#arma3_animation
1 messages · Page 7 of 1
I was using the wrong rig, so I would now use this as a refernece since something something bones are locked
Because it disables all constraints
If you know what you do constraints can be brought back to working. But you can also just have that on the background for reference.
okay cool it all worked 🙏 ty very much @fast canopy
I eventually just copied the x.y.z,w rotation numbers manually over to a 2nd instance that has the actual stuff
i know that I know nothing 🙂
only problem now is the gun is in the shoulder but 🙏 better then before
Gun model may need to be edited to fit the pose.
Is there any way to get the default starting crouch, standing and pose positions for armarig?
Arma 3 Samples
Lol that was the RTM file i was always looking for 😂😂😂 that one i can simply import into ArmaRig, yes?
Yes
Arma tools doesn’t let me import RTM’s
Or at least it didn’t the last time I tried
binarized rmts cant be imported
Why would the arma samples be binarised?
It's not
Any1 have good ai animatioms?
can you elaborate what you are looking for?
Animations for like pow so like mining or farming sum like that and like combat Animations like radio talking ect
there arent really much in way of stuff like that. if there are any youll find them on the steam workshop
also please clean up your crosspost of this same question from the other channels
crossposting is agains the #rules
can someone help me understand how to do animations for a vehicles, i am creating a mech and o have the model and i gave it bones in blender but i am confused as to how i translate the animations from blender to arma
since this may be better channel to talk about that, I'll copy over my answer from the #arma3_model channel and delete the question from there.
In the future @sturdy sphinx dont crosspost same question on multiple channels. you have to pick one as per #rules
mechs in Arma are extremely difficult thing to do so I would suggest practicing with someting far more simpler
there basically 2 ways to make a mech.
The fake tank
or
new character
both have pros and cons
okay but how would i do the vehicle animations, like what is the process because everything is really confusing and chatgpt isnt helping much either
also thanks for replying
do not use chatgpt for anything arma related
actually
dont use it for anything 
its full of crap
and it knows nothing of arma for real
what you can do is read the wiki pages about "how to animate model" and "model.cfg" to understand the model.cfg procerural animations and skeleton definitions
thats what would be used for "tank based mech"
and its easiest starting point to learn stuff
blender and animating in blender are not much related to that
not for the basics anyway
you can also study the sample vehicles and buildings to see how they are built
and you should practice with something simple like just 2 boxes that you animate to move in certain ways to get familiar with how it works
and youll need to P drive development environment set up right so you can use objectBuilders Buldozer previewer to check your model.cfg works with your p3d model
yep yep thank you 👍🏼
👍 this will be quite difficult road but there are cool things that can be achieved if you can put in the effort to learn it
some examples of the tank type walkers are the TIOW Warhound and Tiberian Genesis Titan for example
and for the character based walker, Webknights warhammer 40k Knight
yep yep
Hello everybody, does it happen to any of you that the keyframe to make animations/kinetic jumps you an error when using the center to an object?
this error to be exact, and when starting the game the camera stays still and does not make the path.
you must be feeding something wrong to the script
I am not using a script, I am using the modules of the game itself, could it be that I am missing the eden ID?
I dont know what exactly it says but I think its expecting you to feed it an object
and its getting a number
if so I don't know how to get it, I'm trying to do it with chatgpt but I can't find a simple method to do it.
never use chatgp for arma stuff
its shit
it dont know anything
it has solved things for me sometimes, and right now it is relatively accurate, although it hasn't given me a method to obtain the eden ID of an object in a simple way.
I have created a video of how I try all the combinations that come to my mind and it doesn't work, I have looked at the documentation and nothing.
I have even removed the look and the camera does not move along the line it is supposed to move along.
Hello, does anyone happen to know how to make the hand animation change when you're deployed on a bipod/surface?
Like this, as seen in RHSUSAF's M107.
RHS scripts it
Anyone know of an animation where civilians will look like they're chanting? (I'm looking to make some protesters/rioters)
How do I select the bones in the object builder?
Object builder does not really know bones.
What is it you try to do?
The bones literally, the green part of the photo or skeleton
I want to select the bones as seen in the image
I'd recommend doing this kind of animation in better program. Like blender
That is already set, I am exporting to rtm etc, I just want to know about selecting bones
https://www.youtube.com/watch?v=Q0ACIBZrNIA&t=133sthe reference video is this
This is a simple tutorial to get animations from Blender 3D into Arma 3.
5 Steps :
- Make the animation you desire.
- Export the Character and Weapon bones with animation to two separate .bvh files.
- Import said .bvh files into Arma 3's Oxygen for placement correction and export the .rtm
- Write the appropriate configuration files in orde...
@desert raven ?
You just really need to use RTMExporter for Blender instead importing into OB
There is no need to do anything in object builder if you do your animations already in blender and export as rtm.
I'm pretty sure you are on wrong track
For example, the one that comes with the tools?
It literally came with ArmaToolBox
Anyone know why this might happen when trying to edit a weapon handAnim? I've placed the model.cfg from Arma 3 Samples\Addons\Test_Character_01\ in the same folder as the .rtm. CfgWeapons as follows: ```c++
class CfgWeapons {
class srifle_EBR_F;
class UK3CB_BAF_L129A1 : srifle_EBR_F {
handAnim[] = {
"OFP2_ManSkeleton",
"\z\Sniper Supported Anims\addons\uk3cb_weapons_compat\anims\UK3CB_L129A1_HoldAnim.rtm"
};
};
};
I've ensured the weapon bone in ArmaRig and `model.cfg` have the same capitalisation (namely none, i.e. all lowercase).
Blend file should it be needed.
Which software you use to pack
hemtt
Can you check the RTM in OB and does it look fine
Shall do.
Forgive my ignorance but how do I import the RTM into Object Builder?
I've never edited a handAnim before
Open a character P3D, right click on Animations Window (open it if you don't have one Window > Animations) and import
Does hemtt handle rtms correctly?
I've been able to pack other animations just fine.
Other hand anims or just general anims?
General animations
Hand anims are bit special.
I am clicking "Import" yet nothing happens.
Import from matrix
Indeed, I stand correct
Ah
Was it that? XD was just gonna say or something like that. That just popped in mind
As far as I can tell it looks like the weapon bone isn't being repositioned properly:
Then it could mean you did something in binarize
Oh nevermind
I did hemtt launch -b and it works just fine now.
Apparently you have to specify -b for it to binarize.
Thank you, @fast canopy and @desert raven. Appreciate the help in brainstorming.
👍
what
?
?
wait
The problem I have is that when reloading the charger you cannot see how it is inserted
Any idea what was going on there? I have the memory LODS. Do you want a photo?
Do you mean you have a different question other than the question you've made initially
In fact it has always been the same
but that's what it is
I don't know what could be happening
Importing/exporting RTM and animating a weapon is not even related like at all
Sorry, I had the idea that making the animation myself would fix it :(
The thing is that I don't know how to make the charger animate.
or magazine
Hello,
I have a problem with a helicopter I imported.
When I do a ‘hide’ animation, the selection is not completely hidden, but is shrunk and shifted, as if the animation was broken. Do you have any solutions?
you have applied 2 bones to it
you have to chain your bones so hide is before the other bone(s)
So, if "treuil_boue", and "treuil", is included in "hide_treuil", i have to set
"hide_treuil","",
"treuil","hide_treuil",
"treuil_boue","hide_treuil",
yes
Mhh it's not good :/
Corrected thanks !
