bone1 and bone2.
Set isDiscrete = 0;
"bone1", "",
"bone2", ""
Using the weight adjustment in Object Builder, set the weight of each vertex in the cylinder to have matching values of bone1 and bone2 such that they add up to 100%.
eg. At the ends, bone1 = 100%, bone2 = 0%
At a quarter in, bone1 = 40%, bone2 = 60%
In the centre, bone1 = 0%, bone2 = 100%
Then use a translation animation acting on bone2 to bend it.

gilded olive
#

oh my god it works with your advice, it's great thank you

rugged crypt
#

Hey there, we've been dealing with a problem, that our animation is playing instantly even though it's set to last for seconds.
our model.cfg

        class Animations {
            class top {
                type="rotation";
                source="top_source";
                selection="top";
                axis="axis_top";
                minValue=0.0;
                maxValue=1.0;
                angle0 = "rad 0";
                angle1 = "rad 120";
            };
        };

While in CfgVehicles we got this

        class Animations {
            class AnimationSources {
                class top_source {
                    source = "user";  
                    initPhase = 0;
                    animPeriod = 1;
                    sound="GenericDoorsSound";
                };
            };
        };

I'd like to know two things.
1: Why is it instant? The call that animates it had only the name and phase, third parameter isn't set.
2. Should I be using animate top or animateSource top_source?

thin temple
rugged crypt
thin temple
#

animateSource is best practise

rugged crypt
#

Copy that, will use it. Apprecited!

iron raft
#

hello, can i somehow load models from arma to blender to preview animations on a special set of gear?

fast canopy
#

If you have source model/unbinarized p3d, yes

iron raft
#

thanks! also, in the arma3 blender animation preset, in a guide pinned by LAxemann, there's no bone for the pistol. how can i get around that?

fast canopy
#

No. There is no bone for pistol

desert raven
#

Pistol is always tied to the right hand as a proxy.

iron raft
#

That's true i believe, but the pistol just isn't shown?

#

in arma i mean. it just doesn't show it

fast canopy
#

You need to have a config to show it

iron raft
#

ohhh, i see. gonna try that. thanks

elder latch
#

Would appreciate some insight into this matter. I'm looking to partially weight a mesh to a selection with a smooth transition

#

in oxygen I've applied what looks like a smooth transition but in game the change is fairly abrupt

fast canopy
#

Guessing you also need to have a bone/selection for the base

#

If there is no other bone/selection that is influenced with a part, it does like that

elder latch
#

got it - I am not very familiar with anim weighing. Will there be a big difference if there is an overlap between the base selection and the animated selection?

fast canopy
#

I do not think it is really a big concern

#

But hey, “trial and error”

desert raven
#

@elder latch you will also need to set isdicrete value in modelcfg skeleton class to enable smooth weight translation.
Compare character. Modelcfg and tank modelcfg

elder latch
#

Thanks for the advice HorribleGoat & Polpox

thin temple
# elder latch got it - I am not very familiar with anim weighing. Will there be a big differen...

isDiscrete = 0;
"camera", "",
"camera-wire", "camera",
"powerSupply", "",
Each vertex in wire has 2 bones (lets say "cameraWire" and "powerSupply") with weights that add up to 100%.
At the power supply end, use weights powerSupply = 100%, cameraWire = 0% and the other end powerSupply = 0%, cameraWire = 100%.
For vertices perhaps near the middle, which should move evenly with both ends, use 50%/50%.
The above example allows for "camera" to be animated as well, with the cameraWire following it's movement.

elder latch
#

Thanks for everyone that's pitched in - it looks great in game now

#

I am however still baffled by a small issue

#

The animations are all working as intended ingame, however I am getting some errors popping up the my RPT file related to this item

#

Note that I do not have a AnimationSource class in my config.cpp since I'm not introducing any new sources - although adding it did not make a difference..

thin temple
elder latch
#

Again I am very thankful for y'all helping out ♥️

thin temple
#

Does it resolve if you try

        {
            class MainTurret: NewTurret```
#

Can you also try commenting out the damagehide animation and recheck for rpt errors.

elder latch
elder latch
#

still strange that the turret is completely functional and working in game yet Im getting these errors

elder latch
# thin temple No further down

unfortunately I am still getting that error. I think I need to take a long walk and revisit this another time lol I am completely stumped

