#arma3_animation
1 messages · Page 6 of 1
its probably picking up some scaling to whatever you have it parented to
you are kinda jumping into very deep end of animating with unifamiliar rig
so it may need some time to get familiar with
If that’s armarig then it’s pretty finicky, basically use the purple arrows for anything elbow, the green circles should usually alt R’d as they cause a lot of fuckiness
And move/ rotate the red (move for arm, rotate for wrist but use it sparingly)
I also had the error with the small weapon thing, you gotta make sure to apply the scaling before starting to animate
Apologies I should of updated yall I've managed to get a half decent anim going
Ideally what id like to apply now is a sort of "shake" because right now it looks too fluid and rigid there's nothing organic about it the character seems unaffected about the actions hes doing when realistically the weapon and him are gonna be effected by shifts in weight, movements and how the character would attempt react to those.
Made in Blender 2.79
My animation from January 2020
P.S I NEED MORE CAMERA SHAKE!
This could just be camera shake though looking at it
Seems you need to know how model.cfg (aka weapon animation) works. That unfortunately is not how it works even, an RTM does not record a weapon animation
Regarded to making your animation better, you really need to take a look of some principles of animation. If you want to take a look of a bit length of video, better to take a look of "12 principles of animation"
i thought an RTM is just armas equivelant of an FBX animation? only basing this off of the fact that you convert FBX's to RTM's using the Toolbox
And do you have any particular YTBER's you find helpful?
Also again forgive my ignorance i am new to animating
It is not even related with your ignorance you say. Actually, an RTM does NOT record any weapon movements - weapon movements are defined in elsewhere
Which is, it's painful to say, but not fluid
the weapon model (p3d) follows the weapon bone of the RTM
the movement of parts inside the weapon model is handled via the model.cfg for that p3d
as to how to make more stuff happen in your animations, 😅 is a bit tricky question to answer without going deep into different techniques you can use.
so the way ive just looked it up is the RTM handles the character side of things the Model.Cfg handles the actual weapons anims
so before when ive been doing animations for my xcom mod thats what ive been defining using the memory points and the corresponding code in the model cfg
is that right?
yes
Sweet
that is how the modelc.cfg animation work
ok thats actually not too bad lemme guess biggest PITA is going to be doing the math/s side of things for getting the movement to work?
translating that into blender can be a chore but it is possible to replicate same stuff in blender so you can match the movements of rtm and modelc.fg
or can i work around that by changing the scale between the memory points
there is no scaling of memorypoints
there is also a model.cfg frame exporter out there that can write a frame by frame translation of bones out of blender
that can be used for complex movements
ok
so id need two times animations minimum then for the reload (not including the blowback action of the charging handle during firing)
translation action backwards & forwards for the charging handle
translation action on ...axis for the mag as well as the return journey
that sounds useful as having to input it manually sounds like a laborious chore
model.cfg animations are typically meant for "simple" mechanical movements driven by various engine sources
you may have noticed vanilla weapons hide the magazine very early on
since that is simpler to set up
it is possible to make animation where the magazine is visible all the way but that it challenging to set up
there are considerations for how it works in prone for example
since the weapon model.cfg only does 1 set of movement and in prone that often can lead the magazine going way under ground
so for example the blowback action of a bolt on a machine gun how it moves backwards and forwards or the rotation action of a gatling gun that sorta thing
yes
or wheel wheel and turrets turning
on the other end of spectrum we have magazines movement from the weapon to the body and from the body to the weapon
all the while the weapon itself sways around on the hand
which is not really practical to set up in model.cfg
unless you have a system that exports it out frame by frame
is there any way for me to get the default start poses (like the idle for holding a rifle or pistol) from arma onto an armarig
like this
Check Arma 3 Samples. But anyways you don't really edit it because importing RTM cause every bone constraints disabled
that can be worked out too, or separate reference character can be used in the background.
but that stuff can get a bit technical so may not be so easy at the beginning
pistol animation you generally dont want to alter anyway since there is very little you can do due to the pistol proxy being glued to the right hand
i literally just need some animations for if a guy is injured while holding a pistol or unarmed
because right now they will pull out an imaginary gun and then play the animation which sucks and takes ages
Won't make things any simpler though.
Quick general question, I haven’t ever done reload anims but am curious to take a look at it. Noticed that the old versions of the blender rig have a Magazine bone while the newer ones don’t. Wasn’t sure how I’d go about that.
Magazine is part of the weapon model. So not animated via the reload rtm.
Is there a Left version of this animation
No
Hey folks, i got a strange issue going on: for my custom vehicles i made some custom animations for drivers, with annexed kia anim when they get killed. Everything works fine with those, but with my gunners it doesn't for some reason. Gunners animations work yes, but if i shoot directly to the gunner itself, it will not take any damage nor any visual damage, while if the vehicle blows up or if i shoot the gunner through the vehicle, then he will die, but the kia animation won't be there, the gunner instead will die in the unconscious stance, appearing under the vehicle. What can be the reason?
Typo in the config?
No connection parameter set up to connect alive state to killed state?
Killed state not actually correctly set as killed state (config inheritance)
Come to mind
mm, im gonna post two short clips and the relevant part of the config for the anims
because the strange thing is that the gunners can be killed only at the waist level, now that i checked more deeply. While such a problem do not exist with drivers and codrivers
class CfgMovesBasic { class DefaultDie; class ManActions { TNO_BTR152_SG43_High_Gunner = "TNO_BTR152_SG43_High_Gunner"; TNO_BTR152_driver = "TNO_BTR152_driver"; //KIA_TNO_BTR152_driver = "KIA_TNO_BTR152_driver"; }; //class DeadActions //{ //KIA_TNO_BTR152_driver = "KIA_TNO_BTR152_driver"; //}; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class States { class Crew; class TNO_BTR152_SG43_High_Gunner: Crew { file = "tno_gcw_trucks_sov\BTR_152\anims\TNO_BTR152_high_gunner.rtm"; speed = -30; interpolateTo[] = {"Unconscious",1}; }; class TNO_BTR152_driver: Crew { file="tno_gcw_trucks_sov\BTR_152\anims\TNO_BTR152_driver.rtm"; interpolateTo[]= { "KIA_TNO_BTR152_driver", 1 }; leftHandIKCurve[]={1}; rightHandIKCurve[]={1}; }; class KIA_TNO_BTR152_driver: DefaultDie { actions="DeadActions"; file="tno_gcw_trucks_sov\BTR_152\anims\KIA_TNO_BTR152_driver.rtm"; speed=0.5; looped=0; terminal=1; connectTo[]= { "Unconscious", 0.1 }; soundEnabled=0; }; }; }; class CfgMovesWomen: CfgMovesBasic { class ManActions { TNO_BTR152_SG43_High_Gunner = ""; }; };
those are two short clips which show the weird gunner exceptionality on this issue
oh shoot
wrong vehicle
Does the gunner proxy exist in firegeometry lod?
yes, https://pastebin.com/cS12dU8c pastebin of the correct vehicle which uses a dead gunner animation
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.
Does the gunner animate beyond the vehicles bounding box when turning out?
turning out? I'm afraid i have not understood this quite well. Gunner does not turn out, actually i have forcehidegunner=1 in the mainturret parameters
Sorry misunderstood that.
