#arma3_animation
1 messages · Page 5 of 1
if you managed to do any animations youve already done a lot more than most others
but like
if you duplicate rig
Actually yeah, having multiple rigs is somewhat Blender thing and you have to get better on it
You also need to dupe reference objects too, like body, hat, vest, others too
yeah duplicating body does help align stuff 😄
duplicate is not same as copypaste
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
and youll need to hide them yourself
i duplicated them and animated them how i want, how do i like export them separately?
are there any A3 open source bolt action animations out there?
A SwitchMove triggered custom animation automatically changes my weapon to the primary weapon. Does anyone know how I can fix this please?
What it does mean custom animation, changes my weapon to the primary weapon
if the animation is made so that the weapon bone is at hand then that is expected to happen
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?
oh good. Thats awesome to hear 🙂
good to see you still kicking it around here for helping with anim stuff 🙂
Does anyone know of a way to import existing RTMs into Blender?
Tried using the RTM import plugin, but haven't had any luck with it.
it can only import non binarized rtms
I used DeRTM to debinarize it
then it should load
whats the source of the rtms?
why do you need them
It's an ARMA RTM
AmovPercMtacSrasWrflDf.rtm
Goal to re-animate the movement system with custom animations.
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
it wont be easy for sure
they should import in just fine though
so maybe something went wrong with the dertm process you did
Just did dertm -C=model.cfg AMovPercMTacSrasWrflDf.rtm out.rtm
Used a regular skeleton
Nothing crazy
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
not looping maybe
single frame would play super fast and then it would return to other animations
try switchmove maybe
I have "looped = 1" in the config, and my previous animation loops with the same settings and switchMove
I tried extending the anim to 25 frames, and using playMove, nothing happens when using playMove
I have a couple times ya, I'm trying a slightly different approach now, one moment
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
Im doing this through a mission file and description.ext for now by the way, if thats the problem
that is a problem
I was able to add and play my previously working anim just fine, why is it a problem?
Aaaaand it works when loading it as a pbo 
Thanks for the help Goat
👍
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.
ArmaToolBox is the best one. Make sure your timeline and frames to add are set correctly
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?
Basically
Correct. One just needs to know how the tools work
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?
What accuracy you mean?
The accuracy of the rig for the starting frame, compared to that of the default animation in game, if that makes sense
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
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
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
Blender's timeline I guess
yeah, im just a little stupid. whoops.
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?
Errors?
No errors popped up when launching the game, but just checked RPT and it says "Animation ani\dramatic_kneel.rtm not found or empty"
animation loads in O2, not sure why it doesnt ingame.. :/
It does mean your pboPrefix is not right
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?
Gestue can do it
yeah i dont know how to make a gesture
https://forums.bohemia.net/forums/topic/223716-behind-the-artwork-supporter-how-to-animate/
It's for static anim but you can get the idea
Welcome to the tutorial of Artwork Supporter, this is where you need to look at make static animations and its configurations. You can also find FaceRig to make facial expressions! Useful links also: https://community.bistudio.com/wiki/CfgMoves_Config_Reference Disclaimer: this is NOT a turorial ...
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?
Maaaaybe GestureDone EH?
Ah, this might be it.
Still, what is the base FPS of animations in arma, just so I know what to set it to in blender.
Vanilla animations does use 30FPS, but it doesn't matter if you set the animation speed correctly
speed = -30/frame count; was it? was the other way around
Nope
Frame numbers doesn't matter, speed = -1; the animation will spend 1 second to play, no matter frames are
yeah but if you make it - 30 / framecount its the time it takes to play the animation in 30fps
thus making it play it in 30fps
but yes math is wrong
its (framecount / 30)
so speed = -(framecount / 30);
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.
What did you use to play the gesture?
playAction?
If so, try switchGesture which I added in v2.18
I do playaction.
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
I don't know which is the issue, the model or the animation you think?
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.
I've tried importing the rtm animation into Object builder and then exporting from it again. same issue
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
this autocenter setting should be in the config file?
Thanks. I'll look into it
Tried that, no joy.