#

comparing my config and cfg with some open examples like ACE spotting scope, still can't determine why I am getting spammed the unknown animation source in rpt

thin temple
elder latch
zealous solstice
#

so bit of a question, has anyone ever used Cascadeur to make animations for Arma 3? I know I've seen and used blender, but was just curious since I had discovered the program the other day

buoyant lagoon
#

Is there anything special to consider when doing hand animations for pistols? This is wat the blend file looks like, and then ingame its like moved forward a bit

fast canopy
#

Pistol itself is sticked to the right hand. You can't move itself

buoyant lagoon
#

Yeah the shotgun is stuck to the right hand, I only move the left hand, and only right hand parts where curling the fingers

#

and then theres this

fast canopy
#

Then your pistol model as reference in Blender is maybe misaligned

young carbon
#

(or autocenter strikes again)

buoyant lagoon
#

Okay I will check auto center and the model alignment to a pistol p3d I know 100% works

thin temple
young carbon
#

the "missing animation source" ones?

sturdy agate
#

Anyone know where I could find the BISkeleton.p3d file for creating hand animations for some light weapon modding

desert raven
sturdy agate
desert raven
#

not at hand

sturdy agate
#

Alright, thanks for the help

median widget
#

im trying to animate hide/unhide lights by creating the model entry under animation using the model memory point for the selection
but i refuses to work is there any common mistakes i might be making

median widget
#

cfgvehicle >> Reflectors

thin temple
#

Why are you trying to hide them? Reflectors are turned on/off by user mouse menu action

median widget
#

its a complicated reason

#

currently i use gunner seat search light as a cabin light, but i cant toggle that from the pilot seat

#

so im following a similar mod to ours to try have the landing light and flood light under reflector & hide what not used

thin temple
#

I think you're going to be out of luck with that. I've done similar sorts of things, but had to artificially damage the light hitpoint

median widget
#

thats not a bad idea

#

we currently dont have a hitpoint for it

#

so that seems like a reasonable way to go about toggling them

thin temple
#

You do, it's in the reflector class

median widget
#

i mean in the model

#

so outside of me setting it, its not going to be damaged

thin temple
#

On one vehicle I wanted the headlights to be switchable between visible and IR. So two reflectors, one for each, and damage hitpoint of one to turn-off. Needs eventhandlers.

#

But also needs the hitpoint to allow the light to be shot out normally.

#

Hiding memory points, or anything else for that matter, just moves everything to model centre, so the memory point will still function but from a different point, or as if it didn't exist.

thin temple
#

But with class reflectors in the main config, they all come on or go off together without the hacky hitpoint method.

median widget
#

the hitpoint method isint an issuie to implement due to the nature of the mod

#

so gonna go with that

#

we already need custome conditions for the landing lights and cabin lights to be on so it fits nicely

thin temple
#

We used it in a dlc, so it wasn't that bad (if you're careful)

#

"cabin lights" are typically lights inside the cabin providing ambient illumination to the crew of instrument panels etc... in which case most normally handled by class compartmentsLights

median widget
#

ooh

#

if theres another cfg definition i can stick it in that makes something simpiler

thin temple
#

compartmentsLights are far more performance friendly, only show in the crew LOD, respect geometry and not limited in number, all unlike class reflectors

lethal willow
#

Anyone know where the default handgun holding animation is? It which PBO or it's name? Or both?

fast canopy
#

What exactly you look for? classname?

#

If classname, you may want AmovPercMstpSrasWpstDnon

lethal willow
#

That should help me. Thanks.

#

I was trying to find the base game grip the character use on the handgun

#

to make slight adjustments too

mild wolf
lethal willow
#

😢

native bloom
#

Hello everyone, sorry to bother but I need some help. I'm attempting to create an static pose from blender to arma. I have followed the pinned guide but all I get is a tpose in game. My intuition tells me the issue might be in the process of creating the animation frames in blender and properly exporting as an .rtm.
I also have never created a mod before but since I have gotten the animation to show up inside the game I believe I did this correctly.
If someone could help by guiding me through the process I would be very grateful and sorry to bother with such a basic issue

fast canopy
#
  1. Make sure your config is correct. Such as RTM path
  2. Make sure the RTM is exported properly, Open Arma 3 Samples\Addons\TemplateRTM.p3d and enable Window > Animations, right click on it, from Matrices, import RTM and if it does it properly
  3. Make sure the PBO is made properly, no PBO Manager
native bloom
#

thank you I will try it

worthy sparrow
#

Hello has got some one expirience with making animation for arma in Cinema 4d ? I saw team which is making SW mod using it... :-)

native bloom
#

Hi, unfortunately I'm still having issues. The animation shows properly inside Object builder so I'm guessing what's wrong it's my pbo.