I guess it is probably related to the main turret parameters
Otherwise I don’t see an explanation
Vehicle inherits from class truck_F, if that matters. Gonna check the aio for comparisons
Is the cfg moves and derivates ok?
There maybe is parameter to control if I gunner can be shot now that I think of it.
Soz I'm on phone so can't look at them very well at this time
nice, gonna focus on that, thanks HG
Tried to change force hide gunner to 0, but ofc it has no effects
Fixed, raised proxy in fire geo
Did it not match the res lods?
No it matched. When i export the rtm i found out that the proxy needs always to be placed at the center of origin in OB. It is probably something i need to change, but i have not understood well atm how to export an rtm "correctly", so to speak, so that the animation is tied to the proxy location in OB correctly. But as of now, i found out this system im using has this limitation in these instances
Ah
Yeah that's not right
Ask me again next week when I'm at my computer. I'll post some stuff
Alright 👌
Has a weird issue trying to animate my cyclic in my Chinook. Think it has something to do with adding a sheet to my graph for the ramp, but the Share sheet (workspace duplicated from Mi8) manages the cyclic/pedal animations for the vehicle. My cyclic properly animates in the animation editor, but in game is static. How can I fix this issue?
So footpedal is not animating? AFAIK it is really a normal behavior in Standard Flightmodel. I've never seen it working out of AFM
I got it working a while ago, both aren't working and stumped on the reason. All nodes seem to be active when looking at live debug
By a while ago I mean a month ago, but I removed the functionality due to desync between character and vehicle anim - trying to tackle it again and not sure what I'm doing wrong haha
Also I'm on enfusion, used discord quick search and thought it brought me there... I hate fuzzy search
Urm... okay
Collective: source = "collective";
Cyclic: source = "cyclicAside"; and source = "cyclicForward";
Pedals: source = "rudderRTD";
Polpox is correct that helicopter pedals only animate in AFM.
I posted in the wrong channel - my bad, but thanks for the attempt to help me!
Speaking of, I actually miss that feature in A3 anyways
I am maybe forgetting a step, but I am importing from matrices for Arma 3 Samples\Addons\Test_Character_01\A3_character_example.p3d to view an RTM in object builder but it doesnt change the character. I know teh RTM works casue in game it does, was just tryna use object builder to test. Is there something I am missing?
"change the character?"
when I mean change the character I mean shouldnt it show the animation in the viewer
Have you selected a frame of the animation
Which RTM do you load
sory for late reply, ah its one of my hand anims
Then I'd say make sure your RTM is properly exported
How did you export that RTM
Or, if you load an RTM from, like Samples, does it work?
it should be properly exported because pboProject doesnt give any warnings and it works in game. Unsure what other way to check if its proper
I will try to load an RTM froms samples , the ones in \Test_Anims correct?
yeah the samples one works
It does mean indeed your RTM is not exported well
i'm trying to get a custom dance animation to play on the player and i'm not sure if it's the RTM that's borked or if it's something to do with the config. i've never worked with anims more interesting than a handAnim, so i'm a bit at a loss
Tell the issue
it's using ace_selfactions to call a script
i've also tested it using the debug console
other animations work fine using the same syntax
Can you put it as a plain text because I'm on the phone
yeah
class cfgMovesMaleSdr: cfgMovesBasic {
class AmovPercMstpSnonWnonDnon_falling;
class bcg_fortnitedance01: AmovPercMstpSnonWnonDnon_falling
{
variantsPlayer[] = {};
forceAim = 1;
speed = 1;
file = "BCG_Anim\data\skinwalking.rtm";
looped = 1;
minPlayTime = 3;
disableWeapons = 0;
ignoreMinPlayTime[] = {"Unconscious"};
soundEnabled = 0;
canBlendStep = 0;
ConnectFrom[] = {"AmovPercMstpSnonWnonDnon",0.1};
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"AmovPercMstpSnonWnonDnon",0.5,"Unconscious",0.2};
InterpolateFrom[] = {"AmovPercMstpSnonWnonDnon",0.5};
};
};
class cfgVehicles {
class Man;
class CAManBase : Man {
class ACE_SelfActions {
class bcg_anims {
displayName = "BCG Fortnite";
icon = "";
class bcg_Dance {
displayName = "Skinwalking";
icon = "";
condition = "";
statement = "[player, 'bcg_fortnitedance01'] remoteExec ['switchMove', 0]";
exceptions[]={};
};
};
};
};
};
oh, has it changed since... whenever kka3 made debut?
It never changed
ah, then i missed something in config, gonna look it over again
i did indeed miss a line, oops
class cfgMovesMaleSdr: cfgMovesBasic {
class States {
class AmovPercMstpSnonWnonDnon_falling;
class bcg_fortnitedance01: AmovPercMstpSnonWnonDnon_falling
{
variantsPlayer[] = {};
forceAim = 1;
speed = 1;
file = "BCG_Anim\data\skinwalking.rtm";
looped = 1;
minPlayTime = 3;
disableWeapons = 0;
ignoreMinPlayTime[] = {"Unconscious"};
soundEnabled = 0;
canBlendStep = 0;
ConnectFrom[] = {"AmovPercMstpSnonWnonDnon",0.1};
ConnectTo[] = {"AmovPercMstpSnonWnonDnon",0.1};
InterpolateTo[] = {"AmovPercMstpSnonWnonDnon",0.5,"Unconscious",0.2};
InterpolateFrom[] = {"AmovPercMstpSnonWnonDnon",0.5};
};
};
};
this looks better then?
as for the speed, minPlayTime, what should i be basing those values off of?
i see, thank you!
i'd assumed as much, though the values i was referencing were a bit confusing
that's what i'm seeing, negative values
if the animation clips through the floor, would that cause it to force cancel?
No
okay, then something else is borked.
Maybe minPlayTime, but I've never played with it
Or it is connected to other anim unintentionally
that's possible
though all of these animations with wildly different runtimes have minPlayTime set to 1
I always leave To[] values blank if I'm just making a "fun" anim
Also action = "NoActions" (can't recall the name rn)
so ConnectTo, InterpolateTo
Yup
should be empty?
Yup
Ye
epic, ty
waiting on an updated rtm from my buddy, he needs to move it up a meter lmao
action is also important as it defines "what state I am" and connect the anim to others
In this case, you don't want it
then it not being present shouldn't be a problem?
It is. Because it is inherited
should i assing that an empty string, then?
NoAction or NoActions, can't tell which is correct
i'll check biki
afirm
NoActions
aha the animation plays now
albeit slightly fucked but that's just speed now
and height lol
@fast canopy final question
is there anything i should be doing with the animation to stop the camera from following what seems to be the pelvis? the anim i'm working with does a bunch of squatting and it's a bit jarring
In Third Person?
yeah
That is a part of bone, so RTM thing
i have changed the camera's parent from pelvis to root
well not me, my buddy that actually knows how to animate and use blender for animation
You can't alter bone hierarchy in model.cfg
it was changed in the rig
idk what was done but it worked
anyway here's this atrocity
I see
Anyone know if it's possible to seamlessly transition from an animation into aiming down sight?
without aiming?
