#arma3_animation
1 messages · Page 8 of 1
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
Okay Thank you Will give it a go after I'm done with the Textures.
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
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.
why would bullet in chamber solve the standard animation state (loaded weapon, not empty weapon)?
Because at last check the possibility thereof doesn't exist in RV by default?
doesnt answer the question
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...?
weapons with chambers dont have detachable magazines. Arrows are like magazines with capacity 1 ...
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
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
tried to make my own animation for how the arma man should hold a gun
thats not quite right is it
How do you pack the PBO
at the moment im using the p3d called "man" from the sample files
Post your model.cfg
Don't have one atm, that could be the issue tbf
the gun is inheriting everything from another gun, optre MA5, just changes model and what attachments can be put on it
Rtms need model.cfg with character Skeleton in it next to the rtms
At least I'd assume hemmt needs that too.
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"
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
No that model.cfg is just for processing the rtm. No config relation
Rtms and that model. Cfg should preferably be in their own folder.
Thta folder can be subfoldr of your project folder.
Gotcha thanks
set up a model.cfg. It's no longer spaghetti hands. but still not there
Did you compare the animation rig bone name to what it is in model.cfg
rig bone name is weapon and all "weapons" in the model.cfg is also lower case if thats what you mean
Honestly i look at the model.cfg and am supremely confused
The model.cfg defines the bones the rtm moves the model with
right
at the moment my model cfg is basically just the one from the sample files, with the bipod parts removed
Weapon P3d and it's model. Cfg is separate thing from rtms and their model.cfg
hmm
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: ???
i appologize ahead of time, this is the first time i try animations in arma
There is actually a simple guide in the pins for weapon holding animtion
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
The video from 2014?
ah okay
was looking at that aswell, issue, is that the arma3 rig for blender is inaccessible since the forums are down
You did have some rig you used right?
I think they are pretty much same one that are around
Yeah the rig i used i used and modified in object builder
Aa right.
Macsers armarig can be found at moddb for example
aah thanks
the example model.cfg file link seem to be missing in that sadly
Get one from the arma3 samples on steam.
From the character example
the one under TemplateRTM?
No character

now i just need to adjust it so the wrist doesnt break when lowered
Yeah its a bit tricky usually
Need to often compensate with the fingers instead
I would recommend pushing your gun back maybe 5cm so it's a tally against the shoulder.
Like in the weapon p3d
had to grab my printed m392 to get a refrence for how the front end is held
Then adjust the hands
yeah back and down a bit i think
But! Thank you very much for your help! I wouldnt have gotten to this point without your assistance
Will do
Still may need help with the weaponanims themselves, ie bolt, mag hiding, and that stuff but ill come back to that later
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.
If that makes sence.
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.
How it does look in Blender
1 sec i post the pic
Your Launcher bone is not aligned properly
If vertical one is it is
Actually, your RTM is working very properly
It is very aligned well to your in-game launcher very finely
That means your launcher in-game is too backwards than it is supposed to be, so your RTM is
im afraid im not getting it, should i rotate the launcher bone? or should i move forward the launcher in the p3d?
Move P3D forward and your RTM
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
So what you need is, move Launcher bone in Blender backwards, re-align Launcher P3D and adjust hands
Ok, thankss
did this, and the results are off too
Rotate your Launcher bone
Ok
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
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
Anyone know a fix to POLPOX stuff not playing their animations? Not just showing static versions
I would seek the steam
but no comments
(skill issue)
nothing online
(skill issue)
friend who has used it before doesnt know either
(skill issue)
animations are applying, including facial gestures
but tis not playing
animations dont play in editor do they?
its meant for static posing anyway if I remember right
not making complex scenes where stuff happesno
My friend has used them and they played
And if that is the case, how do I apply moving animations?
@desert raven
Scripting
i thought our relationship was special
Is good to dispelled such misconceptions early on. 