Hi
I make a animation with cfgGesture but my gesture use righthand et lefthand
Who can i add this two things in the mask variable ?
Because mask[]={"RightHands","LeftHands"} dont work
I dont think those are bone names you can use in the mask
Hello,
I have a problem with my helicopter. When the rotor is due to break (collision with the ground for example), instead of hiding, it immediately stops turning and remains frozen. I've been at it since 11am lol
do you have a hide animation for it connected to the hitpoint for the rotor?
@desert raven
where do you inherit the hitrotor class?
in model.cfg
from here
I would recommend forgetting that inheritance and just writing the necessary lines into your classes
its likely not going to actually contain what you need
I dont think you have such model.cfg on your drive that contains this info
it is more an example
Mhhh ok
Where is the list of the bones names who can use it ? On the cfg ?
Tried browsing through the animation viewer?
hi everyone, i'm shooting a trailer and i want to do a scene with some soldiers walking but the animation is on location and i don't know how to simulate them walking forward.
https://community.bistudio.com/wiki/BIS_fnc_scriptedMove
#arma3_scripting its more suited to the question, or #arma3_editor if you are using editor modules
I have, nothing there looks particularly useful for what I want
Does this game have like a pose mod of some sort or like an animation mod so I can make my own without having to go into Blender and learn that
Pose mod, not really but there are some animation packs
POLPOX's Artwork Supporter is one of the animation poser tools, https://steamcommunity.com/sharedfiles/filedetails/?id=1341387001&searchtext=polpox+animation
Haven't used it myself, but seen numerous scenes built with it (screenshot/image building only, playable will require scripting or other means)
Searching static animation in the workshop will find the static animation mods, just more animations to work with
Can't make new animations in live game
How can I adapt my animation that I made in blender to the cfg model?
what kind of animation?
To reload a weapon
the player animation or the weapons animation?
for player you would need to export the animation as rtm and configure a reload action in config for it and then set your weapons config to use that reload action
as to the weapons model.cfg, it is typically written in text editor with the procedural animations model.cfg uses
if its complex sequence there is a model.cfg exporter that can export a list of frame by frame animations that can be used in model.cfg
but often the simple procerural animations are enough
@young carbon its for complex animations like moving magazine along hand type of stuff that is not really feasible to write procedurally
Okay, and if I only want the reloading one but not the weapon I need, how would I do it? I already have the animation exported to rtm
Can you explain it to me and I'll send you photos?
@desert raven
sorry I dont have time right now to explain in more detail
Well, a question, can I define an animation only using the cpp file or do I have to use the text file?
define it like this
no this is not right
rtm is not refered to in model.cfg
is it possible to disable the slight index finger curl that the right index finger has for weapon hand anims?
Trigger finger animation is defined in CfgMovesMaleSdr's something
i think its defined in the unit config
at least I remember seeing a trigger rtm in there
only way I know of to disable it without messing with that is via a gesture or animation that has canPullTrigger = 0; set
despite the name it only means the trigger animation doesn't play
you can still fire weapons
its not the act of pulling the trigger per say, but the little curl the dude does.
Which is the pulling the trigger animation
Oh okay, so then about canPullTrigger, I thought handanims are not defined in CfgMovesMaleSdr? Would I need to script it in where it plays the animation with the finger not curled? Kinda like how the RHS m240b when you deploy bipod the dudes left hand goes to the stock?
I believe the trigger finger anim plays on top of that
Id assume this weapon needs some sort of trigger too?
nope 🙂
u know how it be in sci fi settings
something something, shoot with ur the thought of ur mind
tbh I could just extend the index finger, I am sure it will be fine
that would keep it "on trigger" when weapon is held
but it would still pull the trigger when shot
I guess that is fine in the end, a small little thing that atleast doesnt impact functional game play
or just model a trigger 🙂
thats the easiest way to deal with it
what I was suggesting requires you to play a gesture/animation
which is a giant pain as you'll have to replay each time the player/unit throws a grenade, reloads, etc
this is going to probably be a super stupid question but i cant seem to google the right question to find an answer, how can I select just the individual bones in the rig? when I select any of them, IE the box around the foot, it selects the whole rig
need to enable pose mode
thank u
for binos is there any special restrictions on hand anims, like how for pistols the right hand is fixed
I recall Ded ever said some idea. But I don't even know if binoc IK is even implemented
will that mess with existing binos?
oh wat does weaponIK = 0x3000 mean?
I will try this out in the weekend then
Good to know
I'm trying to import an animation into Object Builder for some troubleshooting, but nothing happens when I click import on the animation window
Any ideas if this is even still functional?
What do you really trying to achieve would be the first question
I'm trying to set up a handanim but there's some weird warping with the arms going on in-game, so I wanted to load it up in OB just to troubleshoot faster
And what do you really mean by warping
Like so.
How do you pack the RTM pbo?
Through addon builder
You sure you really export RTM
I'm exporting through A3 toolbox on blender.
How many KB your RTM has?
13kb
You sure your filepath is 100% correct?
AKA, do you have an error message regarded to the handanim
Nah, fairly sure all of that is correct.
Addon builder often has trouble with hand anims it seems.
You could try with pboproject.
You will then also need a model.cfg with the A3 character skeleton next to the RTM. And rtm should be in its own folder like yourthing/data/anims/rtms and model.cfg
I don't think that at least is a case. It should become a broken anim, not a default anim
Isn't that broken stretch hands in the picture?
It isn't. It is default anim
I didn't set up any character skeleton in my model.cfg so that could be something.
I dont think addon builder cares about that.
Well I'm trying to get my head around pboproject and it's not picking up my files. I'll assume there's something wrong with my structure but I can't point it out.
\Havish Modding\Arma 3 Modding\No 1 Mk3\no1mk3_rifle\config.cpp circa Line 39: \no1mk3_rifle\data\anims\no1mk3_hand_anim.rtm```
well probably you need to set up your pboPrefix files so it skips all the extra folders your stuff is in
or just use the absolute paths
thats what I do
Like all my stuff is in simple project stucture like this
Alright so that solved the pboproject issue and my animations, I guess I'll need to organise my P drive another way.
Thanks for your help guys. 
Is it possible to keep a player aiming down the sight while playing a gesture?
AFAIK yes
Any clues why model.cfg animations would be completely different between bulldozer and in-game? I have my sights correctly rotating in bulldozer and yet they're translating/rotating in what seems to be a massive arc when tested in-game.
I'm using something like this atm:
type = "rotation";
source = "zeroing.0";
selection = "ladder_sight";
sourceAddress = "clamp";
axis = "sight_axis";
minPhase=0;
maxPhase=0;
minValue=0;
maxValue=0;
memory=1;
angle0=0;
angle1=0;
};
class LadderSight200 {
type = "rotation";
source = "zeroing.0";
selection = "ladder_sight";
sourceAddress = "clamp";
axis = "sight_axis";
minPhase=0.19;
maxPhase=0.2;
minValue=0.19;
maxValue=0.2;
memory=1;
angle0=0;
angle1=-0.02;
};```
mayhaps missing autocenter 0 named property in geometery lod
That works! Tyvm
Hello everyone, please help me, I've been sitting here for 2 days and can't figure out animexport
Why does everything work fine in the bulldozer but poorly in the game?
help please
I don't really see how it is in game though. The Buldozer model is not representing how it behaves ingame
It just doesn't work correctly in the game, the bulldozer works fine
As if there are no points of some kind, he is still trying to pull somewhere, he did it earlier, but now it doesn’t work
The animation plays, I wrote it all down, but it leaves.