Yeah, so say you have one animation, which would take the rifle from a compressed position, then you'd play an another animation which would drive it out, and "seamlessly" into the default presented state, and aim down sight
no dont think thats possible
or well
was there a different action state for aiming 🤔
if there is then yes you might be able to make a transition animation
multiple different animation states can be between 2 actions
if they form a chain from action A to action B
so action A is animations state "anim1"
action B is state "anim2"
but anim1 connects to anim3 that connects to anim2
thus transition from action A to B plays anim3 in between
so solid mayhapsornot
Hello! Does anyone have information on weapon animation in Blender (besides videos that are 7-10 years old)?
What kind of weapon animation you mean? model.cfg or RTM?
Also that video can be reliable, no tech are really updated since then
Well, at least Blender has been updated a thousand times. I need an animation, how should I put it... the hand positions on the weapon and the reload itself.
So both RTM and model.cfg
Even though Blender is updated, nothing is different on Arma side. If you have a question on Blender side, you can check multiple documents also
So where to start TBH. You really need multple knowledge to get start
Do you know
- config works
- proper PBO making process
- Blender animation
- debugging process
- P3D and model.cfg editing
To be honest, I’m asking more for a friend. He has experience in animation in Blender, but there are no step-by-step instructions anywhere.
Okay, tell him to come here
My goal is to find out if there is any step-by-step instruction on how to do this, preferably with pictures or videos
He knows about the existence of this channel, etc. But, sorry, half of the information here may be somewhat useful, but there are people who literally don’t know where to start
That's why I told you to tell him so
Unfortunately nobody really done a comprehensive something because it's too time/resource consuming and hard
...That's why we just put our brains gathered
Okay, I understand that this information doesn’t exist, thank you for the answers. It’s just that if he writes in this channel, there will be a thousand questions. Personal communication is needed for all of this.
Indeed. There are seriously tons of untold knowledge
Well, judging by the mods that exist in the workshop, someone clearly possesses all this knowledge.
Including me I guess
If you or your friend is after a very confidential anything, like CDLC, yes. Otherwise no
Sorry, but I don't know what CDLC stands for, specifically regarding animation only.
CDLC is not an animation thing. It's Creator DLC
Sorry if there are any inaccuracies, because I communicate with you through translators. I'll try to ask again.
If we have questions specifically about animations, can we ask you questions personally in the discord?
Global Mobilization, SOGPF, CSLA, Western Sahara, Spearhead 1944, Reaction Forces. They are CDLCs, which is professional Mods (well sort of)
I am asking that, is it that confidential to hide from everyone
Do you need to keep it secret for literally everyone? If yes, I can't help you even
There’s nothing secret, it’s just for convenience, because many questions may arise.
There is no benefit to keep it secret if it is
Okay, I understand you, it's just that if more people write here, it will be difficult to find information later.
Is there ANY up to date visual tutorial which will show how i can create weapon animations for my custom gun?
I want to do it via Blender, is that possible? I saw a few very old Windows 7 tutorials, but this all looks very different, and they do not really show what i need
no for tutorial
yes for blender
What files do i need for this?
files?
also the old tutorials show the right stuff, buttons just may be in slightly different locations
Yeah but i have to rig the animations for Arma - i need somewhat of a character model so it fits Arma?
you can use macsers Armarig
I belive it still works alright
though I never remember if the weapon bone name was fixed to match the model.cfg
"Weapon" vs "weapon"
that is quite simple to fix on your end though
ill try my best ^^ ty for the help 🙂
oh there is actually one guide in the pinned messages if you want to check that out
ah but it has expired
@worldly osprey you dont happen to have your tutorial as pdf or something?
Uhh, LAxemann - that name is very familiar 😄
hes been around for a while
Yeah i know ^^ many great mods
I actually still have it! 😄
Might be a bit outdated though
Working pretty good for now! ty again 😄
thanks! new pin in place
Is it okay if my weapon is not directly facing straight forward but just a milimeter hanging down and maybe right? And also how important is it that i 1:1 match the combat stance?
I think i understood it with the keyframes - but it still looks pretty laggy - is this because i have not yet rendered the animation?
For some reason i can not render the animation since i dont have a camera? there is one, but i guess its not a camera?
render it?
why would you render it?
Yeah, i saw in one tutorial to render the animation to view it smoother?
But i can also not export to rmt :/
So it should be this "laggy?
I dont know, you made it 😅
well dont seem laggy to me at least
have you assigned the list of exportable rtm?
do you have the armatoolbox addon installed?
yeah i did not 😄
My bad 😦
I still cant export 😦
why not?
idk - thats what i am asking 😄
I mean you got rtm export there at the bottom?
you got 2 versions of the toolbox addon installed
one of them seems to be working
I dont have any export, only in the blender export
I have this
https://github.com/AlwarrenSidh/ArmAToolbox
WTF
bruh
the top ones are from mrclocks version
it probably needs different thing tabbed active
sry for the ping then 😦

Is handanim = static pose?
Is there a lot to keep in mind when trying out the animation?
It looks like this 😦
how did you pack the pbo?
😮
yet another tool for that 😅
whyy
anyway
the animation issue typically is caused by the earlier mentioned weapon/Weapon bone name mismatch in the rig
so swap the bone name in the blender rig from Weapon to weapon or weapon to Weapon depenging on what it was
I cant remember which it was supposed to be off the top of my head
also its possible that pboman cant process feed rtms right into binarize
or it does something else funky to make a pbo 
you also should need model.cfg file with the arma skeleton defined init next to the rtms
and rtms should be in their own folder
oh alr
Heeeeeey 😄
Somewhat working now 😄
if you dont want the right hand wrist to break so badly you can try align the hand down a bit and play with the fingers to get the grip right.
unfortunately how the poses work hands dont quite like to align naturally with all types of weapons
Yeah ill micro manage the pose now - i think the scale of my gun is also off a bit
Any help with this? The weapon offset is my own fault - but i dont get the arm :/
is there a maximum scale for weapons? i thought that the weapon was to small so i increased it by .1
The HandAnim is relative to the weapon bone. Make sure your model in Blender is aligned properly
Ah yes, i have not reset scale and location - i guess thats the issue
thx - found the issue ^^
is the HandAnim for when the weapon is raised in combat stance and that lowered state?
Both
Handanim is blended with each underlying stance character is in
Ah alr so its the “main” animation and i just add stuff like reloading or pulling the bold
hand anim interpolates the hand positions in relation to weapon bone with the main animations.
reloading animation can move whole body
there is no default reload, so for that you do the whole sequence
it overrides the underlying pose
handanim and reloadaction are very separate things
Ah okay
But why aren’t there any official recourses from BI on how to do this? Ill have to export the animation and always double check with other weapons if my animations are the same - currently my arms and shoulders are of by just a few mm’s - pretty tedious work 😄
Dunno. There is unfortunately a lot that has no official documentation.
I have a problem. I have the animation correct in my ArmaRig and export the RTM with one keyframe, as a "Static Pose" and "Clip Frames to [0,1]"
Scale of the weapon p3d is 0,0,0 and the scale of the 3d model is also 0,0,0 - location is also 0,0,0 for both
The name of my animation is correct. For some reason i get this warning? in the rpt file:
"Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening."
Would anyone have an idea what my issue is?
