#arma3_animation

1 messages · Page 8 of 1

zenith token
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no you only need 2 bones and proper weightpainting. The problem is that you must load before shooting. Which doesnt work in Arma. No chargeup. You would spawn it with "arrow loaded and drawn", then constantly run around with a drawn bow.

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in fact, since loaded state is the default animation state, it would also look like that when you put it on your back... a drawn bow with an arrow on it. Silly²

marsh talon
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Okay Thank you Will give it a go after I'm done with the Textures.

dusty spoke
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been writing some documentation for the various states parameters, there are a few that i could use a hint on since i have no idea/only speculation on what they do:

  • stamina
  • static
  • weaponobstructed
  • idle
  • duty
  • useIdles (i heard it has to do with making variants work better but it'd be good to be more specific)
  • equivalentTo
  • hasCollShapeSafe
  • collisionShapeSafe
  • camShakeFire (did nothing from testing)
  • enableDirectControl
shadow briar
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What X3KJ described seems to have a solution in DayZ's Enfusion engine -- its "bullet in the chamber" support allows for manual firearm operation -- but I'm not aware of any in Arma 3.

zenith token
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why would bullet in chamber solve the standard animation state (loaded weapon, not empty weapon)?

shadow briar
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Because at last check the possibility thereof doesn't exist in RV by default?

zenith token
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doesnt answer the question

shadow briar
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If 'bullet in chamber' (capability to manually cycle a weapon and thus have the bowstring not yet drawn) then I would think the next step is to spawn such a bow as empty...?

zenith token
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weapons with chambers dont have detachable magazines. Arrows are like magazines with capacity 1 ...

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and before you fire the weapon has to be loaded with a magazine. And a magazine is by default loaded when you put a weapon on your back

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additionally the bow needs to be drawn before beeing fired. therefore its put drawn on your back. Wether the game has chamber or not matters fuck all in this instance

charred crane
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tried to make my own animation for how the arma man should hold a gun

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thats not quite right is it

fast canopy
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How do you pack the PBO

charred crane
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hemtt

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but im also not sure if im even using the right skeleton

charred crane
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at the moment im using the p3d called "man" from the sample files

fast canopy
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Post your model.cfg

charred crane
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Don't have one atm, that could be the issue tbf

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the gun is inheriting everything from another gun, optre MA5, just changes model and what attachments can be put on it

desert raven
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At least I'd assume hemmt needs that too.

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Also in the RTM or more specificically in the rig you made the animation with you may have wrong case first letter in the weapon bone name.

"Weapon" vs "weapon"

charred crane
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I see, does the model.cfg need to be referenced in the main config file too? Because that's something i couldn't find from the reference files

desert raven
charred crane
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Gotcha

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Does it matter where it's put then?

desert raven
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Thta folder can be subfoldr of your project folder.

charred crane
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Gotcha thanks

charred crane
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set up a model.cfg. It's no longer spaghetti hands. but still not there

desert raven
charred crane
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rig bone name is weapon and all "weapons" in the model.cfg is also lower case if thats what you mean

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Honestly i look at the model.cfg and am supremely confused

desert raven
charred crane
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right

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at the moment my model cfg is basically just the one from the sample files, with the bipod parts removed

charred crane
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ah i should specify

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the model.cfg from the samplefiles for the test_weapon_01

desert raven
charred crane
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hmm

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So how do you make adjustments to hand placement then?
1: make adjusments in the man.p3d with one of the sample animations
2: export it to RTM
3: drop in the model.cfg for the gun and rtm into a subfolder
4: load the animation in cfgweapons.cfg
5: ???

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i appologize ahead of time, this is the first time i try animations in arma

desert raven
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Then way it works is that the hand offset Is read relative to the weapon bone (hand and finger bones)

The arms are then blended to connect with the hands

desert raven
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Dis

charred crane
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ah okay

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was looking at that aswell, issue, is that the arma3 rig for blender is inaccessible since the forums are down

desert raven
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I think they are pretty much same one that are around

charred crane
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Yeah the rig i used i used and modified in object builder

desert raven
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Aa right.

desert raven
charred crane
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aah thanks

charred crane
# desert raven

the example model.cfg file link seem to be missing in that sadly

desert raven
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From the character example

charred crane
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the one under TemplateRTM?

desert raven
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No character

charred crane
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oh im fucking blind

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well i got it to work

desert raven
charred crane
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now i just need to adjust it so the wrist doesnt break when lowered

desert raven
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Yeah its a bit tricky usually

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Need to often compensate with the fingers instead

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I would recommend pushing your gun back maybe 5cm so it's a tally against the shoulder.

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Like in the weapon p3d

charred crane
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had to grab my printed m392 to get a refrence for how the front end is held

desert raven
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Then adjust the hands

charred crane
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yeah back and down a bit i think

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But! Thank you very much for your help! I wouldnt have gotten to this point without your assistance

desert raven
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You're welcome. Just pay it forward

charred crane
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Will do

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Still may need help with the weaponanims themselves, ie bolt, mag hiding, and that stuff but ill come back to that later

marsh talon
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I guess this would be easier for a Cross bow, since I make a mag of 1 bullet and make it play the arrow insertion Anim and load in one rtm for reloading.

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If that makes sence.

cyan nimbus
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Cant understand what's wrong with my RTM. It appears that the hand anim is not only turned 90 degrees, but also its in a more backward position in respect to the actual position present in blender, where the bones and the weapon are in a more forward position. I also checked the bone name launcher and changed it to Launcher, same way it is in the model cfg used to crunch the RTM and changed it the same way in my Blender Rig. But still doesnt work.

fast canopy
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How it does look in Blender

cyan nimbus
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1 sec i post the pic

cyan nimbus
fast canopy
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Your Launcher bone is not aligned properly

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If vertical one is it is

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Actually, your RTM is working very properly

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It is very aligned well to your in-game launcher very finely

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That means your launcher in-game is too backwards than it is supposed to be, so your RTM is

cyan nimbus
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im afraid im not getting it, should i rotate the launcher bone? or should i move forward the launcher in the p3d?

fast canopy
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Move P3D forward and your RTM

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handAnim will not respect the P3D's contents, but the relative position from the weapon bone. On the other words, your Launcher bone in Blender went too far away to front (Y+ I guess) axis

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So what you need is, move Launcher bone in Blender backwards, re-align Launcher P3D and adjust hands

cyan nimbus
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Ok, thankss

cyan nimbus
fast canopy
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Rotate your Launcher bone

cyan nimbus
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Ok

desert raven
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with any of the weapon animations, it is easier if you can get the underlying standing hold X type weapon animation imported first as reference stance

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also it is helpful to constraint the weapon models to the bones so you can see the actual position of the weapon once the game glues it to the bone

slim wedge
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Anyone know a fix to POLPOX stuff not playing their animations? Not just showing static versions

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I would seek the steam

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but no comments

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(skill issue)

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nothing online

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(skill issue)

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friend who has used it before doesnt know either

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(skill issue)

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animations are applying, including facial gestures

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but tis not playing

desert raven
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its meant for static posing anyway if I remember right

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not making complex scenes where stuff happesno

slim wedge
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My friend has used them and they played

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And if that is the case, how do I apply moving animations?

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@desert raven

desert raven
slim wedge
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i thought our relationship was special

desert raven
fast canopy
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I improved the Mod and everyone doesn't like my idea

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It is pretty much stopped on purpose

slim wedge
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im gonna crash out

fast canopy
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Because it is for still images

slim wedge
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peter griffin crash out

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further: this guy tweakin

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"Anyone know a fix to POLPOX stuff not playing their animations? Not just showing static versions"

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"I improved the Mod and everyone doesn't like my idea"

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the masses are getting notified

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the revolution is coming buddy

fast canopy
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It's not a mess

slim wedge
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the helicopters are spooling

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the engines are heating up

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the engines are running theyre ready to kill

fast canopy
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Stop spamming if you have no topic to do

slim wedge
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I do have a new topic so what new features will I be expecting when I go back to creating non moving screenshots for artwork and since I y'know cant use this guys mod anymore where can I go to apply the animations so that they play and can be used in a video and or missions for a trailer im working on as it would happen screenshots would not work for such a thing

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its okay I see how it is

fast canopy
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Use scripts. switchMove, setAnimSpeedCoef etc

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It is actually would be easier to apply a script if I implememt one line of code actually. I just have other things to do

slim wedge
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the urge to pregnant man react you right now is something unholy

left cradle
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Is there a simple way to create "cutscenes" similar to what plays at the beginning of some campaign missions (i.e. Kerry just walking forward while the player can look around). I don't really know whether the animation is accomplished by actually scripting a walk cycle or by simply having the vanilla animations play while the actual game AI does the walking or something.

I've tried the former, but the character keeps spazzing out instead of playing a smooth animation. I've attempted it with most animation commands on the wiki, to no avail so far.

fast canopy
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switchMove and disableAI "MOVE" could help you

cerulean pivot
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just open the anim viewer and look at the cutscene anims (they typically have a cts or act prefix)

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and as POLPOX said you should always disable the AI movement for this

left cradle
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so far what I've done is this short script

execVM "unitCaptureData.sqf"; player disableAI "MOVE"; player switchMove "AmovPercMwlkSlowWrflDf_v3"; player playMoveNow "AmovPercMwlkSlowWrflDf_v3";

The player does move from point A to point B, but disableAI doesn't work (prolly because the player doesn't obey the laws of arma AI or something), and the character just slides across the floor while spazzing out.

