#arma3_animation

1 messages · Page 7 of 1

buoyant lagoon
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ah okay

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I was using the wrong rig, so I would now use this as a refernece since something something bones are locked

fast canopy
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Because it disables all constraints

desert raven
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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.

buoyant lagoon
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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

buoyant lagoon
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only problem now is the gun is in the shoulder but 🙏 better then before

desert raven
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Gun model may need to be edited to fit the pose.

plain knot
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Is there any way to get the default starting crouch, standing and pose positions for armarig?

fast canopy
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Arma 3 Samples

deep berry
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Lol that was the RTM file i was always looking for 😂😂😂 that one i can simply import into ArmaRig, yes?

fast canopy
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Yes

plain knot
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Or at least it didn’t the last time I tried

desert raven
plain knot
fast canopy
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It's not

timber pendant
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Any1 have good ai animatioms?

desert raven
timber pendant
desert raven
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there arent really much in way of stuff like that. if there are any youll find them on the steam workshop

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also please clean up your crosspost of this same question from the other channels

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crossposting is agains the #rules

sturdy sphinx
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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

desert raven
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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

sturdy sphinx
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also thanks for replying

desert raven
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actually

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dont use it for anything blobcatsweats

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its full of crap

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and it knows nothing of arma for real

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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

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thats what would be used for "tank based mech"

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and its easiest starting point to learn stuff

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blender and animating in blender are not much related to that

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not for the basics anyway

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you can also study the sample vehicles and buildings to see how they are built

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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

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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

sturdy sphinx
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yep yep thank you 👍🏼

desert raven
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some examples of the tank type walkers are the TIOW Warhound and Tiberian Genesis Titan for example

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and for the character based walker, Webknights warhammer 40k Knight

limpid lion
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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?

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this error to be exact, and when starting the game the camera stays still and does not make the path.

desert raven
limpid lion
desert raven
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I dont know what exactly it says but I think its expecting you to feed it an object

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and its getting a number

limpid lion
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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.

desert raven
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its shit

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it dont know anything

limpid lion
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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.

desert raven
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see if theres anything that helps here

limpid lion
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I have even removed the look and the camera does not move along the line it is supposed to move along.

next cloak
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Hello, does anyone happen to know how to make the hand animation change when you're deployed on a bipod/surface?

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Like this, as seen in RHSUSAF's M107.

static kayak
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RHS scripts it

drifting light
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Anyone know of an animation where civilians will look like they're chanting? (I'm looking to make some protesters/rioters)

night dune
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How do I select the bones in the object builder?

desert raven
night dune
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The bones literally, the green part of the photo or skeleton

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I want to select the bones as seen in the image

desert raven
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I'd recommend doing this kind of animation in better program. Like blender

night dune
night dune
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@desert raven ?

fast canopy
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You just really need to use RTMExporter for Blender instead importing into OB

desert raven
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I'm pretty sure you are on wrong track

night dune
night dune
fast canopy
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It literally came with ArmaToolBox

next cloak
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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).
fast canopy
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Which software you use to pack

next cloak
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hemtt

fast canopy
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Can you check the RTM in OB and does it look fine

next cloak
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Shall do.

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Forgive my ignorance but how do I import the RTM into Object Builder?

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I've never edited a handAnim before

fast canopy
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Open a character P3D, right click on Animations Window (open it if you don't have one Window > Animations) and import

desert raven
next cloak
desert raven
next cloak
desert raven
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Hand anims are bit special.

next cloak
desert raven
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Import from matrix

fast canopy
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Indeed, I stand correct

next cloak
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Ah

desert raven
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Was it that? XD was just gonna say or something like that. That just popped in mind

next cloak
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As far as I can tell it looks like the weapon bone isn't being repositioned properly:

fast canopy
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Then it could mean you did something in binarize

next cloak
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Oh nevermind

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I did hemtt launch -b and it works just fine now.

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Apparently you have to specify -b for it to binarize.

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Thank you, @fast canopy and @desert raven. Appreciate the help in brainstorming.

desert raven
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👍

night dune
fast canopy
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?

night dune
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xD?

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Ask how they see this gun?

fast canopy
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?

night dune
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wait

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The problem I have is that when reloading the charger you cannot see how it is inserted

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Any idea what was going on there? I have the memory LODS. Do you want a photo?

fast canopy
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Do you mean you have a different question other than the question you've made initially

night dune
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In fact it has always been the same

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but that's what it is

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I don't know what could be happening

fast canopy
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Importing/exporting RTM and animating a weapon is not even related like at all

night dune
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The thing is that I don't know how to make the charger animate.