Then try the another suggestion
did you make the rtm in blender?
what do you use tho pack the pbo?
modified the pose, it updated
Yes
mikero's tools
Then your gun in Blender is misplaced
I tested with Objbuilder using the sample character and it aligns just as well as it does in Blender.
What does your scene look like in blender?
where is your weapon models center?
The center of the "weapon" bone.
show me?
select weapon bone in pose mode, and set cursor to selection
then show if that center is same
👍
when you export the weapon to p3d do you apply transfers to it with the export options?
is it possible the center shifts on export?
I considered that, so I reimported the model into the sample character file as the weapon proxy.
it aligns
does your guns geometry lod have a component with mass ?
no it doesn't I didn't give any mass to the geometary LOD
you need valid geometry lod
They are all zero
I would recommnend making the geometry lod a single simple shape for now
pinned messages have geometry lod requirements and the sample weapon shows that it can be very simple representation of the shape
mass of 2 is probably enough
check what the sample weapon has
Did you add the mass?
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.
Pistol can't have "proper" handanim
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.
No
And can't have user animations in weapons either.
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.
Can i assume that user animations are not available on all classes inside cfgWeapons? Only in cfgVehicles?
Correct. Also not available for man type vehicles
🫡 Good to know thank you!
Could you elaborate please?
Almost literally. the pistol is only attached to one's right hand and it cannot move elsewhere
that would make it impossible to properly hold any pistol with a different shape from the stock pistols.
unless, I modify the model to match.
Thank you
Correct
non pistol weapons as secondary are not really intended
Alright. Thanks
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
I have also been looking for a pistol mod's p3d file that I could reference to no avail.
well, there's this <#arma3_model message>, but the offset on the screenshot there isn't nearly this dramatic
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.
Do you move weapon bone or right hand in your animation?
If you use the default pistol animation, how does that look?
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?
There is no way
Like polpox says, nothing can be done. First person view is always drawn over everything else.
Well theoretically you could attach camera to eyes and look at the hands through fake first person view
Thanks for the tips, I'll try to do something about it.
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
I recall ammo belts are generally multi part animations. Which phase exactly are you wondering on?
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
Like the bullets are in a chain right, so the bones would also be chained together (parent/child) in the cfgSkeletons definition
yeah the bullets are chained together, but i cant get them to "move" like in the SPMG firing animation, they basically just more or less shake in place
and to get on the reloading part the chain doesnt even move when it should, it just appears and disappears more or less
Kinda we want to see your current state at this point
At most bullets on ammo belt move 1 chain length and then teleport back
But even smaller movement can give the impression that the belt moves forward
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
I'd start from clearing up all other belt movement classes and trying to figure out what the first movement is
Then do that
Then add next movement class
And so on
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
Well the firing looks alight already
But yes there are not much in way of advanced animating guides that is true
Making the belt bend when the clip is changed does become a lot more complex
this is sorta my goal for the shooting animation, this looks lot more smooth
i think the vanilla belt bends in one spot only pretty much
Cut basically you would have the bullets chained and then could rotate each slightly to arch them
That curve from mag to gun would be a modeled default state
And each bullet would be set up to move in correct direction to follow the arc of the belt
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
Bones/skeleton definitions for each part you need to make move
Memory lod axis for each part that needs to move into certain direction or rotate around certain axis
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
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
And when you shoot you would use the move bones mostly
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
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;
};
then theres a bullet_virtual thing cause it was in the model.cfg thing i copied/used but no sure what it does
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",
I do recommend building it from scratch to learn better to understand how the diffent parts work and what you need to use
Trying to fit copy paste to your purpose is difficult as all values are likely wrong
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
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?
Why you have them in different bones?
elaborate? i dont understand
I mean bullets and links
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?
okay awesome, thanks
The order in Animations class is important as it is solved first to last, therefore you can have different result only with wrong order
huh, thats good to know
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)
ah! so basically bullet rotate animation in its rotate_axis first, and then the anim that moves the bullet in its move_axis?
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
these sort of animations are a nightmare even for people experienced with them
have you looked at like the vanilla zafir/marksmen dlc MMGs with something like eliteness so you can see their model cfg
yes i have, using that as a base more or less and trying to adapt it to my use
but that is happening currently, i dont know why it is popping up like that during shooting
Perhaps you apply multiple animations on same bone?