Simply running player switchMove "AmovPercMwlkSlowWrflDf_v3 apparently only plays the first frame of the animation before going back to the default stance.

desert raven
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Disable ai don't do much on player I think. You left out earlier that you want to force player into animations

left cradle
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I'm not entirely sure what that means lol

atomic pivot
left cradle
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Sorry that's not what I meant, mb, I was talking about the force player into animation bit.

I've already removed the disableAI command, nothing changed

fast canopy
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BIS_inf switchMove "Acts_PercMwlkSlowWrflDf2";```Used in Drawdown 2035
left cradle
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That seems to have done it
I suppose it's something to do with the animation then, maybe it's only w/ the cts / acts cutscenes or something?
Using the exact same syntax with "AmovPercMwlkSlowWrflDf_v3", and it doesn't work, but the one from dd2035 works just fine

Thanks for your help

desert raven
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it is possible they are configured for different purposes

left cradle
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Any way I can get my lad to lower his gun after the animation finishes?

desert raven
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might need to force a gesture to do that

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or play lowerered weapon stance

hollow locust
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hi guys, i need some help with reload animations.
Basically all my reload animations are taking in account the character's torso movement and position, and i would like to make the game forget about those IK so it stop looking weird when the player reload while in the side prone position, any ways to do this within the config lines ?

desert raven
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you can try different blend masks

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or even make custom one

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personally I prefer separately made prone animations

hollow locust
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what is a blend masks btw?

hollow locust
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i haven't thought about it

desert raven
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and with what strength

desert raven
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is gud

hollow locust
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thanks for the help dude, i'll check both options and see which one is better for me

desert raven
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the blendAnims mask is often used in gestures

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so you could have a full body gesture animation but with different mask make that same animation look very different

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like if you only mask it to blend the right arm movement

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or in another animation left arm movement

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it depends a lot on how you make the animation if it can be used between different stance just by changing the mask

hollow locust
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👍

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i understand it now, i'll try out that blend mask solution

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again, thanks for the help

stone plume
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Hello, can someone help me with how I can make an animation for opening a door? I'm thinking of reaching for the door with his hand. And the other one is when he pulls the gun behind his shoulder in CQB. Are these scripts? If anyone can help, thank you.

fast canopy
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That will require TONS of effort in SQF, RTM, config, maybe P3D, years of learning and eventually may not work well

stone plume
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There is a team here who uses it and it works, but privately. I thought it wasn't complicated.

fast canopy
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In the first place, A3 does not really support IK to put a hand somewhere

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It absolutely is. Can't say it is something you can in a few days at least

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If somebody ever done it, ask them. At least I am aware none of such Mod

stone plume
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You can see it stretching out towards the end of the video.

fast canopy
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Timestamp please

stone plume
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2:20

fast canopy
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Then this is not something too complicated I guess. Maybe some Mod that is made to expand ACE. It is just a gesture RTM with some script that anyhow activated upon you open a door

stone plume
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Yes

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I'm looking for a solution to this

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I found it

olive frost
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Does anyone have a list of animation names? Trying to make a middle eastern vip extraction mission and want to have some AIs pointing and directing traffic while some others are doing a protest or yelling type animation.

Tried looking through the animation viewer but I don't think I was using it right and couldn't really find anything for either.

fast canopy
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Vanilla Viewer is horrendeously terrible to use. Use POLPOX's Base Functions' Animations Viewer

white juniper
fast canopy
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Hm, I mean we know how they grab a wheel of a vehicle, but it never is really controllable on script or something end users can easily handle righto?

woeful pelican
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not without it being som,e hacky shit

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like spawning a static/vehicle infront of the door

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and using the handIK of the vehicle to do it

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and yeah units leg/feet move up and down depending on slope/height etc

cerulean pivot
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if you stand on a sharp slope you'll see that the feet look like a flattened piece of paper 😅

white juniper
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Your knee will angle on too big slope.
And its IK yes. We have hand/leg IK

fast canopy
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It is anyways very limited usecase as Kerc said

naive hemlock
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dayz is not running on enfusion just yet btw

zenith token
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i imagine the transition could be a bit painfull (in terms of bugs and glitches)^^ /ot

dusty spoke
cerulean pivot
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I know

hexed girder
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uhhh, using Polpox's unit animator, and the troops are stuck on the first frame of their animation

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why?

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waaaait

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that thing is only for static animations

regal mauve
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Why is the forefinger of my character like this when the character handles the weapon ?

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It should be like this

desert raven
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And the gun object position in hand is hard locked into the animations due to pistol proxy being glued on the right hand.

So if you need to alter the pistol position, it needs to be done within the pistol model.

regal mauve
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that's genius actually

desert raven
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as that makes making nice pistol animations a lot harder

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probably an oversight in the design

regal mauve
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That's true, i think that's it ^^

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When they first developped the engine they probably didn't expect to use bones for weapons and they realized further that it would be a great idea

desert raven
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I have ideas on how to run full on conversion to fix it 😅

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but that would basically break all modded pistols

regal mauve
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that's the problem ^^

shadow briar
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I imagine that Rocket's reaction to the pain would have been "just as planned"

regal mauve
zenith token
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or "you go fix it, i will make a new game instead"

shadow briar
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Now I'm reminded of the guy who wanted Bohemia to cancel Arma 3 rather than go Steamworks and just make paid updates for Arma 2

bold ember
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Remember guys, it has to be out by the end of the year!

regal mauve
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I have a little question: When i make a reload animation, does the animation have to start on a3 pistol holding position ?

polar coral
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I'm in need of making a weapon animation and a reloading animation

First things first, do i need a different Armarig than the one we usually use for vehicles?

Second, is, is there a good video on how to make both animations?

regal mauve
polar coral
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if it works the same i should be fine, dealt in those before, could i possibly replace the weapons in the rig with the ones i'm animating, if so how?

polar coral
fast canopy
regal mauve
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I watched videos on youtube and daylimotion to understand how to do it

polar coral
regal mauve
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Actually i gave a look on youtube and its not so easy anymore to find a decent weapon modding tutorial, most of the ancient videos have been deleted or maybe ghosted

shadow briar
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^ DnA's explicit statement ^

polar coral
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@desert raven do you have an un-binarized reload animation .rtm? i wanted to use the .rtm import to see how you did it to do it with the weapon i'm working with, if not it's fine, i'm still trying to get a hand on it

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from what people there told me, static animation seems to be easier because the game will only pick up the arms, and i also heard that the reload animation would only pick up from the waist up, is this true?

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the 2 big questions i have are

  1. do i need a minimum amount of key-frames for reload animations?
  2. are they interpolated or do i have to do each frame very carefully?
fast canopy
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Partially. HandsAnim only requires one frame, reloads require ususually two: upright and prone variant

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  1. No
  2. No, linear interpolation
polar coral
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oh ok, good, that helps a-lot

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i guess from there it's just tweaking to see how it looks in-game, right? probably won't get it on the first try

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btw Polpox do you have an unbinarized reload .rtm? i wanted to use the .rtm import tool for blender to see how the keyframes were made, as reference

desert raven
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its just bunch of frames, not the original setup where the animation is actually made

polar coral
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understandable, i guess i'll just play with it until i get the hand of it, ty

desert raven
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RTM exports each frame you got

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but in blender you dont key each frame in typical animating workflow

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so imported animations are not very useful or easy to modify

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as they dont use any of the fancy animating methods like constraints and interpolating between key frames

polar coral
desert raven
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only things useful are the base poses

desert raven
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when you make the animation in blender it interpolates you frames between keyed poses

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each of those frames get written into the rtm

polar coral
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gotcha

desert raven
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well Id supose the game playback might interpolate a bit between frames. but thats not something you would need to worry about

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in Blender you can use all the available animating tools

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the end result playback is what gets exported out

polar coral
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as per what polpox mentioned, that reload usually requires a stand up and a prone animation for it, what does the game use, only arms? waist up?

fast canopy
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Both usually only uses upper body

polar coral
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got it, ty

desert raven
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it can however be configured as you want

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if you want the magazine be kicked in, that is possible

pulsar nexus
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can the animation source "isSelected" be used to activate an animation while there weapon is NOT selected?

Yeah you can, im just dumb haha

hexed scroll
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hey guys, how do I hide this in my animations? i tried config-level with disableWeapons = 1; disableWeaponsLong = 1; but this didn't work

fast canopy
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Why?

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There is none, too

hexed scroll
# fast canopy Why?

i have the issue where the rifle and launcher float when it's meant to be an unarmed animation, how do I fix?