Hi , how i can find animate of some object like
RuggedTerminal_02_communications_F
For locomotion on custom characters, having an issue finding out where im suppoused to input x and y translation for the unit to actually move - dont know if its cfgmoves related or somewhere else but i couldnt find anything relevant under states, anyone?
(land contact and geometry LODs were set up and the unit is affected by gravity, + the walking animation does in fact play when pressing W, so the only thing that's actually missing is the translation)
The movement vectors are baked into the rtm
Aah ok... odd... how does one set that up? Blender plugin rtm export doesnt give me any option for that
unless im suppoused to be opening the rtm in object builder post-export and setting it up there?
The blender plugin should have dialog for it
Right under the buttons to add export frames to the list
must be completely missing a window then since i dont see that under the export dialog
It should have it too but it might be in different place.
I can check later but just look into the tool tabs
ooh wait no i found it it's under the dope sheet
👍
thank you! i've been looking at configs for two hours 
Negative Y is forward
didnt even think it might've been in the actual addon lol
gotcha; cheers!
i'll probably find this out but while here might as well ask - i assume variable root motion speed is possible?
i.e slowing down or speeding up
there appear to be indexes for it so actually probably yes...
yeah i'll play around with this - at least punched through that hurdle now
variable root motion?
oh i was referencing non-linear vector motion (not just from A to B with constant speed) (in other game engines the character moves based on the root bone instead of this vector designation in arma) - so there could be a speed-up, slow down, then speed up again, etc.. .depending on what the action in the animation is - like a transition animation from standing to walking would ideally cubic-ease into the speed of the walking
however i do see in the settings here that it may be possible
I dont think it is. 🤔 at least cant recall seeing such anywhere
what you can do is move the character forward and back/faster slower though
the vector stays constant but the visual looks varied
Eh aint a big deal if it isnt - i know its an older engine so ceetain limitations are to be expected 😄
And yeah as you said i reckon i could probably just play a lot with different transition anim speeds and durations alone
Gotta say tho the rtm export process and skeletons seem a lot more forgiving than say unreal engine lol
Maybe its clocks addon making if super easy but horray for not having to worry too much about different asset types
do i have to export an animation i intend to loop in a special way or am i missing something else?
class ArmShieldAnim_Loop: ArmShieldAnim_Start
{
file="\PHEN_EquipmentPLUS\anims\SpartanArmShieldAnim_Loop.rtm";
looped=1;
speed=-5;
leftHandIKCurve[]={0};
};
What, of course you need to export an RTM to show the RTM
well yea silly
the character plays the animation, but it doesnt loop
it just stops when it ends
my blender
my export
connect to and interpolate to itself?
okay pog
❤️
since its a gesture... i can still use those properties
That is not what you implied until now. CfgGesturesMale, AFAIK doesn't support it
it does ; w; webnight has a looping shield gesture and i've copied its config directly
And it doesn't mean it uses no script
we use the same anim with no script
and it loops on regular skelly
but the new animation for spartan anim does not loop, so i figured it would be an export thingy
I don't even know/understand what you do or what you talk about
one sec o wo
If you want to troubleshoot something in your Mod, or animation, just tell it literally in details, not summary that tells nothing
i am trying my hardest, but im not 100% certain on what details to say, as far as i know i've explained it properly 😄
Tell everything then
And how do you even run this animation
[_unit, 'ArmShieldAnim_Loop'] remoteExec ['playAction', [0,-2] select isDedicated];
we do this for regular skelly as well and it works
And how does WebKnight's something run
the same way since there arent many ways to play a gesture
The same way is the summary I call, not detail
[_unit, 'ArmShieldAnim_Loop'] remoteExec ['playAction', [0,-2] select isDedicated];
i mean literally the same way
What, so you are modifying the ArmShieldAnim_Loop gesture itself that is integrated into the game by WebKnight's something
no
these are our animations for the spartan, im just using the same action name for code reasons
but as you can see the same code run on this fella has him loop the anim
this is our stuff in our mod, webknight only donated the rtm file for teh human skeleton
Okay, what do you do in config wise
one sec
And what is supposed to happen, without your Mod
wym
nothing, no mod no animations no shield no equipment
we arent editing anything webknight is doing
this is a completely seperate thing
So you mentioned WebKnight's animation, not Mod, like at all
because this has nothing to do with webknight
he gave us an rtm thats literally it
That was the biggest twist in this conversation so far
I thought you are modifying something over WebKnight's whatever Mod
Then this is the ONLY config that should be involved on?
yes
speed = -10e30;
lol we ball aight
okay solved it is indeed an export issue with my toolbox version and arma rig ; w;
ty for the help polpox ❤️ this also worked
Is there any possible way to have a strap/ wrap that has physics and or can be animated
I’m trying to animate a tourniquet
Not in a good enough way I'd say.
Physics you can't have anyway.
And if you mean a worn sling you could make it a piece of equipment
It just has to me modeled quite distorted so it fits the T pose. But then proper animation would bring it to right shape when hand is in right pose
I modelled multiple versions, would it possible to transition between the different models/ states?
No
Well yes
You can of course delete old and spawn new object
But it won't really look great
I already know it would probably be hell but could you do it with vertex points in config?
No
For tightening/ loosening the loop
What if I made it a ‘weapon’
And that as the reload animation
Especially not
Well OK via reload maybe
But how much effort you want to put into this?
Quite a lot
I’m trying to make all the medical animations for ACM
Somewhat related would these animations translate into arma or is there something I need to change
Quite difficult.
Main problem points are that If it's separate object attached to the scene it looks shit in first person
And if it's say weapon as you mention, how to control the animations
Ok sure you could theoretically get it to fire and reload while those other animations play on the character.
And maybe that way trigger the movements of different parts.
Buut that's huge maybe
Then comes issues with dynamic surfaces
That animation would work only if characters are in exact positions and at same level etc
Where the animations start in the same kneeling
I realised that has issues with gameplay (like tryna do medical in cover)
Also on slope
Yeah
What would be the way round that
Maybe I could make some animations that work for a slope, so above or below the patient
And have them used if there’s a slope detected or something
But that’s a ridiculous amount of effort
The main thing I want is for the animations to actually line up
I hate how immersion breaking it is doing CPR on someone’s balls
This is not really realistically possible.
Due to this
Precision works only in tightly controlled events
Is there a way to pose the community rig in the "pistol" pose completely accurately? I uh, need an animation to start and end there.
If in Blender, you can copy the start frames to end frames so you have the start and end as the same.
That part ain't the problem, lol
It's getting the pistol pose
Trynna make a bolt animation for my stupid needle-shooting nerf gun
Gotta pull that plunger back and press it forward
The thing in the back? You can separate the mesh from the base model and then animate that part, or vertex group it, assign and animate. It has been awhile since i last animated so excuse if i don't quite get it
oh no i know how to animate it in model'cfg
it's bolt action
so i need to animate the hands
I just uh, need to figure out how to get the start and end to be correct to the pistol post
Ah right, i animate everything in Blender and then just export a model.cfg from that, but pistols has always been a nighmare for me so no clue on that one
Actually...lemme dm Soko. I know he's done it.
True
You can import the base-game RTM using the Blender A3 Toolbox and line your rig up to match. Alternatively, you can fix the IK after the import, but I am not sure which requires more effort.