I improved the Mod and everyone doesn't like my idea
It is pretty much stopped on purpose
im gonna crash out
Because it is for still images
peter griffin crash out
further: this guy tweakin
"Anyone know a fix to POLPOX stuff not playing their animations? Not just showing static versions"
"I improved the Mod and everyone doesn't like my idea"
the masses are getting notified
the revolution is coming buddy
It's not a mess
the helicopters are spooling
the engines are heating up
the engines are running theyre ready to kill
Stop spamming if you have no topic to do
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
its okay I see how it is
Use scripts. switchMove, setAnimSpeedCoef etc
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
the urge to pregnant man react you right now is something unholy
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.
switchMove and disableAI "MOVE" could help you
there are two ways to do anims:
- you animate the displacement yourself
- you let the game do the movement using the RTM motion vector
for cutscenese it's generally the former
just open the anim viewer and look at the cutscene anims (they typically have a cts or act prefix)
and as POLPOX said you should always disable the AI movement for this
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.
Disable ai don't do much on player I think. You left out earlier that you want to force player into animations
I'm not entirely sure what that means lol
https://community.bistudio.com/wiki/disableAI
"This command might cause unexpected behaviour when used on a player-controlled unit."
In short: Don't use it on players.
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
BIS_inf switchMove "Acts_PercMwlkSlowWrflDf2";```Used in Drawdown 2035
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
it is possible they are configured for different purposes
Any way I can get my lad to lower his gun after the animation finishes?
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 ?
you can try different blend masks
or even make custom one
personally I prefer separately made prone animations
that's what i did for my current reload anims, i use blender with a full character model and do both standing and prone reload anims with it
what is a blend masks btw?
Oooooh, that's smart
i haven't thought about it
the BlendAnims control what bones of animation 2 animations blend together
and with what strength
I have very customized setup that takes care of most of the animation transfer from base standing reload to all other stances
is gud
thanks for the help dude, i'll check both options and see which one is better for me
the blendAnims mask is often used in gestures
so you could have a full body gesture animation but with different mask make that same animation look very different
like if you only mask it to blend the right arm movement
or in another animation left arm movement
it depends a lot on how you make the animation if it can be used between different stance just by changing the mask
👍
i understand it now, i'll try out that blend mask solution
again, thanks for the help
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.
That will require TONS of effort in SQF, RTM, config, maybe P3D, years of learning and eventually may not work well
There is a team here who uses it and it works, but privately. I thought it wasn't complicated.
In the first place, A3 does not really support IK to put a hand somewhere
It absolutely is. Can't say it is something you can in a few days at least
If somebody ever done it, ask them. At least I am aware none of such Mod
Simple hit nothing crazy
NOTE: This is just a game and we are simply role-playing and immersing ourselves. We do not try to pretend or manifest being real-life service members. Also with regards to the safety switch, I had it backwards and did not noticed it until I corrected it until my first couple of rounds.
You can see it stretching out towards the end of the video.
Timestamp please
2:20
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
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.
Vanilla Viewer is horrendeously terrible to use. Use POLPOX's Base Functions' Animations Viewer
Afaik A3 uses IK for leg placement on stairs.
We do have IK code, but i assume its probably not usable for hand
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?
not without it being som,e hacky shit
like spawning a static/vehicle infront of the door
and using the handIK of the vehicle to do it
and yeah units leg/feet move up and down depending on slope/height etc
it's not really IK afaik. it just angles the feet and lengthens/shortens the legs
if you stand on a sharp slope you'll see that the feet look like a flattened piece of paper 😅
Your knee will angle on too big slope.
And its IK yes. We have hand/leg IK
It is anyways very limited usecase as Kerc said
dayz is not running on enfusion just yet btw
i imagine the transition could be a bit painfull (in terms of bugs and glitches)^^ /ot
it is technically IK just not the "modern" IK that actually bends the limb naturally - stretching and lengthening a chain of bones based on an end point controller is still technically IK but yeah it's pretty bad looking
I know
uhhh, using Polpox's unit animator, and the troops are stuck on the first frame of their animation
why?
waaaait
that thing is only for static animations
Why is the forefinger of my character like this when the character handles the weapon ?
It should be like this
So the finger needs to be modeled straight. Game applies trigger pull animation on it
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.
