#arma3_animation

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rigid dust
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Players also do this when they're shot at, imagine trying to hit that

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I know its 10 years too late to fix such core issues, but maybe there is a chance

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Always hated this

desert raven
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Yeah that would be the where it's defined.

Probably could do some test with different kinds of collision shapes for the movement.

rigid dust
white juniper
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No idea and no time to think about it. I will forget about your message

rigid dust
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๐Ÿฅฒ

desert raven
forest lance
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Make a ticket

light junco
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build up fatigue after player ridiculous velocity changes?

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E = mc^2 no?

gilded rampart
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i am trying to understand what on earth that means and cannot figure it out

obtuse terrace
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Hello
I am currently working on a custom campaign for my small arma 3 community. I am looking for someone who can create a suitable banner that reflects the core aspects of the campaign. Since I don't quite understand the difference between your packages, I was hoping that you might be able to make a recommendation.

rigid dust
olive flicker
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Hey there guys! So I have a question. Would anyone be kind enough to teach me how to make an Arma 3 cinematic? I'd like to learn how to keyframe and such to get cinematic shots.

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This very well could be the wrong channel for this question, but I figured it kind of relates to the channel topic?

desert raven
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well "make arma 3 cinematics" is very broad subject and not easy to teach

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so to get meaningful asnwers you would need to split it up into smaller questions

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and really put in your own effort to learn on your own too

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instead of trying to learn "how to make arma cinematic" youll want to start from the mentioned "how arma keyframes work" and then possibly "how Arma scripting works"

hard trellis
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I was considering heading down a rabbit hole involving an empty vehicle with a turret seat, where gunner's hands and feet are IK'd to selections that can be animated, thereby allowing some sort of "live posing" of characters, via animation[Sources], for screenshot or similar purpose.
Does something like that already exist, or seem feasible?

desert raven
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the IK blending is a bit flimsy ๐Ÿ˜…

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but it could work to some extent

hard trellis
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Encouraging n_n

desert raven
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the problem is the IK has no controls

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or constraints

green current
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Does anyone have a guide on how to make ArmA-Anims using Cascadeur and how to properly import the ArmA-Skeleton? DIdnt quite manage that so far

desert raven
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@fast canopy has done that if I rember right but dont recall if he made any tutorials.

fast canopy
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I thought I've already told you that I've posted a rig already

desert raven
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thought I remembered something like that but was not sure ๐Ÿ‘

green current
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Could you tell me what its called? Can't find it and been looking trough messages by you, messages naming Cascadeur etc for quite a bit now, so i am starting to feel blind and stupid...

fast canopy
green current
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Its been right in front of my nose this whole time?

Thank you ๐Ÿ™‚ ๐Ÿ‘

sturdy agate
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How would I go about hiding part of the player body in object builder when making an animation?

fast canopy
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Honestly this is very shame to have no command to reset CfgMoves or CfgGestures even in diag... this is painful if I do a reload anim

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I've backlogged here and reyhard said they have their way internally... but pwetty pwease

cerulean pivot
fast canopy
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Wait really?

fast canopy
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Ah you mean that. Can I wish if we will get that in diag? ๐Ÿ™

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Even if a restart can be done manually

cerulean pivot
pliant plank
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Okay, i downloaded the handanim stuff for holding the gun but i tried to move it but the hand wouldnt move, do i need to switch it to frame one for the changes to take place?

pliant plank
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The right hand in edit mode, but it was on frame 0 of the animation

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The actual model of the hand didnt move so that was confusing me, iirc they did when i did the rocket launcher

desert raven
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and make sure to export correct frame

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handAnim uses only 1 frame

pliant plank
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Ah okay, pose mode

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Gotcha

pliant plank
desert raven
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any frame as lon as you add that frame to be exported

pliant plank
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Oki

pliant plank
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okay so I'm moving the right hand but for some reason the weapon moves and the hand gets super scuffed

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this is just from moving it in one direction

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is this normal?

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oh nvm im supposed to just move the hand

pliant plank
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is this normal? For some reasn the arm just refuses to go further lmao

fast canopy
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Normal. Because your arm has a length

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Move shoulder accordingly

pliant plank
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I did so

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hand is potentially a little wonky but

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kinda how it is given the rifle's general skinniness

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okay, now that I've exported the RTM to the work file what do i do now

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oh wait nvm i remember

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that wrist is a little rough

woeful pelican
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you can adjust the rifle model in the p3d

pliant plank
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Oh like, move it further along the x axis?

woeful pelican
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Yeah it should have autocenter disabled so wherever you offset it from the model center will be reflected when ingame

pliant plank
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Ah okay. Cheers

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I was wondering how to do that, i just gotta tweak the trigger finger some and then the position of the rifel

pliant plank
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dunno if i like it lowered so it sits more realistically on the shoulder when it's raised but

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it certainly changes the feel

desert raven
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this is little high to my eye

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lowering the stock to shoulder level imo looks better

pliant plank
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one sec i'll take screencaps

desert raven
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yeah the mx dos stand pretty high too

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its up to you to choose which way you want it to be ๐Ÿ˜„

pliant plank
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I kinda like it lower like that, the wrist looks a little less fucked

desert raven
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the trick with the wrist is turn the hand bone in an angle and adjust the fingers to fit the guns grip

lethal willow
desert raven
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Basically comes down to understanding how it all works.

fast canopy
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And honestly since Blender requires both IK and FK knowledge in order to, uh, do such, well almost all industry standard 3D software does though, this pretty much is the reason why I use Cascadeur to animate recent days

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Imagine having 3D graph editor. Casc does have one basically...

brittle nacelle
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Does ARMA support different stages/transitions of animations? So like if you had 1 animation to "prep" an animation, then another for the main one, and say another one which could be be optional, would you have to do all of that through scripts, or could some of it be done via config?

desert raven
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but yes animations can have chained transtitions between them

brittle nacelle
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So I could define Animation1, and when Animation1 is done, automatically start Animation2, and stay on that animation?

desert raven
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best to explain the actual use case

brittle nacelle
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Fair.

desert raven
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not the abstract

brittle nacelle
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So the first animation could be a compressed ready animation (weapon is compressed in the armpit), and the second animation would be played a few seconds after, of pushing the rifle out

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Either by key press, or by time. But the push out animation should be custom, not default arma exiting

desert raven
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so you want to replace some vanilla behavior or make something new?

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whats the big picture

brittle nacelle
# desert raven whats the big picture

Something new. Weapon should be able to be compressed, but will have an animation to put it into compression before the one that keeps it there, and optionally, another animation to take it out of compression before returning control back to the player

Play: Animation1 -> Animation2
(Always)

While Animation2 is active, Animation3 could be played as a "transition" out of the animation.

desert raven
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buut this does sound rather difficult

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since you want it to be dynamic

long monolith
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@fast canopy how do i use the dust effect on your artwork supporter?

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i cant find it

long monolith
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oh hold on, its on effect dropper on the props from the old artwork supporter

frank yoke
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Is there any up to date reload animation basemesh for ArmaRig? The ones I've been using are offset and there is a visible jerk between handanim and reloadanim

desert raven
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sadly no

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you can try adjusting the IK curve so it blends at the beginning and the end of the sequence

frank yoke
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Yea I do that but saw better results already

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I also used rtm importer but that doesn't work good enough either

desert raven
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the rtm import does need the whole skeleton to be connected with actual bones

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it does not like the floating unconnected parts

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I build mine with extra connection bones with @ in their name so they dont get exported out but they keep the skeleton shape right

daring crescent
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Good day guys.Tell me please.I installed the armatoolbox in the blender.Created an animation with the help of riga soldier
and I'm trying to export the animation to a rtm file.But for some reason arma reproduces only the first frame of the animation, and there are 18 of them. I used to do the same animation and everything worked.It's not playing right now.Anyone who understands this can help, if it's not difficult.

fast canopy
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Make sure you have all Keyframes here, using Frame Range

thick hemlock
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Does anyone know the object name of the stadium?

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If there even is one.

daring crescent
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Everything is there .The story is not clear .I've broken my head , I don't understand what's the matter.

fast canopy
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Are you sure

  1. All of 18 frames are exported (the raw RTM should have more than 12~14 KB if it has more than one frame)
  2. Your config is set up properly
  3. Your PBO is packed by a proper software
  4. model.cfg is available for sure to binarize/pack
daring crescent
# fast canopy Are you sure 1. All of 18 frames are exported (the raw RTM should have more than...

