#arma3_animation

1 messages · Page 5 of 1

desert raven
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this is more advanced stuff Id suppose. need to git gud

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if you managed to do any animations youve already done a lot more than most others

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but like

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if you duplicate rig

fast canopy
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Actually yeah, having multiple rigs is somewhat Blender thing and you have to get better on it

desert raven
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with shift+D

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it should just duplicate the rig

fast canopy
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You also need to dupe reference objects too, like body, hat, vest, others too

desert raven
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yeah duplicating body does help align stuff 😄

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duplicate is not same as copypaste

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but if you have to copy an armature from another blend then in cases like the macsers rig it will also copy all the hidden elements like the bone shape objects with it

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and youll need to hide them yourself

echo jewel
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i think i figured it out

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wait nvm

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wait yeah i got it

echo jewel
# desert raven

i duplicated them and animated them how i want, how do i like export them separately?

desert raven
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select 1. set frames etc, export

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select 2. repeat

distant onyx
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are there any A3 open source bolt action animations out there?

novel gust
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A SwitchMove triggered custom animation automatically changes my weapon to the primary weapon. Does anyone know how I can fix this please?

fast canopy
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What it does mean custom animation, changes my weapon to the primary weapon

desert raven
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if the animation is made so that the weapon bone is at hand then that is expected to happen

oblique lodge
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Coming back after a year break. when it comes to anims is the newest version of blender a good one to use or do i wanna use an older like 2.8?

desert raven
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new one should work just fine

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along with latest arma tools plugin

oblique lodge
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oh good. Thats awesome to hear 🙂

oblique lodge
brittle nacelle
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Does anyone know of a way to import existing RTMs into Blender?

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Tried using the RTM import plugin, but haven't had any luck with it.

desert raven
brittle nacelle
desert raven
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then it should load

brittle nacelle
desert raven
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whats the source of the rtms?

brittle nacelle
desert raven
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why do you need them

brittle nacelle
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It's an ARMA RTM

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AmovPercMtacSrasWrflDf.rtm

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Goal to re-animate the movement system with custom animations.

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Not an easy feat I know, but it's something I do want to work on - if I'm able to use existing RTMs, it'll streamline the posture changes I need to make

desert raven
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it wont be easy for sure

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they should import in just fine though

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so maybe something went wrong with the dertm process you did

brittle nacelle
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Just did dertm -C=model.cfg AMovPercMTacSrasWrflDf.rtm out.rtm

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Used a regular skeleton

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Nothing crazy

shy yoke
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Anyone know why my animation isnt working with playMove? It just jerks the camera up and then back down. Its a static pose and viewing it in object builder works fine. I also am using the same config framework as a previous mod of mine where the animation does work

desert raven
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single frame would play super fast and then it would return to other animations

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try switchmove maybe

shy yoke
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I have "looped = 1" in the config, and my previous animation loops with the same settings and switchMove

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I tried extending the anim to 25 frames, and using playMove, nothing happens when using playMove

desert raven
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perhaps rtm is corrupted?

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did you try to export it again?

shy yoke
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I have a couple times ya, I'm trying a slightly different approach now, one moment

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Nah it doesnt work. I've followed both the written and video tutorials pinned in this channel to no avail. No idea why it wont work

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Im doing this through a mission file and description.ext for now by the way, if thats the problem

shy yoke
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I was able to add and play my previously working anim just fine, why is it a problem?

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Aaaaand it works when loading it as a pbo notlikemeowcry

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Thanks for the help Goat

desert raven
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👍

fluid thicket
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Does anyone know a good rtm exporter for Blender?
I was using ArmAToolbox, but it only exports animations up to the 169th frame, no further.

fast canopy
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ArmaToolBox is the best one. Make sure your timeline and frames to add are set correctly

fluid thicket
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Well I finally got it to render the whole animation, turns out you can manually define the keyframe limits for the RTM in the Arma 3 section of Tool Settings?

fast canopy
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Basically

desert raven
fluid thicket
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For setting up rigs to be used in the prone/upright positions, how accurate does the settup need to be? Does it make much of a difference if the prone rig is a few inches off of the default prone pose in game? Or do small difference not matter in the grand scheme?

fast canopy
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What accuracy you mean?

fluid thicket
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The accuracy of the rig for the starting frame, compared to that of the default animation in game, if that makes sense

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Since the rig I got was only settup for the upright position, I'm now setting it up for the prone position, but I'm concerned that if I'm too far off, the animation will look completely botched, so I'm asking if I makes much of a difference or am I being pedantic

fast canopy
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If you are concerning the gap between vanilla animation and your animation, it shouldn't matter in gameplay terms. If you're looking for a smooth transition and less obvious gap, just trial and error

pure canyon
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currently following the PDF on how to make static animations, currently stuck on step 4. "Select the Output Properties and set End to 1.". I guess im blind because i cant find what it means at all lol

fast canopy
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Blender's timeline I guess

pure canyon
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yeah, im just a little stupid. whoops.

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alright, was able to export, pack, and get the animation to appear in game.

Unfortunately the animation doesn't work and the Model is stuck in an A-Pose, Any ideas?

fast canopy
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Errors?

pure canyon
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No errors popped up when launching the game, but just checked RPT and it says "Animation ani\dramatic_kneel.rtm not found or empty"

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animation loads in O2, not sure why it doesnt ingame.. :/

fast canopy
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It does mean your pboPrefix is not right

blazing bough
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im trying to make an animation for shoulder squeezing, how do i make only the hands move instead of th whole body going into a specific animation?

fast canopy
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Gestue can do it

blazing bough
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yeah i dont know how to make a gesture

fast canopy
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sly violet
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Is it possible to play gesture actions in sequence? I have three gestures that represent a start, loop part and the ending. I want to smoothly play them one after another with loop part being able to loop on itself.

I'm making a manual shotgun loading animation, the idea is that start animation is played when you push the button and then as long as you hold it the loop part will repeat until you load the whole magazine. If you let go the started loop will finish.
After the loops are done then the ending animation is played that brings you back to the normal shooting stance.

I have the inventory operations figured out, now I'm struggling with getting the animations to play correctly in a full sequence they don't connect very well as the normal holding seems to try popping in between. I tried wait until current gesture is no longer the same as the played animation to play next one as well as sleep, but for sleep I can't figure out the timing. What is the base FPS of animations in arma?

fast canopy
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Maaaaybe GestureDone EH?

sly violet
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Ah, this might be it.

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Still, what is the base FPS of animations in arma, just so I know what to set it to in blender.

fast canopy
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Vanilla animations does use 30FPS, but it doesn't matter if you set the animation speed correctly

desert raven
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speed = -30/frame count; was it? was the other way around

fast canopy
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Nope

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Frame numbers doesn't matter, speed = -1; the animation will spend 1 second to play, no matter frames are

desert raven
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yeah but if you make it - 30 / framecount its the time it takes to play the animation in 30fps

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thus making it play it in 30fps

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but yes math is wrong

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its (framecount / 30)

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so speed = -(framecount / 30);

sly violet
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Managed to get it working, the gestureDone EH did work, but only after I added a copy of the loop animation and played it alternating with normal loop, otherwise it did not catch the end of the animation due to same name.

cerulean pivot
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playAction?

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If so, try switchGesture which I added in v2.18

sly violet
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I do playaction.

novel gust
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Hi, I've got a weird problem with my custom weapon animatons. They look fine in Object builder when tested with the weapon proxies but the weapons seem displacedbackward a few inches inGame. I've tried modifiying the animation, checked the model, don't know what's wrong

fast canopy
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I don't know which is the issue, the model or the animation you think?

novel gust
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Would've said animation but it looks perfect in Object builder. However, I noticed that all my proxies seem offset by about the same length inGame. Even when I use an animation on the player in a vehicle or with another weapon.

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I've tried importing the rtm animation into Object builder and then exporting from it again. same issue

fast canopy
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I would say make them sure:

  • the RTM itself is working properly. By moving arm into somewhere else very far away, so you can tell it is properly loaded or not
  • the weapon P3D itself has autocenter = 0
novel gust
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this autocenter setting should be in the config file?

fast canopy
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No. P3D

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If you don't know what it is, it probably is the issue

novel gust
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Thanks. I'll look into it

novel gust
fast canopy
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Then try the another suggestion

desert raven
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what do you use tho pack the pbo?

novel gust
novel gust
novel gust
fast canopy
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Then your gun in Blender is misplaced

novel gust
desert raven
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What does your scene look like in blender?

novel gust
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I'm also using a general arma rig to animate in Blender

desert raven
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where is your weapon models center?

novel gust
desert raven
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show me?

novel gust
desert raven
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select weapon bone in pose mode, and set cursor to selection

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then show if that center is same

novel gust
desert raven
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👍

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when you export the weapon to p3d do you apply transfers to it with the export options?

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is it possible the center shifts on export?

novel gust
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I considered that, so I reimported the model into the sample character file as the weapon proxy.

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it aligns

desert raven
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does your guns geometry lod have a component with mass ?

novel gust
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no it doesn't I didn't give any mass to the geometary LOD

desert raven
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you need valid geometry lod

novel gust
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They are all zero

desert raven
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so at leasat 1 component with the componentXX name

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and it needs mass

novel gust
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can I just rename any of the components to satisfy this?

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and how much mass please?

desert raven
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I would recommnend making the geometry lod a single simple shape for now

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pinned messages have geometry lod requirements and the sample weapon shows that it can be very simple representation of the shape

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mass of 2 is probably enough

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check what the sample weapon has

novel gust
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My grometry lod;

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still the same result

desert raven
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Did you add the mass?

novel gust
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Yes.