Seems like i fixed it - i was using a wrong p3d lol
but any tip on how i can fix that hand?
an inclined grip like that generally doesnt work well with arma
you can move the p3d model forward, and adjust the hands again
basically the hands like this, just push the p3d model forward so it matches the hands
for a reload animation is there a way to ignore the rtms spine,spine1, and spine2 information? I dont like how the character goes from forward leaning to having his back straight as he reloads and I thought I had the back leaned forward enough but I guess not
you can try changing the mask
I am not too experienced with editing them, is there any existing ones I should try or should I bite the bullet and try stuff
Yeah existing reload animations use 'handweapon' or something
Don't rotate the base rightHand bone down. Keep it so the wrist is still poiting towards the elbow as much as possible and only rotate the finger bones - rightHandRing (important one), rightHandThumb1, rightHandIndex1, rightHandMiddle1. Does seem unnatural to bend the index and middle in directions those fingers don't bend IRL, but the results are better than the wrist breaking under IK
Ill give that a try when im home again! Ty 🙂
How can i fix my character from changing the finger in combat stance? i want it to be the same as the lowered position 😦
ah mistake I always make 😦
Oh no.. 😔
If i want to animate a Magazine being pulled from the gun ill have to add a proxy and add the MAGAZINESLOT p3d to that proxy (similar to zasleh i guess)
But now my question is, do i leave the magazine (and bolt since i want to animate that as well) joined to the makn model, or do they have to be separate?
Your call. A magazine can be modelled into the model itself, or can be proxy'd
If you separate them and proxy the magazine.
That means the magazine can have its own model, and loading magazines from other mods, will show their model.
Which IMO is the better way
If i use a magazine from another mod, will it fit with my animation and model or can that look „funky“
I would imagine that it might look weird since maybe the scale is off?
Theoretically i could use my model, but allow other magazines to be loaded with my weapon, right?
There is a standard for aligning the magazine, so that all magazines that follow it will fit
If your weapon is special such that another mod would not have magazines that fit, it wouldn't matter.
But maybe you, yourself want to make other magazines, that look different and fit into the same weapon
Yeah, ill try and see, but i want to use Spearhead magazines with my weapon (not add new entries to cfgMagazines 😄
If i want to animate the crew slots in a tank, do i also use ArmaRig for it?
Currently it looks like this 🙁
yes you can use the armarig for that
if you position the rig (in object mode) in same place as your proxy the animation exported from it will match
Ah cool! Ty 😄
Why would this „teleportation“ at the end happen? How could i fix this?
My animation is properly setup (im pretty sure since i copied the start to the end)
change timing of the unhide animation
Uhm. Whats that? 😄
the magazine is hidden/unhidden by an animation in the weapons model.cfg
that hiding/unhiding needs to match the movements of your reaload animation
unless you mean something else
with the teleportation
Ahhh its probably inheriting the thing from the weapon im currently using as a foundation i guess
Is there some sort of tutorial?
That at the end the gun moves a bit to the right and down
As in game? Man why does BI not offer the stances…
Or am i even supposed to recreate the stance in ArmaRig?
they are not exactly easy to work with anyway
well theres 2 options basically
- is that you get mikeros subscriber tools and dertm the vanilla files so you can import the rifle holding stance as base
- you tweak the animation pose and the animation blending in the action config
Uhhhhhh… 😄
I dont think that option 1 is allowed?
If it is, does mikero offer documentation?
rightHandIKCurve
leftHandIKCurve
and
mask="handsWeapon_contextAnimDrive"; are relevant parts
mikeros tools are all documented yes
Well i dont have that right now 😄
I only added handAnim and reloadAnim since i have not found anything that would explain me everything else
But allowed? I dont think so? 😵💫
it is in this context
Oh, okay - would i be able to ask here again if i just dont understand it? 😄
If i have it once, i can probably reuse it for all my other weapons 😄
the IK curve dictates time/strength the underlying stance+weapon handanim blend with the realodaction animation
like so that you can detach left hand from the base stance
and the mask dictates what bones and at what strength they are blended from your animation
you can lessen spine bone movement from there for example
and see if that works alright
Oh man.. that all sounds hard 😄
with the RTM import youll need 2 rigs and youll use second to import the arma stance
as a background reference
because importing disables constraints and such and while they can be turned back on for animating, that may be difficult for someone not so versed in the program
Haha ill screenshot your messages and try if i can solve it tomorrow 😄
But im pretty sure ill be back here asking questions again 🙁😄
Even with this it did not fix the issue 😦
This teleportation is still there, and with rightHandIKCurve leftHandIKCurve its worse and my animation is not played correctly
Or do you maybe have a link where i can read about this? I have not found anything
arma animation stuff is not really documented
maaaaaan 😦
How am i supposed to fix it then? 😦
experiment Id suppose.
Even the samples dont give any advice
Welcome to arma modding
i guess my best bet is to go to the Arma forums and asking for help there? 😦
Or ask it here
Well i dont know what i am supposed to ask since i dont really know how to describe my issue 😦
My issue is this, that the gun at the end of the animation teleports to a different position then i have it in my animation.
Yes my animation is properly setup and the beginning and the end are 100% the same.
Yes the HandAnim is the same as the beginning and end of my ReloadAnim
I have tried with rightHandIKCurve, leftHandIKCurve and mask="handsWeapon_contextAnimDrive"; but this made the teleportation either worse or it was the same.
I was sitting there yesterday for about 40 minutes trying to "finetune" the rightHandIKCurve and leftHandIKCurve but i never achieved something that would fix my issue. So i am pretty much clueless now on how i could fix this.. Attached are my ArmaRig blender files if someone wants to take a look
you can try using a maks have 0 weight for head, neck and spine bones since it looks like those dont align properly at the end
you can see the view change at the beginning as the head pulls back a bit
and thats what it returns at the end
if that even is what you mean by the teleportation
Ill try that weight thingy - yes, the bones might not align correctly - but there is no way for me to 1:1 replicate the bones - already tried my best here 😄
I mean what it does do with animation
stringtable is text file
notepad (++ recommended) can do it
but yes wrong channel probably
Hey thank you, I forgot I was in wrong channel
hello yalls, on a serious note, how can i fix the transformation on the rig after i moved the centre point of origin to where the proxy should be?
im talking about a custom animation im making, simple driver action for pilots
because this is what i get when i export the rtm, binarized and packed with pbo project
all previous animations which had the origin point un touched worked fine, except these, where the origin point for the armature has been moved where the proxy should be
i noticed i do have this weird "object transforms" in the dope sheet, which isn't there for the previous working animation i made -the ones where the origin point was not touched at all-
scale of the armature is 1,1,1 and keyframes are reported in the export list. So, i am totally lost here
i exported the same rtms when the origin point was at 0,0,0, with the same config, and they worked except for the get in action taking place where the proxy was, so in the middle of the helicopter, which isnt correct. But by moving the origin point to where the proxy should be, now the get in action run in the right place, but the animation is messed up like showed in the pics
now that im back on computer. 😅
Is the proxy in your p3d in correct place at the seat or is it at he middle of the helo still?
it looks to be in right place in blender
but did you fix it in p3d
I just got helped and the solution was not to move the origin point, but the model itself. Moved it to the origin with coordinates 0,0,0, and built the anim there. Then its just a matter of repositioning the proxy in the actual p3d by matter of trial and errors
hmm
thats not great
the animation should be exported from the armatures model space
its location should not need to be at 0,0,0
there should be 0 trial and error needed
Ive done multiple 100% accurate crew animations like this
the armature is at proxys position and exported rtm is written from the armatures object space
which toolbox did you use again?
i use the one which is updated with the 3.6 version of blender, armatoolbox
Do i need to do a prone reload animation? And if yes, do i just have to “lay down” the ArmaRig dude and keep my handAnim?