Wow, indeed, i don't even know how Bohemia coded this
that's genius actually
it is unfortunate that the pistol proxy is tied to the right hand and not floating like the weapon and launcher proxies
as that makes making nice pistol animations a lot harder
probably an oversight in the design
That's true, i think that's it ^^
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
yeah the pistol thing might be just remant from very long ago.
I have ideas on how to run full on conversion to fix it 😅
but that would basically break all modded pistols
that's the problem ^^
I imagine that Rocket's reaction to the pain would have been "just as planned"
Actually i was thinking about your idea, it wont necessarly break everything, you can create a new pistol base class
or "you go fix it, i will make a new game instead"
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
Remember guys, it has to be out by the end of the year!
I have a little question: When i make a reload animation, does the animation have to start on a3 pistol holding position ?
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?
You can use Armarig for weapon animations. It works pretty much the same as vehicle animations. Search on Youtube, you'll find videos
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?
the 2 things i'm still thinking how they're going to work is both:
Where to get a default arma pose for my rig;
and how would i go about replacing the default weapon (in this case a pistol) with my weapon (secondary gl)
- Arma 3 Samples, find the RTM
- #arma3_animation message
You don't need Arma 3 default pose to make an animation for a pistol, except maybe for reloading but it doesn't need to match perfectly, the game can make transitions. If you want to make a pistol holding animation, all you need is to place the hands the appropriate way around the weapon, the game engine will only read hands position.
I watched videos on youtube and daylimotion to understand how to do it
good to know, ty (i will need to make reload animations, i'll see how they end up)
ty
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
^ DnA's explicit statement ^
@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
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?
the 2 big questions i have are
- do i need a minimum amount of key-frames for reload animations?
- are they interpolated or do i have to do each frame very carefully?
Partially. HandsAnim only requires one frame, reloads require ususually two: upright and prone variant
- No
- No, linear interpolation
oh ok, good, that helps a-lot
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
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
they wont really help you since there isnt anything special in them
its just bunch of frames, not the original setup where the animation is actually made
understandable, i guess i'll just play with it until i get the hand of it, ty
RTM exports each frame you got
but in blender you dont key each frame in typical animating workflow
so imported animations are not very useful or easy to modify
as they dont use any of the fancy animating methods like constraints and interpolating between key frames
so the interpolation is made by the game and not by blender i assume then?
only things useful are the base poses
no
when you make the animation in blender it interpolates you frames between keyed poses
each of those frames get written into the rtm
gotcha
well Id supose the game playback might interpolate a bit between frames. but thats not something you would need to worry about
in Blender you can use all the available animating tools
the end result playback is what gets exported out
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?
Both usually only uses upper body
got it, ty
it can however be configured as you want
if you want the magazine be kicked in, that is possible
can the animation source "isSelected" be used to activate an animation while there weapon is NOT selected?
Yeah you can, im just dumb haha
hey guys, how do I hide this in my animations? i tried config-level with disableWeapons = 1; disableWeaponsLong = 1; but this didn't work
i have the issue where the rifle and launcher float when it's meant to be an unarmed animation, how do I fix?
im a bit confused
If it is supposed to be an unarmed animation, don't give them weapons
if it is an armed animation, what should I do with the launcher & rifle?
Position them in right position
ah thanks
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
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
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.
missing land_ class connection
You might have some success looking through the ingame animation viewer, though what you are looking for may or may not exist in vanilla animations
(Button for it is under the debug console in arsenal, or in a mission started from Eden)
Just another place to look, I haven't done much of anything with animations, either creating or using
Got it thank you!
@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
What am I supposed to understand from this chunk of video?
Because you don't load the RTMExporter addon?