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2 distributed amongst components

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also tried with one having alone having 5

novel gust
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Discovered something else, the weapon was originally configured as a rifle and the animations worked well. Reverting to this configuration, it works again. However, I want this to be a pistol not a rifle. I can't find any property in the config that could be causing this.

fast canopy
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Pistol can't have "proper" handanim

dawn finch
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Is it possible to animate a scope?
Al my animations for the weapon are working fine, but for the custom user animation i keep getting the unkown animation source message in the rpt log. In object builder it shows that the animation is working correctly but in game nothing i do works. I also did not found a good way to detect the object animation in game for testing.

desert raven
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And can't have user animations in weapons either.

dawn finch
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Ahh, check. that ill use the CBA_fnc_switchAttachments and create an closed scope. In my search i already found that and was working on a backup in case the user animations on weapons/attachments didnt work.

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Can i assume that user animations are not available on all classes inside cfgWeapons? Only in cfgVehicles?

desert raven
dawn finch
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🫡 Good to know thank you!

novel gust
fast canopy
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Almost literally. the pistol is only attached to one's right hand and it cannot move elsewhere

novel gust
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that would make it impossible to properly hold any pistol with a different shape from the stock pistols.

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unless, I modify the model to match.

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Thank you

desert raven
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non pistol weapons as secondary are not really intended

novel gust
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Alright. Thanks

novel gust
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Please help. Arma is driving me crazy!!!! That's what the pistol looks like ingame, I know the model is being parented to the right hand, but somehow an offset is being added related to the trigger finger and mem LOD I think. I can't seem to get it placed right. Even when I use the default A pose as the animation, the gun's center doesn't coincide with the right hand position. The closest was when I removed the mem LOD

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I have also been looking for a pistol mod's p3d file that I could reference to no avail.

young carbon
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well, there's this <#arma3_model message>, but the offset on the screenshot there isn't nearly this dramatic

novel gust
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Thanks, it's really crazy. it's not realistic getting the precise offset needed without understanding how this is used ingame. Don't know why this is not as simple as setting up a rife.

desert raven
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Do you move weapon bone or right hand in your animation?

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If you use the default pistol animation, how does that look?

potent turtle
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Hello, I have the problem shown in the photo. From the third person everything is fine, everything looks as it should, from the first person the hand goes through the object, what can I do to fix it?

fast canopy
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There is no way

desert raven
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Well theoretically you could attach camera to eyes and look at the hands through fake first person view

potent turtle
bold mauve
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can someone point me to something that teaches about ammobelt ”rotation” and making it work with a vanilla reload set?

ive tried looking around wiki and everything but i just dont get it, mainly how to setup model.cfg and if my memorylod is correct with all correct axis’s,

not sure if i have a learning deficiency or something but i just dont get it how i can get it all to work like on the vanilla SPMG

desert raven
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In essence animating anything complex comes down to breaking up the sequence into smaller moves you can the chain to happen together or after each other

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Like the bullets are in a chain right, so the bones would also be chained together (parent/child) in the cfgSkeletons definition

bold mauve
fast canopy
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Kinda we want to see your current state at this point

desert raven
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But even smaller movement can give the impression that the belt moves forward

fast canopy
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Also you want to consider that people won't notice a very small movement or a gap since the gun is already shaking very hard

desert raven
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I'd start from clearing up all other belt movement classes and trying to figure out what the first movement is

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Then do that

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Then add next movement class

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And so on

bold mauve
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basically this is my current state, and i dont know how to make it better, theres not really any guides on any on this stuff, so i really dont know where to go, at all

desert raven
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Well the firing looks alight already

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But yes there are not much in way of advanced animating guides that is true

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Making the belt bend when the clip is changed does become a lot more complex

bold mauve
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this is sorta my goal for the shooting animation, this looks lot more smooth

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i think the vanilla belt bends in one spot only pretty much

desert raven
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Cut basically you would have the bullets chained and then could rotate each slightly to arch them

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That curve from mag to gun would be a modeled default state

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And each bullet would be set up to move in correct direction to follow the arc of the belt

bold mauve
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i guess?

my problem is just i have no idea how even,

like what selections(skeletons?) do i need to make, what memory lod selections/axises if any, and then a corresponding working model.cfg to top it off

desert raven
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Bones/skeleton definitions for each part you need to make move

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Memory lod axis for each part that needs to move into certain direction or rotate around certain axis

bold mauve
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those i do have for all the bullets, but still doesnt move like id want to

ammo belt id guess would need to be split into two selections

desert raven
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I can give some better pointers next week when I'm at my computer, but essentially I think each bullet would have 2 bones, 1 for moving forward along the belt, 1 for rotating.

They would chain
Rotate1
Move1, rotate1,
Rotate2, Move1,
Move2, rotate2

And so on

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And when you shoot you would use the move bones mostly

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And when you reload you would use the rotate bones instead to animate the rotation of the belt when the hand moves it out and into the weapon

bold mauve
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yeah, each bullet has this roughly in the model.cfg;

            {
                type="rotation";
                source="reload";
                selection="bullet010";
                axis="bullet010_rot_axis";
                sourceAddress = clamp;
                minValue = 0.0;
                maxValue = 1.0;
                angle0 = 0.0;
                angle1 = 0.0;
                animPeriod = 0.0;
                initPhase = 0.0;
                memory = 1;
            };
            class bullet010_reload_move
            {
                type="translation";
                source="reload";
                selection="bullet010";
                axis="bullet010_move_axis";
                sourceAddress = clamp;
                minValue = 0.0;
                maxValue = 1.0;
                offset0 = 0.0;
                offset1 = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
                memory = 1;
            };
            class bullet010_revolving_hide
            {
                type="hide";
                source="revolving";
                selection="bullet010";
                sourceAddress = clamp;
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 0.0;
                unHideValue = 0.023076924;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
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then theres a bullet_virtual thing cause it was in the model.cfg thing i copied/used but no sure what it does

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skeletonsbones is this;

"bullet001_virtual"    ,"magazine",
            "bullet001"    ,"bullet001_virtual",
            "bullet001_rot_axis"    ,"bullet001_virtual",
            "bullet002_virtual"    ,"bullet001_virtual",
            "bullet002"    ,"bullet002_virtual",
            "bullet002_rot_axis"    ,"bullet002_virtual",
            "bullet003_virtual"    ,"bullet002_virtual",
desert raven
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I do recommend building it from scratch to learn better to understand how the diffent parts work and what you need to use

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Trying to fit copy paste to your purpose is difficult as all values are likely wrong

bold mauve
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i have tried, but i cant get anything to work then cause i dont understand how anything works pretty much, its more or less all gibberish to me

bold mauve
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if my bullets are popping up like this when im shooting, do i need to add like rotation or something to mode config to them so they rotate and the links stay correct, or do i have axises or something wrong?

fast canopy
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Why you have them in different bones?

bold mauve
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elaborate? i dont understand

fast canopy
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I mean bullets and links

bold mauve
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theres a bone for one bullet and and link, ie bullet001 is bullet 1 and its link and so on, but dont undertsnd what i need to change?

fast canopy
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Oh I see, misunderstood then

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Then yeah, you need to rotate the bullets

bold mauve
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okay awesome, thanks

fast canopy
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The order in Animations class is important as it is solved first to last, therefore you can have different result only with wrong order

bold mauve
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huh, thats good to know

fast canopy
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So like rotate > move can rotate it in pretty much intended axis. Move > rotate can result rotate it in the axis, but misaligned axis (you can do it so if you intended to)

bold mauve
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ah! so basically bullet rotate animation in its rotate_axis first, and then the anim that moves the bullet in its move_axis?

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well anyway, this is my now problem, i have my bullet move axises put and model configs, i think, correctly, but my bullets bounce like this now when shooting

woeful pelican
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these sort of animations are a nightmare even for people experienced with them

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have you looked at like the vanilla zafir/marksmen dlc MMGs with something like eliteness so you can see their model cfg

bold mauve
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but that is happening currently, i dont know why it is popping up like that during shooting

desert raven
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Perhaps you apply multiple animations on same bone?

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When things go poop, simplify back and then add pieces back one by one

bold mauve
desert raven
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It is possible.

bold mauve
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i fixed it by untying all bullets from eachother

next issue i have now is i cant seem to get the bullets to move enough on their move_axis, meaning they dont seem to fully move from start point of axis to end point so the belt doesnt look like its moving, more just shaking in place, this the model.cfg for the move anim for each bullet up to 10;

            class bullet001_reload_move
            {
                type="translation";
                source="reload";
                selection="bullet001";
                axis="bullet001_move_axis";
                sourceAddress = clamp;
                minValue = 0.0;
                maxValue = 1.0;
                offset0 = 0.0;
                offset1 = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
                memory = 1;
            };```
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nah i dont even know anymore, i have to tie the bullets to each other cause otherwise reload doesnt work, but then the firing is all fucked up

im at the end of my rope here, i dont where to to go, what to do, everything i try fails, no matter what i try, i just dont know at all how am i meant to put any of the model config

desert raven
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You have jumped into animating one of the hard things

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I still think you should experiment with just making random boxes move in different way just so you can grasp the basics of how things work together.

bold mauve
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ive done things like that, ported normal rifles before, but the belt is confusing me

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mainly when shooting at this point anymore

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trying to understand how to not make the whole belt bounce around like in the pic when firing, and could really use help on it

bold mauve
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whew, i have taken a large step ahead and mostly started to succeed;

Firstly, my axises where placed in the wrong order in memory. I had placed them from bottom to top, and when i placed the from top to bottom the belt started rolling naturally and correctly.

Reload is looking good as well, timing and angle is not correct yet, but anyway, not competely yet sure why, but in vanilla model configs the bullets are tied to a virtual (non-existent) bullet, which is tied to a rot_axis in bones. Then using that virtual bullet and bullet rot_axis allows for smooth-ish movement of belt during reload.