1.The file is 102 kb.As I understand it, all animations are converted.2.
2.The config file is like this.

class CfgPatches 
{
    class     tutorial
    {
        requiredVersion = 0.100000;
        requiredAddons[]= {"A3_Functions_F"};
        units[]= {};
        weapons[]= {};
    };
};

class CfgMovesBasic 
{
         class Actions;
};

class CfgMovesMaleSdr: CfgMovesBasic 
{
    class States 
    {
                class CutSceneAnimationBaseSit;             
                          
        
                        class Lopata_anim1: CutSceneAnimationBaseSit 
        {
            file ="\Lopata_pronix\Arma_LOPATA.rtm" ;
            speed = -1e+010;
            looped = "true";
            interpolateFrom[] = {};
            interpolateTo[] = {};
            canPullTrigger = 0;
            disableWeapons = 0;
            disableWeaponsLong = 0;
            weaponLowered = 0;
            weaponIK = 1;
            rightHandIKCurve[] = {1};
            leftHandIKCurve[] = {0};
                  canReload = 1;                
        };
                                
    };
};
fast canopy
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speed = -1e+010;```This means the entire anim will end instantly. Also `"true"` is not the proper way to defube a boolean in config
daring crescent
fast canopy
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What do you mean?

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What is this here?

daring crescent
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What should I change in the config file?to make everything work?

fast canopy
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Depends on your intention here actually

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What exactly is your goal

daring crescent
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Play the animation completely and loop it

daring crescent
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It's just that the configuration file is not mine, it was in the tutorial on creating animations in blender for Arma 3.

fast canopy
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It's just that the configuration file you say, but your goal is not going to happen without you tweak that

daring crescent
# fast canopy It's just that the configuration file you say, but your goal is not going to hap...

Changed the config file .The picture is the same.The game loads the first frame of the animation and the animation does not play completely.The fighter is sleeping in the initial position and nothing happens.

class CfgPatches  {

    class MDL_OTK_Anim  {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1.08;
        requiredAddons[] = {};
    };
};

class CfgMovesBasic  {
    class MDLOTKActions;
};

class CfgMovesMaleSdr  : CfgMovesBasic {

    class States  {

        class AmovPercMstpSnonWnonDnon;

        class Animacia  : AmovPercMstpSnonWnonDnon {
            file = "\Lopata_pronix\Arma_LOPATA.rtm"; 
            speed = -10000000000.0;
            looped = 1;
            interpolateFrom[] = {};
            interpolateTo[] = {};
        };
        class tankist  : Animacia {
            file = "\Scena\tankist.rtm";
        };
    };
};
fast canopy
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Please re-check the link I've posted to understand what value to put in speed

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This does mean your animation is 10000000000 seconds long

daring crescent
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ะžk .Thank you I understand

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Thanks, it's finally working. You've been very helpful.Good health to you.

daring crescent
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Another problem came out.Now the animation doesn't loop.It is played 1 time.

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speed = 1.3;
looped = 1;
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I use switchMove

cerulean pivot
tidal hawk
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Is there a way to stop a unit from playing a looped animation other than sqf _unit switchMove ""; ?

cerulean pivot
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The difference is that using switchAction you can account for stance and weapon.
Also ask in #arma3_scripting

tidal hawk
atomic pivot
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Just had the same problems yesterday and thought i finally understood it, but i was wrong.

player playMoveNow "AinvPknlMstpSnonWnonDr_medic5";
Properly interrupted by doing this (no instant animation change etc).
player playActionNow "PlayerStand"

But the same thing doesn't work for switchMoves or even other Actions/moves.
So not sure what's the logic behind it blobdoggoshruggoogly
The whole Arma 3 "animation system" feels like its a couple of systems mashed together to work somehow.

cerulean pivot
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You can't randomly go from any anim to another

desert raven
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such scenes are static

mossy osprey
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I know. But how do I change every single direction of the body

desert raven
gilded rampart
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usp animations pack

mossy osprey
tired needle
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(Re the conversation on the 22 Oct) Why can't RTM's be imported into anything?

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The rabbit is oddly the only animal that doesn't have a set of pivots.

fluid breach
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@tired needle what am i looking at here exactly? (long day here)

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obviously there is a dancing rabbit. i did catch that part :D

tired needle
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The skeleton used to rig/animate it was built from the memory points.

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Other animals you should be able to reconstruct by de'p3ding the pivot files.

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Haven't tried it yet, might get some goat action going on when I get time to though.

fluid breach
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there would be <3 for that im sure

timid rover
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I have problem with an animation. It doesent work anymore after binarising it, I assume the model.cfg is the issue ?

timid rover
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Maybe not all bones are in the model.cfg ?

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I see that the character ingame trys to do the animation , but it looks like he is not using all of his bones

desert raven
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how do you pack the pbo?

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ther more you tell the easier it is to understand what happens

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assume I dont see your screen or know anything about what you do

timid rover
#
class CfgGesturesMale 
{
    skeletonName = "OFP2_ManSkeleton";
    
    
    class Default;
    class ManActions {};
    class Actions 
    {
        class NoActions 
        {
            turnSpeed = 0;
            upDegree = 0;
            limitFast = 1;
            useFastMove = 0;
        };
    };

    // Action Animation Configs
    class States
    {

class dsr_Gut_Corpse : Default {
            file = "A3S_Client\data\anims\gut_corpse.rtm";
            looped = 0;
            speed = 0.085; //0.08
            mask = "BodyFullReal";
            headBobStrength = 1.0;
            headBobMode = 4;
            disableWeapons = 1;
            disableWeaponsLong = 1;
            leftHandIKBeg = 0;//0;//false;
            leftHandIKCurve[] = {};
            leftHandIKEnd = 0;//0;//false;
            rightHandIKBeg = 0;//0;//false;
            rightHandIKCurve[] = {};
            rightHandIKEnd = 0;//0;//false;
            showItemInRightHand = 1;
            showHandGun = 0;
            weaponLowered = 0;
            canPullTrigger = 0;
            enableOptics = 0;//0;//false;
            showWeaponAim = 0;//0;//false;
            weaponIK = 0; //1
            leaning = "empty";
            aimingBody = "empty";
            aiming = "empty";
            forceAim = 1;
            limitGunMovement = 9.1;
            enableDirectControl = 0;
            variantsPlayer[] = {};
            variantsAI[] = {};
            soundOverride = "";
            soundEnabled = 1;
        };........```
#

Thats the config for the animation

#
{
    class Default
    {
        limitGunMovement=1;
    };
    class States;
    class DefaultDie;
    class StandBase: Default
    {
    };
    class TransAnimBase;
    class InjuredMovedBase;
        class BlendAnims;

    class ManActions 
    {
        dsr_Act_Gut_Corpse[] = {"dsr_Gut_Corpse","Gesture"};
.......```
#

Thats the mask

    {
        BodyFullReal[] = {"Head",1,"Neck1",1,"Neck",1,"weapon",1,"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine1",1,"Spine2",1,"Spine3",1,"Spine",1,"Pelvis",1,"LeftLeg",1,"LeftLegRoll",1,"LeftUpLeg",1,"LeftUpLegRoll",1,"LeftFoot",1,"LeftToeBase",1,"RightLeg",1,"RightLegRoll",1,"RightUpLeg",1,"RightUpLegRoll",1,"RightFoot",1,"RightToeBase",1};
    ```
#

Thats the model.cfg

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its inside the folder where the rtm is located

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Just having the .rtm unbinarized works ingame

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Im using pbo Project

bold mauve
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im propably a dummy, but can i find the biskeleton.p3d anywhere? for handanim reference

desert raven
#

and p3d skeleton would not really be useful since its not rigged in any way and does not import as armature into bledner

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theres a guide in the pins that should get you on right path

bold mauve
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ah, thanks, ill take a look at that

desert raven
timid rover
desert raven
#

you are making it as a gesture though

timid rover
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yea

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its a gesture

desert raven
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does it play with switchmove?

timid rover
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no it dosent

desert raven
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does it show up in animation viewer

timid rover
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Never tested it there

desert raven
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does the classes show up in config viewer

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also there is no option to make unbinarized pbo with pboproject

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so how does that happen exactly?

timid rover
#

If I pack it without binarizing I use pbo manager

desert raven
#

:L

timid rover
#

He tries to do the gesture but it looks like he dosent use all his bones

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so I assume when binarizing it something goes wrong with the bones

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I guess the model.cfg is wrong ?

desert raven
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does pboProject give out any errors?

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how is the animation made?

timid rover
#

using \A3S_Client\data\anims\model.cfg to test gut_corpse.rtm

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dosent show any errors

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The animation is back from the desolation project which I allowed to use

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Im not able to do animation myself, atleast I never tried it

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so I cant dig more into details

desert raven
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I assume it has worked for them then

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in same way you are trying to use it now

timid rover
#

yea the animation is completly fine and I always used it unbinarized but now I want to have it binarized

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and they had it binarized as well before and it worked

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so something goes wrong in the process

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Do I have to add the animation name into model.cfg ? just like you do it p3ds? I guess not

desert raven
#

no

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should be enough that the model.cfg is next to the rtms

timid rover
#

did you check the model.cfg I sended ?

desert raven
#

looks alright blobdoggoshruggoogly

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it could be the rtm bones dont match the model.cfg

timid rover
#

wouldnt Pbo project then say something ?

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also does it matter if its upperCase or ? Like lets say its called neck1 inside the model.cfg und Neck1 in the rtm

desert raven
#

they should match

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model.cfg having the correct naming

timid rover
#

so I guess I have to load this rtm to blender to see if everything is correct

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never done this before, but time to learn something new

desert raven
#

blender will load it no matter the casing.