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or magazine

median magnet
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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?

desert raven
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you have to chain your bones so hide is before the other bone(s)

median magnet
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So, if "treuil_boue", and "treuil", is included in "hide_treuil", i have to set
"hide_treuil","",
"treuil","hide_treuil",
"treuil_boue","hide_treuil",

desert raven
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yes

median magnet
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Mhh it's not good :/

desert raven
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you still need to use only the last bones selection

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not many

median magnet
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Corrected thanks !

undone mirage
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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

desert raven
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I dont think those are bone names you can use in the mask

median magnet
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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

desert raven
median magnet
desert raven
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in model.cfg

median magnet
desert raven
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I would recommend forgetting that inheritance and just writing the necessary lines into your classes

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its likely not going to actually contain what you need

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I dont think you have such model.cfg on your drive that contains this info

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it is more an example

median magnet
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Mhhh ok

undone mirage
tired needle
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Tried browsing through the animation viewer?

limpid lion
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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.

drifting light
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I have, nothing there looks particularly useful for what I want

west nimbus
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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

icy nebula
icy nebula
desert raven
night dune
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How can I adapt my animation that I made in blender to the cfg model?

desert raven
night dune
desert raven
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the player animation or the weapons animation?

night dune
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If you can explain to me both great

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If not, preferably the player's

desert raven
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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

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as to the weapons model.cfg, it is typically written in text editor with the procedural animations model.cfg uses

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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

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but often the simple procerural animations are enough

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@young carbon its for complex animations like moving magazine along hand type of stuff that is not really feasible to write procedurally

night dune
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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

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Can you explain it to me and I'll send you photos?

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@desert raven

desert raven
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sorry I dont have time right now to explain in more detail

night dune
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Well, a question, can I define an animation only using the cpp file or do I have to use the text file?

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define it like this

desert raven
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rtm is not refered to in model.cfg

buoyant lagoon
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is it possible to disable the slight index finger curl that the right index finger has for weapon hand anims?

fast canopy
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Trigger finger animation is defined in CfgMovesMaleSdr's something

woeful pelican
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i think its defined in the unit config

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at least I remember seeing a trigger rtm in there

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only way I know of to disable it without messing with that is via a gesture or animation that has canPullTrigger = 0; set

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despite the name it only means the trigger animation doesn't play

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you can still fire weapons

fast canopy
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Yup I meant that

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Just couldn't recall at the time

buoyant lagoon
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its not the act of pulling the trigger per say, but the little curl the dude does.

fast canopy
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Which is the pulling the trigger animation

buoyant lagoon
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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?

desert raven
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I believe the trigger finger anim plays on top of that

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Id assume this weapon needs some sort of trigger too?

buoyant lagoon
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u know how it be in sci fi settings

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something something, shoot with ur the thought of ur mind

desert raven
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well challenge here is real weapons use trigger

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and Arma is designed around that

buoyant lagoon
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tbh I could just extend the index finger, I am sure it will be fine

desert raven
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that would keep it "on trigger" when weapon is held

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but it would still pull the trigger when shot

buoyant lagoon
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I guess that is fine in the end, a small little thing that atleast doesnt impact functional game play

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or just model a trigger 🙂

woeful pelican
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thats the easiest way to deal with it

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what I was suggesting requires you to play a gesture/animation

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which is a giant pain as you'll have to replay each time the player/unit throws a grenade, reloads, etc

amber belfry
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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

amber belfry
buoyant lagoon
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for binos is there any special restrictions on hand anims, like how for pistols the right hand is fixed

fast canopy
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I recall Ded ever said some idea. But I don't even know if binoc IK is even implemented

woeful pelican
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it's implemented iirc but needs to be enabled in a config patch

buoyant lagoon
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oh wat does weaponIK = 0x3000 mean?

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I will try this out in the weekend then

fast canopy
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Good to know

chilly fox
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I'm trying to import an animation into Object Builder for some troubleshooting, but nothing happens when I click import on the animation window

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Any ideas if this is even still functional?

fast canopy
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What do you really trying to achieve would be the first question

chilly fox
fast canopy
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And what do you really mean by warping

chilly fox
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Like so.

desert raven
chilly fox
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Through addon builder

fast canopy
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You sure you really export RTM

chilly fox
fast canopy
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How many KB your RTM has?

chilly fox
fast canopy
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You sure your filepath is 100% correct?