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I have two things remaining anymore, making sure bullets rotate correct direction during moving so link stays "connected" to next bullet, and to make belt moving timing correct

desert raven
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👍👍Progresss

distant onyx
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where can i start with creating "animations" for driver seats/gunner seats positions?

thin temple
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It can be done quite successfully in Object Builder - load up the t-pose man, adjust it and export an rtm.
But most sane modders (unlike me) will recommend Blender, as it does IK movements of limbs to help you out.

distant onyx
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illl get back on that

desert raven
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there is also simple pose blender guide in the pinned messages

distant onyx
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class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class Vehicle : Default {};
    class Car : Vehicle {
        skeletonBones[]=
        {
            "drivewheel","",

            "wheel_1_1_damper_land","",
            "wheel_1_2_damper_land","",
            "wheel_1_3_damper_land","",
            "wheel_1_4_damper_land","",

            "wheel_2_1_damper_land","",
            "wheel_2_2_damper_land","",
            "wheel_2_3_damper_land","",
            "wheel_2_4_damper_land","",

            "wheel_1_1_damper","wheel_1_1_damper_land",
            "wheel_1_2_damper","wheel_1_2_damper_land",
            "wheel_1_3_damper","wheel_1_3_damper_land",
            "wheel_1_4_damper","wheel_1_4_damper_land",

            "wheel_2_1_damper","wheel_2_1_damper_land",
            "wheel_2_2_damper","wheel_2_2_damper_land",
            "wheel_2_3_damper","wheel_2_3_damper_land",
            "wheel_2_4_damper","wheel_2_4_damper_land",

            "wheel_1_1_steering","wheel_1_1_damper",
            "wheel_1_2_steering","wheel_1_2_damper",
            "wheel_1_3_steering","wheel_1_3_damper",
            "wheel_1_4_steering","wheel_1_4_damper",

            "wheel_2_1_steering","wheel_2_1_damper",
            "wheel_2_2_steering","wheel_2_2_damper",
            "wheel_2_3_steering","wheel_2_3_damper",
            "wheel_2_4_steering","wheel_2_4_damper",

            "wheel_1_1","wheel_1_1_steering",
            "wheel_1_2","wheel_1_2_steering",
            "wheel_1_3","wheel_1_3_steering",
            "wheel_1_4","wheel_1_4_steering",

            "wheel_2_1","wheel_2_1_steering",
            "wheel_2_2","wheel_2_2_steering",
            "wheel_2_3","wheel_2_3_steering",
            "wheel_2_4","wheel_2_4_steering",

            "wheel_1_1_unhide","wheel_1_1",
            "wheel_1_2_unhide","wheel_1_2",
            "wheel_1_3_unhide","wheel_1_3",
            "wheel_1_4_unhide","wheel_1_4",

            "wheel_2_1_unhide","wheel_2_1",
            "wheel_2_2_unhide","wheel_2_2",
            "wheel_2_3_unhide","wheel_2_3",
            "wheel_2_4_unhide","wheel_2_4",

            "wheel_1_1_hide","wheel_1_1",
            "wheel_1_2_hide","wheel_1_2",
            "wheel_1_3_hide","wheel_1_3",
            "wheel_1_4_hide","wheel_1_4",

            "wheel_2_1_hide","wheel_2_1",
            "wheel_2_2_hide","wheel_2_2",
            "wheel_2_3_hide","wheel_2_3",
            "wheel_2_4_hide","wheel_2_4",

            "OtocVez","",
            "OtocHlaven","OtocVez",

            "damageHide","",
            "damageVez","p",
            "damageHlaven","OtocHlaven",

            "ukaz_rychlo","",
            "ukaz_rychlo2","",
            "ukaz_rpm","",
            "mph","",
            "rpm","",
            "fuel","",
            "fuel_1","",
            "fuel_01","",
            "fuel_2","",
            "fuel_3","",
            "prop_01","",
            "prop_02","",
            "prop_2","",
            "prop_1","",
            "glass1","damageHide",
            "glass2","damageHide",
            "glass3","damageHide",
            "glass4","damageHide"
        };
    };
    class civil_car: Car
    {
        skeletonInherit="Car";
        skeletonBones[]=
        {
            "reverse_light","",
            "daylights","damageHide",
            "door1","",
            "door2","",
            "glass5","damageHide"
            "OtocHlaven_Shake","OtocHlaven",
            "ammo_belt","OtocHlaven_Shake",
            "bullet001","bullet002",
            "bullet002","bullet003",
            "bullet003","bullet004",
            "bullet004","bullet005",
            "bullet005","bullet006",
            "bullet006","ammo_belt",
            "bullet007hide","OtocHlaven_Shake",
            "feedtray_cover","OtocHlaven_Shake",
            "magazine","OtocHlaven_Shake"
        };
    };
};```
#

trying to get my gun turret animatin to work (e.g. feedtray rotating up, magazine hiding, etc.) but seems when i implement the relevant bones in CFGskeletons the turret animations stop working entirely

#
"OtocHlaven_Shake","OtocHlaven",
            "ammo_belt","OtocHlaven_Shake",
            "bullet001","bullet002",
            "bullet002","bullet003",
            "bullet003","bullet004",
            "bullet004","bullet005",
            "bullet005","bullet006",
            "bullet006","ammo_belt",
            "bullet007hide","OtocHlaven_Shake",
            "feedtray_cover","OtocHlaven_Shake",
            "magazine","OtocHlaven_Shake"```
#

specifically when i put these lines into the code

desert raven
#

whats your p3d name? @distant onyx

#

all of this is basically obsolete for your use case too

#

it does not really do anything but take line space

#

isdiscrete is the only thing that matters and it can be added stright into your new skeleton

#

and you can just combine these 2 into one coherent skelton for your car

#

call it my_summer_car_skeleton

#

or whatever you like 😄

#

base class skeletons should be used only if you know why you use them

distant onyx
distant onyx
#

but when i put this in, everything breaks

#

here is the full code

thin temple
#

The sample code is just so broken, it would have been better if BI didn't release any of it. Backward bullet skeleton, argh.

#

multiple redefinitions of animations with same class names

distant onyx
#

ok that seems to have fixed the entire animations going broken

#

although it seems that the animation that i specifically wanted (which caused the first issue) still isnt working

#
            class muzzleFlashROT
            {
                 type="rotation";
                 source="ammoRandom";
                 sourceAddress="loop";
                 selection="zasleh";
                 axis="";
                 centerFirstVertex=false;
                 minValue=0.0166665;
                 maxValue=0.0166667;
                 angle0="rad 0";
                 angle1=6.283185;
            };
            class ammo_belt_rotation
            {
                type="rotationZ";
                source="ReloadAnim";
                selection="ammo_belt";
                axis="ammo_belt_axis";
                memory=1;
                sourceAddress="loop";
                minValue=0.000000;
                maxValue=1.0000;
                angle0=0.000000;
                angle1=-0.209440;
            };
            class Turret_shake:ammo_belt_rotation
            {
                selection="OtocHlaven_Shake";
                axis="osaveze";
                offset0=0;
                offset1=-0.002;
                maxValue=0.05;
                type="translation";
                sourceAddress="mirror";
                minValue=0.0;
            };
            class Turret_shake_aside:Turret_shake
            {
                axis="osahlavne";
                maxValue=0.05*1.3;
            };
            class Magazine_hide
            {
                type="hide";
                source="reloadMagazine";
                sourceAddress="mirror";
                selection="magazine";
                minValue=0.0;
                maxValue=0.4;
                hideValue=0.5;
            };
            class Feedtray_cover_up
            {
                type="rotation";
                source="reload";
                sourceAddress="mirror";
                selection="feedtray_cover";
                axis="feedtray_cover_axis";
                memory=1;
                minValue=0.0;
                maxValue=0.5;
                angle0=0;
                angle1=-0.4;
            };```
#

i got the selections and axis all correct, though the turret reload animation still wont move when reloading

#

theyre also defined in cfgskeletons

thin temple
# distant onyx i got the selections and axis all correct, though the turret reload animation st...

For vehicle turrets you need to set-up animationSources for the weapons in config.cpp
eg