I have structured the pbo like this:
root folder:

  • folder called anim
  • config.cpp

anim folder:

  • anim.rtm
  • model.cfg

is this a proper mod structure for an animation? I'm sorry I have never done this and the pinned guide doesn't really explain it

fast canopy
#

There is no “you should to follow otherwise it won't work and break everything” file/folder structure. So it should be something else

#
  1. Make sure your PBO name or PBOPREFIX and/or filepath is correct
  2. Make sure your model.cfg is correct
native bloom
#

thank you POLPOX for helping me, I'll review this

fast canopy
#

Which software you use to pack?

native bloom
#

I used Arma tools' Addon builder and I tried with FiledBank as well

fast canopy
#

It should at least do the thing

#

Do you have a PBOPREFIX?

native bloom
#

I do not, I'm googling right now how to make one

fast canopy
#

That is not a mandatory, but often such is caused by having or not having that

#

If it is empty, your PBOPREFIX is defaulted into your PBO's name

#

So basically -

  • If your PBO is named like YourAwesomeAnim.pbo, your RTM's filepath is YourAwesomeAnim\anim.rtm
native bloom
#

I made it!! thank you so much POLPOX, took me a few more tries of tinkering.
Couldn't have done it without you tysm

unreal sage
#

Anyone know if there is a way to essentially make a new Custom set of animations. Lets say I want to make specific walking animations and such for different units?

unreal sage
#

Any tips to give me a head start, examples of it done in the past etc

desert raven
#

well there isn really a lot of study material on that

#

it basically comes down to understanding how configs work and espeacilly learning how the animation configs work

#

but there isnt really a lot in depth documentation on that

#

well any really

#

+there is need to know how to make animations

unreal sage
#

Gotcha, now another question, I saw whilst going through the default configs and animations that there is an entry for Aiming. Does that theoretically mean that you can make it so that a "different" animation is played when aiming, since I see it's talking mainly about the BlendAnim arrays

desert raven
#

you can do what it does in game

#

if you want good answers its best to not try the theoretical questions but ask for exactly what you would want to do

unreal sage
#

Lets say I wanted to have the players head tilt into the optic when aiming

#

Couldn’t I just make the actual default erect raised weapon animation the tilted head but then have a blendAnim of 0 for the head. Then when aiming it uses the defaultaim which gives the head automatically the weight required

desert raven
#

no I dont think it works like that

#

the aiming blend group if I remember right affects how much body moves with you when you point/aim to different directions (look up/down)

unreal sage
#

Hmm I see

#

Can you see any possibility to be able to get the head tilt thing working maybe?

#

Or a system like it

desert raven
#

gestures could work for that maybe

#

or making a rifle up stance that has head tilted like that

#

though that would not really have option to lift head

unreal sage
#

Tried gestures already but the issue was that it never really worked well

#

Maybe you can help me then with gestures. I tried making a gesture for essentially aiming down the optics, it slightly moved the rifle and head positions etc.
now no matter what blend animation I use, when moving sideways or diagonally whilst in the gesture, the weapon on the screen moves back and forth left and right etc and doesn’t stay in the center of the screen as it does when just holding and moving with a raised rifle in arma without the gesture

#

Any idea how I could stop that weapon movement?

desert raven
#

probably cant.
You might be able to set up a new action set you swap into via scripting.

#

it would need a full duplicate of a moveset or maybe several with those animations you want to alter altered

#

some vanilla ones probably could be reused

#

but it would need to be full action set so you dont accidentally swap out of it

#

by say vaulting with an action that uses vanilla action set

unreal sage
#

Yeah for sure

#

What command would be used for switching between action sets

desert raven
unreal sage
#

Understood

plain knot
#

aye i'm having some issues getting my armarig to match the intial kneeling pose as well as puttinh his gun on the floor, is there a way to import the arma animations into blender so i can modify them

median topaz
#

Or perhaps there are other ways to do this for all instruments showing magnetic azimuth at once?

desert raven
median topaz
#

For example, I wouldn’t want to simply change the textures of indicators in all devices separately. And is it possible to make the required change in values customizable - for example, dependent on some parameter from description.ext?