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AKA, do you have an error message regarded to the handanim

chilly fox
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Nah, fairly sure all of that is correct.

desert raven
# chilly fox Through addon builder

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

fast canopy
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I don't think that at least is a case. It should become a broken anim, not a default anim

desert raven
fast canopy
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It isn't. It is default anim

chilly fox
desert raven
chilly fox
desert raven
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well probably you need to set up your pboPrefix files so it skips all the extra folders your stuff is in

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or just use the absolute paths

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thats what I do

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Like all my stuff is in simple project stucture like this

chilly fox
brittle nacelle
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Is it possible to keep a player aiming down the sight while playing a gesture?

fast canopy
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AFAIK yes

chilly fox
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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;
};```
desert raven
chilly fox
placid glacier
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Hello everyone, please help me, I've been sitting here for 2 days and can't figure out animexport

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Why does everything work fine in the bulldozer but poorly in the game?

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help please

fast canopy
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I don't really see how it is in game though. The Buldozer model is not representing how it behaves ingame

placid glacier
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It just doesn't work correctly in the game, the bulldozer works fine

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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

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The animation plays, I wrote it all down, but it leaves.

placid glacier
teal nexus
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Hi , how i can find animate of some object like
RuggedTerminal_02_communications_F

dusty spoke
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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?

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(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)

desert raven
dusty spoke
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unless im suppoused to be opening the rtm in object builder post-export and setting it up there?

desert raven
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Right under the buttons to add export frames to the list

dusty spoke
desert raven
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Which toolbox plugin you use?

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Alwarrens or clocks?

dusty spoke
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clock's

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didnt know there were two 😂

desert raven
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It should have it too but it might be in different place.

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I can check later but just look into the tool tabs

dusty spoke
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ooh wait no i found it it's under the dope sheet

desert raven
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👍

dusty spoke
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thank you! i've been looking at configs for two hours FacePalm

desert raven
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Negative Y is forward

dusty spoke
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didnt even think it might've been in the actual addon lol

desert raven
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If I remember right

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And the value is in meters/second

dusty spoke
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gotcha; cheers!

desert raven
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It should equal to the distance your walk cycle moves

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To minimize any sliding

dusty spoke
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i'll probably find this out but while here might as well ask - i assume variable root motion speed is possible?

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i.e slowing down or speeding up

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there appear to be indexes for it so actually probably yes...

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yeah i'll play around with this - at least punched through that hurdle now

dusty spoke
# desert raven 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

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however i do see in the settings here that it may be possible

desert raven
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I dont think it is. 🤔 at least cant recall seeing such anywhere

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what you can do is move the character forward and back/faster slower though

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the vector stays constant but the visual looks varied

dusty spoke
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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

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Gotta say tho the rtm export process and skeletons seem a lot more forgiving than say unreal engine lol

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Maybe its clocks addon making if super easy but horray for not having to worry too much about different asset types

grizzled blaze
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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};
        };
fast canopy
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What, of course you need to export an RTM to show the RTM

grizzled blaze
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the character plays the animation, but it doesnt loop

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it just stops when it ends

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my blender

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my export

fast canopy
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Try connectTo and interpolateTo

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It is not about RTM, it is about your config

grizzled blaze
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connect to and interpolate to itself?

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okay pog

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❤️

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since its a gesture... i can still use those properties

fast canopy
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That is not what you implied until now. CfgGesturesMale, AFAIK doesn't support it

grizzled blaze
fast canopy
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And it doesn't mean it uses no script

grizzled blaze
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we use the same anim with no script

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and it loops on regular skelly

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but the new animation for spartan anim does not loop, so i figured it would be an export thingy

fast canopy
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I don't even know/understand what you do or what you talk about

grizzled blaze
fast canopy
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If you want to troubleshoot something in your Mod, or animation, just tell it literally in details, not summary that tells nothing

grizzled blaze
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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 😄

fast canopy
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Tell everything then

grizzled blaze
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i have been

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when animation ends, gesture returns to default

fast canopy
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And how do you even run this animation

grizzled blaze
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[_unit, 'ArmShieldAnim_Loop'] remoteExec ['playAction', [0,-2] select isDedicated];