Never gotten those to work 🤔
Mikeros toolset dertm is needed to read them.
Ah makes sense then
question about the blendAnims class under cfgmoves - is it possible to somehow create one from a reference pose so i dont have to do guesswork on the value i should put into each bone? its also a bit confusing how it's only 1 value from 0 to 1 but there are three axies (albeit it works as intended for aiming for example - so i wont question it i guess) - for one I wanna try creating a version of the vertical aim offset that doesnt rotate the entire torso too much - rather mostly the arms/hands/weapon - this is for an entirely custom character btw
Blendanim means blend strength of animation pose per bone with underlying stance pose
Typically it works with gestures
And how much gesture can affect the pose
The stance animations are the base poses
which pose does it inherit from? like, for my character atm i only actually have an idle aiming forward and that's it - no reference pose for aiming down, aiming up, aiming center - etc (as you'd do in other engines)... so im a little confused as to what it blends with exactly
It does not inherit from any pose
Or I don't understand what you mean with it
The movement stances are what move/shape the character. Gestures are on top of that
Like reloading
What kind of character are you making?
to reiterate - right now my character is practically blank - it only has an idle aiming animation with a rifle and that's it - so having applied the vanilla blendAnims to it - it is now capable of aiming up/down like the arma 3 Man model - which is great (some bones arent moving because they're not listed in the blends but i'll fix that up later) - im mainly curious as to how the game knows how to rotate the bone and on which axis if it doesnt have a refernece for what aiming down and aiming up look like (in other engines you'd usually have an aiming up pose - and you interpolate between that pose and the center aiming pose for when the player aims up)
humanoid but taller and bigger 😂 so not much difference skeletally from a regular man but the proportions are different
Space marine?
yeah i've decided to make my own
I'm just curious because not many people work with this stuff
all good, its quite a daunting task but i've got the blessing of an animation background professionally
its just the arma implementation is different from say unreal engine so im hitting a few roadblocks
the main reason of the question is because i find the way you aim vertically in arma 3 (where your entire torso rotates up from the pelvis) is quite unnatural - i'd want something more like 33% spinal rotation of vanilla - and 66% more rotation in the arms and hand rotating the actual weapon instead of the body (if that makes sense)
and ofc having made my own skeleton that's not similar to the arma 3 Man in any way save for being bipedal - i have to redo a lot
I'm not sure if you can have that off the top of my head. But if you can aim it might indicate you are inheriting some of the vanilla things I stead ow having fully blank set to start with
oh that's cause i straightup just copied the vanilla blendAnims class
cause i wanted to work off of it as a base to modify it to my criteria
If you have matching bone names you are probably picking up a lot of default stuff fro. The base man class
yeah the torso does rotate since i've kept spine names the same - the rest doesnt (however i understand i just need to add those bones and blend values to the array so that's not really a big deal)
i just didnt expect it to work lol
since as i mentioend - how does the game even know how to rotate my spine bones if it doesnt have a reference for aiming up/down yet
but i guess it's procedural in arma as opposed to other engines - i assume it looks at the current vector direction and bases the rotation on that
The rest might not still work as there are all kinds of bone functional definitions also in the cfgVehicles man class
ye i've seen those, specifically for each limb + the spinal structure - i'll get to renaming those later - i've mangaed to get the actual animations to work as intended which is great (and with your help of the vector tip to make walking work 😄 )
right now i just haave an idle and a walk since i wanna make sure im doing things right before implementing the other hundreds lol
also finished setting up proxies so weapons are held in the right spot and all that
but anyway back to the original topic - assuming it's a limitation of how the aiming works i suppose i'll have to live with it - it was more of a pet peeve than anything - and im having no apparent issue from a technical perspective to making the blendAnims work - its more visual on how they look rather than anything that i wanna adjust
classic arma - break-your-spine looking upwards
It might work out,at least in some poses. Arma basic setup is more geared towards gameplay
Like to be able to aim up from downward slope
hopefully - considering it seems to be procedural and not entirely dependent on an animation reference - its always something i can adjust later
am i misunderstanding something? Blends should be literal blends afaik. "How much does RTM2 affects the bone, how much is still previous RTM1" O_o
yeah thats the crux of my curiosity since there is no animation to tell the game how aiming down/aiming up should look like - which is why i was baffled as to how it even worked
theres transitions and theres blendAnims - which are different
blendAnims is the one that im investigating
what you described is transitions (one animation to another)
class CfgMovesMaleSdr {
class States {
...
class vehicle_passenger_stand_2_Aim_Launcher: cargo_base
{
actions="vehicle_passenger_stand_2LauncherActions";
file="\A3\cargoposes_F_heli\anim\vehicle_passenger_stand_2aimlauncher.rtm";
speed=100000;
weaponIK=4;
enableMissile=1;
canPullTrigger=0;
enableOptics=4;
aiming="aimingLauncher";
aimingBody="aimingUpLauncher";``` seems to point to specific rtm for aiming pose, though?
Blendanim is still just blend strength but it may be for procedural input
aiming forward - yeah
Honestly I don't remember off the top of my head
except "forward" is along the aiming line?
in unreal engine for example - you would have a single frame pose animation of the character aiming forward - then another of the character aiming up - and another of the character aiming down
the latter two of the three dont seem to exist in arma 3
only the forward one
therefore my assumption was "ok so its procedural - but if its procedural i'd assume the number in the blendAnims array dictates the amount of rotation for the bone for aiming up and down - however it seems to consider itself as more of a blend rather than a value of "rotate spine on X axis by 30 degrees when aiming down, and 30 degrees when aiming up"
it's probably hardcoded somewhere and based off of the vectorDir
well, for all i care, broken back pose is literally "aim forward, but forward is up and don't affect legs, btw" 
so, a blend of "aim to the sky with affected bones" with "be prone with unaffected ones" 
actually... ok ... that makes sense now.... the blendAnims dont move the bones - they dictate which bones should move with the assumption the whole body rotates (based on that reference pose)
so in essence this means that the entire character is rotated but the engine dictates which bones not to rotate 😂
that explains it now
welp this means i cant do what i intended to do - eh no big deal
yeah i can work with this now - thanks for the help!
first time for everything lol - pose-based aim offsets and animation-time based aim offsets were what i learned on
thats cool
I have a marine model I've been occasionally working on to figure out all the armor internals and what shaped body would actually work in there
ah, love that type of stuff - always wanted to make "plausible marines" myself - now i've finally gotten to it i suppose
😄 I've gone through a few versions of body shape already. Its getting pretty good now with arms reaching far enough to actually do stuff.
Hi, can anyone help me with an animation?
The animation is not displayed but I have it defined in the config although I don't know if it will be correct
?
@desert raven
I think you deload config is wrong.
but no need to ping me. I answer when I see questions and know answers
so?
Look at the original it's like this
What I did was change the animation but it is not displayed, I know that the model cfg is not because it does not connect to the pivot
and I'm using this config as a reference to try to learn
any ideas?
srry
Put this in the same location as your .rtm (put them in a different folder)
You don't change anything in there, just a default skeleton model.cfg for animations to work
I like to have these separate to config.cpp but same way. You can use the ones i used for Cytech as references
If I don't want to do the work
The samples are just there to show you how it works, you can't preuse them
rtm files
And for the model cfg that you sent me, do I have to import it into an animation already made? in Blender
I have one already done here, could I import the model cfg file that passed?