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im a bit confused

fast canopy
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If it is supposed to be an unarmed animation, don't give them weapons

hexed scroll
fast canopy
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Position them in right position

hexed scroll
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ah thanks

quaint totem
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Does anyone know why the stretching happens? He looks normal sometimes and the stretching is never consistent, it always changes shape and stuff. I also look into the anim viewer and its completely normal

regal dawn
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Hi there everyone! Anyone knows where can I find combat animations? I installed all the animation mods in the steam workshop still I cant find some combat animations, like for example a guy being suppressed animation or a guy firing animation im looking for these animations, is there any specific mod for them? I cant find them in the polpox viewer, thanks

forest orbit
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Anyone know why embedding a custom building into my terrain would break the ability to open doors on it? But I put the same building in virtual map and it works.

desert raven
icy nebula
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Just another place to look, I haven't done much of anything with animations, either creating or using

plain knot
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@fast canopy how do you get a cascedeur animation into arma?
I've got it to blender but it's not letting me export as an RTM

fast canopy
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What am I supposed to understand from this chunk of video?

plain knot
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i was just giving context

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once in blender i can't export as rtm idk why

fast canopy
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Because you don't load the RTMExporter addon?

plain knot
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What's that? I usually use Arma tools/ object builder

fast canopy
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Okay I guess I was slightly wrong, but if you have ArmaToolBox for Blender, you can export RTM

plain knot
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my issue is that the fbx that i import from cascadeur doesn't let me, the option's greyed out

fast canopy
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Because you didn't checked Arma Object Properties

plain knot
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i found it

plain knot
hard trellis
desert raven
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go baby go!

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next animations for each button?

hard trellis
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oh I didnt' even have to make it D; can just use the same mask with the game salute animation.

desert raven
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so you could animate the hand opening and such

hard trellis
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ohhh yes I was wondering that. go go gadget finger!

desert raven
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maybe couple of animations to counter the stick movement too for full control?

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if its normally tied to the stick by IK

hard trellis
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it is. those would have to be perframe while the gesture is playing, right?

desert raven
hard trellis
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hmm Some animations break if a bone is hidden. maybe I can try doing that to disconnect hand from stick?

desert raven
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worth a shot but I think it wont work

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the chain would have to be something like stick - handIKmover

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so if you do stickHide - stick - handIKmover

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it should then also hide the handIKmover

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and likely nullify it too

hard trellis
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hm. yeah. I'll try =)

livid canyon
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Anyone know where to find the BISkeleton?

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Or any sort of rig?

plain knot
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Any idea how to fix this?

desert raven
livid canyon
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This one?

desert raven
livid canyon
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I've set it up, but when I do export it gives the addon builder an error when I start binarizing

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Hence why I'm asking

desert raven
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Simple animation guide in pins

livid canyon
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Anything special I need to do for launchers?

livid canyon
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@desert raven Any ideas?

desert raven
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addonbuilder has trouble with rtms

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Id recommend mikeros tools and pboProject workflow

livid canyon
livid canyon
# livid canyon

Figured this part out:

Needed the definiton for the OFP2 skeleton in my model.cfg :)

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Now to see if it made a difference

hard trellis
livid canyon
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@desert raven That didn't do anything as far as I can see

livid canyon
desert raven
livid canyon
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?

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Next to them meaning?

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In the folder structure?

desert raven
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(rtms should be in their own folder)

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like in yourmod\data\anims

livid canyon
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So the model.cfg file must be in that folder?

desert raven
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yes

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it defines the character skeleton used in the rtm

livid canyon
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Okay, it still looks as above

desert raven
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then the launcher bone name in the rig might not match the launcher bone name in the model.cfg

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so the one in the rig needs to be renamed to match

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ie launcer - Launcher for example

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whichever it is in the model.cfg

livid canyon
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It was named correctly in the rig

desert raven
livid canyon
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Lower case

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launcher

desert raven
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is the rig scaled in object mode?

livid canyon
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It's all 1s

desert raven
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thats really all there should be to it

livid canyon
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Still does not work

livid canyon
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Getting closer, had to export it as a static pose

desert raven
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is your blender animation timeline starting from the frame you export?

livid canyon
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Seems not

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Let's try that again

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Nope

livid canyon
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I think I forgot to add this

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Let's see if it works :)

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Nope

desert raven
livid canyon
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Okay, why isn't it working then?

desert raven
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dont know.

livid canyon
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Do you need to apply transforms after animating?

desert raven
livid canyon
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Going to try the arma3 toolbox addon

fast canopy
fast canopy
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In Blender, yes

livid canyon
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Okay, rotate it up?

fast canopy
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So it will be upright

livid canyon
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Understood

fast canopy
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Default bone rotation for launcher is somehow not upright

livid canyon
desert raven
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something like this

livid canyon
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I see

desert raven
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it helps if you unhide the launcher reference model

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or attach your own model to the bone in the T pose

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like you see the gun reference there

livid canyon
#

I do not see the difference

livid canyon
fast canopy
livid canyon
livid canyon
fast canopy
#

That's Y

#

I mean Z in Global

livid canyon
#

Only difference is the orbitals signifying the axis

fast canopy
#

The launcher bone is facing front but downside left

#

You know what and how to rotate it then

livid canyon
#

What do you mean by DOWNSIDE LEFT?

fast canopy
#

Downside is the launcher's downside, where you usually see a trigger

livid canyon
#

I see

fast canopy
#

Left means left

livid canyon
#

So rotate it 90 degrees on the Z axis...
Which I did

#

Then rotate it left?

fast canopy
#

Nonononono, no. Do not change the longer side's direction

livid canyon
#

Okay

fast canopy
# livid canyon

Just to clarify, in this image, rotate in green, is what I mean. Not blue

livid canyon
fast canopy
#

I said Z?

livid canyon
#

Yep

fast canopy
#

I remember X, Y, Z are R, G, B

livid canyon
#

Green is Y, last I recall

fast canopy
#

And I did not mention the locality of the axis

#

Which, basically, you know, doesn't matter but how the handle is shown

fast canopy
livid canyon
#

Let's find out

fast canopy
# livid canyon Getting closer, had to export it as a static pose

In this case, your launcher bone's direction is not just right. handAnim is calculated on the weapon bone and hands' relative position. As you can see actually, both left and right hands are animated correctly and placed correctly, not just as you intended. The flaw here, is launcher's direction in Blender

livid canyon
#

This is what it looks like now

fast canopy
#

At least you got the idea

#

Is the stick your weapon?

livid canyon
#

Yep

#

A pen flare

fast canopy
#

Then left hand should also grab it, as default animation set does grab launcher in both hands

livid canyon
fast canopy
#

The current issue anyways, is how launcher bone is not placed right

livid canyon
#

Yep, any idea on where it should be?

fast canopy
#

It is better to place the reference object to the launcher bone

#

Similar to this, just some extra step

#

You need to put it the stick in 1, 0, 0 and upside left (left as in the unit's front is front)

#

And attach it to Launcher bone

livid canyon
#

Understood

#

Very close, just need to rotate it :)

desert raven
#

your hands will be positioned on it with the same offset the hands have from the launcher bone in blender

livid canyon
#

Understood

#

There we go!

#

Just move the launcher, and we're golden!

#

@desert raven@fast canopy Thanks for the help

lapis glacier
#

Hihi! Im very new to arma modding, i was wondering how i would get started making custom animations for stuff?

fast canopy
#

If you wanted to make your own Mod and this is your first time modding, seriously this should not be your first step

#

An animation/RTM techtree requires a lot of knowledge before explore

lapis glacier
#

ahhh okay okay

desert raven
#

And then start study how animation configs work and connect with different parts of the game

regal mauve
#

Why is the AI not able to move if i attach an object to it ? I mean the AI can move by itselft and if i use doMove the AI will also move. But if i use for example cursorObject playAction "walkF" the AI will execute the action but without any translation. Why ?

#

That's weird because if i execute this action without attachedobjects the ai will move

#

I tried this on soldier and other type of characters, the result is the same

#

at the beginning i thought it could be caused by collisionshape but the AI will not move even if i attach the object 2m over the head of the character

desert raven
#

Have you tried other animation related commands?

regal mauve
# desert raven What kind of object?

yes i tried other commands and the result is the same the character executes the animation but doesn't move. I tried to attach different objects, car, turret, wheel, computer, they all give same result

desert raven
#

Can't say I recall anyone ever mentioning this so might be nobody has tried it before.

regal mauve
#

I tried with vanilla characters and my horse, the result is the same. That's very unfortunate, i intended to use playAction to allow the player to control the horse while still being able to look around, shoot and use binocs

regal mauve
#

It works as long as nothing is attached to the character

#

I can't think about another way around. I could use doMove instead but wont be as elegant

desert raven
#

It could be a bug id suppose

fast canopy
#

Try Game Logic then

regal mauve
regal mauve
#

The problem is i wont be able to add a turret to a game logic

fast canopy
#

Did I misunderstood or forgot something to understand your goal?

desert raven
#

Maybe

regal mauve
desert raven
#

Test if character with logic attached to it plays the action

regal mauve
desert raven
#

🤞

regal mauve
#

Unfortunately its not working....

#

I had good hope on this one ^^

desert raven
#

Make a feedback tracker ticket. Maybe we can get dedmen to investigate what happens.

regal mauve
#

I created the ticket, hopefully he will see it

#

I think i've found a solution !