desert raven
#

no

#

texture chagnes also have nothing to do with animations

#

but no, you cant affect the compass sources like that

#

better answers might be possible if you explain the actual use case

#

it is often easier to talk about

#

instead of little vague theoretical questions that might miss the mark

median topaz
desert raven
#

my gut says not possible

#

the compass engine input is not script accessible as far as I know

#

a custom compass object/interface could maybe work

#

and the vanilla one might be possible to disable (the interface)

#

or at least vanilla compass could be removed from inventory so it cant be used

#

and then new compass item could be made with new scriptable interface

median topaz
# desert raven my gut says not possible

I have come across a “clumsy” way of introducing magnetic declination, by changing (rotating) the texture of the compass indicator, but this is ugly and static.

median topaz
#

The article I cited above mentions the possibility of modifying existing controllers, but at least I don’t understand what the “path” to the AnimationSources of the compass looks like... (it is missing as a class in CfgVehicles). For example, the model is used in RscCompass, but I can’t find the AnimationSources section for the compass anywhere.

desert raven
median topaz
median topaz
fast canopy
#

Vanilla stopped windmill uses this. It is very CfgVehicles exclusive AFAIK

young carbon
#

literally 2 instances in the AIO config dump blobcloseenjoy

quick geode
#

Model config would probably tell us a bit more if we had them

young carbon
#

i doubt that

quick geode
#

Well I can tell you that the value you get from the animsource which is seconds since init + a random value between 0 and 60
How that converts to the rotation would be in modelcfg

young carbon
#

given the existing uses and source= being used already it doesn't look like you can drive anything with :: override. It seems to only be able to, effectively, stop things from being animated by the overridden source. Totally blobdoggoshruggoogly

quick geode
#

You see I initially thought of it that way aswell but that approach did not work with objrandom

#

Objrandom works with the limits you set in the modelcfg
Doing an override just breaks it as far as I can tell

young carbon
#

"value you get from the animsource" as in value of the overridden source of, say, deactivated windmill?

quick geode
#

Dunno if the deactivated has that value, config dump only shows the anim on the active one

young carbon
#

i am confuse

quick geode
#

You can track the phase of the animation and determine if the animation is correct to the modelcfg

#

Ie say I have a animsource that goes between 0 to 1 perhaps a door
In modelcfg I set the rotation of the door from 0 rad to 90 rad
By tracking the doors animationsource I can tell that the door has to be, say at 45degrees
If not it means I've done something wrong most often I've done the axis backwards

quick geode
young carbon
#

blobdoggoshruggoogly measure the time taken by a full rotation, compare the source phase values over the same time span, bam, you have the rotation anim config reverse-engineered down to constant offset that doesn't matter

quick geode
#

Yup pretty much
Random offset is so that you don't have a row of turbines that are perfectly aligned

young carbon
#

and class timeRndOffset { source="::timeRndOffset"; }; in deactivated turbine's config.cpp entry does one of 2:
either sets every turbine's source to 0 (or some other constant), making all deactivated turbines look the same
or sets every turbine to its own "personal" random constant value, making deactivated turbines stop at different positions

quick geode
#

Dunno how one would get static animation from an always changing number though

#

It could just be left over from inheritance

young carbon
#

nah. It's literally config.cpp thing that says "screw model.cfg" blobcloseenjoy

#

at least judging by wiki and config dump

quick geode
#

Hmm
Just thought of something
Could one fake tides by making lakes that go up and down depending on the time of day

young carbon
#

inb4 wavy water surface that's moved by time source

quick geode
#

Ooh, better Idea
Panama Canal map with functional locks

young carbon
#

still no dynamic overrides (as in user or script controllable in-mission), no global overrides (as in affecting other things that use the same(ly named) source), no overrides for things that don't support AnimationSources in config.cpp (although knowing what does and what doesn't would likely take some involved wiki-digging or testing)...

desert raven
median topaz
# desert raven Try it out. I doubt it works in this case but could be I'm wrong

I have the same questions as the author of the topic https://forums.bohemia.net/forums/topic/92576-override-animation-controller-how/

hard trellis
#

TeTeT is using this on the F-18 to animate the wheels while the jet is taxiing via a keyframe animation. wrong info, actually, not sure if that went through or if he went with just another model cfg animation

young carbon
#

huh. So there is a way to change the overridden source?

desert raven
#

to some extent

static kayak
#

Are there any open-to-use break action grenade launcher animations out there? Like apl-sa or similar license?