Yes, unfortunately
well you dont have to but the guy will break his back when reloading prone, so it looks Bad
Haha alr - pain.. 😔
do houses support selection specific attachTo memory points?
like if i wanted to attach something to a door and make said door open and close with the attached item?
Yes. But since house simulation is slow, you won't see it smoothly
hrm
lemme get a video then one sec
for le specifics 
forgot to pack lol woops
i assume the selections are set up right since the animation is going off properly ; w;
but character just warps to object's 0 instead of selection's zero
You sure the mem is animated? Not selection in vis LOD I mean
i would hope so sence it shares...wait a second
so hear me out
if i say
forgor tentacle memory point
but wouldnt it still jump to the tentacle_tip's pos?
even if the anim didnt work, id still want it to teleport to the tentacle' selection ; w;
Since I can't read your code you've shown in the video on the phone, which mem you use
Or rather, code itself
the code for the trig?
Yes
Missspell
in attachTo
haha
i think i had it spelled properly one of the other 50 times i wrote that line, but i might have had everything else set up wrong
fingies crossed!
we are victorious
would you recommend making it a vehicle or something for increased sim speed and smoothness?
i dont think its too much of a problem
ty fo the help, now to make this all a function
Maybe Invisible simulation
ill try dat now
if non then ill just make an anim for arma man to go up with the tentacle, at least then the player will b able to shoot it
Please, what am I forgetting to click in order to display the static pose in OB?
It used to work in the past but I can´t remember anymore
cheers
Hey guys, if i want to make an Animation for a Tank driver, is there much to keep in mind? I have positioned him how i want him to sit, and made a static pose
do you have the tank as reference model in the scene?
Yeah ^^ i placed my ArmaRig just how i wanted it, made a Keyframe at frame 0, have 0-2 frames and exported as static animation
if the rig is at the location of the proxy then that should be it
Could it be that i use a wrong proxy? I use P:\a3\data_f\proxies\crew_tank01\Driver.p3d
1 frame should be enough too
proxy only defines the location where the character gets glued on
My guy is just standing 😄
the config defines the action that makes the pose
then it means your animation config is not right
:/
assuming the rtm is
you can also try clearing the animation cache folder in the arma3 profiles folder in user files
sometimes that bugs and dont load new animations right
This is how it looks - i changed it to 1 frame, made a keyframe - anything else that i could do wrong with my RTM?
common error - typo in config..
ah the classic
what could i be doing wrong here?
Scale, Rotation and Location are 0,0,0 on blend file and ArmaRig weapon - i tried with static pose and not - i got it working for my MP41, but now i broke it? 😦
Hey folks!
I'm completely new to Arma mission making, I've spent the past week making a mission with OPTRE but for the big climax I'd like a spaceship to 'fly in' to a defined position upon a trigger activation. I've been pointed to you guys, how would I achieve this?
Probably mission keyframe animation thingy
Sorry, I don't know what those are
Google will help
"pay for my Gfuel addiction"
Crazy
is there a reason my animation is blending back to its first frame at the end?
might b on blender end of things but im wondering if there's an attribute im missing that prevents it?
ah, i figured it out, forgot that absence of attribute inherits the parent class' value
i cant send my code
😦
is there any particular reason adding any classes to my CfgMovesMaleSdr set up causes all animations to break in game?
what i have here works, but any additions causes the state machine to implode
Depends on how broken it is
so it must be broke right? ; w;
I am saying depends on how broken it is, means you need to explain how it is broken
Your first resort is deleting AnimDataCache in your profile (or its parent) folder
What is?
here lemme get the vid first
so all i did was add an empty class that just inherits from the rock class, i've tried more "proper" class entries before but no matter what i do, it breaks the game's state machine...
uhhhh
well now i cant get a video
because its just randomly working even tho i didnt do anything
You still need to take care of my advice, don't you think
ye i want to try that, let me add the ace action rq to make sure im not crazy
is it really that simple? ; w;
Try it first. Complain later
im not complaining, im happy ;A;
At least you didn't tried it yet
i cant find this?
Profile folder, where you usually see your RPT
oh so appdata local
found it
i thought you were talking about my arma profile lol
okay now what?
Play
just fire the game up and see?
oke

is there any specific reason that worked and do people who use my mod have to do the same?
The broken cache
was it caused by an incorrect config entry previously? or can it just happen?
Somehow it does. Don't know why
im happy because i thought i didnt actually understand any of what i was doing ; w;
started to really doubt myself haha
ty for the help again o wo7
if i wanted to move my character's backpack around would i just add a bone called backpack?
i've seen hiding backpacks like when you get in vehicles
but there's also that backpack on chest mod
but i think that just yoinks your bag and attaches it to your chest?
-< is there a way to wiggle it around during animations?
can not

backpacks are weighted to various parts of character same way as uniform or vest
honestly you can consider most things being invented already.
if it does not already exist in some mod. likelyhood is that it cant be done
It's okay, I think it would be a bad idea anyway since I want to make it compatible with Spartan skeletons and some mods have their shoulders as a backpack
not saying there could not be something undone still
but just if you come up with some fancy idea, dont get your hopes up too much
😅
But if I turn the ship 90° vertically it will solve the problem
noo
like I explained on webs discord it wont work
in case you didnt read what I answered there
😾
Anyone know where I can find a good bomb defusal animation in base A3? Been looking around the animation editor but can't find anything
how do you define good Id suppose. There the mechanic one kneeled down fixing stuff
That would even be awesome. I saw a healing one which I figured I could jiffy but still just kinda seemed meh
You can probably take a medic anim and call it a day
yeh
Does anyone here know how to create custom weapon animations? Im using ArmaRig and make my Animations there. They look alright and i would be okay with them working ingame.
Sadly once i export them and pack my addon with Addon Builder the animation never looks the same as in ArmaRig - is there any way to fix this?