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but the blender rigs used may not always have right casings

regal mauve
#

Is there a limit for animation count in CfgModel ?

potent turtle
#

Good afternoon dear "animation makers", I recently started to study animations in Arma and unfortunately faced a problem that I can not understand yet, is it possible to somehow remove weapons from the hands? That is, that when playing gestures in the hands was not any weapon.

desert raven
desert raven
#

usually such animations are made so that main weapons are on back

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if they are in the inventory

regal mauve
desert raven
#

too many bones then

#

like I mentioned there are other factors too it seems

regal mauve
potent turtle
thin temple
covert canopy
#

does anyone know

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why my boy

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be doing a lil party

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instead of holding his gun

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basically a brand new baby to animating in general so I posed very basic as a test

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but he just throws his lil hands up

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hold on I might have done that totally wrong

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nevermind fixed it

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fucked up my moveset

desert raven
#

dont see your weapon bone in the animation

covert canopy
#

yeah I reread the documentation pinned

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and realized I did a dumb

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it's fixed now

regal mauve
#

This time i have a building with only 100 bones but the animations are broken. What can be the reason ?

fast canopy
#

Without knowing what and how broken, we can't be sure about anything

regal mauve
fast canopy
#

I think I want to try skeleton without Door 1 and 2 first

regal mauve
#

the skeleton was made of 220 bones but i reduced it to 100 bones to be sure

fast canopy
#

I'd assume you made the weight 100% sure already, so I think your skeleton array is somehow broken

regal mauve
regal mauve
#

problem found, the memory lod was not at the correct scale

regal mauve
fast canopy
covert canopy
#

There is a PDF guide in the pins of this channel

#

read it and follow it exactly

#

and it should fix your issues

regal mauve
fast canopy
#

That's not a concern

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One frame is enough for a handanim

covert canopy
#

rtm should only be one frame if I remember that guide correctly

#

yep what polpox said

regal mauve
covert canopy
#

remove and add the frame again, not near my computer but something looks wrong about that

#

and go through the guide again step by step for the frame setup

fast canopy
#

We don't know how it is wrong ingame tho

regal mauve
fast canopy
#

This means your binarization/PBO creation is wrong

regal mauve
#

I already corrected the weapon direction

fast canopy
#

You need to use a correct software

regal mauve
fast canopy
#

PBO Manager is the problem here

regal mauve
fast canopy
#

If in doubt just use Addon Builder

regal mauve
fast canopy
#

A official PBO packer software

regal mauve
fast canopy
#

No

regal mauve
#

My bad, i didn't realized it was the one that's inside A3 Tools

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Well, i'm gonna try and see but i have very little hope on this one

fast canopy
#

Actually the pinned guide told you to use either Addon Builder or Mikero's Tools

desert raven
#

Addon builder has had problems with rtms in the past if I recall right. I've used mikeros toolset for long time

bold mauve
#

i had to change to mikros tools (pboproject) last month cause addon builder didnt want to include .rtms in .pbos

fast canopy
#

In case you don't know AB requires to specify which file (or extension) to include

#

But if you can use pboProject it is 100% better

white juniper
# regal mauve Isn't it called Filebank ?

Yes. That would be the official pbo packer.
But you don't actually want a plain pbo packer, you'll want a addon/mod packer. That does more than simply putting stuff into pbo

potent turtle
#

Hello, I have a problem when creating an animation, for some reason it breaks animations from other mods. That is, when you load your own mod with their animations, then animations from other people's mod begin to replace each other and reproduced not correctly, because of what can arise this situation if my config is not crossed with other people's animations?

fast canopy
#

Can you tell what exactly is the issue? How it is broken?

potent turtle
# fast canopy Can you tell what exactly is the issue? How it is broken?

I enter the game with 3 mods: 1) My animations 2) IMS 3) lightsaber and force. When I use the lightsaber and right-click, I have a different animation, not what should be played, when I remove my animations from the preset, then everything works as it should. I have this problem happens when I make just my animation and when I make gestures, always different animations are replaced.

#

I'm going to go into the game now and record a video of these problems.

potent turtle
fast canopy
#

Okay, now it certainly sounds like an AnimDataCache issue

unreal sage
#

Good Evening, I am looking to create a new animation for "Tactical Walking" (AmovPercMtacSrasWrflDf)
I have created the actual RTM itself but when put in game I have several issues

  1. The actual player doesn't move, the animation plays but the character doesn't move around in the game environment
  2. The "Torso" sections don't move at all

I am using the Blender Arma Rig for creating and exporting the animation

The config looks like this:

class AmovPercMtacSrasWrflDf: AmovPercMwlkSrasWrflDf
        {
          stamina = -0.1;
          relSpeedMin = 0.7;
          relSpeedMax = 1.1;
          duty = 0.5;
          soundOverride = "Tactical";
          aimPrecision = 1;
          file = "NAVSPECWARGRU2\NAVSPECWARGRU2_Sys_Animations\Anim\amovpercmtacsraswrfldf.rtm";
          speed = 1.35;
          headBobStrength = 0;
          actions = "RifleStandActionsTacF";
          collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wrfl_offset.p3d";
          InterpolateTo[] = {"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMtacSrasWrflDfl",0.01,"AmovPercMtacSrasWrflDfr",0.01,"AmovPercMrunSrasWrflDf",0.02,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMwlkSrasWrflDf",0.02,"AovrPercMstpSrasWrflDf",1.02,"AmovPknlMtacSrasWrflDf",0.02,"Unconscious",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMtacSrasWrflDl",0.02,"AmovPercMtacSrasWrflDbl",0.02,"AmovPercMtacSrasWrflDb",0.02,"AmovPercMtacSrasWrflDbr",0.02,"AmovPercMtacSrasWrflDr",0.02,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMtacSlowWrflDf_ver2",0.02,"AmovPercMtacSlowWrflDf",0.5,"AmovPknlMstpSrasWrflDnon",0.02,"AmovPercMrunSlowWrflDf",0.02,"AmovPercMevaSrasWrflDf",0.02};        
};
desert raven
#

this should Ideally match with what speed the walk cycle would move the character so that there is no sliding/moonwalk effect

unreal sage
#

Gotcha, lemme give it a shot

desert raven
#

negative Y being the forward direction in Arma

unreal sage
#

Got the movement working, however the torso movement still isn't working for some reason

unreal sage
#

The walking animation incldues Torso movement, but in game the torso isn't actually moving at all

hoary blaze
#

what are some good animation addons from workshop, I want stuff like smoking cigarettes and stuff for a SOG mission. Thanks guys!

frail birch
#

maybe I recall seeing a single one in one of the packs on Workshop but it's static, as in no movement, no transition, just a silly pose for screenshot and it looked more like someone trying to "kawaii" pose.

daring crescent
#

Hi.Please tell me how to fix the rifle on the back, so that later, when playing the animation, if the player has a weapon, the rifle will be fixed on the back.

desert raven
daring crescent
#

Don't you need to untie the rifle by hand?You just start moving your hand into the blender and the rifle starts moving too.Won't the rifle move when the hands move when playing the animation

#

Can you tell me where to find clear animation tutorials for arma 3?

desert raven
#

there arent really any

#

but you should easily be able to find animation tutorials for blender and how to play with the constraints that the armaRig is using

#

you can even toggle constraints on and off with keyframes to tie a free roaming bone like the weapon to different targets at different times

daring crescent
# desert raven nowhere

Thanks, I solved the problem by changing the animation, I just put the rifle underground. ๐Ÿ™‚

frail birch
#

perhaps someone can explain this
there is a vanilla animation called Acts_Waking_Up_Player. When executed in unit's init field, it is looped infinitely until player keeps pressing buttons, then it automatically transforms into the Acts_Getting_Up_Player, and then again a button has to be pressed to gain control over the unit back.
if it's executed after mission start, no matter in what way, it immediately starts in the Acts_Getting_Up_Player phase, with or without a weapon, and you instantly regain control. Why is it like that? Any way to control this anim's behaviour so it doesn't "soft-lock" player on mission start?

frail birch
#

this ```sqf
_unit switchMove "Acts_Waking_Up_Player";
_unit playMoveNow "Acts_Waking_Up_Player";


```sqf
_unit switchMove "Acts_Waking_Up_Player";
_unit playMoveNow "Acts_Waking_Up_Player";
_unit playMove "Acts_Getting_Up_Player";
```seems to make it work, as in the first animation is played once and then transforms into getting up one, but ends in a "frozen" position that player can leave only when movement button is pressed
#

also just remembered that I tried to use the waking up one as a "drunk" animation (it works with bis_fnc_ambientAnim), but when you hit or straight up kill that unit, it will play the getting up animation and then go into ragdoll...

desert raven
#

they have transition animations in between and no direct connection/interpolation to death state

frail birch
#

huh, so I guess no other way than switchmoving to an empty animation on death?
and regarding the first thing, how does the anim check whether unit has a sidearm or not? Because it somehow figures out which animation to play depending on that factor

desert raven
#

and depending on stance different actions are used

#

and different transitions from stance to another may happen

shy yoke
#

How are custom anims applied to pistols in terms of their holding animation? I saw on some threads that handAnim doesnt work for them, but checking rhs for example, they use handAnim just fine... Is there some magic in the model.cfg or elsewhere that makes it work?