You don't need the rig informations for weapon animation
Bunch of weapon related things here https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines as well as this playlist https://www.youtube.com/watch?v=VyXbwzvfVog&list=PLW_2sDEfasH1FfrJgHpyUviFuC15CP_Ih
Laying out the goals of my tutorial.
These in config.cpp
reloadAction = "Cytech_Nailgun_reload"; //this is the name from class CfgMovesBasic -> class ManActions -> Cytech_Nailgun_reload = "Cytech_Nailgun_reload";
handAnim[] = {"OFP2_ManSkeleton","\Cytech\Cytech_Gamemode_Assets\Cytech_Weaponry\Cytech_Weapons\Cytech_Anims\handAnim_Nailgun.rtm"};
Wow
The problem is that the guides are not that complete and it becomes a bit tedious.

Are these just for character animation meaning movement?
does that go in config.cpp?
The difference is that I change the path of the files for the animation that I have done manually?
Weapon animations yes
You can put them in config.cpp if you want, don't need .hpp files
and what is each line of this for?
All you need/want to know is in the youtube play-list sent above, recommend watching while learning, I'm heading offline
ok
Although the config part is not explained or in this case it is model cfg
Does anyone have any tips for posing hands? I've been rotating on normal and avoid translating and I'm still uhhhh breaking a lot of fingers. I figure it'll get better with practice but I'd love exercises or stuff to Get Good
Is the normal/local axis not oriented straight in your control rig? Cause thats the correct way to do it given that the axies are indeed accurate
They are, I'm just not very good at, like, knowing how much to move them. Is the answer just "practice more"?
well... you shouldnt really be "moving" finger bones per se - you should only be rotating them, and rotating them only on the axis that points dowards so that positive rotation bends the finger straight down
the basic community rig has the fingers floating
which makes them bit more difficult to work with
I've set up mine with connecting bones to keep them in line
i have a feeling a new community rig needs to be made lmao
i've not looked at it myself but now im curious
It probably just worked for the makers purposes as is
Macser isnt here now I think so cant ask him
have not seen him for a while now come to think of it
RIP
... I see. Yeah that makes sense why I'm not great with them yet lol
the original rig was made for OFP I think 😄
yeah its not your fault if the fingers are floating that's just bizzare design
sounds like a nightmare
im sure there was some issue he ran into and that's why he did it but still i cant actually imagine what
The way to fix it your way is just add a new bone between between the hand and each finger start?
if its a non-exported control bone - yes; but not a deform bone - adding deform bones in the middle of a hierarchy that's being used already is a big no no
yeah doing that should be fine
has worked for me for about 10 years 😅
I shall try that. Working on making a bolt action chambering for my needle shooting nerf gun
(the texture is obviously not final)
i usually have an entirely separate rig for deformation vs for controls (either a different rig or a different armature layer) - depends on your workflow both ways are valid
it can help to put to togehter some real life mocup shape to grab it with your own hands
and see how that looks like
🙂
fingers have very limited range of motion
(also for sound design, of course)
so as small movements as you can have are usually most natural
since this is game environment you may sometimes need to bend the realism a bit to achieve nice look
Yeah
Hilariously, the animation will also work for a reasonable project such as a vp9
aye for that reason its usually okay to disjoint things - it's done all the time in viewmodels (arma is different i suppose cause the same arms are used for first person and third person but in a constrained area like the handle of a gun you can hide imperfections)
heck the thumb in one of the vanilla pistols rotates around its axis in one of the animations, even though it physically isnt possible
even with the connected non exporting bones it can be done
Also remember to use the individual origins transform mode with as many finger bones selected as you want, makes it much quicker to curl and make fists @static kayak
I've been looking all over the discord but haven't found anything concrete, has anyone here managed to get the zeroing animation source working on a vehicle's turret mounted cannon?
it dont work
at all?
nope
I could swear I've seen mods where the cannon raises or lowers with the ranging
maybe scripts 🤔
sigh great, more scripting 
would be cool to have though. sorry to be the bad news bear
no worries I still appreciate it, much better than spending hours trying to make it work
been there 
yeah I saw, you were basically the only source I could find on it in this discord, secretly hoped you had figured it out by now 
Yep, that was exactly my plan as well
xD
well sure yeah I had 2 barrels on both sides
so 4 total
but got to do more fancy system for that
with the power of math
Yep
I saw one interesting vid on the forums where someone added a userAction for ranging, so might just go with something like that
yeh that can work
though AI wont understand that
so for AI there may be need for extra considerations
but its basically something that triggers the same convergence for AI when necessary
yeah I'll look into how AI behaves with it once I get it working for players
🙏
I think I actually found a possible nice alternative.
With a user source for the anim, I'll just use addUserActionEventHandler and call a script to animate it when the player uses the zeroingUp or zeroingDown action when in my specific vehicle.
yep that sounds like it could work! 👍
I'll let you know if it works out, in case you wanna try it on your gun again as well 🫡
It's more of a sanity check or workthought. I know weapon switching anim behaves like a gesture (in this context, animation over animation) so they can walk while playing switch animation. Can we do similar using switchMove (the latest syntax)? Mainly I'm looking to play an animation only for upper body
(I tried some tests of course, but I am not sure it's working or not)
is the animation configured as gesture?
No, switch anim is CfgMovesMaleSdr
I tried both attempts for my Mod. Will try again and share maybe later
I dont think those layer 🤔
Leopard did some update while he was there, but main question might be I am just not 100% sure what it would do
I just recalled there is a command to get animation status as a whole, so I'll try to see what's happening, if it is even possible
animationState
but thats the thing
theres only 1 animation state as far as I remember
and then gesture layer on top of that
Not only that, Leo added more command
Ultimately, my goal is having proper aim animation in upper body, while reusing lower body walk anim
Yes, just use the "weaponSwitching" mask for your anim (or define your own mask that only affects the upper body)
Then use the new switchGesture command (the one that takes arrays)
If you use switchMove it will affect the whole body and won't use the mask
Nothing, I just exposed an engine feature that was used for weapon switching to make it work for all anims 😅 (anim states and gesture states are essentially the same thing in the engine so using anim states as gesture works as long as they have a valid mask)
Well it did need some small tweaks to work tho but they were just related to idles
Should be added to the wiki 
Hmm, I wonder if that actually works with connectTo connection so "AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon" to "AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon_end" automatically?
@somber aurora
I do not know what to write where! 😄 what is the intel
apparently there's a new command called switchGesture?
and is not in the wiki?
or at least i wasnt able to find it by searching it
i thought he said new command
u-u
weird when i looked it up earlier it just gave me empty page, probably had a typo
BIKI or rather MediaWiki is case sensitive
It probably can work but it won't look as clean
Hm, so EventHandler that is
You don't. ArmaRig for Blender is not for Cascadeur because ArmaRig is for Blender
is there a version for cascedeur?
I made one
could I please use it
https://polpox.cyber-ninja.jp/articles/arma3mods/armarigCascadeur/
Criminally outdated
FBX -> Blender -> RTM -> Arma
Cascadeur does not need a Controller bones (more like just don't) so this is the only thing you need to prepare in Blender
On this page
Importing Props
(optional) Adding Joints
Attaching Props (without rigging)
Attaching Props (with rigging)
Rig Info
Rigging & Final Touches
Sometimes you might need to supply a pre-existing character rig with additional pa
Woah what a broken embed...
it said i needed to rig it in blender before i import it, would this work?