When things go poop, simplify back and then add pieces back one by one
could it be that ive tied the bullet bones wrongly to each other?
It is possible.
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;
};```
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
You have jumped into animating one of the hard things
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.
ive done things like that, ported normal rifles before, but the belt is confusing me
mainly when shooting at this point anymore
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
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.
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
👍👍Progresss
where can i start with creating "animations" for driver seats/gunner seats positions?
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.
illl get back on that
there is also simple pose blender guide in the pinned messages
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
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
yeah it still doesnt work, i just also realized that this completely removes any animation from the vehicle
it has something to do with this, because it works just fine when i dont have this line (apart from the turret reload animation)
but when i put this in, everything breaks
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
here is the full code
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
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
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";
};```
the weapon line... how do i exactly tell that "myWeaponClass" is in the turret part of the model?
It's the same class you put in weapons[] = in the turret
Hi im new here and im just wondering how hard would it be to animate something like this and be functional for arma 3 https://www.cgtrader.com/3d-models/military/gun/ohio-ordinance-works-reapr and how much would it cost if someone was willing to do it.
cant pay for the "make this work in Arma" part
on scale of not difficult to things that are more difficult this is not the most complex thing
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
Mainly the mg I've been going in loops for months trying to understand but I think it's out of my reach
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
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
it can take a while to learn the stuff
but if you apply yourself on it, pieces will slowly fall into place
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
Macser's rig?
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
importing rtm disables all the constraint rigging on it because RTM does not know where those need to be
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
huh, how do i enable them back?
nevermind, i think i found it!
thanks for help!
welp, enabling them apparently just causes issues
Please write to me who can help with the launcher
I have an endless launcher loadingэ
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?
there is method to connect hand (or other body part/ character bone selections) to vehicles model.cfg animations
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
i see, from what im getting, so you dont actually need to create one in e.g. blender then?
oh sorry wrong part of cofnig
driverRightHandAnimName = "stick";
driverLeftLegAnimName = "pedal_brake";
driverRightLegAnimName = "pedal_accelerator";```
```gunnerLeftHandAnimName = "mg5_rotor_handle";
gunnerRightHandAnimName = "mg5_otochlaven";
gunnerLeftLegAnimName = "";
gunnerRightLegAnimName = "";```
just pose the vanilla arma 3 character,
👆 what apollo put there is the right stuff ❤️
im assuming the ones on the quotes are the memory points/mesh parts?
selection names
ah right
bones in skeleton
alright, thanks
Sorry HG, didn't intend to interrupt
all good. saved me from scrolling the all in one config 👍
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?
There is basic pose guide in the pins
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
so i should just change class State to class Actions?
tried it, still doesnt work
it just has a vanilla-standing static animation
Check out official config, it's not that simple as that
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
CfgMovesBasic, Actions, NoActions. tldr, it defines which animation (state) to play on the certain stance etc
so i have to create a class for actions, no actions, etc. each for the rtm?
im still confused
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
};
};```
okay so it's half working now, the pose does show when you spawn in it in eden editor or when an AI is controlling it. However, the pose goes back to the original picture I sent whenever a player i using it...
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};
};
};
};```
or is it perhaps that im using a proxy p3d by BI, im not sure if i have to make my own custom proxy
the problem is what you're inheritng from
use 'Crew' instead - right now you're inheriting from a regular animation which has actions defined
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";```
IK 
lemme find an example, will come back in two minutes
well, configfile >> "CfgMovesMaleSdr" >> "States" >> "frontGunner_lsv_01" of B_LSV_01_armed_F for example uses hpp leftHandIKCurve[]={1}; rightHandIKCurve[]={1};
this https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines#IK_for_hands_and_legs seems to be the related doc
finally got it working, thanks alot!
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
no autocenter property
dont use one?
thought i was supposed to have one honestly
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
weird how
and what does the axis points look like
had 2 floating points for some reason
but instead of moving here it starts in this position
those are all my bipod points
And when you click each selection name individually, only one pair of axis is selected for each name?
yes
your modle.cfg class is not right, or the bipod is supposed to be modeled in different state as default
what should i do to fix the model.cfg class?
just change the actual classname?
have you modeled the bipod deployed or undeployed?