I've tried using handAnim on a pistol of my own, and its like the line doesnt exist, it just uses the inherited anim

desert raven
#

so moving right always moves the weapon too

shy yoke
#

Thats fine, the weapon is like a detection meter, so I kind of want the hand to be holding it in its palm, it can be attached to it

desert raven
#

other than that it should work the same way as rifle and launcher hand anims

shy yoke
#

I dont see why it doesnt work then, the animation works fine when the weapon is a primary but not when its a secondary

desert raven
#

same animation probably wont work

#

but you mean it shows no difference at all?

shy yoke
#

As a primary its holding it correctly, as a secondary the animation used is the standard pistol animation

#

Its like it skips the line in the config entirely

potent turtle
#

Hello, I have a problem, when I load my animation in arma 3 and use it, I can spin around, how can I remove this?

median magnet
#

Hello everyone ! I would like to make an animation of a plant "growing". How could I proceed so that it is initially small, and that it grows when I advance the animation? I was thinking about translations but I will have to put them at each point

desert raven
#

Plant growing is not just extending or scaling up, it's creatinging new parts on it.

golden igloo
#

Hello everyone, most likely this question has already been asked, but I would be grateful if they answered me too.
Is it possible to import player animations into a blender, and if so, how?

rugged crypt
#

Hello smart people, coming to you for advice. We are pretty new to arma modding and mainly animations. But we have this problem.
We have an animation of a shell "loading" inside a mag, the problem is that we would like to have the shell hidden until the loading anim is supposed to be played.
So pretty much this:

While the shell is not loaded have it hidden
While the shell is being loaded (move on axis into the mag) have it shown
While being loaded (inside the mag) have it shown
If there needs to be another "shell" inside the mag for the loaded state, that's fine.

The images should show it more clearly.

We got defined the AnimationSources in the CfgVehicle like so:

class AnimationSources {
            class mine_1_load_source {
                source = "user";   // "user" = custom source = not controlled by some engine value
                initPhase = 0;     // Initial value of animations based on this source
                animPeriod = 0.5;  // Coefficient for duration of change of this animation
                sound = "loadMine1";
                soundPosition = "axis_mine_1";
            };
.
.
.
};

and model.cfg is something like this

class Animations
        {
            
            class mine_1_load
            {
                type="translation";
                source="mine_1_load_source";
                selection="mine_1";
                axis="axis_mine_1";
                minValue=0.0;
                maxValue=1;
                offset0 = "0.0";
                offset1 = "-0.55";
                animPeriod = 10;
            };
.
.
.
};
#

OK, nevermind, having two sources to the same selection, one for the move and one for the hide sorts this. Now, is the best way to sync those using sleeps in sqf or?
The video shows what I had in mind if it wasn't clear

desert raven
rugged crypt
#

In total 8 anim sources, four hide and four translation

eager sphinx
#

Is it possible to make an animation via configs abide by the speed of the players animationspeedcoef?

desert raven
median magnet
#

Hello, I am making an animation, and I would like my animation with class "2" to be hidden when the animation "plante" is between 0.0 to 0.15, and 0.30 to 1.0. Additionally, let the selection only appear between 0.15 and 0.30. I can't do it, does anyone know how to do it?

class 2
            {
                type = "Hide";
                selection = "2";
                source = "plante";
                animPeriod = 0;
                sourceAddress = "clamp";
                minValue = 00.00;
                maxValue = 1.0;
                hideValue = "0.0";
                unHideValue = "0.15";
            };```
median magnet
#

It's okay, I found it, it was enough to recreate an animation lol

desert raven
#

๐Ÿ‘

median igloo
#

is upDegree the state used when aim is obstructed by another unit/player in ffv turret?

desert raven
#

for obstructed state

median igloo
#

Thank you, Mr. GreatGoat

median igloo
#

In CfgMovesMaleSdr, does obstructed tell the engine that this is an obstruction move or that aiming is not allowed in this move?

desert raven
desert raven
median igloo
#

Ok, thank you

desert raven
#

these are actions list for different FFV action sets

median igloo
#

Gotcha, trying to patch passenger_flatground_4_vehicle_passenger_stand_1 so that when you become obstructed with binos, you do not swap to your primary and obstruct

grim rover
#

Hello, could someone please point me to the correct sample to check how to set up an animation of a bone the movement of which gets translated from the movement of another bone?
Basically the smaller wheels control the horizontal / vertical turret / gun movement, and should thus rotate along their own axes when the turret is being moved, most likely with some sort of a movement multiplier.

I really canยดt find a sample where this case would be covered, I think I remember seeing this done in the rhs kornet, but thatยดs about it.
I have tried simply using a rotation animation for them with the otocvez/otochlaven source, but it does not work.

Where should I look for reference?

fast canopy
#

How is the model.cfg's animation part? Especially the handle part

grim rover
#

so me having little to no knowledge I tried doing it like this

class MainTurret {
                type = "rotationY";
                source = "mainTurret";
                selection = "OtocVez";
                axis = "OsaVeze";
                minValue = "rad -360";
                maxValue = "rad +360";
                angle0 = "rad -360";
                angle1 = "rad +360";
                memory = 1;
            };

            class rotation_handle_horizontal {
                type = "rotation";
                source = "mainTurret";
                selection = "handle_horizontal";
                axis = "axis_handle_horizontal";
                minValue = "rad -360";
                maxValue = "rad +360";
                angle0 = "rad -360";
                angle1 = "rad +360";
                memory = 1;
            };```

But this is 99 percent wrong since I barely have any clue how to go about it.
#

the handle selection is linked to otocvez

fast canopy
#

The angle0 and 1 part is controlling the rotation amount

#

In this case both uses the same source, so same value will be applied, and angle0 and 1 are, in this case, converting rad -360 -> rad -360 and so fourth, for both animation

grim rover
#

Hmm. But wouldnยดt that mean that the handle should actually rotate at least? Because I canยดt even get it to do that. I would have assumed in this case it would rotate at the same rate as the turret, since they use the same source.

fast canopy
#

I guess I want to make sure:

  • selections are correctly applied
  • axis are actually there
  • probably exaggerate the angle to confirm if it actually is working or not
grim rover
#