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we do this for regular skelly as well and it works

fast canopy
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And how does WebKnight's something run

grizzled blaze
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the same way since there arent many ways to play a gesture

fast canopy
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The same way is the summary I call, not detail

grizzled blaze
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[_unit, 'ArmShieldAnim_Loop'] remoteExec ['playAction', [0,-2] select isDedicated];

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i mean literally the same way

fast canopy
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What, so you are modifying the ArmShieldAnim_Loop gesture itself that is integrated into the game by WebKnight's something

grizzled blaze
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these are our animations for the spartan, im just using the same action name for code reasons

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but as you can see the same code run on this fella has him loop the anim

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this is our stuff in our mod, webknight only donated the rtm file for teh human skeleton

fast canopy
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Okay, what do you do in config wise

grizzled blaze
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one sec

fast canopy
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And what is supposed to happen, without your Mod

grizzled blaze
#

wym

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nothing, no mod no animations no shield no equipment

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we arent editing anything webknight is doing

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this is a completely seperate thing

fast canopy
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So you mentioned WebKnight's animation, not Mod, like at all

grizzled blaze
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he gave us an rtm thats literally it

fast canopy
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That was the biggest twist in this conversation so far

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I thought you are modifying something over WebKnight's whatever Mod

fast canopy
grizzled blaze
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yes

fast canopy
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speed = -10e30;

grizzled blaze
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lol we ball aight

grizzled blaze
#

okay solved it is indeed an export issue with my toolbox version and arma rig ; w;

grizzled blaze
plain knot
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Is there any possible way to have a strap/ wrap that has physics and or can be animated

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I’m trying to animate a tourniquet

desert raven
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Physics you can't have anyway.

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And if you mean a worn sling you could make it a piece of equipment

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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

plain knot
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I modelled multiple versions, would it possible to transition between the different models/ states?

desert raven
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No

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Well yes

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You can of course delete old and spawn new object

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But it won't really look great

plain knot
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I already know it would probably be hell but could you do it with vertex points in config?

desert raven
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No

plain knot
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For tightening/ loosening the loop

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What if I made it a ‘weapon’

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And that as the reload animation

desert raven
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Especially not

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Well OK via reload maybe

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But how much effort you want to put into this?

plain knot
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I’m trying to make all the medical animations for ACM

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Somewhat related would these animations translate into arma or is there something I need to change

desert raven
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Quite difficult.

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Main problem points are that If it's separate object attached to the scene it looks shit in first person

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And if it's say weapon as you mention, how to control the animations

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Ok sure you could theoretically get it to fire and reload while those other animations play on the character.

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And maybe that way trigger the movements of different parts.

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Buut that's huge maybe

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Then comes issues with dynamic surfaces

plain knot
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Yes

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I wanted to do it kind of like PIR

desert raven
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That animation would work only if characters are in exact positions and at same level etc

plain knot
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Where the animations start in the same kneeling

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I realised that has issues with gameplay (like tryna do medical in cover)

desert raven
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Also on slope

plain knot
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What would be the way round that

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Maybe I could make some animations that work for a slope, so above or below the patient

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And have them used if there’s a slope detected or something

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But that’s a ridiculous amount of effort

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The main thing I want is for the animations to actually line up

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I hate how immersion breaking it is doing CPR on someone’s balls

desert raven
desert raven
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Precision works only in tightly controlled events

static kayak
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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.

mild wolf
static kayak
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It's getting the pistol pose

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Trynna make a bolt animation for my stupid needle-shooting nerf gun

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Gotta pull that plunger back and press it forward

mild wolf
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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

static kayak
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oh no i know how to animate it in model'cfg

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it's bolt action

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so i need to animate the hands

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I just uh, need to figure out how to get the start and end to be correct to the pistol post

mild wolf
#

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

static kayak
#

Actually...lemme dm Soko. I know he's done it.

mild wolf
#

True

cloud perch
#

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.

mild wolf
#

Never gotten those to work 🤔

desert raven
#

Mikeros toolset dertm is needed to read them.

mild wolf
#

Ah makes sense then

dusty spoke
#

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

desert raven
#

Typically it works with gestures

#

And how much gesture can affect the pose

#

The stance animations are the base poses

dusty spoke
#

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

desert raven
#

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?

dusty spoke
#

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)

dusty spoke
desert raven
#

Space marine?