static kayak
desert raven
#

but also animations are not really very universal between weapons

#

so resuing one would expect the source be made in way that it can be easily repurposed by say moving IK targets for the hands around so they fit the new weapon

median topaz
#

Greetings. Returning to the topic of compass animation: is it possible to use run-time calculated values in the animation properties (for example, angle0 or angle1) in the model.cfg file?

thin temple
median topaz
desert raven
thin temple
desert raven
#

👆This too might be needed

median topaz
glacial pilot
median topaz
glacial pilot
#

Yeah my bad, I actually knew the same way but I reread it before writing it and misunderstood it and thought "oh all this time I thought it was doing x instead".

regal dawn
#

im having an issue on my hamada pistol its slide is weird and doesnt slide like a pistol i wonder if theres a solution to this maybe the model.cfg is weird the selections are right which makes it weirder

#

if theres a correction let me know

desert raven
#

where did you pick the model config from?

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there are quite a lot of odd values used here

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you should use the buldozer preview in ObjectBuilder to check how your animations work

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thats the best way to test your config and spot possible issues

regal dawn
desert raven
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Id say ditch the model config since its weird

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youll need to learn to understand it and best way to do that is to write it from scratch (well you can use the sample weapon from arma 3 samples as reference but dont blindly copy paste it as that solves nothing properly)

regal dawn
desert raven
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well if buldozer does not start there may be some problem with the way its set up

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if you used the arma tools launcher to do that it has been often problematic with windows 10

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using simple subst command in mapdisk.bat (pmcwiki P drive setup guide) and Mikeros Arma3p has been more reliable method

regal dawn
median topaz
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Will anyone be able to animate a custom animation of a chemical detector from the Contact add-on with a script? (configFile >> "RscWatch" >> "AnimationSources" >> "Threat_Level_Source") I tried with the command: (findDisplay 12 displayCtrl 101) ctrlAnimateModel ["Threat_Level_Source", 0.5] and it didn't work. What don't I understand? (I'm trying to make a similar animation for the compass)

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This detector is a "watch".
(I realized that display is not the correct one, but how can I find the right one?)

median topaz
cerulean pivot
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this channel is not about that kind of animation. you can ask in #arma3_editor

fervent marsh
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Got it

stoic night
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Hey, so I have no idea what I'm doing for animations, so I figured it'd be good to ask. I want a character, I have, to do 3 animations where it starts with this animation (ace_sitting_HubSittingChairB_idle3) and holds it till i either, press a key (not sure if possible) or type it in the config. then it will do these 2 animations (bench_Heli_Light_01_get_out, Acts_briefing_Intro3_Major_2) back to back and end after the last one so i can move around. Can some one either help me figure out how or do it for me whichever is easiest?

desert raven
stoic night
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yes but everytime i try to type it out it keeps saying init missing

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so i think i am typing it wrong

desert raven
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Where do you type it in?

stoic night
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when you hit esc theres a box for the config i've also tried the attributes box in eden

desert raven
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The console is for running script yeah

stoic night
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forgot to mention the config one doesn't do anything or say anything

desert raven
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But it's not config

stoic night
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ah

desert raven
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Script and config is 2 different things

stoic night
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got it so would it be with the attributes box on that unit

desert raven
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I think you may need to go back a step to first understand how scripting works. The init box in units attributes is good place to run scripts you want to affect a unit with at mission start but some commands may need little more setting up so they run after the game has properly initialized and is running fully and not still loading.

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The console is alright for testing out things

stoic night
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so how do i pull up the proper thing to type it out cause i don't really know anything about this like i said

hexed lagoon
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does anyone know how to open and close the Land_MultiScreenComputer_01_base_F Animation? Trying to get the rugged multi screen PC to open or shut

#
        {
            class Open_Source
            {
                source="user";
                animPeriod=1.6;
                initPhase=0;
            };
        };``` hasn't been helpful so far
hexed lagoon
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disregard last, managed it 😄

grizzled blaze
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okay so i need som help
i uh
this is the goal
pretty straight forward, just some hand positions is all i want

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this is the outcome however

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wait is it becaue my weapon skeleton's name isnt "weapon"?