cheers I will check

thin temple
#
"mg1_otochlaven",            "mg1_otocvez",
"mg1_firing_crank",            "mg1_otochlaven",
"mg1_firing_handle",            "mg1_firing_crank"```

```// turret rotation
class mg1_turret
{
    source = "mg1_turret";
    type = "rotationY";
    selection = "mg1_otocvez";
    axis = "mg1_osaveze";
    minValue = "rad -360";
    maxValue = "rad 360";
    angle0 = "rad -360";
    angle1 = "rad 360";
};
// turret elevation
class mg1_gun: mg1_turret
{
    source = "mg1_gun";
    type = "rotationX";
    selection = "mg1_otochlaven";
    axis = "mg1_osahlavne";
    minValue = "rad -360";
    maxValue = "rad 360";
    angle0 = "rad -360";
    angle1 = "rad 360";
};
#define MK18_MAG_COUNT 24
// firing crank rotation
class mg1_firing_crank
{
    source = "mg1_revolving";
    sourceAddress = "loop";
    type = "rotation";
    selection = "mg1_firing_crank";
    axis = "mg1_firing_crank_axis";
    minValue = 0;
    maxValue = 1;
    angle0 = "rad 0";
    angle1 = MK18_MAG_COUNT * rad 180;
};
// firing handle counter-rotation
class mg1_firing_handle: mg1_firing_crank
{
    selection = "mg1_firing_handle";
    axis = "mg1_firing_handle_axis";
    angle1 = MK18_MAG_COUNT * rad -180;
};```
@grim rover
grim rover
#

ah, hmmmm, interesting

#

thanks a lot, I will check it out

thin temple
#

The firing handle counter-rotates so that the gunner can have his right hand IK'd to it without breaking his wrists as it goes around.

#

The crank and handle axis points are part of otochlaven, so they rotate with the weapon movement.

#

Example is the Mk18 grenade launcher from SOG:PF DLC.

#

Also config.cpp

{
    class mg1_reload
    {
        weapon = "vn_mk18_v_01";
        source = "reload";
    };
    class mg1_reloadmagazine: mg1_reload
    {
        source = "reloadMagazine";
    };
    class mg1_revolving: mg1_reload
    {
        source = "revolving";
    };
};```
grim rover
#

cheers, I will try to figure it out ๐Ÿ™‚

grim rover
#

Yep managed to get it to work, thanks a lot

cyan fable
#

would anyone have recommendations for a chest compression mod for high ready, and how to go about making it

#

dm me and i can send example if your confused

inland holly
#

how would I get a fan to spin. The closest thing I can find in the samples is a wheel but what would I put in the config animation sources to make the fan just spin by default?

thin temple
inland holly
oak veldt
#

says im missing a ";" but idk where...

I put one after "CUP_kitchen_chair_a" because i thought that was what it was wanting but that didnt work

desert raven
#

this does not seem like valid thing at all

oak veldt
#

someone suggested I try this code out to make this chair float and rotate @desert raven

#

I'm trying to make this chair look like its rotating to look ominous for an SCP short film

desert raven
#

nothing to do with scripting or live game use

oak veldt
#

ah i wouldnt know i dont know code i just had someone suggest i try it

#

would you happen to know how i do what i need?

desert raven
#

nope

#

but this is what you got available

#

if its physX object you might be able to manipulate it via different force type commands

oak veldt
#

how would i find out if its a physX object?

desert raven
#

does it fall down in game?

thin temple
#

that's my code from earlier lol

oak veldt
#

yeah i know

#

just to see if it would work

#

turns out it didnt

#

lol

oak veldt
desert raven
#

then its not physx object and force commands dont work

oak veldt
#

fuck

desert raven
#

you can attach it to physX object and try apply force on that instead

#

or you can set its directions and postiion per frame

oak veldt
#

im not very well versed in code so i'm not sure how to do any of that would you know of any tutorials that may help?

#

like literally all i know how to do is make an aux mod and using code to change textures for things lol

desert raven
#

well there arent really any specific tutorials for this kind of a thing

#

KilzoneKids tutorial series on his homepage helped me get started long time ago

oak veldt
#

awesome thank you

latent grail
#

Hi all. I need help with this problem. I have an axe item and its animation gives me a bone error because a bone was added to the animation itself which is not in the model. Tell me how to open an rtm file to remove an unnecessary bone

latent grail
#

rtm I made another person, but there is no connection with him, and I donโ€™t know how to open it. so I needed help, either how to open it, or a link to a detailed guide on how to make the animation so that I could remake it without errors.

desert raven
#

if its not your own you cant fix it.

#

you'll have to learn how to do blender animations and make one for yourself

#

unfortunately tehre arent really detailed guides on that

#

there is basic one for static poses in pinned messages

#

that should help you get started

#

the rest youll have to figure out

latent grail
#

Do you happen to have a link to a lesson on blender on how to create it and what you need for it?

#

I understand that for arma3 animation you need arma3toolbox for blender and thatโ€™s it or some other software

desert raven
latent grail
#

Thanks

gilded rampart
#

how do you create anims for gestures over regular anims etc?

fast canopy
#

??? and profit actually. There're three or four basic stance anim in Samples, but basically that's it

#

Had to say if blending animation is better it is better, anyways...

gilded rampart
#

its just for high ready/low ready bits

fast canopy
#

Actually it still would require upper body anim I guess

gilded rampart
#

do you like just not keyframe everything else in the rtm

fast canopy
#

Interpolation in your animation software will not be considered (but linear) in RTMs so every frame have to be baked into keyframe if that's the question

gilded rampart
#

my question is moreso what makes an rtm something for a gesture over a standard animation

#

if anything

fast canopy
#

Well basically blending is "overwrite" AFAIK

gilded rampart
#

roger doger

desert raven
#

No difference in rtm. Like polpox says it's config that defines the blend group

zenith token
#

killer rabbit... use the holy grenade!

azure nest
#

THOU SHALL COUNT TO 5

#

THREE!

empty token
#

I've recently just gotten Arma 3 and I would like to know how to make cinematics/scenes. I've been researching for a bit but I am unsure of what to do. At the current moment, I'm trying to make a simple walking animation

desert raven
#

however you dont necessarly need to make custom cutscene animations to make arma cinematics and scenes

#

you can use all the vanilla animations in game already

empty token
empty token
fast canopy
#

Learn to scripts first

desert raven
#

you can command AI to move to places, you can record movement for playback with UnitCapture command

#

you can play animations with SwitchMove PlayMove commands

#

scripting is pretty big part of making cinematics

empty token
desert raven
#

the bi wiki has all the available scripting commands

#

BI forums has lot of questions and answers and there may also be some simple guides there

empty token
#

May I ask what is BI?

fast canopy
#

Bohemia Interactive

empty token
#

Ah.

gaunt forge
fluid breach
#

:D

fast canopy
#

On-the-fly animation configuring

Since 2.16, Dev-Branch's Diagnosis Exe introduced a new command: diag_resetanims which resets animation configuration cache in-game. With this command you can now tweak config and update animation without restarting the game.
To launch Diagnosis Exe, please refer to this post: #arma3_config message

1.Prepare config

Let's say you have a CfgMovesMaleSdr animation. Put a local file in absolute path so game can recognize RTM outside any PBOs.
Pseudo config:```cpp
class CfgMovesMaleSdr: CfgMovesBasic
{
class states
{
class yourAnim
{
file = "P:\yourAnim\yourAnim.rtm"
};
};
};````diag_mergeConfigFile` is also a good debug command to apply config change without restart.

2.Execute diag_resetanims

This command resets the current animation relationships and other caches that is stored in the current game session.
https://community.bistudio.com/wiki/diag_resetAnims

diag_resetAnims```
Execute this in Debug Console and you're ready to go.
In order to apply/preview the update, you need to respawn player unit or restart the mission. Re-caching process takes a bit (about a few seconds)
This can be a very useful method to making animation network or synching reload animations with the weapon.
fast canopy
#

Oh don't Ninja me

fast canopy
#

I think I've done a good contribute to the server over the channels sunglas

solemn pine
#

Dont know why the animation is like 4 times faster than in blender and the dude is underground and moving

desert raven
#

and you have not made the animation above 0 height

#

other than that

#

nice ๐Ÿ‘

solemn pine
desert raven
solemn pine
#

nvm its speed isnt it

#

and i did raise the whole thing above 0 in blender not sure whats wrong

desert raven
#

you raised the whole armature

#

not the animation

#

dont touch the armatures position

solemn pine
#

ok

solemn pine
grim rover
#

I am looking at the animations guide, and am wondering about this bit:

Do the "triangles" mean proxies?

grim rover
#

cheers

desert raven
#

for example if you have magazines as proxies you might want to replace that with a magazine model for animating stuff

#

and you will need to use the proxy to position the magazine (or some other attachment or whatever the proxy is used for)

grim rover
#

ah, I see, thanks.

I am only trying to create a static pose for the character to use when manning a static weapon

desert raven
#

then proxies are likely just in the way

solemn pine
#

How to animate character holding for example a guitar (if I were to make one into arma) in a static animation?

desert raven
#

well you would probabaly use the guitar model as reference in the scene and make the character pose look like holding it

#

and then in game when youplay the guitar pose animation you would also attach the guitar in same place it needs to be at

grim rover
#

Is the bit with the "connect the model to the weapon bone" correct in case of static weapons?

Doesnยดt make too much sense to me.

#

okay maybe I am just stupid then lol

desert raven
grim rover
#

I reckon I just move the weapon bone in front of the character

desert raven
#

you would put the armature in the position where the proxy for the gunner is

#

weapon bone has nothing to do with static weapons

solemn pine
desert raven
grim rover
desert raven
#

If I understand that right, yes ๐Ÿ˜…

grim rover
#

then I probably shouldnt have deleted the gunner proxy lol

desert raven
#

example. this is the driver/pilot proxy

#

the armature is located at the proxy right hand corner and aligned with the proxys direction
I prefer to keep proxies straight up pointing but in some cases a proxy might be tilted etc so the armature needs to be tilted same way

grim rover
#

fair

desert raven
#

then the animation pose is done to fit the rest of the model

#

this applies to all vehicle crew positions

grim rover
#

Ah, I see. Iยดd like to test it, but for some reason my Arma toolbox doesnt have this "frame range" menu

desert raven
#

try reinstall it

#

may you got wrong version

grim rover
#

I guess yeah, because I cant even save the Blender file

coarse nymph
#

Hey guys, I have an incredibly long briefing conversation at the beginning of my mission and I'd like the guy briefing you to run thru a few different animations since the scene is 5 or 6 mins long. Does anyone know how to link multiple briefing anims together? I assume some of them must be created to line up together