dusty spoke
#

yeah i've decided to make my own

desert raven
#

I'm just curious because not many people work with this stuff

dusty spoke
#

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

desert raven
#

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

dusty spoke
#

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

desert raven
#

If you have matching bone names you are probably picking up a lot of default stuff fro. The base man class

dusty spoke
#

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

desert raven
#

The rest might not still work as there are all kinds of bone functional definitions also in the cfgVehicles man class

dusty spoke
#

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

desert raven
#

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

dusty spoke
#

hopefully - considering it seems to be procedural and not entirely dependent on an animation reference - its always something i can adjust later

young carbon
#

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

dusty spoke
#

theres transitions and theres blendAnims - which are different

#

blendAnims is the one that im investigating

#

what you described is transitions (one animation to another)

young carbon
#
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?
desert raven
#

Blendanim is still just blend strength but it may be for procedural input

dusty spoke
#

aiming forward - yeah

desert raven
#

Honestly I don't remember off the top of my head

young carbon
#

except "forward" is along the aiming line?

dusty spoke
#

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

young carbon
#

well, for all i care, broken back pose is literally "aim forward, but forward is up and don't affect legs, btw" blobdoggoshruggoogly

#

so, a blend of "aim to the sky with affected bones" with "be prone with unaffected ones" blobdoggoshruggoogly

dusty spoke
#

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

desert raven
#

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

dusty spoke
desert raven
#

😄 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.

night dune
#

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

night dune
#

?

night dune
#

@desert raven

desert raven
#

I think you deload config is wrong.

#

but no need to ping me. I answer when I see questions and know answers

night dune
#

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?

mild wolf
#

Put this in the same location as your .rtm (put them in a different folder)

night dune
#

what does that do?
blobcloseenjoy

#

or rather how should I structure it?

mild wolf
#

You don't change anything in there, just a default skeleton model.cfg for animations to work

night dune
#

Any type? or only for pivots

#

Can't I just use the base game now?

mild wolf
night dune
#

If I don't want to do the work

mild wolf
#

The samples are just there to show you how it works, you can't preuse them

night dune
#

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?

mild wolf
#

You don't need the rig informations for weapon animation

night dune
#

You already killed me xd

mild wolf
#

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"};
night dune
#

Wow

#

The problem is that the guides are not that complete and it becomes a bit tedious.

#

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?

mild wolf
#

You can put them in config.cpp if you want, don't need .hpp files

night dune
#

and what is each line of this for?

mild wolf
#

All you need/want to know is in the youtube play-list sent above, recommend watching while learning, I'm heading offline

night dune
#

ok

night dune
static kayak
#

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

dusty spoke
static kayak
dusty spoke
desert raven
#

the basic community rig has the fingers floating

#

which makes them bit more difficult to work with

dusty spoke
#

oh... that... explains it

#

.... why? 😂

desert raven
#

I've set up mine with connecting bones to keep them in line

dusty spoke
#

i have a feeling a new community rig needs to be made lmao

#

i've not looked at it myself but now im curious

desert raven
#

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

dusty spoke
#

RIP

static kayak
desert raven
#

the original rig was made for OFP I think 😄

dusty spoke
#

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

static kayak
#

The way to fix it your way is just add a new bone between between the hand and each finger start?

dusty spoke
#

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

desert raven
#

@ in the name excludes them from export

dusty spoke
#

yeah doing that should be fine

desert raven
#

has worked for me for about 10 years 😅

static kayak
#

I shall try that. Working on making a bolt action chambering for my needle shooting nerf gun

#

(the texture is obviously not final)

dusty spoke
#

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

desert raven
#

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

static kayak
desert raven
#

fingers have very limited range of motion

static kayak
#

(also for sound design, of course)

desert raven
#

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

static kayak
#

Yeah

#

Hilariously, the animation will also work for a reasonable project such as a vp9

dusty spoke
#

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

desert raven
#

even with the connected non exporting bones it can be done

dusty spoke
#

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

static kayak
#

Oh nice

#

Yeah good idea

#

Also keeps me from doing uneven

rich pulsar
#

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?

rich pulsar
#

at all?

desert raven
#

nope

rich pulsar
#

I could swear I've seen mods where the cannon raises or lowers with the ranging

desert raven
#

maybe scripts 🤔

rich pulsar
#

sigh great, more scripting PepeCry

desert raven
#

would be cool to have though. sorry to be the bad news bear

rich pulsar
#

no worries I still appreciate it, much better than spending hours trying to make it work

rich pulsar
desert raven
#

I wanted to use it for fancy 2 barrel convergence zeroing

#

but no

rich pulsar
#

Yep, that was exactly my plan as well

desert raven
#

xD

rich pulsar
#

Well, for 4 barrel convergence actually

#

But still xD

desert raven
#

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

rich pulsar
#

Yep

#

I saw one interesting vid on the forums where someone added a userAction for ranging, so might just go with something like that

desert raven
#

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

rich pulsar
#

yeah I'll look into how AI behaves with it once I get it working for players

desert raven
#

🙏

rich pulsar
# desert raven 🙏

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.