It says you don't
"The most ‘basic’ kind of a prop would be a simple mesh object without any Joints associated with it. A prop like this can’t be integrated into the character’s skeleton, and it won’t affect the way the character moves (because it has no mass), but it can still be attached to one of the character Joints, and move along with it."
I don't know if i'm misreading it
It literally says the props has no bone but attached to Cascadeur rig will work
okay, my only concern is that it says that it won't have mass
It is not something you do in Blender but in Csacadeur
okay
was anyone here successful in implementing custom gestures for non-OFP2_ManSkeleton skeletons? im having a very annoying but very straightforward issue - the interpolation is broken - the gesture animations themselves work perfectly fine, but during the begining interpolation phase the model slowly shrinks down into the ground to scale 0, and then snaps to the actual gesture animation - and then during the end interpolation it shrinks down the same way again, after which it snaps back to the original animation played before the gesture - the only "fix" i have right now is to set interpolation to 999 so it's instant, but that ofc means snapping, and that looks ugly
note that only the affected (masked) bones are shrunk, which makes sense given the nature of interpolation only affecting the bones affected by the gesture animation
another note: vanilla gestures do exhibit the same issue, for the bones are of the same name that is, on my custom skeleton - meaning that it's not an .rtm issue necessarily
- i do have a pivots mesh
- interpolation works just fine with non-gesture (so cfgMoves) states
- IK for things like legs rising on elevated ground works fine (though seemingly irrelevant)
it's unfortunately a brick wall since i've spent hours on this with no luck by now
(i did also check the configs of webknight's stuff and TIOW which i know have unique skeletons but unfortunately they have not created any custom gestures for them)
I've made all the MFR_Dogs files public, there are a few gestures that work there: https://github.com/MoonieFR/MFR_Dogs/tree/main/MFR_Dogs/configs
I used gestures for barking
ok bad example with this video since there are no interpolations x)
thanks! i'll take a look 😄
hm, yeah @subtle falcon its likely that the large interpolation speed in your case is also avoiding the potential issue - since there's not much difference in how you set yours up compared to mine or vanilla :/
anyone have a tutorial or perhaps a wiki link to creating a new skeleton? itd basically be a base game arma skeleton but small. Not really sure how to go about it.
No there is nearly no information about that.
It basically requires ypu to understand how configs work to be able to trace and recreate move configs and figure out what parts work together.
And on modeling and animation side it requires you to known the required elements very well.
That’s incredibly unfortunate, thanks much for the insight my friend
theres few of us around who dabble with the stuff and pretty much everyone has had to figure out the basics on their own by studying the config and the samples
the popular definition of "new skeleton" is a bit misleading simplification as the skeleton of a character is just small part of the whole
I prefer "custom size/shape character"
all in all theres the making of the 3d model, rigging it to a animateable skeleton, creating the animation loops necessary, exporting those into RTM, creating the new character and moveset configs and putting all that together
Hey, I have a problem. I want to add a new animation via mod. It should be in the Ace Medical menu. We already have a config that overwrites the normal Ace config. The animation is displayed correctly in the animation viewer, but not the button in the Ace Medical menu. We suspect that Ace uses "playMove" to play animations. I, on the other hand, can only play the animation in-game with "switchMove." So, how can I adjust my animation so that I can change it? Or is this not necessary? Or could someone give me an example of a config?
Best regards, Street
Have the same Problem, does someone have an example for creating an playMove compatible Animation?
@deft night@charred elmyou need an interpolateTo path from the standard idles that leads to your custom move - interpolateFrom might work too so you dont have to retroactively add your new animation to them and instead just add the idles to your animation - but i havent tried the From variant yet since it doesnt seem to be used much if at all in vanilla ones
it not triggering might mean your path is too deep - i saw (havent confirmed) that it has a maximum depth of 3, meaning that for example starting at an idle - it can only step over three different animations to get to the one youre trying to trigger
so adding interpolateTo to the default Standing animation when wanting that the Animation gets played after standing should work fine?
yep
just remember to do a += so that you don't overwrite the current interpolateTo entries
I think thats the problem xD
Guess I overwrote the interpolate entries there
thx for the info!
oh yeah 😂 lmk if that works - yeah when it comes to editing config entries you have to be really careful, its very easy to overwrite and break existing stuff you're editing
I will 🫡
also on a side note - i would recommend adding your custom animation as an action, so you can have different animations depending on the state of the player (standing, crouch, or prone) - cause using playMove will strictly trigger an animation regardless of the state - so if the context is standing, the prone person will end up going up to standing which may not be desired - if you add it as actions, you can dictate a specific animation that is used depending on the state so there is a more natural transition
(for example how triggering the "Gear" action plays the "open inventory" animation depending on the three "up" states - so the player doesnt stand up and then play it, instead they stay at the stance they're currently in)
Quick Search didnt showed up any Documentation, do you got some source? 😅
yeah that's the great part about animations in arma - there is practically no documentation lmao - i'm planning on writing one soon myself but essentially all you have to do is go under the ManActions class and add a new entry there for your own action - then make sure that entry also exists for all of the primary classes and is assigned the correct animation based on the up stance/state
ofc all of the interpolateTo paths will have to be set up but once that's done you should be able to do a simple playActionNow command and the engine will take care of deciding which animation to use for you
it's the "correct" way of doing new animations, or rather the way that allows for most flexibiliuty - but obviously does require a bit more work
Oh I think I did that allready^^
class CfgMovesBasic {
class ManActions {
test="test";
};
};
```?
Thats true, wrote it fast and copy pasted the wrong lines xD Its fixed now
all good but yep that's it, and then you open up the class Actions, then open up one of the primary subclasses listed in the main class, like RifleStand-something, and add it there but actually assign the standing version of your animation to it
I will give it a try, thanks alot again 🙂
it can be daunting and convoluted to look at since there's so many, but if youre persistent you'll get used to it
lmk if you need anything else 😄
yeah sadly, lots of time and effort goes into both learning and creating all of this
tbf half the reason why its so difficult is because of the lackluster documentation - assuming you've got a grasp of the principles of how animation in games works - the integration process into arma 3 itself is actually quite painless if you know the steps - which again are too obscure right now which makes it seem overly complicated
anyone got this issue? models are breaking when entering vehicles, no matter where, in editor, scenarios, etc.
might be mods breaking something in the moves configs
AnimDataCache
3denenhanced is the issue, removed it and it's fixed.
That mod inherently cannot be the issue unless you intentionally set a unit to play a custom animation using it for that mission
every single ai unit in a vehicle had a broken animation
idk
removing it fixed everything somehow
Bizzare but ok
i played the east wind and it affected the ai there too
Yeah that makes no sense since 3den enhanced only affects 3den.... though you could have some weird bootleg version of it installed, or something... idk
perhaps
Still, it is likely an AnimDataCache issue
how do u fix that?
Find and delete AnimDataCache that is located in somewhere around Profile folder
when i encounter the issue again with 3den i'll make sure to remember this
does anyone know this mod
Drongos DYEL, you can turn off that menu in CBA settings.
anyone knows an alternate running anims
Aren't any.
I'm having some trouble with a static hand animation i made (holding a gun). When i build it from the P drive is turns all spaghetti 😂 but when i build it from any other location it works fine. I think the issue is the model.cfg file that is accompanying my rtm file.
Does anyone here have a model.cfg file that i can look at for reference to see how it ties in with the rtm?
It should be the man modelcfg you can find in the sample character.