fast canopy
#

There is no comprehensive answer anyways. An animation can be connected to one or maybe not via in-game config. You can post your code you have so we maybe can point something

coarse nymph
desert raven
#

those are likely more rare.

#

and there arent really any animation sequence mods out there I think

#

for cutscene purposes

coarse nymph
cursive junco
#

Blender version is 4.1, ArmaToolbox has been updated.

Attempting to add a RTM keyframe to export, specifically for a vehicle driverAction and gunnerAction. Seems that, when I click 'Add This Frame' or use 'Add Frame Range', I get an empty keyframe. Am I doing something wrong here?

cursive junco
#

Found out why, my project was corrupt.

copper girder
#

Hi everyone) I have a problem with HandAnim (for some reason the arms are reaching up instead of down), I followed Zach Gibsons' Arma 3 Tutorial, but in the game the animation doesn't look right. I tried to do this several times, but only the standard Handanim_rifletemplate.rtm works correctly. I only rotated the bones through "Points<Transform 3D<Show Local Axis". I package through Mikero pboProject and I don't see any errors related to rtm in binlog.
What is the problem? Is there any way to fix it? I will be grateful for help

fast canopy
#

Your laumcher bone may be out of place

desert raven
#

so weapon with that much offset is unlikley to work at all

#

but if you want to try it you will have to model it so that it is at waist height pointing to ground

#

about like this

#

the hand positions are read from the rtm relative to the weapon bone position

#

and the weapon hold RTM can not alter the weapon bones position

#

and only hands are read from the RTM and that is blended with the base rifle pose

#

so extreme changes like this might not work out at all

copper girder
copper girder
desert raven
#

You could maybe achieve something similar by using scripts and playing gestures

fast canopy
#

Pistols can have weaponIKs, but not that cool anyways

#

Some CfgMoves states doesn't even support it

#

Also uh, I thought you're doing something with launcher IK

desert raven
#

Pistol is glued to the hand though

fast canopy
#

IIRC there are some examples that use pistol IK, like NIArms have MP5K pistol ver? But as soon as you have you'll see how it's bad

desert raven
#

So can't move right hand

copper girder
#

it just looks like this right now and maybe I shouldn't try to make the hand position 100 percent correct? I'm confused

desert raven
#

yes for pistol this is pretty much it

#

with scripting you might be able to rerun the gesture when needed

#

alternatively you could have new moveset

copper girder
#

thank you for your help) @desert raven @fast canopy

buoyant lagoon
#

Okay I am once again on that handanimation grindset, this time for static turrets.This is wat I got. Obv a big suboptimal if the guy is in the ground. Now I figured this would happen cause in blender when I paste my turret for reference its above the guy, so I had moved it down. My question is what should I do to have the animation not be so low?

desert raven
#

which is tied to the position of the proxy in the turret model

#

this point in the animation rig is the center of the character and that point is what is glued to the proxys right hand corner

#

so when you make gunner/crew animation you want to position and align the animation rig directly on the proxy

#

so you can create the animation in the exact correct spot and get all of the body aligned the way you want

buoyant lagoon
#

well yeah I said handanim out of habit lol. So this is where I have hte proxy positioned rn, are you saying I should just move the proxy up then?

desert raven
#

if your proxy were tilted for some reason you would align the rig to it same way

#

typically the prxoy is at "waist height"

#

but that works too

#

your rig would be here

#

and then in the pose you would move it up

buoyant lagoon
#

Okay wat about moving the rig in blender instead, how do you do that?

desert raven
desert raven
#

if you move the proxy up, then you move the rig up

buoyant lagoon
#

oh sorry I meant more like doing this in blender moving the rig up there to get on the same level as the AIE, or is that not reccomended and instead I should just move the proxy location in object builder?

desert raven
desert raven
#

the big round thingy at the bottom

#

then you move pelvis bone and the feet squares to finetune it

buoyant lagoon
#

the green circle?

desert raven
#

yes

#

try all the different bones so you know what they do

buoyant lagoon
#

huh interesting, okay I will try first adjusting the master bone, and if that fails then ill just move the proxy in object builder

desert raven
#

the master moves the whole rig (in pose mode)

#

its object position remains same (aligned to the proxy)

buoyant lagoon
#

@desert ravenTY it works salute

desert raven
#

spagetti arms xD

#

it is possible to tie the proxy to the gun movement with separate bone and give the feet their own bones tied to feet IK parameters so you can adjust the pose follow the gun even more

buoyant lagoon
#

ahhhhhhh sounds 2 hard for me ๐Ÿ™‚ Im sure no one will complain about Mr.spagetti

desert raven
#

๐Ÿ˜„ they wont yeah

buoyant lagoon
#

we can just say "ahhh its arma"

desert raven
#

you could make him do splits even ๐Ÿ˜„

buoyant lagoon
#

plus the base game 50 cal does it so if tis good enough for BI its good enough for me ๐Ÿ™‚

#

oh?

#

claude van damme moment?

desert raven
#

yes

#

but maybe that is more silly than than bit of spagetti

verbal island
#

Dry humpin that thang

desert raven
#

if you have a chance check out the gunner of the TOW jeep in SOGPF

buoyant lagoon
#

will do

desert raven
#

well no splits

#

but it adapts pretty well to the non uniform space the gunner has dpeending on the turrets direction

#

it was quite interesting to make

gilded rampart
woeful pelican
#

powerstance

terse path
#

I've made a 10s "dance" animation in blender on an armature rig, I used the latest ArmaToolbox to add all 630 keyframes to the RTM Keyframes list, then I exported it as an Arma 3 RTM (static pose disabled, clip frames to [0, 1] disabled). Now I have Object Builder open with the Arma 3 Samples\Addons\TemplateRTM\Male.p3d model loaded (currently just looks like a wireframe of a man in a basic pose), I right clicked in the Animation window, clicked From Matrices, and loaded the dance.rtm file I got from blender.

Now when I try to step through the animation keyframes in the list, its always the same pose on the wireframe model. In guides and forum threads online I've seen people's sample models be fully shaded standard male models, so I don't know if the issue is that I'm importing the wrong model for my anims.

I also followed @fast canopy's "how to animate" guide to create the configs for the mod (using the static animation cfg but setting the animation to looped and the speed = 0.1 to represent a 10 second animation clip), but it also didn't play any animation. My assumption is that the issue happening somewhere between exporting from blender and importing to Object Builder. Any thoughts or suggestions are appreciated!

fast canopy
#

First, you sure the RTM is not 0KB or 13KB (which usually means empty file or exported only one frame)

terse path
#

One piece of context that may be important is that I made my animation before looking at any arma-related tutorials, so my armature model was from some other online source and has specific bone names that may be different from the names used in Object Builder. Not sure if that is a real issue, but figured I'd point it out https://cdn.discordapp.com/attachments/520879197674143755/1230578397512732743/image.png?ex=6622b0f1&is=66215f71&hm=45f5d13be83c0a1944d282065489005b3accaae08ac3c17cd7f8b6dbd0aa8ffc&

desert raven
#

the bone names and armature shape needs to be correct

#

commonly people have used Macsers Armarig for making animations unless they want to make their own rig for some reason

terse path
#

I suppose if I just rename all the bone names, it should work?

desert raven
#

maybe

buoyant lagoon
covert canopy
#

sacrifices have to be made namenai

#

cut off his knees

teal nexus
#

hey guyz, i have made a missile silo and i want ask question about the top opening part of the silo about animating this part
all parts are created like the main body and the door
the 3dapp i use is 3dsmax 2024

grizzled blaze
#

tho mine is meant more for elites

gilded rampart
#

its nerf or nothing

dark glacier
# buoyant lagoon <@150949769953411072>TY it works <:salute:585798337152679967>

in the game called "Atlas" the crewmen on your ship handle the cannons in the same goofy way. But it doesn't seem to bother anyone. although it might be better if his fingers actually gripped the handles instead of looking like the palms of the gloves are glued to the handles. But i dont think anyone will complain about that either.

buoyant lagoon
dark glacier
buoyant lagoon
dark glacier
grizzled blaze
dark glacier
echo jewel
#

Hello, I'm trying to create a static animation and I keep getting this error when I try to export it with pboProject

case mismatch 'Neck' in rtm vs 'neck' in skeleton
.preprocessing files produced an error```
fast canopy
#

model.cfg bones are case sensitive to what RTM has

echo jewel
#

ah ok

#

so should i capitalize neck in cfg?

fast canopy
#

Yep

#

May need to have other bones with uppercase too

echo jewel
#

now i'm getting the missing files error circa Line 126: A3\anims_f\data\skeleton\SkeletonPivots.p3d

fast canopy
#

Somehow I had same issue, you can copy and paste the P3D from Samples to there

desert raven
#

whats in RTM and in the source skeleton should match whats in model.cfg

#

always fix the source, not add bandaid in between

desert turtle
#

Can someone help me to understand the camera Arma 3.
I create waypoints, but at the control points, the camera slows down - can you somehow achieve the effect of a smooth passage through the key points. Maybe it's in the settings, or maybe there are some mods that can solve this problem? ๐Ÿค”

desert raven
#

how do you move the camera?

desert turtle
#

When approaching key points, the camera slows down - this effect I want to somehow eradicate that the camera moves smoothly โ˜บ๏ธ

desert raven
junior barn
#

Hello, I have created a gtr for a vehicle, so that it is standing next to the vehicle except that its view is reversed. He can look behind his head but he can't look in front, does anyone know where this could be coming from please?

junior barn
#

rtm* bad traduction

desert raven
#

I say ๐Ÿ˜…

#

is this seat supposed to face forward or backward?

junior barn
#

Yes forward

desert raven
#

what way is the proxy for the crew position pointing at?

#

and what way is the main model pointing at

junior barn
#

I see where you're going with this, I'll look into it right away

#

The proxy I've got is rear-facing, whereas my rtm is front-facing. If I switch to a forward-facing proxy, that should solve the problem

desert raven
#

perhaps

junior barn
#

it's working, thanks goat

red jetty
#

Ok random question for yall im trying to make a video for arma that involves a marching sequence how would i achieve that?

fast canopy
#

Make a set of animations and use it in a script

desert raven