#

If i use unit disableAI "MOVE" before using playAction it works

#

that's the solution

#

I think i can remove my ticket now

desert raven
#

So if it works with AI move disabled then it could be some sort of bug

#

If the workaround works then it's alright. but I'm bit curious what the reason is.

regal mauve
desert raven
odd spruce
#

Hey guys, does anyone know where I can find a beginners guide on attaching NPC's to furniture? Chairs, beds, etc? Trying to get an NPC to do SIT_AT_TABLE to the Helicopters DLC Office Chair

desert raven
#

But basically it's combination of few script commands

#

Like attachTo and switchMove

odd spruce
#

Makes sense, I'll give that BIS Guide a look. Thanks @desert raven 🙂

desert raven
regal mauve
regal mauve
regal mauve
#

This time i'm afraid there is no way around, i don't think trying to handle collisions with thousands of lineIntersectObject is a good idea

#

If bohemia doesn't take care about this, i'm gonna have to drop this horse idea

regal mauve
#

The only one other solution i can think of is to switch the player to the horse to move it but it will loose all tactical advantage. I also wanted to add possibility to attack with swords and spear

dusty spoke
#

@regal mauve out of curiosity - what's the issue you're facing? i recall being able to have AI move with objects attached to them before

#

(couldnt really grasp how the conversation concluded since you said you found a solution

regal mauve
regal mauve
#

ther only way to make them move is to use disableAI "MOVE" and then use playAction or playMove but the collisions are also disabled, which is not suitable

plain knot
#

does anyone know why my animation becomes this

regal mauve
# plain knot

Did you place a model.cfg in the folder where to stored your rtm ? In order to binarise your rtm correctly you need a model.cfg with man skeleton inside

#

put this file in your rtm folder and retry

plain knot
#

thank you

plain knot
regal mauve
plain knot
regal mauve
regal mauve
#

You may need to use a mask depending on what animation your animation is extended from

plain knot
#

I exported it from blender not cascadeur

fast canopy
#

Likely because Arma failed to recognize the RTM

plain knot
fast canopy
#

That is not what I ask

#

Config and filepath wise is what I mean

plain knot
thick violet
#

Question, what would the injured animations be under? eg the ones where they are laying down but moving as if they are awake but severely injured?

fast canopy
#

Be under as in?

thick violet
#

what they are named as

fast canopy
#

You can also use a third party Animations Viewer, like POLPOX's Base Functions offers. Vanilla Animations Viewer is simply too dumb to tackle

red jetty
fast canopy
#

You cannot without you make the entire set of walk animation (which GM did)

#

Unless you make the weapon P3D lower and call it a day

#

Unless (again) you make a gesture and massive script to mimic the hipfire position (which SPE did)

#

tldr: the PDF does not help with it

red jetty
fast canopy
#

Yes. Hands follow the weapon, not weapon follow the hands

red jetty
#

OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

#

legit been trying for ages to get this PoS to work and ive been trying the same thing again & again driving me insane

#

but yeah this is the type of animation im going for where the weapons tucked in etc etc

fast canopy
#

SPE weapon you mean?

red jetty
fast canopy
#

Spearhead 1944

red jetty
#

no this is from East Asia War 1937

fast canopy
#

Then I don't know how it works. Maybe it just lowers the P3D

red jetty
#

alright well ill give that a go either way that knowledge of knowing the hands follow the weapon is a massive boon thanks amigo!

polar coral
#

is the pistol hand bone stuck like that or is there a way to change where the right hand goes?

desert raven
#

pistol proxy is glued to the hand

polar coral
desert raven
#

no go as far as I recall.

polar coral
little vortex
#

I've been trying to learn how reload anims work and threw together a half-finished animation, but for some reason when I try it in game it just doesn't play (the mag just reloads instantly without playing the anim). I have no idea what I've screwed up lol

{
    class DefaultDie;
    class ManActions
    {
        lrss_m2ReloadGesture = "lrss_m2ReloadGesture";
    };
    class Actions
    {
        class RifleBaseStandActions;
        class RifleAdjustProneBaseActions;
        class NoActions: ManActions
        {
            lrss_m2ReloadGesture[] = {"lrss_m2ReloadGesture","Gesture"};
        };
        class RifleProneActions: RifleBaseStandActions
        {
            lrss_m2ReloadGesture[] = {"lrss_m2ReloadGesture","gesture"};
        };
    };
};
class CfgWeapons
{
...
reloadAction = "lrss_m2ReloadGesture";
...
};```
fast canopy
#

Did you defined CfgGestutes?

little vortex
#

No? That code there is the only thing I've got, it's in the weapon config.cpp

fast canopy
#

Your "gesture" does refer a nonexistent gesture anim, so that would explain why it does not play anything

little vortex
#

Ah, that might do it lol

fast canopy
#

Correction: CfgGesturesMale

little vortex
#

Oops, no I do have it, forgot to copy it into the snippet above

fast canopy
#

At least if it does something that means you forgot it

#

Ah I see

#

Can you use a default anim on the CfgWeapons class?

little vortex
#

Yeah the MX reload anim works fine

fast canopy
#

What about lrss_m2ReloadGesture[] = {whateverMXReload,"Gesture"}?

little vortex
#

Didn't work

#

Also tried lrss_m2ReloadGesture[] = {"GestureReloadMX","Gesture"}; which didn't work either

plain knot
#

Can someone please help me with this animation - for some reason it doesn’t work in game and looks like this

regal mauve
#

Here is your rtm```RTM_0101 Z 8<¸<B
=8=Äf=BŠ=#¡=¸=ãÏ=Äæ=¤ý=B

²’>#!>“•,>8>s˜C>ãO>S›Z>Äf>4žq>¤}>ŠP„>BŠ>úя>²’•>jS›>#¡>ÛÔ¦>“•¬>KV²>¸>»×½>s˜Ã>+YÉ>ãÏ>›ÚÔ>S›Ú>\à>Äæ>|Ýë>4žñ>ì^÷>¤ý>.p?ŠP?æ0?B
?žñ?úÑ?V²?²’?s?jS?Æ3?#!?ô#?ÛÔ&?7µ)?“•,?ïu/?KV2?§65?8?_÷:?»×=?¸@?s˜C?ÏxF?+YI?‡9L?ãO??úQ?›ÚT?÷ºW?S›Z?¯{]?`?h<c?Äf? ýh?|Ýk?ؽn?4žq?~t?ì^w?H?z?¤}? €?```
As you can see its empty

plain knot
#

Oh

regal mauve
#

Are you sure there is a key for each bones ?

little vortex
#

Quick question, I've seen a lot of conflicting information about how to handle magazines during a reload anim and was wondering if anyone could clarify.
Say I want to have a proxy magazine follow the players hand (non-linear path + rotation). Do I need to set up a magazine bone in the animation rig? Or is that not necessary and I just use the model.cfg?
I don't really see how you'd achieve that using just the model.cfg, but then the armaRig had a magazine bone at one point that got removed? Is there an issue with that method that led to its removal maybe?

fast canopy
#

Every model thing is model.cfg's responsible

regal mauve
#

If you pay attention to bohemia's magazine reload animation, you'll see all magazines animations are very simple like a simple translation, then the magazine dissapears

little vortex
#

Ahhhh ok I see, ty for explaining
But does every magazine anim use the simple translation/rotation anims defined in the config? The GM AK reloads for example are following quite a complex path. Then again, it could just be a very well timed config anim

regal mauve
#

You can define a complex animation in model.cfg but it would be a pain in the ass

#

Take a look at the samples

little vortex
#

Hm, I guess it is that simple
Thanks man

woeful pelican
#

so the weapon can be rigged up in blender (or similar), and animated using 'normal' methods

regal mauve
woeful pelican
#

i dont have a link to any of them no

#

i thought one was pinned but doesnt seem to be

regal mauve
little vortex
desert raven
fast canopy
regal mauve
desert raven
fervent plinth
#

Are there any docs containing information around getting a canopy on an aircraft to animate when you get in/out

desert raven
#

it describes the basic functionaliy of each listed source

hard trellis
desert raven
#

@somber aurora can you chance source = ... to cabin pls. 🙏

fervent plinth
#

Alright thanks

#

Is it a similar thing with landing gear?

desert raven
#

yes essentially all animations work same way

#

they are just powered by different sources

fervent plinth
#

So presumably the source for gear would just be "gear"

desert raven
somber aurora
#

there are flaps and gearRetracting that are also missing animation source
I would guess "flaps" and "gear", but I don't know for sure

#

ping me if you have more, as always 🍻

fervent plinth
#

Yeee ive got them working now

hard trellis
hard trellis
#

indeed!

somber aurora
somber aurora
#

no Aircraft? I don't remember if A2's Hind has opening canopy

#

added, cheers

little vortex
quick vortex
#

can you only have one model and animation set per pbo?

#

i am trying to pack with 2 different skeletons, but there's issues

desert raven
regal mauve
quick vortex
#

well, sux.

pulsar nexus
#

is this caused by incorrect animation setup in the model.cfg for the muzzle flash?

When you select the weapon in the arsenal it doesnt show at first but once you fire at least once even if its gone while in game, seeing the weapon through arsenal shows muzzleflash until you change the weapon and refresh the anim (or ateleast that my assumption), any idea how to fix this?.

desert raven
#

no animation in model.cfg

#

model.cfg animation might be set up to rotate the flash randomly per shot to give it variation

#

dis

pulsar nexus
pulsar nexus
#

would there be any reason of why a selection would completely ignore an assigned axis when animating it but then follow it when another animation source is executed?

For example, my muzzleFlash for some reason ignores (or offsets from it perhaps?) its axis until isEmpty is executed in a weapon (yes, the muzzle correctly aligns and rotates only in the last bullet, the weapon has no animations that are dependant on bullet quantity except for the isEmpty one which lead to the bolt going into open position in the gun)

            class MuzzleFlashRot
            {
                type="rotation";
                source="reload";
                memory=1;
                sourceAddress="loop";
                selection="zasleh";
                axis="muzzleFlash_axis";
                minValue=0;
                maxValue=0.15;
                angle0=0;
                angle1="rad 50";
            };

Selection and axis are both existent and named correctly in p3d and skeleton/selection declaration in the model.cfg.