desert raven
rich pulsar
#

I'll let you know if it works out, in case you wanna try it on your gun again as well 🫡

fast canopy
#

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)

desert raven
#

is the animation configured as gesture?

fast canopy
#

No, switch anim is CfgMovesMaleSdr

#

I tried both attempts for my Mod. Will try again and share maybe later

desert raven
#

I dont think those layer 🤔

fast canopy
#

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

desert raven
#

animationState

#

but thats the thing

#

theres only 1 animation state as far as I remember

#

and then gesture layer on top of that

fast canopy
#

Not only that, Leo added more command

desert raven
#

@cerulean pivot what did ya dooooo

#

reveeeal youuur seeecreeeets

fast canopy
#

Ultimately, my goal is having proper aim animation in upper body, while reusing lower body walk anim

cerulean pivot
cerulean pivot
# desert raven <@360154905148653568> what did ya dooooo

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

fast canopy
#

Hmm, I wonder if that actually works with connectTo connection so "AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon" to "AmovPercMstpSrasWrflDnon_AmovPercMstpSrasWpstDnon_end" automatically?

desert raven
somber aurora
#

I do not know what to write where! 😄 what is the intel

grizzled blaze
#

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

fast canopy
#

It is

#

It is not even a new command

grizzled blaze
#

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

fast canopy
#

BIKI or rather MediaWiki is case sensitive

cerulean pivot
fast canopy
#

Hm, so EventHandler that is

plain knot
#

does anyone know the best way to import armarig into cascadeur?

fast canopy
#

You don't. ArmaRig for Blender is not for Cascadeur because ArmaRig is for Blender

plain knot
plain knot
fast canopy
#

I made one

plain knot
fast canopy
plain knot
#

thank you

#

What's the process of importing it back into arma?

fast canopy
#

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

plain knot
#

alright

#

how do i import custom weapons?

fast canopy
#

Woah what a broken embed...

plain knot
#

thank you

#

would this work?

fast canopy
#

?

#

What am I supposed to understand from these pictures

plain knot
fast canopy
#

It says you don't

plain knot
# fast canopy 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

fast canopy
#

It literally says the props has no bone but attached to Cascadeur rig will work

plain knot
#

okay, my only concern is that it says that it won't have mass

fast canopy
#

It is not something you do in Blender but in Csacadeur

plain knot
#

okay

dusty spoke
#

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)

subtle falcon
#

ok bad example with this video since there are no interpolations x)

dusty spoke
#

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 :/

quaint oyster
#

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.

desert raven
#

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.

quaint oyster
desert raven
#

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

charred elm
#

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

deft night
dusty spoke
#

@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

deft night
dusty spoke
#

just remember to do a += so that you don't overwrite the current interpolateTo entries

deft night
#

Guess I overwrote the interpolate entries there

#

thx for the info!

dusty spoke
#

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

deft night
#

I will 🫡

dusty spoke
#

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)

deft night
dusty spoke
# deft night 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