#

an animation with march and movement vector would probably work quite well. and get the movement on it as far as needed. Other option could be animatate longer "cutscene" type animation where the animation itself just looks like moving forward

red jetty
fast canopy
red jetty
fast canopy
#

Mixamo etc won't convert an anim into Arma-ready armature, at least automatically. In-game wise, it's just a few lines (or single maybe) of SQF codes

gentle wave
#

Hey quick question i was trying to make some custom weapon animations and havent been able to have the right hand from the hand anim be where it is in blender when imported into the game. the animation i have been trying to create involves the hand being lower than most arma animations, like how A2S did the etika, Z6 in starwars mods, and webknights rotary cannon

gentle wave
desert raven
# gentle wave no, primary

the main thing about rifle is that its always at the shoulder. so if you want a weapon that is lower you have to offset it in the weapon model

#

except with webknights solution where the character has whole new moveset and the weapon is lowered in the movement animations themselves

#

and hands would still be posed around same weapon bone that is at the shoulder

#

webknights new moveset is cool too, but it may have difference in move speeds and such

#

so youll have to decide which method you want to use

gentle wave
#

thank you so much, ill have to look into both

#

additional question even for weapons at the sholder the right hand never seems to be in the correct spot when compared to the blender one, and all animations share the same right hand position

desert raven
#

but it may be odd in prone

#

your pose or weapon bone may not be correct blobdoggoshruggoogly

#

if everything is set up right, it should match 1:1

#

though only hand and fingers are read

#

the rest is blended from the default rifle pose

gentle wave
#

ill have to triple check the files, thanks for all you help

desert raven
#

so shoulders, elbows etc wont be from your pose

desert raven
red jetty
pulsar nexus
# desert raven

do you happen to have a solution for bolt-action based weapons?
Even some vanilla ones have jack-knife wrist situations going sadly

I've been trying to follow the tip you gave me a couple of months ago (#arma3_animation message) and that greatly improved the positioning and feeling of weapons I've been doing, but I've been struggling to make bolt actions consistent. A lof of the rifles that use the stock+body (like a sks for example) have a very elongated "hand rest" and basically require the tumb to be parallel to the rifle bore. That breaks the wrist immediately, and we can only lower the gun so much before it looks like it's being grabbed by a kid too sadly.

desert raven
# pulsar nexus do you happen to have a solution for bolt-action based weapons? Even some vanill...

This is one of the more challenging ones yeah since the underlying pose is more a standard pistol grip grabber.

Basically only thing that helps is turning the wrist more down so it does not bend so sharp and then use the finger bones to alter the shape of the hand (some unnatural movement may be needed). It is a bit janky and not easy to make look nice but not much else can be done except going into more elaborate route of alternate weapon stance movesets

#

Bolt action hand movements are also possible by playing gestures via eventhandlers. Some mods and even dlcs have done that

pulsar nexus
pulsar nexus
desert raven
pulsar nexus
#

that would be greatly appreciated!

desert raven
#

same requirements as with the vanilla skeleton

#

and animations

#

hand positions from handAnim are read relative to the weapon bone position

#

and weapon bone must have same naming in rtm (and rig) as it is in model.cfg

#

could be the hand/arm bone definition (somewhere in very base man class), have not really looked into that. It blends it with the underlying pose

#

like rifle up

#

how much, no idea if its controlled

#

it cant do very different poses well

#

so if you got rifle up on your shoulder all your weapons should be held in similar fashion for best visual outcome

#

this

#

OPTRE has the spartan, it has no issues with weapons afaik. TIOW has space marine which works as well

#

the tree hand thing typically is related to weapon bone name being different

#

ie Weapon in rtm weapon in model.cfg

#

if you basically use ofpManskeleton

#

then you dont need any other mod as reference

#

your issue is likely with the bone names

cloud perch
#

OPTRE Spartan is just OFP skeleton scaled up about 17%, so all the bones are the same

wicked rain
#

trying to port the A2 igla, anyone know how to fix the hand animations, or maybe make some new ones?

desert raven
desert raven
#

do you have any experience with Blender animating? ๐Ÿ˜…

wicked rain
#

No

desert raven
#

then it may be rather difficult

fast canopy
#

It should work without any conversion. It's just a binarizing issue

wicked rain
#

I've tried running it through binToCpp which is what I do with other binarized things like RVMATs but I get an error

wicked rain
#

I've found out about deRTM in Mikero's tools but it appears to only be in the premium version. Does anyone know of an alternative?

fast canopy
#

I'm not talking about animation binarization. I'm talking about PBO's

wicked rain
#

gotcha

rigid dust
#

Is there a vanilla animation that looks like rappeling?

lyric flare
#

Does anyone know if there is an option so that the playMove animation does not save the weapon in the scripts?

lyric flare
desert raven
#

thats how playmove works

#

I recall if there is a chain of animations it can do from your current animation to the one you try to play it playes the sequence

#

via the connection parameter

#

if you want to do animations on top of your current one, gestures might be the way to go

lyric flare
#

Ok, I'll check it, thanks.

median crane
#

Hi guys, Im getting around more than 1300 rpt errors regarding to legacy bone that doesn't exist in A3, like: "Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton." and so on, I know it's because it's a port from A2 but what's the solution? .. I tried reimporting to OB with the A3 skeleton and exporting again as .rtm but it keeps throwing the rpt errors..

tired needle
#

Michyleitor: Mikero's tools have a skeleton transfer function I believe, they were used to port all of CWR's RTM's.

azure brook
#

hoy, does anyone know if its possible to play any form of animation while in a vehicle? helicopter specifically. its a nice little immersion thing I'd love to implement if possible. some use cases, different poses for holding onto the frame, gesturing out the window, possibly hitting switches, dropping ordnance out the window etc
I've tried a couple of the doMove, playMoveNow commands but no joy

azure brook
#

tried playGesture but that didn't seem to even be functional
also tried using ace gestures but no joy there either

#

figured there has to be a way.
saw in the little bird config they have stuff like "CfgMovesWomen" which has a list of what seems to be in cockpit animations

desert raven
#

๐Ÿ˜…

#

I think what you want to do may not be possible

azure brook
#

damn thats depressing lol

#

figured this had to mean something

desert raven
#

these are likely reamains of some test

#

could be cutscene related

#

I honestly dont remember if you can play animations on top of the "in vehicle sitting action"

#

from what it sounds like from whay you have tried, its not possible

azure brook
#

I'm currently cheesing it by adding a couple different seats with alternate poses that you can only access via script ๐Ÿ˜„
textures are placeholder
only problem with this is theres no interpolation between poses which kinda sucks, could be fudged somehow but I don't know if its even worth it

woeful pelican
#

you can change the animation but idk about gestures

#

should try playAction instead

forest lance
#

switchMove works in vehicles.

azure brook
#

oh man, much appreciated! even playMove works so transitions can be configured (hopefully)
feel like I tried that before, guess I didn't use the correct moves

desert raven
#

๐Ÿ‘

median crane
#

@tired needle you mean the DeRtm tool? uhmm.. I will need to binarize then and strip back and debinarize again with Dertm in order to do properly because I can't pass through the tool without the rtm unbinarized..

stoic pulsar
#

hello

#

im newbie, and i was wondering if there is a way where i can customize a arma 3 character from mods and take that model in blender for an animation and if so how?

desert raven
stoic pulsar
#

so how do animate then?

desert raven
#

for the basic arma man there is a community rig that can be used and the sample characters in arma3 samples

#

other than that you can create your own rig too if you like but that is quite advanced stuff

stoic pulsar
#

okay so i might have said it wrong or im just dumb but what im trying to achive is to take a arma 3 character I customized with mods that such as for example a odst helmet and a gun. Is there a way to save that model and take it to blender as a 3d model? Becuase the model works in game with the mods so thats where my mind set is at. I just like the charater i made and want to make a funny skit in blender. I can learn how to animte in blender im just worried about the character model.

stoic pulsar
#

why is that?

desert raven
#

its just not how things work

stoic pulsar
#

but the arma 3 character is a 3d model that moves around the map with the mods to fit that character

desert raven
#

sure

#

but you cant take it out

stoic pulsar
#

why not?

desert raven
#

no is a no

stoic pulsar
#

okay but is it bad or you dont know?

desert raven
#

it is bad and is a no

stoic pulsar
#

why is bad ?

desert raven
#

would be stealing

#

we do not tolerate that

stoic pulsar
#

I thought mods are universal?

desert raven
#

no

#

you have permission to use it in game

#

nothing more

stoic pulsar
#

do people get paid for making mods for arma 3?

desert raven
#

no

#

but the mods are still their property

#

you are just loaning them

#

people make stuff

#

they dont take stuff

#

its in the channels names here too

#

_makers

#

not _takers

#

no is very simple answer

stoic pulsar
#

im confused so people can make mods but not make money but its not thiers?

desert raven
#

should not be hard to understand

desert raven
#

they are not your property

#

you didnt make them

#

if you make something then that is yours

stoic pulsar
#

sorry let me fix this so if people make the mods then its theirs

desert raven
#

I dont know what that means

#

yes

stoic pulsar
#

so all I have to do is ask the people who made the mods?

desert raven
#

sure that you can do

#

if they want to give you models they can do so

#

but they can also say no

stoic pulsar
#

for sure

stoic pulsar
desert raven
bronze tartan
#

Yo

#

You guys know the polpox animation thing right

#

how would I make it so I can shoot the enemies and they dont continue the animation

#

Cause I tried to kill one and his animation just continued

desert raven
#

its not meant to be used in live game

#

im fairly sure he states something like that in the mod description too

bronze tartan
#

oh yeah ur right

#

i forgot

#

mb

desert raven
#

to get out of animation you would likely need to play switchmove command on the unit upon its death

#

but blobdoggoshruggoogly if that works in your case

stoic pulsar
#

what does it mean when someone says textures in the context of mods?

desert raven
#

textures are image files that are drawn on 3d models