At first I tought I maybe accidentally redefined a value incorrectly in either a selection or a memory point but everything seems in order. Any suggestions?

This is the only iteration I have of this problem, in the past I have solved similar issues by redefining the axis but it didnt change a thing this time.

Found the issue, apparently animations dont really like when models have no mass x)

plain peak
#

Sup guys, i have weird default pose for custom weapon, it's a "minigun from the hip" type pose. So question is, for that specific pose, do i need to create shit ton of additional poses/animations (running, idle, kneeling etc.) or there is workarounds?

desert raven
#

that kind of pose is not supported by default

#

you can kinda get to it by lowering the weapon in the p3d and making hand anims to fit that

#

but it will not work very well in prone and with some other animations

plain peak
#

Yep... It's time to suffer)

void marsh
#

Sorry to bother, does anyone knows how to solve such issues?

desert raven
plain peak
#

Also, does weapon reference needs to be animated as well? Its arma rig as you can see

desert raven
#

and yes the weapon and launcher bone would need to be animated

next mauve
#

So I may or may not sound very stupid, but in my side-project attempts of learning how to make an arma man skeleton of a different scale I've hit a bit of a roadblock. Let's say in theory I have a model that's double the scale of the regular arma man, but otherwise exactly the same as the regular arma man. I've debinarized the vanilla arma man RTMs and know that I'll need to edit every single vanilla arma man RTM to similarly be at the same 2x scale my model is. My question is, how exactly do I go about editing the scale of RTMs? I can't really find much documentation when it comes to working with RTMs and I'm also somewhat unfamiliar with the animation side of blender.

#

The other thing I'm curious about is if there's an efficient way to go about doing this due to the vast amount of vanilla RTMs. If anyone can nudge me a bit in the right direction it'd be massively appreciated, since I'm pretty lost as to where to go from here.

desert raven
#

what you want to do is kinda in the advanced end of animation work

#

so the thing here is that you need to forget asking "how to X rtm"

#

but how to do animations in blender

#

rtm is just data that comes in and then data that gets written out

#

how you handle it in blender is up to you

#

I dont unfortunately have the time to teach everything about it

#

there are multiple ways to do retargeting like that in blender

next mauve
desert raven
#

There are few other mods that do stuff like that

#

basically handful of people who have wanted to dig that deep into the matter

next mauve
#

Would my current guess that the workflow is basically something like armarig>import debinarized vanilla RTMs, modify RTMs to scale, export out be relatively correct? Overlooking stuff like configs, etc right now and just focusing solely on the animation stuff itself.

desert raven
#

something like that sure

next mauve
#

Yeah I've tried asking around in some other places a bit but sadly haven't had much luck, it halfway feels like trying to figure out some arcane knowledge since even a rudimentary guide to a workflow for this sort of thing doesn't exist

desert raven
#

most of those handful of people are not that active anymore

#

but in essense it comes down to being very good with the blender animation tools

#

the how to is not really easy to explain in few lines

next mauve
#

That was what I ended up figuring, since digging through some old discord channels a lot of the posts from people who've managed it haven't been around in years.

#

I appreciate the help nonetheless; even knowing that my guess of importing the RTM into arma rig, modifying it from there, then exporting it back out isn't too far off the mark is a good starting point to get me stumbling a bit closer towards what I'm trying to accomplish.

desert raven
#

the most complex part is the use of the animation tools

#

they are very powerful if you know what you do

next mauve
#

It's a neat part of arma for sure, hoping I can get a decent working knowledge of how to mess with them so I can do a little more with some of my custom models apart from needing to conform to just the base arma skeleton.

#

stuff like mikeros tools, etc is also stuff I've just started learning to mess with out of necessity over just the normal arma tools. Lots of useful tools, I'm not even sure if it's possible to debin the vanilla RTMs without it

desert raven
#

character stuff is the deep dark end of the pool

#

it requries you to know and be able to hanlde many aspects of game developing basically

next mauve
#

Well I'll see how much further I can get with this much info for the time being. Just being able to get a single edited RTM exported would be a good start (overlooking the like hundred or so that exist for the arma man...)

#

Also, thanks for always helping me out. You're like the catch-all arma modding wizard.

desert raven
#

also Im on of those who dabble with the different sized characters 😅

#

I've just been a bit stalled with time for a while

next mauve
#

I've had some minor progress in my mania to figure this out. So I've debinarized the main arma man anims, set up some basic configs going off the BI ones, and managed to scale a few RTMs using arma rig. Currently I'm trying to focus on just exporting the arma man anims "back" into the game under different classnames, which I'll later modify the RTMs for.

#

HOWEVER pboproject spits out a skeleton failed error at the binarization phase. Does every folder that contains RTMs require a model.cfg pointing to the new skeleton classes? Can't seem to find anything on what this error is about but I'm guessing that might be it.

thin temple
#

Not my area of expertise, but yes, I think you need to have a model.cfg with the skeleton in the same folder as the rtm, or failing that, it will keep looking for one in the next folder up until it reaches the root.
In addition, I think it's either mandatory or best practice to only have 1 model.cfg per pbo.

next mauve
#

Thanks! Just double-checking as I've never worked with RTMs (or model.cfgs outside of just adding some custom vests, helmets etc) before.

#

Now unless pboproject is lying to me, I've successfully managed to binarize the BI arma man skeleton and animations into a semi-neutered one with different classnames which I can, hopefully, use as the basis for animations on my larger custom unit models

desert raven
undone mirage
#

Hello
I try to create a custom mask

So, i would like to animate just the right arm and the head / Neck

So, my config is :

    class Default;
    class BlendAnims
    {
        class MaskStart0
        {
            weight=0.85000002;
        };
        weaponSwitching[]=
        {
            "head",
            0.60000002,
            "neck1",
            0.60000002,
            "neck",
            0.60000002,
            "weapon",
            0,
            "launcher",
            0,
            "LeftShoulder",
            0,
            "LeftArm",
            0,
            "LeftArmRoll",
            0,
            "LeftForeArm",
            0,
            "LeftForeArmRoll",
            0,
            "LeftHand",
            0,
            "LeftHandRing",
            0,
            "LeftHandPinky1",
            0,
            "LeftHandPinky2",
            0,
            "LeftHandPinky3",
            0,
            "LeftHandRing1",
            0,
            "LeftHandRing2",
            0,
            "LeftHandRing3",
            0,
            "LeftHandMiddle1",
            0,
            "LeftHandMiddle2",
            0,
            "LeftHandMiddle3",
            0,
            "LeftHandIndex1",
            0,
            "LeftHandIndex2",
            0,
            "LeftHandIndex3",
            0,
            "LeftHandThumb1",
            0,
            "LeftHandThumb2",
            0,
            "LeftHandThumb3",
            0,
            "RightShoulder",
            0,
            "RightArm",
            1,
            "RightArmRoll",
            1,
            "RightForeArm",
            1,
            "RightForeArmRoll",
            1,
            "RightHand",
            1,
            "RightHandRing",
            1,
            "RightHandPinky1",
            1,
            "RightHandPinky2",
            1,
            "RightHandPinky3",
            1,
            "RightHandRing1",
            1,
            "RightHandRing2",
            1,
            "RightHandRing3",
            1,
            "RightHandMiddle1",
            1,
            "RightHandMiddle2",
            1,
            "RightHandMiddle3",
            1,
            "RightHandIndex1",
            1,
            "RightHandIndex2",
            1,
            "RightHandIndex3",
            1,
            "RightHandThumb1",
            1,
            "RightHandThumb2",
            1,
            "RightHandThumb3",
            1,
            "Spine",
            0.30000001,
            "Spine1",
            0.40000001,
            "Spine2",
            0.5,
            "Spine3",
            0.60000002,
            "pelvis",
            "MaskStart0"
        };
    };
    class States {
        [....]
        class davidovitch_anim_nonnon: david_default {
             [....]
            mask = "weaponSwitching";
        };
    };
    

};

But the body is in the T pose, and my animation play but i want to animate juste the head + rightArm

How can i do that ?

desert raven
undone mirage
#

i did many animations as gesture and a did the same process for this one

desert raven
#

are you trying to override the weaponSwitching blend group?

#

as that is vanilla name

undone mirage
#

Yes liike handsWeapon ?

#

i tried this and it worked

desert raven
#

yes dont change it

#

you break all vanilla animations

undone mirage
#

Ah

desert raven
#

you must make your own

undone mirage
#

x)

undone mirage
desert raven
#

write new one with new name

#

add it into the blendAnims class

undone mirage
#

and how can i specify what i want to animate ? Like juste head with right Arm ?

desert raven
#

like in the vanilla masks

#

you just have the bones that you want to animate in the mask list

#

with value >0

undone mirage
#

So like this ?