{
    class mg1_reload
    {
        weapon = "myWeaponClass";
        source = "reload";
    };
    class mg1_reloadmagazine: mg1_reload
    {
        source = "reloadMagazine";
    };
    class mg1_revolving: mg1_reload
    {
        source = "revolving";
    };
    class mg1_muzzleflash_rot: mg1_reload
    {
        source = "ammoRandom";
    };
};```
then use those animationSources in your model.cfg
eg
```class ammo_belt_rotation
{
    source = "mg1_reload";    <---- animationSource from config.cpp
    sourceAddress = "loop";
    type = "rotation";
    selection = "ammo_belt";
    axis = "ammo_belt_axis";
    minValue = 0;
    maxValue = 1;
    angle0 = "rad 0";
    angle1 = "rad -12";
};```
distant onyx
thin temple
#

It's the same class you put in weapons[] = in the turret

rocky nacelle
desert raven
#

on scale of not difficult to things that are more difficult this is not the most complex thing

fast canopy
#

Also what it does mean like this

#

The gun? Or the tripod?

desert raven
#

but
A its not a game ready model -> lot of learning and work to make it ready
B when one does not know how, everything is very difficulty -> lot of learning required

rocky nacelle
#

Mainly the mg I've been going in loops for months trying to understand but I think it's out of my reach

desert raven
#

usually its easier to start the learning process from simpler things

#

like a model with 2 box shapes that move in certain way

#

then one can expand on that

rocky nacelle
#

Got u ill just keep on it then I'm bad at pc anything but modding stuff in Arma has been a dream since I got out of service in 2018. From map making to this I have come to learn brain damage sucks and I am not as skilled as I think I am. 😆

#

thank you btw Goat

desert raven
#

it can take a while to learn the stuff

#

but if you apply yourself on it, pieces will slowly fall into place

bold mauve
#

theres the anim/handanim video pinned on this channel, is there a way to get that exact rig blender file that is in that video?

i have a similiar one but im missing atleast the option to close/open hand like in that video

fast canopy
#

Macser's rig?

bold mauve
#

yea i have that one

#

nevermind, i had the wrong file

bold mauve
#

ive imported an existing handanim .rtm to blender, to use as a base

but for some reason i can only move shoulders and a small part of the arm, meaning i cant move the hand itself at all, is there a setting im missing that is on or something?

#

using macsers rig

desert raven
#

you will need to enable them back if you want to use them.

#

you can also just rotate the actual arm bones around

#

but for weapon holding animation only the hand and fingers are relevant

#

and their offset from the weapon bone

bold mauve
#

nevermind, i think i found it!

#

thanks for help!

#

welp, enabling them apparently just causes issues

desert raven
#

it can be done

#

but got to know what you do there

lapis pebble
#

Please write to me who can help with the launcher

#

I have an endless launcher loadingэ

fast canopy
distant onyx
#

do you need to make a custom animation for "static" animations such as a driver position (e.g. moving the hands when turning)? Or does the model.cfg/config can do that on its own?

desert raven
#

like wheel

#

so the sitting pose would be made with the hands on the wheel

#

and hand bones would be set as the IK bones in the vehicles config

distant onyx
#

i see, from what im getting, so you dont actually need to create one in e.g. blender then?

desert raven
#

oh sorry wrong part of cofnig

thin temple
#
driverRightHandAnimName = "stick";
driverLeftLegAnimName = "pedal_brake";
driverRightLegAnimName = "pedal_accelerator";```
```gunnerLeftHandAnimName = "mg5_rotor_handle";
gunnerRightHandAnimName = "mg5_otochlaven";
gunnerLeftLegAnimName = "";
gunnerRightLegAnimName = "";```
distant onyx
#

just pose the vanilla arma 3 character,

desert raven
#

👆 what apollo put there is the right stuff ❤️

distant onyx
#

im assuming the ones on the quotes are the memory points/mesh parts?

thin temple
#

selection names

distant onyx
#

ah right

thin temple
#

bones in skeleton

distant onyx
#

alright, thanks

thin temple
#

Sorry HG, didn't intend to interrupt

desert raven
oblique lodge
#

ok so i've been gone for too long. I need someone to shoot me a page or link or video of some basic arma animation stuff so i can re-learn and knock the rust off me. any ideas?

desert raven
distant onyx
#

i created a static animation gunner pose rtm, but it seems to not work in-game? its my first time doing this

#

i followed the tutorial that is in the pinned comments

#
class CfgPatches {
    class ptni_animations {    
        author = "Dyson H";
        requiredVersion = 0.1;
        requiredAddons[]= {
            "A3_Anims_F"
        };
        units[] = {};
        weapons[] = {};
    };
};


class CfgMovesBasic {
    class default;
};
class CfgMovesMaleSdr: CfgMovesBasic {
    skeletonName = "OFP2_ManSkeleton";
    gestures = "CfgGesturesMale";
    class StandBase;
    class States {
        class ptni_mrap_gunnerpos: StandBase {
            file="ptni_anims\gunnerpos.rtm";
            looped=1;
            speed=1;
            mask = "bodyFullReal";
            rightHandIKCurve[] = {0};
            leftHandIKCurve[] = {0};
        };
    };
};```
#

this one below is in the vehicle config

gunnerAction = "ptni_mrap_gunnerpos";```
#

i used the models.cfg in the tutorial too, but didnt change anything other than capital-sensitive words

fast canopy
#

gunnerAction does not take States but Actions

#

Can't bring up an example rn though

distant onyx
#

so i should just change class State to class Actions?

#

tried it, still doesnt work

#

it just has a vanilla-standing static animation

fast canopy
#

Check out official config, it's not that simple as that

distant onyx
#

you mean the samples? the animation folder doesnt have a config example

#

as for the config dump, its all over the place with this particular one, im not sure where to start

fast canopy
#

CfgMovesBasic, Actions, NoActions. tldr, it defines which animation (state) to play on the certain stance etc

distant onyx
#

so i have to create a class for actions, no actions, etc. each for the rtm?

#

im still confused

fast canopy
#
class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        GetInOffroad = "GetInOffroad";    // this declares action that uses a state
    };
};

class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class AmovPercMstpSnonWnonDnon;
        class GetInOffroad: AmovPercMstpSnonWnonDnon    // this declares the state
        {
            file = "\A3\cargoposes_F\Anim\driver_offroad_get_in";
        };
    };
};

class WeaponCloudsMGun;
class CfgVehicles
{
    class Car_F;
    class Offroad_01_base_F: Car_F
    {
        getInAction = "GetInOffroad";    // this declares which action to use
    };
};```
distant onyx
#

I figured its a problem with the keyframe animation, so i redid the tutorial again, but still doesnt work unfortunately

#
class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        ptni_mrap_gunnerpos = "ptni_mrap_gunnerpos";    // this declares action that uses a state
    };
};

class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class AmovPercMstpSnonWnonDnon;
        class ptni_mrap_gunnerpos: AmovPercMstpSnonWnonDnon    // this declares the state
        {
            file = "\ptni_anims\ptni_mrap_gunnerpos.rtm";
            looped=1;
            speed=1;
            mask = "bodyFullReal";
            rightHandIKCurve[] = {0};
            leftHandIKCurve[] = {0};
        };
    };
};```
distant onyx
#

or is it perhaps that im using a proxy p3d by BI, im not sure if i have to make my own custom proxy

woeful pelican
#

the problem is what you're inheritng from

#

use 'Crew' instead - right now you're inheriting from a regular animation which has actions defined

distant onyx
#

thanks that finally worked

#

there is another problem though, the gunner hands arent following the weapon, dont think this is a config issue, because using a vanilla rtm works just fine

#

i havent meddled with the animation bone names either

#
class MainTurret: MainTurret
            {
                disableSoundAttenuation = 1;
                gunnerLeftHandAnimName = "otocHlaven";
                gunnerRightHandAnimName = "otocHlaven";
                gunnerLeftLegAnimName = "OtocVez";
                gunnerRightLegAnimName = "OtocVez";```
young carbon
#

IK meowsweats

distant onyx
#

can you please elaborate

#

?

young carbon
#

lemme find an example, will come back in two minutes

distant onyx
#

finally got it working, thanks alot!

quaint oyster
#

anyone have any info regarding finding axis's for my model CFG?

#

used sample one but i believe my model may just have weird axis's

drowsy nymph
#

no autocenter property

quaint oyster
#

thought i was supposed to have one honestly

drowsy nymph
#

Hmm, yeah that's how it should be. But usually if your axis isn't where you've put it, it's because autocenter is turned on (set to 1 or defaulting to 1)

#

your axis needs to be 2 memory points in the memory LOD. Single points don't work

quaint oyster
#

it is 2

#

i copied the sample one, it defaults with 2 points

desert raven
#

and what does the axis points look like

quaint oyster
#

had 2 floating points for some reason

#

but instead of moving here it starts in this position

#

those are all my bipod points

drowsy nymph
#

And when you click each selection name individually, only one pair of axis is selected for each name?

desert raven
quaint oyster
#

just change the actual classname?

desert raven
quaint oyster
#

it starts up

#

and deploys

undone mirage
#

Hi
I would like to animate just hands on animation
So i trythis :

#include "basicdefines_A3.hpp"

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

class CfgMovesBasic 
{
class Actions;
};

class CfgMovesMaleSdr: CfgMovesBasic 
{
    class States 
    {
        class CutSceneAnimationBaseSit;                 
        class CutSceneAnimationBase;
        class AmovPercMstpSnonWnonDnon_Ease;

        class davidovitch_animationSP_reposTEST: CutSceneAnimationBaseSit     
        {
            looped = 0;                                         
            file = "A4L_AnimSP\rtm\testREPOS.rtm";         
            speed = -10000;                         
            //mask = "handsWeapon";                                
            InterpolateTo[] = {"AmovPercMstpSnonWnonDnon", 2};    
            // canBlendStep = 0;                                 
            mask = "handsWeapon"; // This specifies that only the hands are animated
            headBobStrength = 0.0;
            headBobMode = 2;
            rightHandIKCurve[] = {1};
            leftHandIKCurve[] = {1};
            minPlayTime= 0.95;                                     
        };
    };
};

It work but the body dont move (it animate all the body, but i want just animate hand)
how can i do it ?

fast canopy
#

CfgMovesMaleSdr (basically) always moves the entire body. Use CfgGesturesMale

undone mirage
#

Thkx for your reply ^^

plain knot
#

I’m having a really annoying issue with armarig

#

Idk why but I can’t find the hand opening/ closing groups

#

Like it says it’s visible and I’ve seen it before but on this version I just downloaded it’s not there

desert raven
#

have you maybe hidden them? try unhide all in pose mode

plain knot
#

Everything else is visible except them

desert raven
#

blobdoggoshruggoogly maybe that version you now ha just dont have them blobdoggoshruggoogly

plain knot
#

Hand open and close

#

It’s the same rig I had before that had them but this one just doesn’t

desert raven
#

maybe you deleted the bones

#

or moved them somewhere blobdoggoshruggoogly

#

get another rig version add new ones

undone mirage
#

Good morning !
I noticed that when I make an animation via Blender, when I export it as RTM in an old folder with other RTMs, everything works
But when I do it in another folder, the rtm bug
However that pack with Addon Builder.