And pack with pboproject
aye, thats the one i have been using. But do i add a class for the rtm file like i do for p3d's or how does that work? Because if not then i am at a loss why building my mod from P breaks the rtm
no
it just needs the character skeleton in it
nothing in cfgmodels
this is the one i use which i assume is the one you mean
Well, then im at a loss for why this doesn't work ;_;
do your bone names in the rig you use match the modelcfg?
like weapon - Weapon is bad
I would say so yea. I'm using the ArmaRig from Macser.
I can load the RTM in ObjectBuilder onto the arma man from the samples and the animation looks like its supposed to. It also works in game when i don't build from P. So i dont think there is a problem with the rig.
macsers rig used to have wrong W
so open up model,cfg
see if its weapom ot Weapon
and compare to the rig
weapon hand animations are only place this matters
this is the most common cause for your issue
seems to be weapon in both rig and model.cfg
is there anything that i could have done wrong in how the P drive is setup that could affect this?
its big W in rig small w in modelcfg
thats the problem
change rig to weapon and export and it likely works
In my files its big W in both rig and config. But i tried what you suggested and changed it to be small in both rig and config, but no change
hello! Wanted to download the armarig from the forum but apparently the website is down. It said i should join this discord, so i'm here. Could You guys tell me where i could get my hands on a blender character rig for arma 3?
nevermind, found it!
Is it possible to somehow import a .rtm back into the Blender rig? I seem to have accidentally deleted the .blend where I exported the .rtm from 
https://github.com/4d4a5852/rtm_import
i found this addon for blender which might help You. I haven't tested it tho and it's for blender 2.80
so You might need to roll Your updates waaaay back
Cheers I will check, albeit I think I can work around it
Rtm will import as all frames and bones keyframed and constraints disabled but it possible to enable constraints back and add tweaks
Do remember to check you blender temp folder for automated backups of the original blend though
hi guys im trying to create a gesture to be used with a left hand
but im not finding any tutorials or documentation
not finding any is kinda expected
😦
if you check out any gesture config as reference it should be pretty simple
you would want to use correct mask and adjust lefthandIK parameter to define when in the animations time from 0 to 1 the left hand is free from the underlying animation
Does anybody actually got a copy or link to it? Once I take a dinner I may peek there
maybe this? https://github.com/Talyataya/animExport? Date seems to somewhat conicide with whatever web archive has for for neighboring topic numbers
username seems to match whatever conversation happened under the forwarded message
Same one i use, all you need in model.cfg is to #define the .hpp(s) it gives you, the weapon movement is still .rtm but the moving parts will go in .hpp(s) (1 hpp per moving part)
yes its that one
Thanks, I'll take a look whenever I can
I have an issue i can't seem to figure out. When I have the turret arms animated, the Ai can't fire from the turret properly, they'll sometimes fire one shot and then do nothing else. But when I remove the turret arm animations, the AI works properly with no problems. I have no idea why its doing this 
AI not firing properly when turret arms are animated. Ai sometimes fires a single shot.
here's a pastebin for the model.cfg with just the turret animations. just removing the turret arm rotations make the ai fire normally.
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.
and here's the config for the left turret
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.
is the turret initially modeled pointing forward
the AI aiming might not be able to hanlde multi jointed aiming 🤔
yes, its modeled pointing forward. same direction the falcon is facing.
I was thinking the ai couldn't handle it, but was hoping that wasn't the case.
If there is no fix, i'll probably just end up making two different p3d's, one where the ai can shoot so player can fly with ai operating the turret and one with the turret animations for players, who can still use it fine. works pretty good.
that's very strange as to my knowledge the only thing the AI care about is the muzzle memorypoints
unless for wahtever reason the AI thinks its turned the turret to face the target but the memorypoint isnt lined up
or something
might be a waste of time but one thing that might be worth trying is changing the source name to be different from the animation name
ie. leave
class SideTurretL
class SideGunL: SideTurretL
as is but change
source = "SideTurretL";
also I wasn't even aware of these:
turretAxis="sideturret1_axis";
gunAxis="sidegun1_axis";
feels like some OFP leftover
that didn't work, but i was able to get it working by using translation animations instead of rotation for the turret. a little rough but stills needs a few more animations to get it looking nice
you could probably set up the turret as simple 2 axis way and have the arm movement animated separately
sort of like IK
id do that in blender and export out as model.cfg frames to be honest
oh, i sort of did that i think. I separated the turret bone from the arm bones and just translated the turret bone to move along two different axis points for going right or left. arm bones are just using the rotation anims.
guys anyone can help me learn keyframe animation with a camera? i would like to do some cinematics or filmmaking on arma 3
trying to setup an animation where player works on a laptop standing, in Contact DLC the player moves "smoothly" towards the position that's front of the laptop then animation happens.
trying to achieve this effect without setPos, any help would be appreciated.
player switchMove ["Acts_Accessing_Computer_in", 0, 0, false];
player playMove "Acts_Accessing_Computer_loop";
sleep 5;
player switchMove ["Acts_Accessing_Computer_Out_Short", 0, 0, false];
Bunch of setPos and setDir shall do
You can try the keyframe system as well
im trying to make my own reload animations and i just started to learn but i cant download the arma rig mascer made because forums are down right now can anyone who has it send it to me please?
if you plop in macser arma rig on google other sources should plop up
i did but only a arma rig for arma 2 popped up and im trying to use it right now
find the one on moddb
_targetPos = getPosATL player_pos;
_startPos = getPosATL player;
_x = _startPos select 0;
_y = _startPos select 1;
_z = _startPos select 2;
_x1 = _targetPos select 0;
_y1 = _targetPos select 1;
_z1 = _targetPos select 2;
_step = 0.01; // smaller = slower & smoother
_done = false;
while {!_done} do {
if (abs(_x - _x1) < _step && abs(_y - _y1) < _step) then {
_done = true;
player setPosATL [_x1, _y1, _z1];
} else {
if (_x < _x1) then { _x = _x + _step; } else { _x = _x - _step; };
if (_y < _y1) then { _y = _y + _step; } else { _y = _y - _step; };
player setPosATL [_x, _y, _z];
sleep 0.01;
};
};
player switchMove ["Acts_Accessing_Computer_in", 0, 0, false];
player playMove "Acts_Accessing_Computer_loop";
came up with this code with the help of GPT, problem is the animation requires the player to be near the laptop and the player sometimes glitches because its colliding with the table, got any ideas?
private _startPos = getPosWorld player;
private _targetPos = getPosWorld player_pos;
for "_i" from 0 to 1 step 0.01 do {
vectorLinearConversion [
0,1,_i,
_startPos,_targetPos,true
];
sleep 0.01;
};```Not tested
player does move smoothly but goes up in the air.
I appatently forgot setPosWorld in my code. Not sure what you mean
nevermind, it works perfectly, is there a case for direction as well? or must i use setDir
Same thing. linearConversion and setDir
Hi, i have this vehicule. https://youtu.be/UV4Sww0yC9s?si=kNK62wk0dWd4FWl2 but i need the name of animations when the mast is deploy. because i want my crew can generate misions using execVM 'zdz_socom\System\MISSION\mission_activate.sqf
the addactions only can show up when the mast it´s deploy!