Post what you expect vs what you got
one sec
just noticed i deleted my reloadAnim ArmaRig 
In that case there is nothing to show :/
But it always feels like my hands are not following the hands in ArmaRig - as if they are glued in place (ingame)
My point still stands
are there any guides specifically on how to set up a gun to animate it for arma? I'm looking at the video in the pins that covers animating weps in blender right now but I'm asking more about what I would need before that point, like what way to rig it generally
You don't Rig. But use the existed one
what do you mean
I don't think there is anything existing in vanilla for what I want to do
Quite literally. You don't make a rig, but use a distributed one, like Macser's ArmaRig
Then what do you want
that's a step after what I'm asking
I have a shotgun I want to animate, specifically 1st person animations for working the pump and reloading it
And why do you think existed rig won't work
I'm not talking about rigging the character, I'm talking about how to set up a rig for the weapon
I have the pre-rigged ArmaMan model already, but before I can put the shotgun in his hands and make him work the shotgun's pump, I need to make it so the pump on the shotgun can move. I don't know how to do that in an arma-friendly way
Have you ever done an RTM like reload animation
for example the guns I've put in-game so far have not needed bones, I think, but they did rely on vertex groups
nope
I am completely new to animating for arma
And do you know how a P3D animates
I do not
Then I seriously suggest not to hop into RTM at this point
pump action shotgun is not the easiest thing to to start animating from 😅
especially since there isnt actual straight engine support for the pumping part
perhaps not, but it's on my plate eventually
Even if it is, you better to start off not from RTM
can you explain what you mean by RTM
rtm is the arma character animation format
vs model.cfg animations for other objects
like vehicles, weapons and buildings
weapon reloads need both
theres the rtm for the character part
and the model.cfg for the weapon
And RTM is complicated to understand even the concept
as I understand pump-action and bolt action weapons aren't actually supported in arma anyway
correct
Indeed
needs scripting to be able to make them work
the main problem I can see in this endeavour is that you cant properly easily test your work in live game
how so
no engine support
oh, right
you would need a scripted solution to go between
to play the pumping gesture in right timing
the optre mod has a pump shotgun, I could probably ask them how they did it
sure
but you basically need that set up before you can test anything
as to rigging things in blender, theres plenty of basics tutorials out there to learn that
point taken about the shotgun, I'll save that for another time
on that side you put aside Arma specifcs for a while and just get to know the animating tools
whoops
keyframing, constraint use and such
didn't mean for that to be a reply
is okay
I'll come back when I can generally animate my guns then
understanding how to model.cfg is important
that part in normal use has no connection with Blender
however there are plugins for Blender that can export model.cfg compatible "frames"
which can be useful
but still a lot of the weapon (or other model.cfg) animations should be done in the normal procedural way
yeah, model.cfg is really important 😄
Its like a magic key to every animation on the weapon. Someone showed me how to "hide bullets" in a magazine - that was pretty awesome 😄
How can i free the right hand in ArmaRig from the Weapon? I need the right hand to do an animation
My point STILL stands
Does it need a chair it may be standing for a while
you need to learn how the constraints work
can somebody tell me where the handanimation for the pistols (P07, rook) is located at? I can't seem to find it - configviewer doesn#t show any entry in handAnim for either of those weapons
Hey folks, quick question: How do I separate a key frame animation into two parts, with the second only playing after a condition is met? Will I need to create an entirely separate animation that just starts where the last ends, and show/hide each animated object respectively? Cheers!
@grim dust You cannot use inline link
Thank you for clearing that up, I was trying to figure out what was no working. I will fix and repost.
Hello! I am attempting to break into the world of RTM animations and have made some progress but also hit some snags. I was wondering if anyone has some wisdom to share on where I might be going wrong in my workflow.
- I've created a very simple "animal" model in Blender, rigged with basic armatures, and converted into a rig. https://imgur.com/p2803d3
- Made a simple "walking" animation and exported it into RTM using ARMA Toolbox.
- Set up a model.cfg to connect with the new rig. https://pastebin.com/ngTin5qL
- Both the model and RTM animation are able to be loaded in OB and Buldozer shows the animation working as intended. To me this implies that model.cfg is working correctly. https://imgur.com/H3wbC90
- Using Test_Animal_01 from ARMA Samples, set up CfgVehicles. Unit shows up in-game. https://pastebin.com/1zkccAcd
- Create CfgMoves based on CfgMovesAnimal_Base_F with help from CfgMovesRabbit_F. https://pastebin.com/nhQNT7Mx
- Mod packs with no errors using pboProject.
- When trying to view the animation in Splendid Animation Viewer, all the listed animations show up, but none of them work. The timeline advances but the unit does not move at all. https://imgur.com/ZAtkShj
It works in OB and Buldozer but doesn't run in-game. Seems to be telling me that it's a config-side issue, but I haven't been able to nail down why. I have also swapped out the model's CfgMoves with CfgMovesRabbit_F, which does make it move, implying the rig and skeleton are okay.
I've been going around in circles for a few days now. If I've goofed somewhere or missed a step, I'd appreciate any guidance. Thanks.
Edit: Solved. Issue was file structure issue and not procedural.
probably they don't use handAnim since they are fitting well in default pistol anim
so their hand anim is probably equal to this "AmovPercMstpSrasWpstDnon"
how do you pack the pbo?
ah pboproject
right
😵
do you have the model.cfg with the rig in the anim folder with the rtm?
model.cfg lives in the same folder as Armature_test.p3d which is my base "animal" model. I followed the example of Test_Animal_01 and where it put its .p3d file. This is how things are currently laid out: https://imgur.com/a/v0Gd15L
try put copy of the model.cfg with the skeleton in it next to the rtm and pack that
I have solved it. I nested my config.cpp and associated #include files inside the model folder instead of my base mod folder. Discovered when I checked the packed .pbo and it was model.pbo instead of Armature_test.pbo.
All that work and I was unintentionally excluding my anim folder entirely. It was a rookie mistake. Thank you, HorribleGoat for your time, and bearing witness to my lack of brain cell.
🤦♂️
ok thanks, will check it out. Definitely makes sense as not even the written config has reference to handanim.
Could someone help me out with the path to the vanilla pistol handAnims? i want to use them for my gun but have not yet found anything helpful in the A3 P drive
if you get yourself a "all in one" config dump file you can search through it easily for things like this
Well since they are all named super weird in the animation folders its impossible 😄
And i have not yet found any handAnim entries in the configs themselfs
handanim = is defined in the weapons class
it just points to a rtm file
though pistols may not even have special ones and use the default
and then you dont really even need to do anything but to just make a pistolmodel
P07_F -> \a3\weapons_f\Pistols\P07 has no handAnim in its config - yeah, i am looking for the default one - is there a path for this?
challenge with pistols is that the pistol proxy is glued to the right hand, so the position of the right hand cant be changed at all
compared to the free moving launcher and weapon bones that can be animated independently
yes
typically people dont bother with custom animations for them
you can move the left hand around though
alr im gonna scrap that pistol them LMFAO
To all who are good at making animations, cos i suck. I was wondering if anyone can try making an animation for a crashing helicopter, where the occupants jump out a few feet above the ground and watch the helicopter skidd on the ground ahead before exploding. It's kind of a mental imagination i thought would look good in Arma 3.
For like a cinematic staged scene that is doable relatively easy.
To do it dynamically so it works at all heights and angles it gets a bit more tricky
Personally I would want to do that kind of thing with the helo model in the blender scene all animated to move the same way it goes in the scene so the jumper animations could be directly matched to it.
hey! this is less of a question about making animations, but does anyone here know any good vanilla injured sitting animations? or atleast, where to find them? im looking through the animation viewer and i just cant seem to find any.
like, having a unit sit down by like a wall holding his side like hes taken a bullet to it?
There are some. The vanilla anim viewer is simply so bad so take third party viewer
Try the one made by this guy👆
A question for experienced animators. I have a modeled weapon and I put it in another mod as a test, I modified the parameters and such, I have the magazines and everything but when I try it the weapon looks fine, everything is normal but when it does the reloading animation the magazine is not seen, any ideas ?
you need to configure your own model.cfg animations with correct magazine movement, showing and hiding animations
I recommend you dont use another mod as test
there may be errors that you get from it too
And with what codes will I make that model? In this case it is a gun and I have doubts because most only use a cfg config
This is what he brings as an example, he told you, but I mean, it still worked for him.