What's that? I usually use Arma tools/ object builder
Okay I guess I was slightly wrong, but if you have ArmaToolBox for Blender, you can export RTM
my issue is that the fbx that i import from cascadeur doesn't let me, the option's greyed out
Because you didn't checked Arma Object Properties
what's that?
i found it
Does anyone know what causes this screen jitter bug with animations? It happens when doing CPR and with IMS
baby's first anim
oh I didnt' even have to make it D; can just use the same mask with the game salute animation.
ah saw that too. 😄 does it work combined with a gesture?
so you could animate the hand opening and such
ohhh yes I was wondering that. go go gadget finger!
maybe couple of animations to counter the stick movement too for full control?
if its normally tied to the stick by IK
it is. those would have to be perframe while the gesture is playing, right?
yes probably the only way
hmm Some animations break if a bone is hidden. maybe I can try doing that to disconnect hand from stick?
worth a shot but I think it wont work
the chain would have to be something like stick - handIKmover
so if you do stickHide - stick - handIKmover
it should then also hide the handIKmover
and likely nullify it too
hm. yeah. I'll try =)
Any idea how to fix this?
Look up Macser armarig
Ye
Okay, now how do I export from it?
I've set it up, but when I do export it gives the addon builder an error when I start binarizing
Hence why I'm asking
Simple animation guide in pins
Which one?
Anything special I need to do for launchers?
addonbuilder has trouble with rtms
Id recommend mikeros tools and pboProject workflow
I'll see if that does anything
Figured this part out:
Needed the definiton for the OFP2 skeleton in my model.cfg :)
Now to see if it made a difference
Some good references here https://github.com/toadie2k/NIArms
@desert raven That didn't do anything as far as I can see
Still looks like this
did you pack the rtm with a model.cfg file that has character skeleton defined in it next to them
in the same folder as the rtms
(rtms should be in their own folder)
like in yourmod\data\anims
Which they are, yea
So the model.cfg file must be in that folder?
Okay, it still looks as above
then the launcher bone name in the rig might not match the launcher bone name in the model.cfg
so the one in the rig needs to be renamed to match
ie launcer - Launcher for example
whichever it is in the model.cfg
is it launcher or Launcher in the model.cfg
is the rig scaled in object mode?
It's all 1s
thats really all there should be to it
Still does not work
Getting closer, had to export it as a static pose
are you exporting more than 1 frame?
is your blender animation timeline starting from the frame you export?
I thought I was
Seems not
Let's try that again
Nope
yeah animations dont need the cfgModels part at all
Okay, why isn't it working then?
dont know.
Do you need to apply transforms after animating?
what transforms?
From what I can see from this and your previous, it is exported properly. The launcher bone is leftside down right now
So rotate it or...?
In Blender, yes
Okay, rotate it up?
So it will be upright
Understood
Default bone rotation for launcher is somehow not upright
Just to confirm, like this?
I see
it helps if you unhide the launcher reference model
or attach your own model to the bone in the T pose
like you see the gun reference there
I do not see the difference
They said it needed to be upright, correct?
No. Rotate 90 in Z axis not X
Understood
It appears the same in global to me
Only difference is the orbitals signifying the axis
Okay, back to this image
The launcher bone is facing front but downside left
You know what and how to rotate it then
What do you mean by DOWNSIDE LEFT?
Downside is the launcher's downside, where you usually see a trigger
I see
Left means left
Nonononono, no. Do not change the longer side's direction
Okay
Just to clarify, in this image, rotate in green, is what I mean. Not blue
That's the Y axis, right?
I said Z?
Yep
I remember X, Y, Z are R, G, B
Green is Y, last I recall
And I did not mention the locality of the axis
Which, basically, you know, doesn't matter but how the handle is shown
Anyways, this. Rotate in this axis
Let's find out
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
Then left hand should also grab it, as default animation set does grab launcher in both hands
The current issue anyways, is how launcher bone is not placed right
Yep, any idea on where it should be?
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
the launcher bone in game will always be on the shoulder
your hands will be positioned on it with the same offset the hands have from the launcher bone in blender
Understood
Hmmm
There we go!
Just move the launcher, and we're golden!
@desert raven@fast canopy Thanks for the help
Hihi! Im very new to arma modding, i was wondering how i would get started making custom animations for stuff?
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
ahhh okay okay
Yeah you want to start from basics like how to set up a mod. Then you can start studying how configs work
And then start study how animation configs work and connect with different parts of the game
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
What kind of object?
Have you tried other animation related commands?
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
Can't say I recall anyone ever mentioning this so might be nobody has tried it before.
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
Yeah that might not work.