Do you have an idea ?

fast canopy
#

What bug?

undone mirage
#

like this lmao

fast canopy
#

Try better way to pack. pboProject or such

thin temple
fast canopy
#

Well that too

undone mirage
undone mirage
fast canopy
#

How is your file/folder structure

undone mirage
#

folder name
-- rtm
test.rtm

fast canopy
#

Where is your model.cfg then

#

Where is the folder that works and not too

undone mirage
fast canopy
#

Don't try to describe in text. Show us

undone mirage
#

so example

Folder Name
-- rtm
test.rtm
test.cfg

#

ah yes

fast canopy
#

test.cfg is not model.cfg

thin temple
#

If model.cfg is missing from the new folder with the new rtm, I think it works its way back up the folder tree until it finds a model.cfg. If that is different skeleton to the one that "works" it will explain why the new one is broken.

fast canopy
#

model.cfg is literally model.cfg no name else can be accepted

undone mirage
undone mirage
fast canopy
#

Rename it

thin temple
#

Copy model.cfg from the folder which works, to the one which doesn't.

fast canopy
#

We still don't know which doesn't work and which does

undone mirage
thin temple
#

Your screenshots don't show a model.cfg file at all

undone mirage
fast canopy
#

Again test.cfg is not model.cfg

thin temple
#

MODEL.CFG

fast canopy
#

The name matters

undone mirage
#

Ahh okay xD

#

and the model.cfg it on the main folder or the rtm folder ?

thin temple
#

Take it from the folder which works and put it in the RTM folder (with the RTM file) which doesn't work.

thin temple
#

Also, delete your animation data cache before running the game.

%localappdata%/Arma 3/AnimDataCache
Go inside AnimDataCache folder and delete the contents```
undone mirage
#

always the issue

#

the config.cpp

{
    class davidovitch_stethoscope 
    {
        requiredVersion = 0.100000;
        requiredAddons[]= {"A3_Functions_F"};
        units[]= {};
        weapons[]= {};
    };
};
class CfgMovesBasic {
    class DefaultDie;
    class ManActions {
        stethoscopeanim = "testANIM";
    };
    class Actions {
        class NoActions: ManActions {
            stethoscopeanim[] = {"davidovitch_animation_stethoscopeanim", "Gesture"};
        };
        class RifleBaseStandActions;
        class RifleAdjustProneBaseActions: RifleBaseStandActions {
            stethoscopeanim[] = {"davidovitch_animation_stethoscopeanim", "Gesture"};
        };
    };
};

class CfgGesturesMale {
    class Default;
    class States {
        class davidovitch_animation_stethoscopeanim: Default {
            file = "davidovitch_stethoscope\rtm\aaaa.rtm";         
            looped = 0;
            speed = -10000;
            mask = "handsWeapon"; // This specifies that only the hands are animated
            headBobStrength = 1;
            headBobMode = 0;
            rightHandIKCurve[] = {1};
            leftHandIKCurve[] = {1};
        };
    };
};
#

i really dont understand x)

fast canopy
#

Don't understand what

undone mirage
#

what it dont work on another folder
But on the old folder it work

fast canopy
#

I still really don't understand what another or old folder means here

#

Probably because model.cfg didn't recognize it

undone mirage
#

and now its work

#

i realy dont understand lmaoo

#

thanks for your help guys ! Polpox and Apollo 💪

fast canopy
#

model.cfg location does matter. That probably is why, once again

desert raven
#

No we don't support ripping

gritty hornet
#

hey guys, does anyone know the name of animations where soldier is checking weapon / preparing for mission? Thanks!

desert raven
gritty hornet
still mason
#

hey, kinda new to arma animation. Just trying to experiment with the base skeleton from the samples. Any idea how i would use the points from the memory LOD as the skeleton to animate it in the animation tab on blender? As you can see theres no bones in the summary at the bottom left...

#

nvm i was using the wrong template lol

#

i guess my new question is what kind of workflow do people usually have for animating, i see i can export rtm animations but how do yall preview yours in blender and what is your overall workflow?

desert raven
#

then go back to basic tutorials on how to create armature

#

how to rig armature

#

and how to animate armature

#

the samples dont really have much anything useful for blender animating

#

for character animations most use macsers armarig (for some things it may need some modifications)

still mason
#

Aight yea though it would be something like that thx!

still mason
#

As for bone names I'm assuming I just use the same names as the ones I put in the CfgSkeletons?

brittle nacelle
#

Anyone know how I would go about adding new bones to a OFP2 Model Cfg? I need to add animations to a backpack, the bone name is Base. When I add them, I get an error about bone count not matching, and weighting no longer works.

    class Backpack: Default {
        skeletonInherit = "Default";
        skeletonName = "Backpack_skeleton";
        sections[] = {};

        class Animations {
            class Base {
                source = Base;
                selection = Base;
                minValue = 0;
                maxValue = 1;
                type = rotationZ;
                axis = Base_Axis;
                angle0 = 0;
                angle1 = "rad 360";
            };
        };
    };
desert raven
#

which is why you dont see backpacks with animated parts

brittle nacelle
#

Well, that's mildly annoying lol

desert raven
#

only option is to attach something to the man that has such animations

brittle nacelle
#

Yeah, I suppose I'll have to look at that.

desert raven
#

been there.

fast canopy
#

Or using a hiddenSelection

scenic drum
#

Why does this hand keep bending like that? I'am trying to fix this for 3 days and no matter what it's the same.

desert raven
#

the rest arm, elbow, etc is blended from the underlying weapon stance

#

youll have to fake it a bit by first turning the wrist so that it dont look too broken (it will likely always be little broken )

#

and then turn the fingers so they grip the handle

#

in some cases moving the handle forward or back might help

scenic drum
#

I fixed that hand and thanks for help but now i have problem with right hand it bends strangely. I tried to fix it the same way like earlier but it doesn't work

desert raven
#

the issue is basiclally same

#

if you can extend the stock more and make the weapons grip be more forward it can ease the pose a little bit

#

but also you may need to adjust the hand/wrist angle little bit down instead of straight level

median widget
#

so im chasing down a bug that my animatins are breaking, basicaly im at a point where the animation selection is breaking, if i select something else it works, if i select what i want it breaks,
what could i possibly be doing to the selection to break it for an animation

median widget
#

in my modelcfg

desert raven
#

How does breaking manifest exactly?

median widget
#

it dosent show or work
im in bulldozer, if i use a different selection the animation works

#

how have i broken selection

desert raven
#

Perhaps no bone for it in cfgskeletons

#

Or the class is missing something crucial it needs.

#

Or a typo

median widget
#

im not chaing the animation name, just the selecion so it the skeleton is no go
same for something missing
no typo

#

im ready to tear my hair out

#

been working this on off for a couple days

desert raven
#

Post your model.cfg

median widget
#

i chopped out the usefull bit

#

only the steering selection works

desert raven
median widget
desert raven
#

Thanks

median widget
#

no, thank you for looking

desert raven
median widget
#

from our mod

desert raven
#

What is your mod?

median widget
#

ah-64 project

#

im trying to add physx wheels, and the animations are killing me

desert raven
#

Where's the model from?

median widget
#

its our model, more than 10 years old, originaly made in a2 and ported

#

the specific axis and selections im using i just made recently

desert raven
median widget
#

yh

#

would kill for nods help right now

#

but he comes and goes like the wind

desert raven
#

Just making sure it's legit.

median widget
desert raven
#

Yeah I found info already. Seems all good.

#

Have you counted how many bones you got?

median widget
#

oh god, dont tell me theres a limit

desert raven
#

Yes

median widget
#

and that is?

desert raven
#

255

median widget
#

i dont think we near that

#

like 90

desert raven
#

But single bone can eat multiple ones too if it's split between sections

median widget
#

not sure how that works with the rotor blade stuff

#

because that is a monstrosity

desert raven
#

You got a ton of sections too.

#

Typically it would manifest as broken animations though

#

Not it being missing in the buldozer list

#

Which animation you were making?

median widget
#

the dampers

#

the issuie being they work, but only with the wrong selection

#

not the one i want

desert raven
#

Which one you want?

median widget
#

all of them

#

left,right rear, the pistons

#

wheels

#

the one that works is the steering

desert raven
#

The pastebin is the broke one yes?

median widget
#

yh

desert raven
#

Which class is broken one

median widget
#

damper_left,
damper_piston_left,
damper_right,
damper_piston_right,
damper_rear,
damper_piston_rear

median widget
#

yh

#

the class looks fine, if i slap the steering selection in it, it works

desert raven
#

Can you find that selection name in the skeletons bone list?

#

As I cant

#

But I'm on mobile so it's not best view

median widget
#

is the selection meant to be in the bone list?

desert raven
#

Yes

median widget
#

i thought it was the name

desert raven
#

That's the connection

#

No that means nothing

median widget
#

ahhh

#

give me a few minutes

desert raven
#

That's the issue then

median widget
#

progress, I will kiss you if i ever meet you

desert raven
#

I want flowers and chocolate first

median widget
#

you got it

desert raven
#

And the flowers should be chocolate too

median widget
#

i got a £5 on paypal, they sent me it trying to get me to start using them again, i wont, it expires in like 4 days, you can have it

desert raven
#

XD

median widget
#

just send me any info and il pass it along, im going to have a drink because i need it,

#

shoudl also change your name to the ABSOLUTEGOAT

heady pivot
#

is there anything i can do about animationSources not syncing correctly in multiplayer?
if i for example use animateSource to animate a "user" source to 0.3, on the machine owning the object using animationSourcePhase on that object woud return 0.3, while on other clients it returns 0.299213.

thin temple
#

Don't think so. I also suspect the result will vary from client to client.
MP animation desync can get very ugly - even "doors" on vehicles can end up several seconds out of sync.

heady pivot
#

allright, in that case i'll just work around it

desert raven
#

yeh it is a bit messy

edgy verge
#

Hello guys, do you know anyone who does cinematic in ArmA 3? For money.

desert raven
#

Arma is a non commercial program

edgy verge
#

It's sad, I just need a cinematic, but no one wants to do it. I thought they could do it for money.

desert raven
#

nope

#

time to get git gud with it I suppose

#

also now that you have mentioned it, you will be contacted by bunch of scammers

#

so dont pay people

edgy verge
#

okay, thank you

reef hound
#

i test a customrig, charackter and animation from mixamo to test a customrig in arma. i load the character, the animation etc. in blender 4.1 and create a rtm... when i load the character and the rtm in object builder is my model and the animation broken... any idea what is wrong?

desert raven
#

OB does not really load custom RTMS well

#

not really useful to test them in it

reef hound
#

You mean, the rtms can work ingame?