Is anyone able to teach me how to make animations for arma? All i have is the model but i dont know how to animate it.
its the tripod
theres model.cfg wiki pages that you can check out
and various samples in arma3 samples on steam
i'll try my best
start from something simple
those are needed for varioust things yes
okay
but start from simpler
like just a box
with a lid
diving into something complex is not good
my main goal is to make this for arma 3 players. alot of players been wanting this vehicle for a long time
extreme deep dark end of doing things
meaning that its complexed?
very
just start simple
okay
i have a question
so my idea is to make the head move
but
the walking animation
just listen
do you want to make it a vehicle or a character
vehicle
then you can make different parts animated separately
and the head a turret for example
will it work if i make the walking animation in blender
like the start up animation
then after a couple seconds then i can do a constant walking
once your done walking the tripod will have a stopping animation
you really really need to get the basics down first 😅
i know
i was just wondering if there is a way to do that
knowing the basics and then learning more advanced techniques will give you the answers
okay
And you might not really believe me on this
but you are not the first one I guide on to take the basics
especially with "walking" things. Theres a lot you need to understand about how vehicles work to be able to pull this off
For a very experienced Arma modder with 10 years experience, what you want to do would be incredibly difficult and almost no one has managed it successfully, with the exception of a few people including HG.
For a person new to modding, it will be close to impossible.
Not saying that to put you off trying, but just helping describe the scale of the mountain ahead of you.
Hello, I am wondering how to get player hand anim to change depending on if a bipod/grip is selected? I noticed RHS does it with their pods, would like to not have floating hands on our EF88's when there's no pod attached
They use trickery to change different weapons that use different animation I recall
what is the directory for the default pistol handamin?
help! i tried to make a shotgun idle & reload animation and have accidentally created SIREN HEAD.
WTH IS HAPPENING.
How do you export your RTM
Blender using these settings wait one
also ignore the fact that thats a browning A5 and the RTM is for an ithaca i was just testing it on that i havent done the rest of the config for the ithaca yet
so dumbass N00b question but how am i meant to view in object builder like im trying to import the animation from Matrices like depicted in this video but im getting nada
Introduction to the RTM export features in the Arma 3 Object Builder add-on for Blender.
NOTE: The purpose of the video is to serve as a general overview of the features presented. Specific details might change between versions of the add-on, and the video may or may not be remade to reflect the changes. For the up-to-date specifics, the writte...
How nada it is
wait one
i right click on this little box and im getting nothing no list nothing its like its not even registering that ive right clicked there
meanwhile in that video
You really sure your RTM is at least exported and has some data?
I don't know how that particular RTM exporter works but
This is either not exported well or binarized RTM which you can't import into OB
yeah but wouldnt i still be able to like pick and choose from the list
because thats what im not getting
is the option
That is not what OB asks, both unbin'd or bin'd RTM are RTM
Okay anyways... I think I thought of one theory
Is your armature in Blender scaled (aka not 1,1,1)?
No, that is not the point
That particular armature object, not a particular bone or any reference object
again noob question theres a difference? i thought the armature was the bones aka its just like nomenclature its a different name for it or an alternative name for a "rig"/"skeleton"
Latter would be more accurate to tell
The orange-highlighted is the armature object which I ask for
Object Mode to select it
ah copy thanks
im not seeing that in my version of the arma rig?
im in V6_4
tbf yours looks way different to mine come to mention it
No idea what Rig you use but you have these lines you can select
That is just preference/how it is visualized
tbh neither do i i dont even remember where i got this from it might of been like PMC.org or some shit i cant remember
so this?
do you have the rig that you use? im thinking i saw a pinned PDF document here im going to try and follow that instead
No, that is just my setup that is not supposed to be work with Blender but for Cascadeur
ah ok completely different software fair enough
And built on Blender, so that is not a big deal
either way you mentioned that this was not the method youve seen before or done? what is the typical way that youve done it. like im not asking for a full tutorial lawd knows nobody got time for that just literally the programs and like step 1 2 3 thats it the rest i can figure out
I use ArmaToolBox, but that doesn't matter if your tool is actually made right
Which I imply, I would just take a rest tonight and wait for others who understands the tool
fair thanks for the help anyways amigo also love your work on the workshop big fan! ❤️
anyone have any idea why my bipod animation works (mostly) in O2 but is completely off in game? Other animations work well and the model is being binarised properly each time with Mikero's
Hey folks, first time here dealing with a reloading anim i made. I exported the RTM (total of 18 frames) and configured the gestures and moves, but for some reason the hands are not moving in game, there is only movement of the biceps and of the gun, everything else its not animating. Have i done something wrong in the config cpp or in the export of the animation from blender?
Can you relate on this? Im dont think what you have is related to the config (hasBipod?), maybe its a model cfg issue?
maybe i know, the clipFrames option was on when exporting from blender, maybe that's why
the only major difference I see is that my max value is 1 instead of 0.5
otherwise code is pretty much identical, and bones are setup the same way
Added anything on the config side?
Or perhaps
Where is the bipod mempoint in the memory lod
this is where the axis mempoints are, do I also need mempoints for the legs too?
just noticed one point isn't visible in the front screenshot, it is there just obscured behind the model
do you have a single "bipod" memory point immediately under the bipod legs in the mem lod?
if not, try to add it
then check hasBipod=1 in the config
then you can crunch
ofc issue still there, no matter what
added the config line, where do I put the mem point? In between and below the two legs?
single mem point centered between the bipod legs, positioned under them
you can tweak its height afterwards if you notice the player sinking into the ground or floating above the ground
booting up the game now, hopefully it works
this bipod has been the bane of my existence for the last day or so
np, that will be 5.99 $
no payment till I see the results
no payment for you
I'm also getting a no entry .model error now
can't decide if it's for the gun or the mag tho
i guess the mag
yeah seems it
you do have any autocenter property in the p3d?
not sure
im not sure if you need it, but i got autocenter 0 in the geolod of the gun
I don't have a geolod yet
i see, that's everything i have in my guns
not sure why yours seems cursed bipod wise
it's really irritating as it's basically the only thing left to do
deployedPivot="bipod";
all the other errors I have to iron out I know how to fix and are pretty easy
mm no clue then
it seems like it's going to the weapon origin point when rotating to me, as it budges back to near the 0,0 coord. Is that something that could happen, and if so what could I do about it?
Figured out what the issue was a missing menu window.
try adding the autocenter 0 after you make a geo lod, maybe that's why
where do I actually add that?
you need all the basic parts of a model to test it properly
missing this and the mentioned autocenter are the problem
I've made a geolod now, how do I apply the autocentre?
named properties panel can be toggled here
you can compare with the sample weapon too
Is there a way to select all key frames at once and add them all at once into the RTM keyframes window? Ofc im using the alwarren blender addon
160 keyframes to add one by one doesnt sound clever
This
maybe i still have an old version? i don't see that window
Probably
yeah version mismatch usually is reason for that dialog to not be there
alright, will update it later, gonna add the last half one by one, i guess "dedikation"
Anyone know it?
Is it possible to make a Animation of a Bending Bow ?
Probably... if you make the 'arms' of the bow out of 10 different sections where each section rotates a little bit with the 'reload' animation source
once i shoot someone's arms weapon flies like this anyone knows why?
some modded thingy probably breaking it
i make the weapons and handanims for them also ACRE2 animations are broken aswell
i need help really
its not really common problem you have there so no immediate solution
most likely you got some mod that forces some animation stuff or alters configs in way that breaks the weapon dropping
you could try testing with all extra mods disabled
its my weapon mod causing this thing its 100% i tried other weapons and they r fine
i deleted trigger cus i didnt want any trigger rotation while firing its prolly because of that