deft night
#

Oh I think I did that allready^^

class CfgMovesBasic {
    class ManActions {
      test="test";
  };        
};
```?
dusty spoke
#

yeah exactly

#

though you're uuh.. closing your class there prematurely

deft night
#

Thats true, wrote it fast and copy pasted the wrong lines xD Its fixed now

dusty spoke
#

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

deft night
#

I will give it a try, thanks alot again 🙂

dusty spoke
#

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 😄

quaint oyster
dusty spoke
digital charm
#

anyone got this issue? models are breaking when entering vehicles, no matter where, in editor, scenarios, etc.

desert raven
fast canopy
#

AnimDataCache

digital charm
#

3denenhanced is the issue, removed it and it's fixed.

dusty spoke
digital charm
#

every single ai unit in a vehicle had a broken animation

#

idk

#

removing it fixed everything somehow

dusty spoke
#

Bizzare but ok

digital charm
#

i played the east wind and it affected the ai there too

dusty spoke
#

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

fast canopy
#

Still, it is likely an AnimDataCache issue

digital charm
fast canopy
#

Find and delete AnimDataCache that is located in somewhere around Profile folder

digital charm
#

when i encounter the issue again with 3den i'll make sure to remember this

shadow spade
#

does anyone know this mod

signal edge
jovial hawk
#

anyone knows an alternate running anims

desert raven
lethal wasp
#

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?

desert raven
#

And pack with pboproject

lethal wasp
desert raven
#

it just needs the character skeleton in it

#

nothing in cfgmodels

lethal wasp
#

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 ;_;

desert raven
#

like weapon - Weapon is bad

lethal wasp
desert raven
#

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

lethal wasp
#

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?

desert raven
#

thats the problem

#

change rig to weapon and export and it likely works

lethal wasp
analog magnet
#

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!

grim rover
#

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 catdespair

analog magnet
#

so You might need to roll Your updates waaaay back

grim rover
#

Cheers I will check, albeit I think I can work around it

desert raven
#

Do remember to check you blender temp folder for automated backups of the original blend though

strange canopy
#

hi guys im trying to create a gesture to be used with a left hand

but im not finding any tutorials or documentation

desert raven
strange canopy
#

😦

desert raven
#

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

fast canopy
#

Does anybody actually got a copy or link to it? Once I take a dinner I may peek there

young carbon
#

username seems to match whatever conversation happened under the forwarded message

mild wolf
desert raven
#

yes its that one

fast canopy
#

Thanks, I'll take a look whenever I can

proud fossil
#

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 blobdoggoshruggoogly

https://youtu.be/5MJLq34RuLY

AI not firing properly when turret arms are animated. Ai sometimes fires a single shot.

▶ Play video
proud fossil
desert raven
#

the AI aiming might not be able to hanlde multi jointed aiming 🤔

proud fossil
# desert raven is the turret initially modeled pointing forward

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.

https://youtu.be/yS4IguanYBM

woeful pelican
#

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

proud fossil
desert raven
#

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

proud fossil
#

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.

craggy dagger
#

guys anyone can help me learn keyframe animation with a camera? i would like to do some cinematics or filmmaking on arma 3

digital charm
#

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];
fast canopy
#

Bunch of setPos and setDir shall do

hard trellis
#

You can try the keyframe system as well

ornate lintel
#

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?

desert raven
ornate lintel
#

i did but only a arma rig for arma 2 popped up and im trying to use it right now

digital charm
# fast canopy Bunch of setPos and setDir shall do
_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?

fast canopy
#
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
digital charm
fast canopy
#

I appatently forgot setPosWorld in my code. Not sure what you mean

digital charm
#

nevermind, it works perfectly, is there a case for direction as well? or must i use setDir

fast canopy
#

Same thing. linearConversion and setDir

young carbon
paper rapids
#

the addactions only can show up when the mast it´s deploy!

knotty cosmos
#

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

desert raven
#

and various samples in arma3 samples on steam

knotty cosmos
desert raven
#

start from something simple

knotty cosmos
#

also should i put memory points?

#

like for guns

#

wheels

#

and etc

desert raven
#

those are needed for varioust things yes

knotty cosmos
#

okay

desert raven
#

but start from simpler

#

like just a box

#

with a lid

#

diving into something complex is not good

knotty cosmos
#

my main goal is to make this for arma 3 players. alot of players been wanting this vehicle for a long time

desert raven
#

extreme deep dark end of doing things

knotty cosmos
desert raven
#

very

knotty cosmos
#

...

#

push it to the limit

#

i can do it

#

it will take a long time

desert raven
#

just start simple

knotty cosmos
#

okay

knotty cosmos
#

so my idea is to make the head move

#

but

#

the walking animation

desert raven
#

ok so since you are trying to jump waaay ahead

#

😛

knotty cosmos
desert raven
#

do you want to make it a vehicle or a character

knotty cosmos
desert raven
#

then you can make different parts animated separately

#

and the head a turret for example