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crikey

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that certainly was not the case

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i tried to do what the template does and have a base cfg model class have the skelly name of "weapon" then inherit but no bueno

desert raven
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When you have rifle up pose the weapon is always at the shoulder

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The weapon holding rtm only reads hand positions in relation to weapon bone.

grizzled blaze
fast canopy
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Make sure you have proper model.cfg and proper software to pack it into PBO

grizzled blaze
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okay ill give it a shot > ->

desert raven
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There is also the alternative of making new hip fire movement set like GM and spearhead did

grizzled blaze
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i see
by chance is that how the "chainsaw" rtm works?
i think its in wbk's melee

I was basically just trying to do that without the dependency

desert raven
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No clue

grizzled blaze
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hm

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well while i've got you, is there a way to get the reload animation to slowly go back to its origin without snapping?

grizzled blaze
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what is that for?

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the reload or the hand placement?

fast canopy
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To answer your question

grizzled blaze
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which one tho NooVanish

fast canopy
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CfgGestures

grizzled blaze
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thats not an answer

fast canopy
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It is not related

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It is related with reload anim itself

grizzled blaze
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so you're saying
the link you posted
is for keeping the weapon's bits that float out slowly, to keep from snapping back into place when the reload is done?

desert raven
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No you have to do that in you reload sequence

grizzled blaze
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yee in the model cfg right

fast canopy
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No

grizzled blaze
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ill kms

desert raven
fast canopy
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I thought you meant IK?

desert raven
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I though that first too

grizzled blaze
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im very confused

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so i just need to reverse the animation in the model cfg in order to get them to slowly go back to their origin

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do i keep that under the same reloadmagazine source or is it a different one

fast canopy
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Okay that's the qusetion

desert raven
fast canopy
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Pretty much I misunderstood all the time I guess

desert raven
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A bit. Usually people do have issue with the RTM blending

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Where the IK curve arrays are the answer

grizzled blaze
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i dont even want to get into that until i can at least properly place my hands on the gun

fast canopy
grizzled blaze
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horrible is the go to in both of them so i figured id ask him since its still technically an animation ; w;

desert raven
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is alright, we got there in the end

rigid dust
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Do units rotate around different points depending on an animation? Perhaps around some memory point?

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Talking about player rotation specifically

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Why I'm asking this, I noticed that unit's velocity is calculated using delta between current and previous position (getPosWorld), when you quickly rotate the camera, speed remains 0, but when you walk forward AND quickly rotate the camera, speed goes to huge unnatural values

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Thus my assumption that units rotate around some memory point or something depending on animation, not around their position

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How to observe what I mean. Execute this code:

player setAnimSpeedCoef 0.1;
pos = getPosWorld player;
onEachFrame {
    hintSilent ([
        speed player toFixed 1
        ,vectorMagnitude velocity player toFixed 1
        ,vectorMagnitude velocityModelSpace player toFixed 1
        ,((getPosWorld player distance2d pos) / diag_deltaTime) toFixed 1
    ] joinString "\n");
    pos = getPosWorld player;
    drawIcon3D ["\A3\ui_f\data\map\groupicons\selector_selected_ca.paa", [0,0,1,1], ASLtoAGL pos, 0.4, 0.4, 0, "pos"];
}```
#
  • Run forward, notice tiny speed you have
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  • Run forward and quickly rotate the player, notice huge speed you have now
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Rotating the character clearly rotates the player around some point other than center position, I wonder what this point is

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Even deeper reason why I'm asking, this jump in velocity is the reason for a lot of multiplayer issues and bullshit:

  • Players quickly turning on stairs or in buildings broadcast this huge velocity and appear to phase through walls and ladders or get stuck outside of walls for some time, due to interpolation assuming they went through the wall with such big speed
  • When players evade fire and they turn quickly, it ends up with them going in large circles on remote clients, much larger than they are rotating in fact, making it much more difficult to hit them
desert raven
#

Interesting observation! I wonder if anyone at BI can answer that?

rigid dust
#

This is also why GPS zoom jumps up and down when you turn

rigid dust
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It shifts forward during run

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You can observe this if you hug the wall parallel to it, slowly rotate towards the wall and go forward, you'll instantly jump back because your collision pushed you out

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Same with going backwards into the wall, you sink a little bit into it because your collision is in front, when you stop you jump forward for the same reason

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@white juniper Do you think it might be possible to calculate broadcasted velocity from this collision instead of entity position? Maybe this could help issues with remote players getting stupid interpolation results?

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Not sure if this is feasiable or not

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But if it is, it could be a huge multiplayer gameplay improvement

desert raven
rigid dust
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I wonder where this is defined, probably somewhere in .rtm?

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Oh, there is collisionShape in the move config thonk

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No idea how I missed it twice in a row

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Player walking and rotating with huge DPI setting

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What it ends up looking like for others