But my experience with the arma rig from Blender and custom rtms is good in OB… 😕

Have you some Information to create a custom rig and Animation in arma 3? What i need to be Award in Blender or some 3d Software?

fast canopy
#

Firstly, I would ask: why you want to use Mixamo rig that is not compatible with Arma's human (without struggle to retarget)?

reef hound
#

I Need a new rig for new Monsters and i can test the mixamo rig with Animation without much effort

#

Befor i create my own rig

desert raven
reef hound
desert raven
#

I'm not sure I understood what you ask but T pose in the negative frames is not a requirement. (negative frames dont play)

All playing animations between 0 and 1 should be just for the intended movement

reef hound
#

yeah, this was the answer of my question 🙂 thx

red jetty
#

model config:

class CfgSkeletons {
  class Default
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]={};
    };
    class YourWeaponSkeleton : Default {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {
            "barrel", ""
        };
    };
};

class CfgModels {
    class Default
    {
        sectionsInherit="";
        sections[]={};
        skeletonName="";
    };
    class XC_SNIPER_1 : Default {
        sectionsInherit = "";
        sections[] = {};

        skeletonName = "YourWeaponSkeleton";

        class Animations {
            class BarrelExtension {
                type = "translationX";
                source = "user";
                selection = "barrel";
                axis = "";
                memory = 1;
                minValue = 0;  // Rest position
                maxValue = 1;  // Fully extended position
                offset0 = -0.342063;  // Starting position on X axis
                offset1 = -0.612221;  // End position on X axis
            };
        };

        class UserActions {
            class Charge {
                displayName = "Charge Weapon";
                position = "barrel";
                radius = 5;
                condition = "this animationPhase 'BarrelExtension' < 1";
                statement = "this animate ['BarrelExtension', 1]";
                onlyForPlayer = 0;
                priority = 1.5;
            };
        };
    };
};
desert raven
#

what you want is to use "translation"

#

and memorypoint axis points that are the distance you want the animation to travel apart

red jetty
#

ah ok also currently it does not have an axis should i give it one

desert raven
#

as per above

#

yes

#

when you define the distance traveled with the memorypoints you dont need to do anything witht he offset values

#

and just use 0 and 1

red jetty
#

ok so the axis points need to be the rest position and the end position?

#

is that right?

desert raven
#

the position of the points dont matter

#

only their direction and distance from each other

#

the selection itself will be in its modeled position at 0 animation phase

red jetty
#

ah ok good to know

red jetty
#
class CfgSkeletons {
    class Default {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]={};
    };
    class XC_SNIPER_SKEL : Default {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {
            "barrel", ""  
        };
    };
};

    class CfgModels {
        class Default
    {
        sectionsInherit="";
        sections[]={};
        skeletonName="";
    };
    class XC_SNIPER_SKEL : Default {
        sectionsInherit = "";
        sections[] = {};
        skeletonName = "XC_SNIPER_SKEL";

       class Animations {
    class BarrelExtension {
        type = "translation";
        source = "weapon";  // Automatically triggered by weapon state
        selection = "barrel";
        axis = "barrel_axis";
        memory = 1;
        minValue = 0;
        maxValue = 1;
        offset0 = 0;
        offset1 = -0.269852;
        sourceAddress = "clamp";
    };
};

        class UserActions {
            class Charge {
                displayName = "Charge Weapon";
                position = "barrel"; 
                radius = 5;
                condition = "this animationPhase 'BarrelExtension' < 1";
                statement = "this animate ['BarrelExtension', 1]";
                onlyForPlayer = 0;
                priority = 1.5;
            };
        };
    };
class XC_SNIPER_1: XC_SNIPER_SKEL
    { };
};
#

swapped out from user to weapon as i did not fancy defining what user did in an SQF trying to KISS

#

or Keep It Simple Stupid

desert raven
#

Neither source will do anything in game

#

weapons only respond to engine driven sources

#

in buldozer it does not matter though

desert raven
red jetty
#

no anims

desert raven
#

you did previously already have movement

red jetty
#

also turns out im a tool

desert raven
#

what did you change since

red jetty
#

so i made the axis

desert raven
#

is the p3d name XC_SNIPER_1?

red jetty
#

but didnt actually assign the vertices

red jetty
desert raven
#

and any reason why you have the XC_SNIPER_SKEL as its parent?

#

you could just have simply the XC_SNIPER as the class

#

the skeleton connection is already done in the parameter

red jetty
#

so drop the sniper skel?

#

its redundant?

desert raven
#

well yes

#

if you dont have any purpose for it

#

been messing wiht the chatgp again blobcatsweats

red jetty
#

AYYYY WE HAVE MOVEMENT

#

its wrong

#

as in the barrel is going the wrong way

#

but

#

baby steps

#

play around with the values now and should hopefully fix it

desert raven
#

you can either play with the values or flip the axis memorypoints the other way around

desert raven
#

they act as a vector (from point 1 to 2)

red jetty
#

lmao i responded to the wrong message

desert raven
#

so the selection order of the points matters when creating the selection

#

🤣

#

if you have offset0 = 0 and offset1 = 1 you can make offset1 = -1 and it will go reverse

red jetty
#

good to know

desert raven
#

but still the distance between the memorypoints for the axis

red jetty
#

yeah ive tweaked that a smidge as it was retracting too far into the gun

desert raven
#

personally I like to flip the points

#

tweak the points

#

so you get accurate distance

red jetty
#

so what just select the points and then like rotate Y 180?

desert raven
#

😅

desert raven
red jetty
#

coolio

desert raven
#

as long as it does not just rotate them along the vector

#

which would not do antything

red jetty
#

ive got another question for you but ill swap to the correct channel for it

desert raven
reef hound
#

its possible to create the animation with maya? i have trouble when i export it from maya to blender as fbx and create with arma3tools are rtm...
fbxToRTM from kiory doesnt work for me...

desert raven
#

I can't recall anyone doing animations in Maya for long time. So maybe.

fast canopy
#

I use Blender to export into RTM anyways, even if I use Cascadeur to make the source

reef hound
fast canopy
#

? What it does do with exporting? I did make a rig in Blender, set it up in Cascadeur, do something, export back, profit

reef hound
#

Okay. I have trouble with scaling and trouble with rtm Export. I think, the rig Information from Maya to Blender is not correct.

I recreat the rig in Blender and Test it again.

fast canopy
#

@reef hound I don't prefer DMs for such question.

reef hound
#

i have the same issue with new rig, animation and rtm.

fast canopy
#

Usually your Armature scale is not 1 is the reason

reef hound
#

yeah but i can change the armature scale?

i try it with bvh and my animations worked now correct as rtm

fast canopy
#

Armature scale is not animation scale

#

Hard to explain but

reef hound
#

my skeleton is littlebit wierd on the hand righthandindex 1 - 3... its possible hardcoded with the fingers in arma? i cant understand it, to which bone is this parented. i checked the model.cfg and i cant find wrong elements. (the head isnt fixed yet and the thumb´s are bad in animation)

any idea?

fast canopy
#

Probably wrong name. Check upper/lower cases as well

reef hound
#

nah, thats the solution... -> i changed the name to righthandindex10, 20, 30 and now its fine. i think, 1, 2 and 3 its attached to the weapon

desert raven
#

The fingers are not hardcoded to follow weapon

desert raven
reef hound
desert raven
#

If your rtm has different bone names things may break

reef hound
#

my rtm and my own skeleton has the same bone names and i changed the bones, the model.cfg, memorypoints etc and my rtm worked now...

maybe comes from the default class.. idk.

subtle falcon
fast canopy
#

Well uh, why you need to have your_own_skeleton

subtle falcon
#

if it never worked:

  • check your character and the weight paint
  • limit bone influence from 4 to 3 or something
#

would be easier to keep the default skeleton if it's a humanoid indeed

subtle falcon
#

awesome

reef hound
#

My own character falls through the map when spawning. what could be the reason? anyone have an idea? Do I have to define the landcontact in the model.cfg, config.cpp or memorypoints?

reef hound
desert raven
reef hound
#

but.... my next problem is, my character doesnt move during the animation 😄 this game is a devil

desert raven
reef hound
#

you mean step 0.00 and xStep 0.00 ? is defined in LOD0, view pilot, geometry, memory, landcontact, hitpoints

desert raven
#

but yes it when rtm is imported it shows up in the named properties

reef hound
#

hmm yeah, the rtm added to the named property

desert raven
#

so they get written into the rtm

#

Y axis negative values go forward

reef hound
#

i looking in.. but i have a problem with skeleton and export with the arma3tools. my scaling ist after export to big in my rtm and my animation is broken

i export my animation as bvh, import in OB, and export it as rtm.