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 ?
CfgMovesMaleSdr (basically) always moves the entire body. Use CfgGesturesMale
Thkx for your reply ^^
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
have you maybe hidden them? try unhide all in pose mode
I have
Everything else is visible except them
maybe that version you now ha just dont have them 
Maybe, it says they are there tho
Hand open and close
It’s the same rig I had before that had them but this one just doesn’t
maybe you deleted the bones
or moved them somewhere 
get another rig version add new ones
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 ?
What bug?
like this lmao
Try better way to pack. pboProject or such
Do you have the same model.cfg in each of those folders, or just the one which "works"?
Well that too
yes its like i duplicate the folder, but when i pack with Addon Builder it's no working
Hm but why it work on one folder
How is your file/folder structure
folder name
-- rtm
test.rtm
is in the folder rtm with the name of the animation
Don't try to describe in text. Show us
test.cfg is not model.cfg
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.
model.cfg is literally model.cfg no name else can be accepted
hmmm interessting
So i create juste one model.cfg ?
Rename it
Copy model.cfg from the folder which works, to the one which doesn't.
We still don't know which doesn't work and which does
its the same
the first folder dont work
Your screenshots don't show a model.cfg file at all
the test.cfg ?
Again test.cfg is not model.cfg
MODEL.CFG
The name matters
Take it from the folder which works and put it in the RTM folder (with the RTM file) which doesn't work.
okay i try it
Also, delete your animation data cache before running the game.
%localappdata%/Arma 3/AnimDataCache
Go inside AnimDataCache folder and delete the contents```
yeap thks
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};
};
};
};
the model.cfg
i really dont understand x)
Don't understand what
what it dont work on another folder
But on the old folder it work
I still really don't understand what another or old folder means here
Probably because model.cfg didn't recognize it
and now its work
i realy dont understand lmaoo
thanks for your help guys ! Polpox and Apollo 💪
model.cfg location does matter. That probably is why, once again
No we don't support ripping
hey guys, does anyone know the name of animations where soldier is checking weapon / preparing for mission? Thanks!
While you wait you can also browse through the animations in the animation viewer
If I asked means I havent found it lol , I tried "inspect" and "weapon" but nothing
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?
forget everything Arma for starters
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)
Aight yea though it would be something like that thx!
As for bone names I'm assuming I just use the same names as the ones I put in the CfgSkeletons?
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";
};
};
};
you cant
which is why you dont see backpacks with animated parts
Well, that's mildly annoying lol
only option is to attach something to the man that has such animations
Yeah, I suppose I'll have to look at that.
been there.
Or using a hiddenSelection
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.
Only the hand and fingers wrist up are loaded from the rtm in relation to the weapon bone
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
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
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
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
Select it where?
in my modelcfg
How does breaking manifest exactly?
it dosent show or work
im in bulldozer, if i use a different selection the animation works
how have i broken selection
Perhaps no bone for it in cfgskeletons
Or the class is missing something crucial it needs.
Or a typo
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
Post your model.cfg
Thanks
no, thank you for looking
Where did you get this model.cfg?
from our mod
What is your mod?
Where's the model from?
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
Franze and nodunits apache?
Just making sure it's legit.
i had a feeling givin the line of questioning, but no its been open source for a while now
https://github.com/AH-64D-Apache-Official-Project/AH-64D
Yeah I found info already. Seems all good.
Have you counted how many bones you got?
oh god, dont tell me theres a limit
Yes
and that is?
255
But single bone can eat multiple ones too if it's split between sections
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?
the dampers
the issuie being they work, but only with the wrong selection
not the one i want
Which one you want?
all of them
left,right rear, the pistons
wheels
the one that works is the steering
The pastebin is the broke one yes?
yh
Which class is broken one
damper_left,
damper_piston_left,
damper_right,
damper_piston_right,
damper_rear,
damper_piston_rear
This righr
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
is the selection meant to be in the bone list?