    {
        class MaskStart0
        {
            weight=0.85000002;
        };
        weaponSwitching[]=
        {
            "head",
            0.60000002,
            "neck1",
            0.60000002,
            "neck",
            0.60000002,
            "weapon",
            0,
            "launcher",
            0,
            "LeftShoulder",
            0,
            "LeftArm",
            0,
            "LeftArmRoll",
            0,
            "LeftForeArm",
            0,
            "LeftForeArmRoll",
            0,
            "LeftHand",
            0,
            "LeftHandRing",
            0,
            "LeftHandPinky1",
            0,
            "LeftHandPinky2",
            0,
            "LeftHandPinky3",
            0,
            "LeftHandRing1",
            0,
            "LeftHandRing2",
            0,
            "LeftHandRing3",
            0,
            "LeftHandMiddle1",
            0,
            "LeftHandMiddle2",
            0,
            "LeftHandMiddle3",
            0,
            "LeftHandIndex1",
            0,
            "LeftHandIndex2",
            0,
            "LeftHandIndex3",
            0,
            "LeftHandThumb1",
            0,
            "LeftHandThumb2",
            0,
            "LeftHandThumb3",
            0,
            "RightShoulder",
            0,
            "RightArm",
            1,
            "RightArmRoll",
            1,
            "RightForeArm",
            1,
            "RightForeArmRoll",
            1,
            "RightHand",
            1,
            "RightHandRing",
            1,
            "RightHandPinky1",
            1,
            "RightHandPinky2",
            1,
            "RightHandPinky3",
            1,
            "RightHandRing1",
            1,
            "RightHandRing2",
            1,
            "RightHandRing3",
            1,
            "RightHandMiddle1",
            1,
            "RightHandMiddle2",
            1,
            "RightHandMiddle3",
            1,
            "RightHandIndex1",
            1,
            "RightHandIndex2",
            1,
            "RightHandIndex3",
            1,
            "RightHandThumb1",
            1,
            "RightHandThumb2",
            1,
            "RightHandThumb3",
            1,
            "Spine",
            0.30000001,
            "Spine1",
            0.40000001,
            "Spine2",
            0.5,
            "Spine3",
            0.60000002,
            "pelvis",
            "MaskStart0"
        };
    };
#

Or
class BlendAnims: BlendAnims
?

desert raven
undone mirage
#

Ahh okk so like this ?

    {
        class MaskStart0
        {
            weight=0.85000002;
        };
        weaponSwitching[]=
        {
            "head",
            0.60000002,
            "neck1",
            0.60000002,
            "neck",
            0.60000002,
            "RightArm",
            1,
            "RightArmRoll",
            1,
            "RightForeArm",
            1,
            "RightForeArmRoll",
            1,
            "RightHand",
            1,
            "RightHandRing",
            1,
            "RightHandPinky1",
            1,
            "RightHandPinky2",
            1,
            "RightHandPinky3",
            1,
            "RightHandRing1",
            1,
            "RightHandRing2",
            1,
            "RightHandRing3",
            1,
            "RightHandMiddle1",
            1,
            "RightHandMiddle2",
            1,
            "RightHandMiddle3",
            1,
            "RightHandIndex1",
            1,
            "RightHandIndex2",
            1,
            "RightHandIndex3",
            1,
            "RightHandThumb1",
            1,
            "RightHandThumb2",
            1,
            "RightHandThumb3",
            1,
            "pelvis",
            "MaskStart0"
        };
    };
undone mirage
next mauve
#

Only thing left to do now is mess around with seeing if there's a way to bulk-scale ~5,000 or so RTMs. Either that or lose my humanity manually applying a custom scale to all of them.

desert raven
#

but you need very good adaptive rig that takes care of all the possible problems scaling causes

next mauve
# desert raven its possible to do with bit of python in blender

Yeah, this last part looks to be it might wind up being the hardest. I've got the configs set up, the skeleton set up and the model + unit set up, and they do function with the modified configs and new classnames, it's just finding a way to handle all these RTMs that's the last challenge to saying it's finished.

#

Are there any examples, etc of python scripts being used to modify RTMs? I feel like this is getting into the esoteric wizardry part of arma modding

desert raven
#

and possible mod compatibility

desert raven
#

which requires lot of expertise

next mauve
#

Modeling, python scripts, rigging, config setups, it's been quite the ride so far 😅

#

for the time being I'm mostly just focused on getting them working with one or two weapon types, they're intended to be for AI/enemy units and not player-controlled, not that it helps much, but should lessen the workload slightly

#

If I were crazy enough to waste over a hundred hours manually upscaling the animations with arma rig, would that actually work? Given that it seems to be fine for individual animations

dusty spoke
plain peak
#

Yippeee, finally understood how to animate model, thanks to MrClock. However i encountered a problem with weapon proxy not moving. Launcher proxy is moving. Im using Object Builder and latest arma rig with assigned ofp2 skeleton

desert raven
#

🕰️
praise_the_sun

left jacinth
#

Hey guys I imported the arma 3 skeleton to blender using arma 3 toolbox and have it rigged up with my custom mesh, I exported it as a p3d and my mesh is visible in arma 3 object builder, I assigned the material to my mesh in blender but am not sure if it correlates to Arma obj editor? and I am having trouble getting my unit into arma 3 as the addon builder crashes, am probably missing a whole bunch of context but was curious if anyone has any input, not sure beyond this.

#

I dont intend to use any custom animations, just trying to use my mesh with default arma 3 troop animation sets.

desert raven
#

you just export the mesh p3d

#

for rigging you dont necessarily need the skeleton either as you can use the example character as reference

left jacinth
#

is using the skeleton in blender as a reference point for the direction my mesh a good method?

desert raven
#

but having a skeleton is good for testing weighting

left jacinth
#

ah I see

desert raven
left jacinth
#

I realized my addon is not exactly assigned any config files so I'm waltzing my way through this process

desert raven
#

there is also Macsers armarig for blender that many use as reference since its nicely rigged

#

for config stuff you have to take a step back and forget your unit/model first

#

and get your tools and modding environment set up right so you can pack things

#

and then you start learning config from something simple like creating a new unit class by referencing some vanilla class and changing its name

#

you are trying to take on too big piece

left jacinth
#

is the p drive relevant for the packing and all that?

desert raven
#

very

left jacinth
#

ok gotcha

desert raven
#

I've explained it here somehwere just recently

#

you can look it up with the chat history search

left jacinth
#

building the mesh is fairly straight forward I'm just trying to split the problem in two but I will start setting up the environment

desert raven
#

3d modeling is just 1 piece of a larger puzzle

left jacinth
#

yeah my intent is to quite literally just duplicate a default class

#

I will return when I'm done setting up, thanks for the help. you will laugh when you see what I am trying to do

desert raven
polar coral
#

do you guys have any tips for prone reload animations? is there a .blend file with a prone position to begin?

fast canopy
#

Arma 3 Samples offers prone animation

polar coral
#

do i have to roll back my blender version or use another tool to open those .fbx files?

icy nebula
#

The character example has unsupported version 6100, and the template was an ascii file, I'll see if Blender 4.5 works for it

polar coral
#

i see, i should be in the latest version, but the fbx's there when trying to import blender says can't import ASCII fbx's in an error

polar coral
icy nebula
#

Blender 4.5 will do both with the new FBX importer

icy nebula
polar coral
#

i must be doing something stupid

icy nebula
#

Needs the FBX experimental version to handle ascii FBX

polar coral
#

oh, i didn't saw the other one, ty

wanton estuary
#

Im trying to learn keyframe animation. How do you animate jets? When I start, the ai does its own thing and does not follow the animation, when there is no pilot the jets just falls back to earth and explodes.

sturdy flame
#

Hey Guyz 😃

little vortex
#

I've been putting anims off for a while but I figure now's the time to stop avoiding it lol. I've managed to get anims working but the major roadblock I've run into is trying to find or make good template poses.
No matter what I try, I can't get RTM imports into Macser's armarig to work without mincing the template in some way, with or without constraints. I haven't been able to find a good template either.
Is there something I'm missing? Or is rtm import just a janky process?

fast canopy
#

is rtm import just a janky process?
yes

little vortex
#

Mm, I had a feeling lol
Is there any method or work around that you guys use?

desert raven
#

the second one you can keyframe pose copying constraints at the beginning and end and then smoothly transition into free animated state you can work with

#

you can use all the animating tools in blender only the resulting frames get exported into rtm

fast canopy
#

I always use Cascadeur, but that still require another knowledge and budget

wanton estuary
little vortex
distant onyx
#

i have a class rotationx in my model.cfg but it seems to also transform the mesh when during the animation??? (you can see how the sphere in the bolt is slightly bent

#
            // BOLTS TRANSLATE
            class common_bolt_action_mov1
            {
                type = "translation";
                source = "reload.0";
                selection = "bolt_slide";
                axis = "bolt_axis";
                sourceAddress = "clamp";
                memory = 1;
                minValue = 1-0.395833;
                maxValue = 1-0.291667;
                offset0 = 0;
                offset1 = -1;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class common_bolt_action_mov2: common_bolt_action_mov1
            {
                minValue = 1-0.604167;
                maxValue = 1-0.5;
                offset0 = 0;
                offset1 = 1;
            };
            
            // BOLT ROTATE
            class common_bolt_action_rot1
            {
                type = "rotationX";
                source = "reload.0";
                selection = "bolt_rotate";
                axis = "bolt_axis";
                sourceAddress = "clamp";
                memory = 1;
                minValue = 1-0.239583;//
                maxValue = 1-0.135417;
                angle0 = 0;
                angle1 = "rad -90";
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class common_bolt_action_rot2: common_bolt_action_rot1
            {
                minValue = 1-0.760417;
                maxValue = 1-0.656250;
                angle0 = 0;
                angle1 = "rad 90";
            };```
#

checked the selections, they are correct in the .p3d. Also no other clases with the "bolt_rotate" or "bolt_slide" selection in the cfg

desert raven
#

and make sure you dont have multiple animated selections overlapping in mesh

distant onyx
light folio
#

Can launchers have muzzle flashes?