#

maybe, i can change it manuel in OB 😮 my wierd animation runs now with -1

desert raven
#

for the armature

#

and is the rig parented to some other object that alters its scale

#

there are many places in blender to affect the scale of it

#

for proper export each have to be neutralized

#

or transfer rig that is in right scale can be used for export

reef hound
#

its not easy... i need more time to check that. i change that but i have the same problem.

alternativ: import bvh, change the step from 0.00 to -1.00, export it with matrices and now works ingame 🙂

#

crazy thing

#

but nice, thx you for the information of step function 🙂

desert raven
#

it would be more beneficial to fix the setup so the rtm export works right

reef hound
#

yeah, thats correct

formal wyvern
#

Not sure which channel is the best (that would depend on identifying the root cause), but my question pertains to a reload animation. I have ported the M4 from the a2 samples, and implemented the magazine proxy system. I have mostly used the config and model.cfg of the SPAR rifles, and I tried to synchronize the realod animation it is almost good, but I am unable to have the magazine (vanilla STANAG) appearing in the hand of my soldier like on the SPAR (the ascending movement to load up a new magazine( pls see pictures)

#

Do you have an idea of what I am missing, please?

#

Thanks in advance !

desert raven
#

The magazine movement is part of the weapons animations.

drowsy nymph
#

there's a config parameter for weapons magazineReloadSwitchPhase that you will probably need to match on your M4 with the value on SPAR

formal wyvern
formal wyvern
desert raven
#

Can you take a picture of where it appears at? And also for comparison of same phase with the original weapon?

formal wyvern
#

Good point! I'll look into that once I am in front of my computer

formal wyvern
#

So it does not seem that the magazine is appearing at all. I placed two units in the editor and madethem relaod at the same time:

#

in the background this is my ported M4 and foreground the SPAR (vanilla) as you can see one has a magazine attached to the hand, and the other has nothing.

#

For my M4, the unhide happens when the magazine is already in the well

#

It is like there is an animation of translation that is not happening, or when the magazine is already/still hidden. Even more visible at the beginning of the animation when the magazine is removed:

formal wyvern
#

(and those translation animationS are in the model config)

desert raven
#

the hide timing may not be correct then

#

but also man that hand is not in right place in the original animation either 😅

strong hollow
#

Is there somewhere online a central location to find animations? Sorted by category, subject?

formal wyvern
#

So for the purpose of testing, I removed any animation that would hide the magazine. Still no luck, no translated magazine model, the magazine stays in the well for the duration of the animation

#

To be clear, i have not changed the animation, I used the same as for the vanilla SPAR.

keen parrot
#

hey everyone, i am trying to make custom handAnim for mk18. But wrist being weird do yall know any solutions. (i use arma rig blender btw)

desert raven
#

You can try angle the hand more in alignment with the wrist and make the grip shape more with the fingers instead of the hand, but no guarantees that will work out.

keen parrot
#

okey i got what you mean thanks

terse oracle
#

so, the wiki doesn't list how to do non-rotational animations in structures, so it basically only says how to do doors

#

but in other places it says it's possible to do things like move or break AI waypoints with animations

#

anyone have any guides?

desert raven
#

what exactly are you trying to do?

#

the type of animation in model.cfg does not really matter for AI pathing

#

its just visual effect

#

the AI checks the state of the action that is between 2 path positions

terse oracle
#

So, there are a few things I'd be interested in:

  1. animating the geometry LOD to allow a sliding door to not block things like grenades, which is a problem our unit ran into before with someone else's work
  2. animating a bridge so that the AI pathing and roadway and geometry all respect if it's "up" or "down"
#

Also probably one of those speakeasy slits

#

for shooting out of a bunker

desert raven
#
  1. not possible
#

at least not for driving

terse oracle
#

no, just for infantry

desert raven
#

as the driving road network does not update

terse oracle
#

it's like, steam tunnels

#

and a maintenance bridge

desert raven
#

for infantry you could try if animating parts of the pathlod works

#

or if there needs to be a action that that AI can not do when bridge is up due to useraction condition and thus can not pass that point

#

im not sure if the pathlod animating works

#

I dont remember if I tried that

terse oracle
#

I guess I also wonder how I tell the AI it has to open a door to walk along a path

#

otherwise surely they'd just phase through?

desert raven
#

the action I mentioned

#

you can check the sample house config for some reference

#

its roadway has these points on it

#

you can see they are in pairs that are on both sides of a door

#

in config they work like this

#

the pathlod point name connects to a user action that the AI does when it passes the point

terse oracle
#

Does that keep them out if the door is locked?

desert raven
#

the door being closed should prevent them getting past it yes if I recall right

#

you can also make separate AI actions that are not seen by player that rely on some locking parameter or animation

quiet wren
#

Can anyone help me figure out why my magazine isn't disappearing and reappearing when I reload?

class magazine_reload_move_1
{
    type = "translation";
    source = "reloadMagazine";
    selection = "magazine";
    axis = "magazine_axis";
    minValue = 0.145;
    maxValue = 0.170;
    offset0 = 0.0;
    offset1 = 0.5;
};
class magazine_hide
{
    type="hide";
    source="reloadMagazine";
    selection="magazine";
    minValue= 0;
    maxValue=1;
    minPhase= 0;
    maxPhase=1;
    hideValue=1;
};```
desert raven
#

hide value shoudl be the phase of the animation where you want it to dissapear

#

so lets say in the middle of the animation it would be 0.5

#

(since the animation plays between 0 and 1)

#

then you would also want to have a unhide value maybe at 0.7 when the magazine goes back in

quiet wren
#

Ill give er a try. Thank you!

desert raven
#

also if you dont actually have a bone called magazine in your skeleton

#

or selection in the model of that name

#

it can not work

quiet wren
quiet wren
desert raven
#

👍

cyan nimbus
#

Hey folks, is my first time meddling with static anims. I have a question about my following experience. Im making a static anim for my turret, and for some reason when i test the movement animation that will follow the otochlaven/gun elevation, i get one elbow always more raised than the other one. Is there a way to avoid this? I suppose in game it will behave the same, and i want to avoid it. Any tips?

fast canopy
#

I'd like to ask what these two pictures mean. Especially the first

#

It is also hard to answer without seeing your ingame result

cyan nimbus
cyan nimbus
#

since i have the options to have the hands follow the gun movement in the config of the turret, i thought: "im gonna see how the dummy behaves in that case"

#

i tried, and turns out one elbows get raised more then the other one, thus looking weird

fast canopy
#

I suppose in game it will behave the same
Not true. Even though ingame IK is not also good

cyan nimbus
#

Oh ok ok

#

gonna test it then. Thanks

desert raven
reef hound
#

need a character custom animation (new idle) a new duration in the config? the animation repeats earlier before is finish i think.

desert raven
#

But it interpolation Or connecting to It again could be timed wrong.

reef hound
#

hmm but in the animationviewer is the interpolate or connect not relevant or is it?

desert raven
#

It probably is since it just uses scripting to play the animations

#

Or you have not exported all frames

reef hound
#

so... i created it again. and my animation look better ingame as in the animation viewer... ingame is fine

reef hound
#

have object builder problems with translation bone animations in a character animation? My bones are only move in rotations, not in translations

#

in blender is animation fine. the mainskull bone is moving. but in object builder is the mainskullbone and skulls not moving in translation. in rotation works

thin temple
young carbon
#

weapon bones included?

reef hound
desert raven
#

It should move with translations in rtm if it's set up right

#

But if it's parented to something else 7n skeleton hierarchy that might cause it to not move

buoyant lagoon
#

For making prone reload animations, is there a good way to take a standing reload anim and rotate it so the character is flat? RN what I do is animate for standing, then replicate it all again for prone which is a bit annoying cause I effecitvly double the work (and doesnt help that I then gotta do it for a different skeleton but thats a different problem). Is it possible to just take the standing reload anim and use that for prone but have it adjusted to work for prone? if that all that makes sense lol

desert raven
#

for me best weay have been retargeting rigs that copy and then adjust the weapons movements of the original animation

reef hound
desert raven
#

what is your skeleton hierarchy in model.cfg?

#

and in the armature itself?

#

how have you set it up?

buoyant lagoon
buoyant lagoon
#

for the end part of a reload animation, do I need to have my hands return to the origal starting positions? or can I let whatever blends the reload animation into holding animation handle that part? Like for example reloading a m4, the last step would be hitting the bolt release, can I just leave the hand there and let the game handle returning my hand to the holding position?

desert raven
#

the blending works for minor adjustments

reef hound
desert raven
#

I would recommend fixing your system so you can export rtm directly

reef hound
#

i dont know. i cant fixing the rtm problem

distant onyx
#

why are why are my bullets in this belt-fed machinegun not showing nor show any animations?

#

here is the model.cfg

young carbon
#
            class ammo_hide1
            {
                type="hide";
                source="revolving";
                selection="bullet-004";
                sourceAddress="mirror";
                minValue = -1;
                maxValue = 0;
                minphase = -1;
                maxphase = 0;
                hideValue=0.92;``` ![meowhuh](https://cdn.discordapp.com/emojis/700311721784377405.webp?size=128 "meowhuh")
distant onyx
#

this line is from NIArms though, so i figure it wasn't sure if i should delete that\

#

let me try

#

now the bullets are misaligned.... theyre also still not animating?

distant onyx
#

woud love if anyone could help, ive been struggling with this for months

thin temple
# distant onyx woud love if anyone could help, ive been struggling with this for months

It's important to show the skeleton from model.cfg and how things are named in the p3d, also where the memory points for rotation/translation are.
But initially you want to comment out all animations and check that the bullets are all in place and well-aligned.
Then re-add one of the animations, such as the ones which fake move the bullets upwards on each shot (but keep all the other animations related to reload etc commented out). Take it step by step.

distant onyx
#

heres the entire models.cfg, the relevant animation should be all the way in the bottom

thin temple
#

Hope you don't mind me saying but that model.cfg is horrible...
Look at the duplicates and different ways of writing the bullet names, and there are two animations for the bullet004, one a translation and the other a rotation, but checkout the axis naming inconsistency.

distant onyx
#

yeah i figured, this is all from NIArms reference on the MK48... So none of these are mine, I was trying to figure out how they worked by reading them

#

I can't seem to find a good and organized sample on belt rotation, the A2/A3 sample is even more unorganized

thin temple
#

I remember we chatted before about modding and I suggested that you would benefit from learning more of the basics before diving into complex projects.
If you don't have a basic understanding of how the model.cfg animations work, brute forcing a solution by throwing code from one mod into yours is highly unlikely to work.