I would recommend stydying the arma 3 samples on steam
and start learning from basics of mod so you can build the config and model.cfg yourself
if you just copypaste you wont understand what you are copying
I understand it, so how did the mod make the charger appear without the model?
magazines can be either modeled directly into the weapon model or they can be added via magazine proxy
That's where my doubt comes in, in the blender example of the same glock there are the proxies but for couplings and things like that the only thing he put in is the magazine_axis memory point, I put the memory points in but a photo is not requested ?
the magazine proxy would be part of the magazine selection that gets animated
I mean the charger is in the animation?
dont know your example so cant really say how its made.
I always recommend starting to learn animations from fully empty model.cfg
so you build your first sekeleton fith first bone in it
then add first animation to it
so you can gradually learn how to piece things together
I understand I'll send you a photo of the original weapon
you can post images here if you complete verification at #✔role-selection and accept rules at #rules
yes this looks normal.
but like I said go back and start from basics one thing at a time
you are jumping ahead too much
sorry jajaja
I know the basics down to memory points but proxy all the way up to sharing animations and that got me hooked
look at mine
that's it
that's what I wear
What's more, the points helped me, everything was normal, relaxed, it points well, it shoots well, when I try it on the gun, it goes well, but it gives me that knock when I reload, I don't see the charger. Could it be the proxy?
?
no proxies are not related to that
you need to write your model.cfg to animate the parts
dont try share animations
you need to understand how it works
not just copypaste
Ok, let me read it from the sample, what seemed strange to me was that it doesn't have a model, but hey, I'll try it.
all animated parts are vertex groups/named selections
they are not separate objects
Would reading and putting together the correct model?
yes
animated parts for the model are same thing
I did that
what?
I would like to know about this
I guess look up armature/skeleton animations and how they are set up
In your opinion, what would be missing?
this?
you killed me there
I didn't find anything referenced about all that.
This is used to assign bones to groups of vertices
yes
the skeleton is defined in the cfgSkeletons part of model.cfg
and animations for that skeleton is defined in the cfgModels part
and the bones defined in cfgSkeletons connect to vertex groups in the model
the blender model?
ok
One question, is there any template to make a reloading animation or whatever?
no. its not really something that can be templated
every weapon is different
What would you recommend to me then?
well you already had the rig. youll need to learn to use it
are you talking about this?
Can I put the charger like this? I put it inside the gun and encourage it to eject and etc.
charger? do you mean the magazine?
yes
when I say charger I mean magazine
or I don't know what they will say there
xd
well yes you can make magazine move but that is done in model.cfg
What do you recommend to animate the magazine or do I do it from modelcfg?
model.cfg is text file
you really need to go study the wiki pages about it
I know it's a text file but my question was do I need to model the magazine in the animation or do I configure it in the text file?
nothing more than that
you do it in model.cfg for the game
and you told me that it is done from the cfg
if you do it in blender you can use that as reference for how to animate the hand
but the model.cfg controls the movement in game
ok
I would recommend getting the ArmaToolbox addon and exporting directly to RTM
I have one that is from the object builder
It won't let me export, the option appears grayed out.
and the armatool gives me an error
@fast canopy sorry for being a nuisance, but how do i like, copy an animation from your animation viewer? and is there any way to tell exactly how long an animation is?
ah i got it, apologies for the ping
am i able to remove the mod after ive done adding the animations to people?
I think they want to apply the Animation then unload the mod and reload their mission
I don't think the animation will still apply on AI if you unload Polpox's mod
yea thats what i was hoping, if not thats unfortunate but i can work around it
I never said Artwork Supporter is compatible with any mission making
Which is, in fact, is not
I'm intrigued on the why is it not compatible ? What is the technical limitation of it ?
Because it is not even designed for it
And mission making is not the goal of it
As, I clearly stated it in the Mod's page
@desert raven
Im trying to make a mod that adds realistic fighting, does anybody know how I could make animations for stances and throwing different types of punched (like hooks, crosses etc.)
The Arma engine isn't really built well for this, and it would be very complex to even start working on it.
There are some simple melee actions available in DLC and mods, but realistically to work on this you'd want to be a very experienced modder with many years experience working with the RV engine.
well I just need help with the animations, everyhting else is gonna be with ACE Medical
well first step would be learning animating (in blender for example)
to make the moves you want to see
Hi everyone ! I'm trying to make a hand anim with OB but when i export the matrices itthrows an error "No coordinates points in proxy....". Why ?
what model are you using to make the animation?
I'm using object builder and character example sample
What steps you've really done?
Here is what is says
I used Armarig to make the hand anim then i imported the character sample and the animation from armarig and then replaced the weapon proxy with the proxy of my tear gas
you dont need to do that
it just needs to be the weapon proxy
or well the rtm itself wont even know about the proxy
just the weapon bone
it does the same error with the weapon proxy
You already said this to me few month ago, but i think i'm doing something wrong
Here is the animation, what is wrong with it ?
is there a reason you run it through object builder
to check it because it doesn't work ingame. Hands are like giant spider
Well it is because you're using AB?
yes i'm using AB
let me try with project builder
What is that
i mean pboproject xD
youll need a model.cfg with the man skeleton in it next to the rtm so it binarizes right too
and in the rig you make the animation with the weapon bone name needs to be same as in the character skeleton
Is is the same procedure for a pistol ?
Yes. Though pistol proxy is weighted to the right hand so there is less that can be done with the animation.
its definitely not working, i must be doing something wrong
any difference to previous?
none
i tested various other things but it's still not working
have you tried clearing the animation cache?
animation cache ?
Search for AnimDataCache folder
i found an animdataCache folder in my temp files, i deleted it but it didn't change anything
Is it possible to have two handAnims for a weapon depending on the magazine that is inserted?
just to know did you manage to make a proper hand anim ? Do you have a tutorial for it ? I'm trying to make mine but its not working....
I dont remember if I've asked this already but is the armature object scale 1,1,1 in blender?
making a handAnim is pretty easy. You should use the ArmaRig for that
https://forums.bohemia.net/forums/topic/161228-armarig-for-blender/
https://youtu.be/dR2ReXC_HPk?si=N3G0Q0iW8or33FeE - this Video helped me with handAnims
A constrained Ik rig built in Blender.Aimed at A2/A3. Intended for use with Alwarrens Arma toolbox. Static and hand anims can be exported direct to PBO. Dynamic animations like walk/run cycles can be also be exported directly with some extra work. Im not an expert on the internal workings of Blen...
In this video I cover the basics of creating an animation in Arma 3.
This example file has been created using content from the various sources cited below.
Example File :
https://mega.nz/#!axQhgQ4b!n8_FwA4uPDduEc_L84GBTfPusRBPgN1fVLOEd5xFtOY
Arma 3 Toolbox Link: http://friedenhq.org/arma-ii/fhq-arma-toolbox-for-blender/
Arma 3,Arma 3 too...
yes, armature scale is 1.0
i'm using armarig but is doesn't work
Whats then issue looking like?
thanks for the kink i'll watch the video, i'm sure i'm missing or doing something wrong
The character looks like this in game
Here is a screen of the pose on Armarig *
Yeah, your best bet is HorribleGoat 😄
Here is the blend file of the armarig
i tried to remove the link in between the right hand and the weapon but it doesn't change anything
what tool are you using to pack the project?
ok so as starting point this rigs Weapon and Launcher bones are named wrong
i'm using addon builder, i need to reinstall pboproject
they need to be weapon and launcher and not Weapon and Launcher
pbo project might indeed help in this
Yeah i had issues with Addon Builder - so i have been using PBOProject ever since
addonbuilder has problems with rtm
Well this is how it is in the first download. So the ArmaRig needs to be updated then :/
well yes. it is faulty in that sense and has unfortunately never been fixed regarding this issue
Could you guys not just make a wiki entry with a guide on how to fix these issues?