Yes
i thought it was the name
That's the issue then
progress, I will kiss you if i ever meet you
I want flowers and chocolate first
you got it
And the flowers should be chocolate too
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
XD
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
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.
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.
allright, in that case i'll just work around it
yeh it is a bit messy
Hello guys, do you know anyone who does cinematic in ArmA 3? For money.
cant do such things for money
Arma is a non commercial program
Oh, okay
It's sad, I just need a cinematic, but no one wants to do it. I thought they could do it for money.
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
okay, thank you
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?
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?
Firstly, I would ask: why you want to use Mixamo rig that is not compatible with Arma's human (without struggle to retarget)?
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
There are no special requirements. Custom characters work same way as man does. Just different skeleteton definition in model.cfg and config.cpp
No documentation though
yeah i have seen this with model.cfg and config.cpp. but need all animations a t-pose/a-pose and after this start the regular animation and all animations are "in place" or movable?
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
yeah, this was the answer of my question 🙂 thx
so im trying to get this rifle to do the following
but my config is giving this instead?
only thing i could think of is the values are off or maybe the axis is wrong?
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;
};
};
};
};
config.cpp
translationX does not use the axis memorylod points but intead always translate on X axis and 1 full offset would be 1 meters
what you want is to use "translation"
and memorypoint axis points that are the distance you want the animation to travel apart
ah ok also currently it does not have an axis should i give it one
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
ok so the axis points need to be the rest position and the end position?
is that right?
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
ah ok good to know
yeah ive done that part
so ive done that and added in an axis etc but still getting nada in buldozer im missing something just unsure as to what
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
Neither source will do anything in game
weapons only respond to engine driven sources
in buldozer it does not matter though
but what does "getting nada" in buldozer actually mean
no movement
no anims
you did previously already have movement
also turns out im a tool
what did you change since
so i made the axis
is the p3d name XC_SNIPER_1?
yup
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
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
you can either play with the values or flip the axis memorypoints the other way around
thats good
they act as a vector (from point 1 to 2)
lmao i responded to the wrong message
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
good to know
but still the distance between the memorypoints for the axis
yeah ive tweaked that a smidge as it was retracting too far into the gun
personally I like to flip the points
tweak the points
so you get accurate distance
so what just select the points and then like rotate Y 180?
😅
yes that should work
coolio
as long as it does not just rotate them along the vector
which would not do antything
flipping did the trick thans again amigo
ive got another question for you but ill swap to the correct channel for it
HorribleTip of the Day:
Model.cfg Animation Sources
can be found here:
https://community.bistudio.com/wiki/Model_Config#Animation_sources
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...
I can't recall anyone doing animations in Maya for long time. So maybe.
I use Blender to export into RTM anyways, even if I use Cascadeur to make the source
but you didn't recreate the rig and transfer the animation, right?
? What it does do with exporting? I did make a rig in Blender, set it up in Cascadeur, do something, export back, profit
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.
@reef hound I don't prefer DMs for such question.
i have the same issue with new rig, animation and rtm.
Usually your Armature scale is not 1 is the reason
yeah but i can change the armature scale?
i try it with bvh and my animations worked now correct as rtm
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?
Probably wrong name. Check upper/lower cases as well
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
If its supposed to be man animation compatible you can't change bone names or add bones or take away bones
The fingers are not hardcoded to follow weapon
yeah, on the vanilla skeleton
Then don't change any names.
Who says I'll change anything about the vanilla skeleton? ^^
If your rtm has different bone names things may break
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.
so... it worked before and now it doesn't work anymore or it never worked?
Well uh, why you need to have your_own_skeleton
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
It works 🙂
awesome
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?
solved -> landcontact single vertices on 0,0,0 was not added
what was the problem?
i edit my post
but.... my next problem is, my character doesnt move during the animation 😄 this game is a devil
does the animation have movement vector defined in it?
you mean step 0.00 and xStep 0.00 ? is defined in LOD0, view pilot, geometry, memory, landcontact, hitpoints
its an rtm property
but yes it when rtm is imported it shows up in the named properties
hmm yeah, the rtm added to the named property
blender toolbox for example has a dialog for adding the vector values
so they get written into the rtm
Y axis negative values go forward
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
whats your scale here?