knotty cosmos
#

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

desert raven
#

well there is a model.cfg animation exporter

#

but

knotty cosmos
#

once your done walking the tripod will have a stopping animation

desert raven
#

you really really need to get the basics down first 😅

knotty cosmos
#

i was just wondering if there is a way to do that

desert raven
#

knowing the basics and then learning more advanced techniques will give you the answers

knotty cosmos
#

okay

desert raven
#

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

thin temple
# knotty cosmos i was just wondering if there is a way to do that

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.

ocean tinsel
#

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

desert raven
bold ember
#

what is the directory for the default pistol handamin?

red jetty
#

help! i tried to make a shotgun idle & reload animation and have accidentally created SIREN HEAD.

WTH IS HAPPENING.

fast canopy
#

How do you export your RTM

red jetty
#

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

fast canopy
#

That is not the tool I use 🤔

#

How does it look in OB?

red jetty
fast canopy
#

How nada it is

red jetty
#

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

fast canopy
#

You really sure your RTM is at least exported and has some data?

red jetty
fast canopy
#

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

red jetty
#

yeah but wouldnt i still be able to like pick and choose from the list

#

because thats what im not getting

#

is the option

fast canopy
#

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)?

red jetty
#

looks to be that way yeah

fast canopy
#

No, that is not the point

#

That particular armature object, not a particular bone or any reference object

red jetty
fast canopy
#

Latter would be more accurate to tell

#

The orange-highlighted is the armature object which I ask for

#

Object Mode to select it

red jetty
#

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

fast canopy
#

No idea what Rig you use but you have these lines you can select

#

That is just preference/how it is visualized

red jetty
#

so this?

fast canopy
#

Yep that is what I ask

#

And they are not scaled 1,1,1

#

Sorry I misread

red jetty
#

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

fast canopy
#

No, that is just my setup that is not supposed to be work with Blender but for Cascadeur

red jetty
#

ah ok completely different software fair enough

fast canopy
#

And built on Blender, so that is not a big deal

red jetty
#

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

fast canopy
#

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

red jetty
wicked rain
#

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

cyan nimbus
#

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?

cyan nimbus
cyan nimbus
wicked rain
#

otherwise code is pretty much identical, and bones are setup the same way

cyan nimbus
#

Added anything on the config side?

#

Or perhaps

#

Where is the bipod mempoint in the memory lod

wicked rain
#

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

cyan nimbus
#

if not, try to add it

#

then check hasBipod=1 in the config

#

then you can crunch

cyan nimbus
wicked rain
#

added the config line, where do I put the mem point? In between and below the two legs?

cyan nimbus
wicked rain
#

ok cool

#

will try that now

cyan nimbus
#

you can tweak its height afterwards if you notice the player sinking into the ground or floating above the ground

wicked rain
#

booting up the game now, hopefully it works

#

this bipod has been the bane of my existence for the last day or so

cyan nimbus
wicked rain
#

no payment till I see the results

wicked rain
#

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

cyan nimbus
#

i guess the mag

wicked rain
#

yeah seems it

cyan nimbus
#

you do have any autocenter property in the p3d?

wicked rain
#

not sure

cyan nimbus
#

im not sure if you need it, but i got autocenter 0 in the geolod of the gun

wicked rain
#

I don't have a geolod yet

cyan nimbus
#

i see, that's everything i have in my guns

#

not sure why yours seems cursed bipod wise

wicked rain
#

it's really irritating as it's basically the only thing left to do

cyan nimbus
wicked rain
#

all the other errors I have to iron out I know how to fix and are pretty easy

cyan nimbus
#

in the config

#

i forgot

#

check if you have it too

wicked rain
#

oh I'll add that now

#

already have it

cyan nimbus
#

mm no clue then

wicked rain
#

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?

red jetty
cyan nimbus
wicked rain
desert raven
#

missing this and the mentioned autocenter are the problem

wicked rain
#

I've made a geolod now, how do I apply the autocentre?

desert raven
#

named properties panel can be toggled here

#

you can compare with the sample weapon too

wicked rain
#

yeah that was it, thankyou

#

I've been tearing my hair out over this

cyan nimbus
#

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

fast canopy
cyan nimbus
fast canopy
#

Probably

desert raven
cyan nimbus
#

alright, will update it later, gonna add the last half one by one, i guess "dedikation"

bold ember
#

Anyone know it?

marsh talon
#

Is it possible to make a Animation of a Bending Bow ?

quiet imp
#

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

keen parrot
#

once i shoot someone's arms weapon flies like this anyone knows why?

desert raven
#

some modded thingy probably breaking it

keen parrot
#

i make the weapons and handanims for them also ACRE2 animations are broken aswell

#

i need help really

desert raven
#

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

keen parrot
desert raven
#

perhaps you break the animation class inheritance 🤔

#

or alter it

keen parrot
#

i deleted trigger cus i didnt want any trigger rotation while firing its prolly because of that