#

nothing different from textures in any other context

fast canopy
plain knot
#

How do you attach an item to a characters hand in an animation

desert raven
#

well other than attachTo

#

bit that wont show right in first person

#

what is it you try to do?

tired needle
#

Not sure if DeRtm is what does it, he wrote something to specifically do batch bone removal.

plain knot
plain knot
desert raven
#

like I mentioned attachTo things dont work in first person

desert raven
plain knot
#

I mean the painkillers are slightly jank in PIR but everything else works great in first person

desert raven
#

the first person view is drawn on top of everything else

#

including things attached to say hands

#

only exclusion is the weapons as they are connected via proxies on the model

plain knot
desert raven
#

fake weapon maybe

plain knot
#

Wdym fake weapon? Would it replace a slot or would I have to make it as a weapon

desert raven
#

I dunno, might not work right and is bit hacky anyway

#

there is no good way to pick up things in hands

plain knot
#

Then whenever you unpack a slot he pulls it out

desert raven
#

basically same thing though

plain knot
#

Is it an issue of not syncing with first/third person or what

desert raven
#

as a weapon you technically could hold it and do animations on it via reload

plain knot
#

The only issue Iโ€™ve found is with PIR it kind of goes in front of your gun and looks weird, but thatโ€™s only because itโ€™s pointing at the floor

#

So if the dude was holding it in front of himself you wouldnt be able to tell that itโ€™s drawn first or?

desert raven
#

hand would be drawn over it

plain knot
#

Also what is the attach to command?

desert raven
#

scripting command

plain knot
desert raven
#

it has a wiki page

plain knot
placid ember
#

Is there a tpose animation for characters in vanilla arma?

desert raven
#

why?

placid ember
#

A mission related purpose

#

I want some characters tposing

fast canopy
#

It's A pose by default (TransAnimBase) otherwise no

novel gust
#

I'm having some problem creating actions. I have an(Presently commented out. it was tested in object builder) but I can't seem to get it to play through script. The same script works on the "gunner_fire" action. What could be wrong please?

#

As a very simple action, it works but doesn't return the previous action and I loose the ability to switch weapons and function as normal

indigo lagoon
#

was there a program out there that converted a2 animations to a3?

lapis elm
#

By program do you mean a piece of software to do it for you?

indigo lagoon
#

ya i thought i read about one where you put the rtm in it

#

wasnt sure thats why im asking

lapis elm
grim rover
#

What does the marked word "weapon" refer to in the pinned pdf?

The imported weapon model or the weapon reference bone?

fast canopy
#

Imported

grim rover
#

Well then I really dont know what is the issue. I am doing whatever the manual is saying, but the result is always broken. Itยดs like the launcher reference is misplaced in-game or something, and then the arms just get broken.

If I play the animation via SwitchMove or import it into OB the hands are placed correctly.

desert raven
#

as in launcher/Launcher

grim rover
#

Hmm, do I need some "Launcher" skeleton in the model.cfg?

I looked at the sample weapon when making this, and I havenยดt really noticed anything like that

desert raven
#

no rtms need the character model.cfg next to them

#

also how are you packing the rtm into pbo?

grim rover
grim rover
#

I have only done stationary stuff up until now, so I have repurposed a model.cfg from one, but it might very well be missing something

#

Itยดs just that the logs show nothing sadcat

desert raven
#

the weapon model.cfg has nothing to do with the rtm

desert raven
grim rover
#

They have been quite good at identifying skill issues up until now Trollge

grim rover
grim rover
#

So I tried it, and there is no difference whether I have the character model.cfg in the folder with the .rtm or not. The result is somehow exactly the same ๐Ÿค”

grim rover
#

addon builder

#

though I should be using hemtt pain

#

do I need to binarize it for it to work or something?

#

or is this simply a case of using a crap tool that does not detect possible errors

grim rover
#

well I guess not, because when I binarize it with addon builder it becomes 10 times more broken than it already is

desert raven
#

Id strongly recommend mikeros toolset and pboProject if you do animations

grim rover
#

Iยดll try with hemtt first since I have that ready, and it worked okay for stationary weapon animations

desert raven
#

it too is probably better with rtms

grim rover
digital plume
#

Hello everyone, I am new here. Can someone please give an advice on how to make custom animations for weapons such as reload etc.?

desert raven
#

making multi frame poes is basically same, just with more frames

digital plume
#

Ok thx

#

Does this apply to dynamic animations like reloading, carrying a weapon, cuz i want to make a weapon mode with my own anims?

desert raven
#

a reload is basically extension of that

#

these are the character movements only though

#

weapon parts themselves are animated separately in the weapons own model

digital plume
#

Got it thank you very much

sly violet
#

Did anybody notice that you can stand up in spaces that should limit you only to crouch? Like in the shoot house crouch tunnel segments. With prone you are prevented from getting up, but not with crouch.
A bit annoying as I'm making a tunnel system and would like to keep player from standing up in places where he should be able to do so.
Could this issue be fixed with animation config tweak or some edits to the animations themselves?

desert raven
#

you can add some black mesh inside the walls so if someone pokes through they only see black

sly violet
#

Yeah. Thats what I'm doing now. I'm adding some extra geometry to prevent player from moving through as well.

desert raven
#

how high tunnel you got?

sly violet
#

1.3m

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I tried a layered cake of geometry components in hopes that the will prevent the player from standing up, but no luck. It didn't even stop me from moving between the segments even through I put blocker components at the edges as well.
The prone section has a simple box at the ceiling and it works perfectly fine.
An yes, the components have mass.

desert raven
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they are all valid convext boxes with component naming and mass yes?

sly violet
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Yup, just cubes. the naming was generated along with mass. The prone version was using exactly the same geometry, just lowered the bottom of the ceiling, and that works fine.

desert raven
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we have a crawlspace in one of the SOG bridges that did have this same problem I recall. the solution was to block view with those internal faces if I recall right.

sly violet
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the problem is that if I stand up then I can move between sections of the tunnel without being stopped by the collisions.

desert raven
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its something like 1.23 meters tall

sly violet
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I think this might be animation related, rather than purely geometry stuff.

desert raven
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the collision blob changes between stances and there likely are some failsafes in place

sly violet
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With is why in prone you cannot get up in confined spaces, my guess whatever prevents that is missing from crouch to stand transition.

desert raven
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let me know if you find anything fitting. cant recall finding anything when I did the bridge

sly violet
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Ok, so I just did a test. I used the exact same geometry from prone section, I could crawl in but could not get up, good. Then I edited that geometry to raise the ceiling to crouch level, then I could stand up and clip into geometry.
I think there is definitely something going on with the animations.

sly violet
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Ok, tried adding collisions, to stop player, but still I just phase through everything once I switch to standing animation.

echo jewel
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Hi I'm trying to make static animations, how would I go about making animations that "interact" with each other?

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For example, handshakes etc

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I'm using the blender arma rig

desert raven
echo jewel
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Like how would i like align them in the correct positions in relation to each other etc

desert raven
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im sensing influence from helldivers

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๐Ÿ˜…

desert raven
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so the rigs position in world space does not matter

echo jewel
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i mean like

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animating them

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the rig

desert raven
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1 rig at 0,0,0, second rig at 1,0,0

echo jewel
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no i mean

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like animating them

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together

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like putting the rig in the right places for it to look right

desert raven
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move rig

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rotate it

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then enable pose mode

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make animation

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export

echo jewel
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no i dont think you understand

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like

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if i wanted to animate 2 poses

desert raven
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and make note of the relative trabsformation in world space so you can apply same relative transformation in arma world

echo jewel
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and then have them positioned in the way that i wanted them to

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because like right now what im doing is having 2 separate blender files and kind of guessing it

desert raven
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duplicate armarig so you have 2 in same scene

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only active rig frames get exported out

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so you export each rigs frames separately

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from same blend

echo jewel
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when i duplicate it it looks like this

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idk im stupid im not good at blender