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
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 🙂
it would be more beneficial to fix the setup so the rtm export works right
yeah, thats correct
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 !
M4
SPAR
Does your weapons model. Cfg have hide and unhide animations for the magazine proxy?
The magazine movement is part of the weapons animations.
there's a config parameter for weapons magazineReloadSwitchPhase that you will probably need to match on your M4 with the value on SPAR
Thanks. Yes it does have an hide and unhide and playing with values I managed to have a smoother transition, but still the magazine itself does not appear in the hand (before being inserted in the rifle) as for the SPAR.
Thanks, I have tried different values, but I don't really see a difference so I removed to let inherit from the Spar classe
Does it appear in wrong place then?
Can you take a picture of where it appears at? And also for comparison of same phase with the original weapon?
Good point! I'll look into that once I am in front of my computer
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:
(and those translation animationS are in the model config)
the hide timing may not be correct then
but also man that hand is not in right place in the original animation either 😅
Is there somewhere online a central location to find animations? Sorted by category, subject?
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.
No
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)
Not really much that can be done since the animations work by blending the hand positions from the RTM with the pose character is in.
And since you pose needs twist of wrist to work right, it can not work right
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.
okey i got what you mean thanks
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?
no guides
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
So, there are a few things I'd be interested in:
- 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
- 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
- possible and simply just make a tranlsation type animation for the door parts instead of rotation one
- not possible
at least not for driving
no, just for infantry
as the driving road network does not update
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
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?
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
Does that keep them out if the door is locked?
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
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;
};```
I dont think your hide animation is set up right
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
Ill give er a try. Thank you!
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
This one I knew.
Thank you, these were definitely the values I was looking for. Just trial and error on timing now. Thank you so much!
Worked perfectly with a hide value of 0.2 and unhide of 0.998. Thanks again.
👍
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?
I'd like to ask what these two pictures mean. Especially the first
It is also hard to answer without seeing your ingame result
first one is me moving the hand bones (i guess) up. Second one is normal stance.
not yet exported the rtm
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
I suppose in game it will behave the same
Not true. Even though ingame IK is not also good
Probably the hand roll controls and shoulder angles don't quite match causing different range of movement.
But like polpox said It does not matter that much since the in game IK blend will look different so don't worry about it too much.
For the in game solution you will likely need to do bit of adjustment movement for the whole proxy and the feet separately from the hands.
Oke oke
need a character custom animation (new idle) a new duration in the config? the animation repeats earlier before is finish i think.
Config does not define its duration if I remember right.
But it interpolation Or connecting to It again could be timed wrong.
hmm but in the animationviewer is the interpolate or connect not relevant or is it?
It probably is since it just uses scripting to play the animations
Or you have not exported all frames
so... i created it again. and my animation look better ingame as in the animation viewer... ingame is fine
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
Can't say for sure, but that sounds right to me. Skeleton works on rotations at joints, not translations.
weapon bones included?
Yeah maybe. I try to Connect helpbones and create this with Rotations…
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
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
no simple ways
for me best weay have been retargeting rigs that copy and then adjust the weapons movements of the original animation
Hm no.. i try it with an test skeleton and i have the same problem. Hips is Moving with translation, but not After the hips.
Only rotations After Hips works
what is your skeleton hierarchy in model.cfg?
and in the armature itself?
how have you set it up?
understandable 
I live for pain then
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?
I would move hands back to rest pose.
the blending works for minor adjustments
i found the problem. i export my animations with bvh. export setting without "Root Translation only" works with translation animation. but with root translation only is only the hips moving. but without this is my bone wierd...
the position in object builder without connect is not in the same position as blender
I would recommend fixing your system so you can export rtm directly
i dont know. i cant fixing the rtm problem
why are why are my bullets in this belt-fed machinegun not showing nor show any animations?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
here is the model.cfg
class ammo_hide1
{
type="hide";
source="revolving";
selection="bullet-004";
sourceAddress="mirror";
minValue = -1;
maxValue = 0;
minphase = -1;
maxphase = 0;
hideValue=0.92;``` 
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?