#

Ive set it up as zasleh and it rotates when fired but it doesn't hide when its not firing

#

As in starts and stays shown

#

Its a custom muzzleflash so that also probs has something to do with it

desert raven
#

Although it might be launchers dont use it 🤔

light folio
#

Is that defined in cfgweapons or cfgmagazines?

#

Ive got it in both as im carpet bombing fixes atm

#

haha

#

Well just incase i've tied a hide anim to the muzzle flash using the reload souce and all works now

desert raven
#

I think they rely more on the particle effects

light folio
#

Yeah that makes sense

desert raven
#

the hide animation solution should work fine though

light folio
desert raven
#

sweeet

#

is that recoil?

light folio
#

Yeah but probs abit too much

#

Basegame reference has some (Don't know how a laser has recoil)

#

Probs in the original for balancing

desert raven
#

yeeeh

#

laser recoil makes my eye twitch 😅

light folio
#

Just for anyone looking in the future this is what I had to configure

// Muzzleflash Hide
            class muzzleFlash_Hide
            {
                type = "hide";
                source = "reload";
                selection = "zasleh";
                minValue = 0.000000;
                maxValue = 1.00000;
                hideValue = -1.0;
                unhideValue = 0.99;
            };
            class muzzleFlash_Hide_Empty
            {
                type = "hide";
                source = "isempty";
                selection = "zasleh";
                minValue = 0.000000;
                maxValue = 1.00000;
                hideValue = 0.99;
                unhideValue = -1.0;
            };
#

The first one hides it so it only shows when the weapon is actively shooting "rounds" and the second is so it hides the beam when its empty

thin temple
light folio
#

Thank you will give it a go

light folio
light folio
#
class CfgVehicles
{
  class Weapon_Base_F
  {
    class AnimationSources;
  };
  class TCP_Weapon_launch_M6V: Weapon_Base_F
  {
        author = ECSTRING(Data,Author);
        dlc = QUOTE(PREFIX);

        scope = SCOPE;
    scopeCurator = SCOPE;

    displayName = CSTRING(displayName);

    editorCategory = "EdCat_Weapons_TCP";
    editorSubcategory = "EdSubcat_Launchers";

    vehicleClass = "WeaponsSecondary";

    class AnimationSources: AnimationSources
        {
            class Laser_Fire
            {
                weapon = "TCP_launch_M6V";
                source = "reload";
            };
        };

    class TransportWeapons
    {
      WEAP_XX(TCP_launch_M6V,1);
    };
    class TransportMagazines
    {
      MAG_XX(TCP_launch_M6V_DummyMagazine_1,1);
    };
  };

So that should work?

#

Or should it be

class AnimationSources: AnimationSources
        {
            class Laser_Fire
            {
                weapon = "TCP_Weapon_launch_M6V";
                source = "reload";
            };
        };
#

classname from cfgweapons vs cfgvehicles

next mauve
#

BUT in-game, the upscaled skeleton looks pretty wonky. The torso looks alright, but the position of the hands, fingers, legs and heads are off. The proxies are also way off to the sides. Any idea what this is about? Is it related to the skeleton pivots? Since it looks fine in armarig I'm guessing the issue is config-related.

next mauve
#

Hm, I'm at a pretty hard loss here. So to summarize my current progress is that I have a custom skeleton class - which does work and can be assigned, using the regular arma man animations/pivots/configs, and keeping everything at 1.0x scale.

#

However things mess up when I attempt to scale it by any measure. Currently, I've scaled up the model, skeleton pivots, and all of the RTMs, which causes the model to look extremely distorted in-game. Any arma wizards know if there's something else that needs to be adjusted here that I'm overlooking?

#

I mentioned it a few days ago, but everything does look correct scaled up in arma rig, so it shouldn't be an issue with the RTMs or the model at least. Can't seem to narrow down what's causing this

desert raven
#

did you scale the Armature in edit mode and pose space

#

or in object mode

next mauve
#

Yeah I've checked thrice over just in-case I forgot to apply the transforms. Quite the head-scratcher. It works fine in-game when everything is left at 1.0 scale, it's just scaling up that it looks borked - but only in-game. Previewing the RTMs in blender on the scaled up model does appear correctly.

#

I didn't use blender for the RTMs but actually just used a python script with help from a friend. Can post it here if needed

desert raven
#

how do you pack the pbo?

next mauve
#

pboproject, doesn't output any errors, etc.

desert raven
#

do you use custom skeleton name in cfgSkeletons of your model.cfg?

next mauve
#

oh that's a good point, I should have but maybe I overlooked it. I'll check

#

Yeah everything's using the new skeleton names. I also updated pivotsModel in the cfg to point to the upscaled skeletonpivots as well.

#

It feels like I'm pretty close to getting this actually working I'm just not sure what this last hiccup is about. Everything works, including the model, if I leave it unscaled - as you'd expect, other heads/etc won't work with my custom uniform, so the skeleton is applying. Things only break after I scale up the model, skeletonpivots, and RTMs.

#

I thought the issue might be with the python script I was using to scale the RTMs, but if I run the regular debinarized arma man animations through it at 1.0x and use those, it still works, so the RTMs aren't getting borked when they get processed at least. They also work if I scale up arma rig to 2x and import the 2x scaled RTMs I processed through the script into blender.

next mauve
#

I have made a colorful visual demonstration of my problem, complete with arrows. I'd appreciate even vague suggestions at this point since I'm really quite stumped.

next mauve
#

Now for context, the only things that have changed between picture one, and picture three, is scaling up the model, the rtms, and the skeleton pivot, using the exact same files that I used for the first picture.

In picture two, we can see that everything looks alright imported into blender and tested on the arma rig. It is only repacking the mod with the upscaled model and animations + skeleton pivot, picture 3, that everything breaks.

desert raven
next mauve
#

I am getting slightly warmer though. I noticed I made a typo in my skeletonpivots model.cfg, which seems to have fixed a good point of the jankiness 😅

#

the 3 remaining issues seem to be the weapon proxy is way off, the body is halfway in the ground, and the hands/fingers specifically are super messed up for some reason.

regal mauve
# next mauve

Did you binarize your rtms ? Did you place a model.cfg file with OFPManSkeleton in your rtm folder ?

#

This looks like unbinarized rtm

desert raven
regal mauve
desert raven
#

That would interfer with the vanilla ragdoll config that points to default pivot points

#

Don't recommend

regal mauve
cyan nimbus
#

Hello beebol, i don't know how to avoid the highlighted issue with keyframes (have no clue how that's called) because it keeps ruining my weapon reloading animation. Can somebody help me on this matter?

desert raven
#

that just means those entires continue same through the whole animation

#

remoing the keys would not really do anything since there is no change at all

#

or well it would return those to default state

#

or you can apply the kind of keyings inbetwee you need

cyan nimbus
#

as far as i understood its unwanted interpolation

#

basically the hand should open only from 110 onward

#

but instead blender make it start from frame 0

#

because 110 was the first time the hand was changed so to speak

desert raven
#

yes then you need to key the unchanged state first

cyan nimbus
#

now i got it solved by pressing G and moving the keyframes onwards, but i still have to animate the fingers later, and that's gonna pop up the same issue.

cyan nimbus
desert raven
#

same way you keyed the closed one

#

but in frame that you want the hand to be open

cyan nimbus
#

the closed one was like the hand anim stance 0, mag grip

#

so i didnt had any need to do anything iirc besides moving the wrist bone when needed

cyan nimbus
desert raven
#

well you need to animate go to the animation frame you want the fingers to be X and then animate them in pose mode to look X and the key those bones to that frame

#

Im not sure how else to explain this

cyan nimbus
#

okk i think i understood

#

so i basically go backwards in the frames and fix the finger stances

#

right?

desert raven
#

yes

#

you can add frames wherever you want

glacial magnet
#

I am having a weird situation with both the proxy for my sight rail and for the animation of my iron sights

#

On object builder, I am able to set "hasoptics" to 1 and flip my sights up (yes its supposed to be 0 for up but irrelevant for the error)

#

but in game they will translate to this weird position when I test

#
    class Howa20_F: arifle_MX_F /// Just basic values common for all testing rifle variants
    {
        baseWeapon = "Howa20_F";
        scope = 2;
        displayName = "Howa Type-20";
        model = "\Howamodaddon\data\Type20Proj.p3d";
    };

my config.cfg inherits from the MX for testing currently

#
        {
            class BackSight_optic
            {
                type = "rotation";
                source = "hasOptics";
                selection = "BackSight";
                axis = "BackSight_axis";
                memory = 1;
                minValue = 0.0000000;
                maxValue = 1.0000000;
                angle0 = 0.000000;
                angle1 = "-rad 90";
            };
            class ForeSight_optic
            {
                type = "rotation";
                source = "hasOptics";
                selection = "ForeSight";
                axis = "ForeSight_axis";
                memory = 1;
                minValue = 0.0000000;
                maxValue = 1.0000000;
                angle0 = 0.000000;
                angle1 = "rad 90";
            };```
#

heres the anim for the sights

#

the selections and axis memory points all exist and should be properly named. (as shown by the sights working in obj viewer)

#

any idea what might cause this?