#

The skeleton should only have bones with selection names that exist (generally speaking) in your p3d. So do you really have "bullet001" and "bullet-001"?

distant onyx
#

yeah i got that, I had thought i had learned enough from model.cfg, but this has been the hardest for me to grasp with bullet rotations... other stuff has been doing fine though

#

so from what ive seen in the sample is that bullet001 are visible bullet models, while anything with minus does not have a visual model, but only memory points

thin temple
#

Do you understand how a translation animation works, vis-a-vis the offsets and the distance between the memory points?

distant onyx
#

no mostly ive worked on rotation

thin temple
#

Can you show us a view of how your bullet belt looks, with their pointy ends facing the camera? from the p3d

distant onyx
#

the selected part is bullet004

thin temple
#

So for the first animation during the firing sequence, each bullet needs to move "up" to the position of it's neighbour, using rotation and/or translation animations

#

The very simplest situation would be if the bullets were all aligned and the same distance apart, in which case you could use a translation on each one, using the same axis and the same distance

#

Another simple situation would be if the bullets were all aligned on a circle and the angles between them were equal. Then you could move them all with a simple rotation animation.

distant onyx
#

that makes sense, i dont know if thats possible with how my belt looks though

thin temple
#

So you normally design your belt with this animation process in mind

distant onyx
#

what i have is that the memory point axis in the model for the translations is that there are two points, one in the original bullet, and one on the bullet where it is supposed to be

#

although, that still wont move the bullet

thin temple
#

For example, here's one I made, using 2 translations and a rotation for all the bullets

thin temple
#

Get rid of rubbish from the model.cfg skeleton, bullets that don't exist.

#

Simplify your animations to ONE animation, the translation for bullet004 for example.

#

Understand that the distance moved in a translation is (offset1-offset0) x distance between axis memory points

distant onyx
distant onyx
thin temple
light edge
#

yo is there tech support in this server

thin temple
distant onyx
#
class ammo_belt1
            {
                type="translation";
                source="reload.0";
                selection="bullet004";
                axis="bullet_axis004";
                memory=1;
                minValue=0;
                maxValue=0.8;
                offset0=-1;
                offset1=0;
            };
            class ammo_beltrotate1
            {
                type="rotation";
                source="reload.0";
                selection="bullet004";
                axis="bullet005_axis";
                memory=1;
                minValue=0.0;
                maxValue=0.8;
                angle0=rad -10;
                angle1=0;
            };
        };
    };```
#

this is all i got atm

light edge
distant onyx
#

i will recheck if the memorypoints are perhaps named incorrectly or placed incorrectly again

thin temple
light edge
#

alright thank you

thin temple
distant onyx
#

ok then i will focus on translation and try it out

#

by deleting the rotation one

#

yeah, its still the same

#

i think it got teleport to the previous bullet (i can see the clipping), although im not sure whats causing it

thin temple
#

Hide all the bullets except bullet004 and check out what happens to it in buldozer

#

all animation checking should be done in buldozer, as it allows you to slowly move through the animation phase

distant onyx
#

i would need OB for that correct?

#

yeah im ngl, i barely used OB or bulldozer, i fucked up my OB somehow for it to become a bit unusuable, and the application is not very intuitive

#

opk

#

ok

#

i see it

thin temple
#

Without you having a working Object Builder and buldozer I won't be able to help much further.

distant onyx
#

its moving from the previous bullet, to the current position in the model

#

so it gets teleport BACK instead of forward

#

but its not visible in game

#

memory point for this is not in the previous bullet either

#

could it be that perhaps the offset0 is -1 and not say... 1?

distant onyx
#

Okay, so I got it working in Bulldozer (not perfect but it moves)

#

but it still does not animate in arma itself?

distant onyx
#

omg it worked meowawww just needs alot of editing to make it sure its seamless

bitter trout
#

hi all

#

I am a beginner in creating animations. I need your advice and online lessons.

desert raven
#

and if you add a program name into the search down if you have picked a program to use

#

like Blender

bitter trout
#

Thank you @desert raven
I have come a long way in learning.

#

I need to make a animation ruined house like a3 did in the "Crane"

bitter trout
#

I have completed the RTM work

desert raven
# bitter trout

Have you considered the easier approach of normal building destruction and swapping model to ruin version?

#

Rtm destruction is pretty much undocumented feature so you probably have to figure it out mostly on your own.

bitter trout
#

Yes but it is already in Arma 3 @desert raven

#

a3\structures_f\ind\crane

desert raven
#

But it would just simpler to do it like most other buildings like yours do it

#

If you want to pursue the RTM destruction that is fine. You'll have to study the config of the crane to figure out how the parts connect

bitter trout
#

Yes
I thought animation could be applied to everything in Arma

desert raven
lament tinsel
#

I can’t seem to find any tutorials for setting up a rifle to get animated- I’ve animated the A3 character armature before but I want to make a weapon reload animation and Im not sure where to start with setting the rifle up to be animated

desert raven
#

(as well as vehicles and buildings and anything else that is a cfgVehicles entity (except characters/animals))

#

reload action is 2 part

#

character animation that moves the hands

#

and modelc.fg animation classes that move the parts of the weapon (entity weapon moves with the character rtm animation)

lament tinsel
#

So, I should make an RTM with the base skeleton and then config the weapon animation?

desert raven
#

sounds about right yes

#

for beginner I would recommend not trying to make anything too complicated

#

but once you get the hang of it, it is possible to get more elaborate movements done

lament tinsel
#

If the animation for weapons is all config I’ll be alright, but I’ve made animations for the A3 skeleton before lmao. Thanks.

desert raven
#

and there is the weapon sample in Arma3 Samples on steam

#

those should get you sorted

lament tinsel
#

Hello all, what does this error... mean?

#

(living the good life)

lament tinsel
#

fixed

desert raven
lament tinsel
#

model cfg wasn't set up in the right folder lmao. RTM couldn't find the skeleton

desert raven
#

👍 tracks

pulsar nexus
#

I have an animation that needs to be interpolated with itself in order to allow proper looping, otherwise the end state of the animation looks like has frames missing. Is this a valid thought or should I be looking for another solution?

desert raven
#

if it works the way you need then its fine

cerulean pivot
#

But afaik you can't do it with the looped property. You can script it tho

tired needle
zenith token
#

nice

hardy zinc
#

Quick question, is there any animations in Arma with someone writing in a (clipboard,notepad)?

desert raven
#

the animation viewer may be best place to check them out (polpox animation viewer works nicer than the vanilla one)

#

if there is it would probably be in the cutscene animations

fast canopy
#

I still don't understand why vanilla viewer is so horrendous

hardy zinc
#

thank you just downloaded it

tired needle
#

How do sound sources/markers end up in .RTM's?

maiden arch
#

hello, does anyone know how to make this movement more smooth. the animation is static but I'm moving the soldier with keyframe and he is stuttering during that.

bitter trout
#

ModelConfigEditor

Invalid configuration - Missing "AnimationTypes" class definition

desert raven
bitter trout
#

Thanks @desert raven

bitter trout
#

Hi

I'm having trouble moving
Where in the bulldozer the movement is as I want,
In the game, the movement becomes reversed

What's the problem with that?

desert raven
#

reverse it in model.cfg

bitter trout
#

I know how to reverse the animation
But this appears in the game in contrast to what appears in Bulldozer

desert raven
#

what animation do you try to do?

woeful pelican
#

if its like rotationX/rotationY etc they for whatever reason are backwards in buldozer, only solution I found is Not Use Them

bitter trout
#

Rotate the missile launcher upward at a 40 degree angle

desert raven
#

use animation type rotation and define the axis with memorypoints

bitter trout
#

Yes, I noticed that and fixed this problem

#

Now I want your help in making the tower move with the mouse when firing

Just like in a tank

desert raven
#

check the tank sample

#

and what parts its turret has and how they are configured

bitter trout
#

thanks @desert raven

buoyant lagoon
#

so I am looking at the model cfg in the templateRTM samples folder and I notice theres nothing for pistols? the weapons bone would be for primary and launcher is for well for launcher, but what bone is for pistol?

fast canopy
#

RightHand

buoyant lagoon
#

Ah right cause hte pistol is attached to it

#

thx

plain knot
#

Is there any reason this wouldn’t work? (Still in rough state don’t judge)

desert raven
#

since it might be at any position

#

at best you can get the dude to sit down put arms a little up and then it swaps to the actual holding pose

red jetty
#

im completely new to animating and id like to have a go at it ive got the arma 3 rig and im trying to use this as a reference for my animation but im noticing a few oddities when i attempt it:

  1. my gun when i press pause and play on the timeline it changes scale? even though scale and all other transforms have been applied.

  2. the axis for my Y is back to front thats fine i can invert that to get it to work properly but the X axis is acting as the Z axis so when i move the hands which are bone constrained to the gun the gun moves to the left but the arms move up and down? its weird

same thing though all the transforms etc are applied so i dont know what im doing wrong here