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.
Ok, so I deleted most of it and focused on one bullet animation. That bullet (bullet004) seems to to get teleported back to the previous bullet, but nothing seems to animate it further through the belt. I'm using NIArms as reference, and basically just copied the entire belt animation script in the models.cfgand put the memory points that is in the NIArms sample into my own model.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
heres the entire models.cfg, the relevant animation should be all the way in the bottom
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.
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
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"?
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
Do you understand how a translation animation works, vis-a-vis the offsets and the distance between the memory points?
no mostly ive worked on rotation
Can you show us a view of how your bullet belt looks, with their pointy ends facing the camera? from the p3d
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.
that makes sense, i dont know if thats possible with how my belt looks though
So you normally design your belt with this animation process in mind
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
For example, here's one I made, using 2 translations and a rotation for all the bullets
First of all, sort out your naming. Make it consistent.
bullet001, bullet002
bullet001_axis, bullet002_axis
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
is this in the skeleton section?
that would also mean that i either have to change how the bullet models are aligned then?
No, you are trying to debug something that you say is "not working". So we simplify it down to just one moving part. When that is fixed, we add back in the next stage, such as bullet rotation.
yo is there tech support in this server
What kind of tech support do you need?
this is what ive done by focusing on bullet004, both its translation AND rotation, i am currently ignoring other bullet animations
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
ok so im trying to host a server for me and my friends but when they direct connect to my server, they get stuck in the loading screen
i will recheck if the memorypoints are perhaps named incorrectly or placed incorrectly again
This is a channel to help mod makers on animations.
Try asking your question in a channel such as this one: https://discord.com/channels/105462288051380224/105464980635176960
alright thank you
By putting in two animations you are ignoring my suggestion of reducing it to one, for debugging purposes.
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
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
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
Without you having a working Object Builder and buldozer I won't be able to help much further.
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?
Okay, so I got it working in Bulldozer (not perfect but it moves)
but it still does not animate in arma itself?
omg it worked
just needs alot of editing to make it sure its seamless
hi all
I am a beginner in creating animations. I need your advice and online lessons.
you can just type animating tutorials on google and it will throw bunch at you
and if you add a program name into the search down if you have picked a program to use
like Blender
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"
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.
Yes the crane is and it is possible to make others too
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
Yes
I thought animation could be applied to everything in Arma
Typically rtm is used only in characters. Vehicles and buildings animate via model. Cfg
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
weapons are animated through model.cfg animation config
(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)
So, I should make an RTM with the base skeleton and then config the weapon animation?
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
If the animation for weapons is all config I’ll be alright, but I’ve made animations for the A3 skeleton before lmao. Thanks.
there is few pages about model.cfg on the wiki that explain it pretty well
and there is the weapon sample in Arma3 Samples on steam
those should get you sorted

fixed
whatcha do?
model cfg wasn't set up in the right folder lmao. RTM couldn't find the skeleton
👍 tracks
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?
if it works the way you need then its fine
But afaik you can't do it with the looped property. You can script it tho
Managed to get importing of RTM's directly into Modo going: https://www.youtube.com/watch?v=Q4Mq0fAvNQM
nice
Quick question, is there any animations in Arma with someone writing in a (clipboard,notepad)?
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
I still don't understand why vanilla viewer is so horrendous
thank you just downloaded it
How do sound sources/markers end up in .RTM's?
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.
ModelConfigEditor
Invalid configuration - Missing "AnimationTypes" class definition
Write modelcfg in text editor.
Thanks @desert raven
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?
reverse it in model.cfg
I know how to reverse the animation
But this appears in the game in contrast to what appears in Bulldozer
what animation do you try to do?
if its like rotationX/rotationY etc they for whatever reason are backwards in buldozer, only solution I found is Not Use Them
Rotate the missile launcher upward at a 40 degree angle
use animation type rotation and define the axis with memorypoints
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
thanks @desert raven
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?
RightHand
the minigun grab part proabably wont work
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
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:
-
my gun when i press pause and play on the timeline it changes scale? even though scale and all other transforms have been applied.
-
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