#

nvm, found the fix, Autocenter named property need to be set to 0

desert raven
plain knot
#

How do I make it so that an animation only targets one part of the body

#

like i'm trying to make it so you can use pistols one handed, how could i make it only effect the torso/arms

desert raven
#

gesture with correct kind of mask could work

plain knot
#

okay

#

would that let me shoot?

plain knot
desert raven
desert raven
#

however how permanent you want this change to be?

#

alternatively you could create fully new pistol raised moveset with all the actions replaced with one handed animations

plain knot
desert raven
#

but gesture probably is the simplest way to trial it

grim rover
#

So I am thinking how to go about creating the reload animation for the loader of a shoulder-fired launcher operated by a different person.

Sort of a bazooka fired by one guy and loaded by another guy from the back.

Is it even feasible to have the loader have a handanim for the loading, interacting with the model of the launcher? Certainly the gunner moving around or the loader being in a different position every time would mess stuff up?

Is this feasible or do I want too much?

desert raven
#

where the loader is glued (attachto) to the gunner and gunner cant move (input disabled)

#

it would likely work bit odd in slopes

#

but could also work alright

#

the scene setup can be built in blender with 2 animation armatures positioned at same offset as the attachTo would place the loader

#

the shooters would animate his hands and the movement of the weapon

#

the weapon model would need to handle all animations of the weapon parts, so tube and the rocket if you want to show it

#

and the loader armature would animate the loaders movement to follow how the others move

#

if you want it to be less strict in and allow the characters to move then youll have to have less accurate animations

#

more like how repair or revives/healing work with more approximate movements

grim rover
#

Damn, sounds like a whole lot of work yoba_zampolit

lament tinsel
little vortex
#

I've been banging my head against the wall with this for a bit so I figured I'd ask here (anims are going to be the death of me lol), is there any particular trick to uniform weights? I've tried weight transfers, automatic bone weighting, and manual painting but nothings really giving me great results
Could also be some kind of issue with my mesh topolgy too maybe? (That being said I have played around with that too)

#

This is the topology I'm working with (I know it's not perfect, and the legs/boots are a bit too detailed but ehhh; most of my problems are with the shoulders/arms/hands. Probably my horrible retopology lol)

regal mauve
#

Usually when you transfer weight from the body to a uniform, you need to arrange the weights of shoulders, hands,fingers and pelvis. Use armarig to di it easier

little vortex
#

I guess I'm doing it right then, thanks

desert raven
little vortex
polar coral
#

how do i make the weapon go lower? even when i import animation to a p3d file it shows the one on the left

fast canopy
#

You don't

polar coral
# fast canopy You don't

i think i figured it out

you offset the p3d in object builder to a lower place, and add it to blender in the lowered position in relation to the Weapon pose rig, so if the weapon is like a value of -1, you put it in -1 in relation to the weapon pose rig, and make the animation from there

fast canopy
#

That is the only reliable and easy workaround

#

If you really want a "lowered animation", you need to have a gesture or make the entire animation set

polar coral
#

yeah, i'll play around with it for a bit, probably will work out in a couple hours minutes messing with it

polar coral
#

it worked

#

essentially when you import the p3d, just rotate it 90 degree's and horizontally align it with the weapon pose rig and just make the animation from there, the center of the weapon pose rig, is the center of the object viewer, a dumb way to do it? probably, maybe, but it works

desert raven
#

And how it works

pulsar nexus
#

Hey folks, this is more of a general animation question for blender rather than specifically being an issue for A3, since I'm still learning about blender million uses, but I'm having some issues with an animation that was made in 3DS Max (.fbx) for a model I created that I want to import into A3.

When importing the animation to blender and applying transformations my mesh totally deforms, and the animation loses all sense of motion and scale in the viewport. There is something I'm obviously doing wrong or I'm missing to do here but I dont know what, would someone be a saint and point me in the right direction to see what could be done?

desert raven
#

generally speaking issues with max - fbx - blender transformation problems usually are result of object scale being all wonky

#

and scale can be both set in object and on top of that inherited from parent object and even bone scaling

#

applies to rotation too

#

so applying transformation has to be done in right order

#

which depends on where all the transformations happen

pulsar nexus
gaunt forge
#

^ there's a blast from the past

distant onyx
#

test

#
class CfgSkeletons
{
    class Test_Weapon
    {
        pivotsModel="";
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "trigger",        "", /// not in this model, but good to use
            "bolt",            "",
            "bolt_catch",    "",
            "magazine",        "",
            "safety",        "",
            "muzzleFlash",    "",
            "OP",            "",
            "ForeSight",    "",
            "BackSight",    "",
            "bipod_legs",        "",
            "bipod_leg_L",        "bipod_legs",
                "leg_L",        "bipod_leg_L",
            "bipod_leg_R",        "bipod_legs",
                "leg_R",        "bipod_leg_R"
        };```
#
        class Test_WeaponBase: Rifle
    {
        skeletonName = "Test_Weapon";
        sectionsInherit = "";
        sections[] = {"muzzleFlash","Camo","bipod_leg_L","bipod_leg_R","bipod_legs"};
        

        class Animations
        {
............................
// BIPOD
            class leg_L
            {
                type            = rotation;
                source            = bipod;
                sourceAddress    = clamp;
                selection        = "bipod_leg_L";
                axis            = "bipod_leg_L_axis";
                minValue        = 0;
                maxValue        = 1;
                angle0            = (rad -5);
                angle1            = (rad 18);
            };

            class leg_R: leg_L
            {
                selection        = "bipod_leg_R";
                axis            = "bipod_leg_R_axis";
            };
            class legs: leg_L
            {
                selection        = "bipod";
                axis            = "bipod_legs_axis";
                angle0            = (rad 0);
                angle1            = (rad 90);
            };
            class Leg_L_move
            {
                type            = translation;
                source            = bipod_legs_length;
                selection        = "Leg_L";
                axis            = "Leg_L_axis";
                memory            = 1;
                minValue        = 0;
                maxValue        = 1;
                offset0            = 0;
                offset1            = 10;
            };    
            class Leg_R_move: Leg_L_move
            {
                selection        = "Leg_R";
                axis            = "Leg_R_axis";
            };            
        };
    };
    class PSC_BAR: Test_WeaponBase {};
};```
#

trying to get my integrated bipod to work but the animation wont even show in bulldozer?

desert raven
#

source = "bipod"

#

aaand is the p3d named PSC_BAR?

#

aand tbh you dont need the parenting chain of rifle and test_weaponBase if you dont intent to chain this model.cfg with multiple weapons

distant onyx
#

yeah im going to try to parent them all in one class,

#

see if itll work if i do that

desert raven
#

the parenting does not really matter here

#

it just can be confusing

#

preferably you should have as simple model.cfg as you need

#

so you understand it better

#

so did any animation you inherit from the rifle etc show up in buldozer?

distant onyx
#

rifle shows up, but not test_weaponbase anims

desert raven
#

then put the type and source in ""

#

also make sure your selection in the model actually corrspond with the selection= in the classes

distant onyx
#

still doesnt work after i put the type and source names in quotations

#

also re-checked, the selections in the model are correct with the selections in the .cfg

#
// BIPOD
            class leg_L
            {
                type            = "rotation";
                source            = "bipod";
                sourceAddress    = "clamp";
                selection        = "bipod_leg_L";
                axis            = "bipod_leg_L_axis";
                minValue        = 0;
                maxValue        = 1;
                angle0            = (rad -5);
                angle1            = (rad 18);
            };

            class leg_R: leg_L
            {
                selection        = "bipod_leg_R";
                axis            = "bipod_leg_R_axis";
            };
            class legs: leg_L
            {
                selection        = "bipod";
                axis            = "bipod_legs_axis";
                angle0            = (rad 0);
                angle1            = (rad 90);
            };
            class Leg_L_move
            {
                type            = "translation";
                source            = "bipod_legs_length";
                selection        = "Leg_L";
                axis            = "Leg_L_axis";
                memory            = 1;
                minValue        = 0;
                maxValue        = 1;
                offset0            = 0;
                offset1            = 10;
            };    
            class Leg_R_move: Leg_L_move
            {
                selection        = "Leg_R";
                axis            = "Leg_R_axis";
            };            
        };```
desert raven
#

I think at this stage you should simplify the model.cfg

distant onyx
#

ill try to put them all in class Rifle

desert raven
#

I mean ditch the unnecessary parenting

#

if you got just 1 p3d you can just build class p3dname and all the definitions into it

#

the parent classes are only useful if you nest the model.cfgs in folder structure where you can actually share the parent between multiple p3d and their modelcfgs

distant onyx
#

yeah its just going to be one .p3d

distant onyx
#

bulldozer animations only show:
isempty
reload
hasmagazine
hasoptics
reloadmagazine

desert raven
distant onyx
#

yes

fast canopy
#

Not necessary. You can just change LOD and change back

thin temple
distant onyx
#

ok changed the skeleton name to rifle, and deleted all the lines you mentioned

#

i didnt think that was the issue though, since it still doesnt work.

#

i think the main issue is that it doesnt even show in bulldozer to begin with

thin temple
#

Well, we fix the obvious glaring issues first

desert raven
#

I would really recommend writing the model.cfg from scratch at this point

#

just to make sure you dont have any { or }; in wrong places messing it up

#

you have lot of unnecessary lines in there so its not easy to debug

distant onyx
#

ill try that