I think that would benefit a lot of Modders
next thing about pistols is that the proxy is always glued to the right hand
so it does not follow the weapon bone

theoretically we/I could make a lot of wiki entries
when i make static poses or gestures it works very well, but i can remove the caps on first letter
addon builder might process it all to low caps
one of its things
and rtms for other animations are processed different
from weapon handAnims
handAnims are special case where the letters must match
because you know
Arma
But i have to say that i am using PBOProject and Weapon and Launcher are caps on first letter and i have no issue with handAnims what so ever 🤷♂️
Hmmmmmmmmmmmm
if your animation worked it would look something like this
if the spray is pistol
I think I recall it was supposed to be a pistol?
(there is pistol reference in the rig too, but Ive set up mine as object with origin in right place so I can see better where its at)
Wait, i need to attach the spray to the pistol instead of the weapon bone ?
well if you want to see where it is at in the animation yes
I just manage to pack my mod with pboproject, an now i see just what you've showed me ^^
Yeah, big progress ! Pheeew, 2 days to figure it out ^^. I didn't use pboproject first because it didn't want to pack my mod and there were no error, i needed to reinstall depbo
👍
looks like its working as it should now so youll just need to figure out the right position in p3d where the model needs to be
yep 🙂
Nice! congrats 🙂
So, hello guys 😄
I want to start making reloadAnims again. there was the request to share a video of what my issue is, and mby even my ArmaRig file.
I now have encountered a new issue which im somewhat clueless about, but im sure its just the naming of the bones since they seem to be wrong from the start 😄
attached is my video, my config.cpp and my ArmaRig file - the head just moves to the hip for the reloadAnim duration.
The other issue i had was with the speed of the hand and that the hand would not follow the animation like i had it in ArmaRig, but this could be because of my keyframe points not being "correct?" and probably also because of the magazineReloadSwitchPhase? But it seems fixed for now.
Any help and feedback would be much appreciated! 🙂
this is likely issue with the blending mask you use
what does the animation look like in blender?
Animation in blender looks alright - just like i want it to behave for now - this is just a test for now
But whats an animation mask? 😄
it defines what parts of the animation blend with the pose when the gesture is played
What mask should i be using then?
well typically handsWeapon is used with the reload animations
but it may be that you have not made yours with correct pose
so it picks up weird stuff from your animations body bones
Well im animating? the fire ready pose - where the gun is aimed up - is that not correct?
Yes ill do that when im in Arma again 🙂
Here are the videos 🙂
and were these packed with addon builder or pboProject?
PBOProject - i have moved over entirely
then it is fairly odd to get that kind of input out of the rtm
Well i can try setting it up once again, but then i lose the firing ready position and that took me so long to setup 🤣
do you have model.cfg file with the character skeleton defined in it next to the rtms?
Yes ofc! 😄
I actually had an error in them the first time i asked about reloadAnims since i copied the samples one to my Animations folder and did not replace the path of the skeleton from A3 Samples to the actual Arma 3 path - but now i have done that
But maybe you have a firing ready pose ready at hand that you could share me?
So that i dont have to completely redo everything from scratch again - that was so hard 😭😂
first try using gesturereloadbase as your parent class for the reload animation
instead of default
Head moves the same way as in the two videos.
I used GestureReloadBase for my SPE_MP41_GestureReload and SPE_MP41_GestureReload_Prone
So im pretty sure ill have to do a new animation from scratch again
Just out of curiosity, can i play 2 gestures at the same time ? For example an animation test1 blend on the arms and an animation test2 blend on the hands ?
Not really
https://community.bistudio.com/wiki/switchGesture
If you call a very hacky way a way, yes
using the blendfactor i guess, hmm
It still might not be the thing you really look for
probably not, the blendfactor only determines the smoothness of the transition
i just made a test, its not working, the character is supposed to hold the weapon like this
but if i use a second animation with a mask on the arms it gives this result
@desert raven sorry for the ping 😦
Would it be possible to get that firing ready pose so that i dont have to spent hours trying to recreate the pose again? 😄
Hey guys 🙂
I just done a new ArmaRig but i have an issue with my left arm - in the ArmaRig it looks perfect, but ingame it looks of.. my right arm though is perfect.
How can i fix this? Im sure that the naming is still wrong since some bones? use capital letters but im not sure.
I attached my blend file and two screenshots. Any help would be really appreciated!
It is just about how the IK works in game. You need to make the wrist and hand more straight in Blender
No, the actual position - ingame the hand is moved down even though in blender its at the position i want the hand to be
maybe its not exported
its for sure - i select every bone and press I so 650 "keyframes" are added.
Is the naming right in my blend file?
your weapon holding rtm is 650 frames long?
dont i just all all of them? i select for example the hand, then press "A" and press "I"
If you tell me what exactly i have to add via "I" ill do that 😄
oh you mean you key all the bones
right
so do you add the frame to the frame export list?
frame of timeline that is
ooooooooh i see my error i think - i just have not added an RTM keyframe....
wait lemme test
for proper hand anim export you just need your animation playback be set to start from the frame you are exporting
and then you add that frame to the export list
(in the export list it will show 0,000 as the frame timing)
exported frames list
Yea did not fix it. Yes i did that just now 🙂
Hand is still below where it actually should be. I have also tried pressing "I" again for the hand - no result.
And pboProject does not give me any errors
also updated my animations model.cfg pivotsModel="a3\anims_f\data\skeleton\SkeletonPivots.p3d"; now since it was still using samples - no fix
anyone could help me figure out how to get my hands on a model like this? I want to be able to preview my animations in object builder but i cant seem to find anything in the arma samples that could work or that ive been able to figure out how to use.
Have never found a way to see the animations in OB - i just pack my project and look ingame
Character animation viewing in object builder is not super reliable anyway.
Aight thx, ima just use blender then, yall hav any tips on how to get my weapon in the right position relative to the weapon controller with the armarig inblender? Im tryna do weapon animations and i wanna make sure everything is in the right place.
Hey, so I'm thinkin about doing maybe a 15-20 second intro for a scenario I'm creating. I want to know if its worth my time trying to do this through arma or using something like blender. The intro would be a condensed version of the Armored Core V cinematic with VTOLs or Helos slingloading mechs into a battlefield, some of which get shot down.
well since you dont have any of the assets in blender you dont really have much choice
Yeaaa, it appears so
Move in Blender - otherwise post pictures of your issue pls
For reload animation I am not sure what is going on with the pelvis/spine/spine1 parts. do I need to rotate them to the right more?
Use AmovPercMstpSrasWrflDnon as the template
Arma 3 Samples/Addons/AmovPercMstpSrasWrflDnon.rtm
oh okay, and what do I do with it? import rtm?
Yes