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
It could be a bug id suppose
Try Game Logic then
I think it is
game logic ? never tried that
The problem is i wont be able to add a turret to a game logic
Did I misunderstood or forgot something to understand your goal?
Attach game logic to character, attach to turret to logic?
Maybe
Oh ??!! Let me try that !
Test if character with logic attached to it plays the action
yes i tested the logic and the character moves with it
🤞
Make a feedback tracker ticket. Maybe we can get dedmen to investigate what happens.
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
I would not maybe remove it. Since something is fighting the move
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.
It makes sense to me. The motion vector could not be played because the animations where used by the engine. For example, if you try to move the turret of a tank using animateSource it won't work because the animation is used by the engine.
But it does work without the attached object
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
There probably is no guide specifically for that.
But basically it's combination of few script commands
Like attachTo and switchMove
Makes sense, I'll give that BIS Guide a look. Thanks @desert raven 🙂
The wikipage for the script commands have examples and pretty good descriptions on how they work.
that's true ^^
I think you're right its a bug anyway, moreover, when i use disableAI "Move" the horse cannot collide with ai characters or building
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
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
@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
My issue is AIs can move with attached objects yes, but AI characters cannot move when using playAction or playMove with attached objects
ah, i see
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
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
thank you
Do i need to re export the rtm after i put the model.cfg in?
no just put the file in your rtm folder, rebinarise your mod and retry
I think I’ve done something wrong. It’s now a dude but there’s no animation
What is the speed of your animation ?
You may need to use a mask depending on what animation your animation is extended from
60fps
I exported it from blender not cascadeur
Likely because Arma failed to recognize the RTM
I spent ages making sure the casc rig matched all the right arma bones/ joints
Ohh right
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?
Be under as in?
what they are named as
You can also use a third party Animations Viewer, like POLPOX's Base Functions offers. Vanilla Animations Viewer is simply too dumb to tackle
so ive been following this PDF tutorial but im still not getting the right result any idea on what im doing wrong? ive managed to get an idle weapon animation to work before but ive not done it for a bit and ive forgotten the exact steps
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
yeah i figured that lmao wait one ill show you what im trying to recreate
Also so are you saying the weapon is what dictates the IK position of the "hands" i thought it was the "hands" that dictate the position of the "weapon"?
Yes. Hands follow the weapon, not weapon follow the hands
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
SPE weapon you mean?
SPE being Spear Head Expansion?? 
Spearhead 1944
no this is from East Asia War 1937
Then I don't know how it works. Maybe it just lowers the P3D
alright well ill give that a go either way that knowledge of knowing the hands follow the weapon is a massive boon thanks amigo!
is the pistol hand bone stuck like that or is there a way to change where the right hand goes?
no way to change it
pistol proxy is glued to the hand
the pistol i understand, but the position of the hand itself?
no go as far as I recall.
k ty
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";
...
};```
Did you defined CfgGestutes?
No? That code there is the only thing I've got, it's in the weapon config.cpp
Your "gesture" does refer a nonexistent gesture anim, so that would explain why it does not play anything
Ah, that might do it lol
Correction: CfgGesturesMale
Oops, no I do have it, forgot to copy it into the snippet above
At least if it does something that means you forgot it
Ah I see
Can you use a default anim on the CfgWeapons class?
Yeah the MX reload anim works fine
What about lrss_m2ReloadGesture[] = {whateverMXReload,"Gesture"}?
Didn't work
Also tried lrss_m2ReloadGesture[] = {"GestureReloadMX","Gesture"}; which didn't work either
Can someone please help me with this animation - for some reason it doesn’t work in game and looks like this
It should look like this: https://youtu.be/-W8acDryqSM?si=xhdMJlre8l-2-wky
Your rtm file has no data inside. I think you're not exporting the animation properly from Blender
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>úÑ>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
I do recommend you to use Arma Toolbox for Blender to export your RTMs https://github.com/AlwarrenSidh/ArmAToolbox
Oh
I did use arma toolbox
And did you add all armature's keyframes ?
Are you sure there is a key for each bones ?
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?
Every model thing is model.cfg's responsible
you need to add a proxy for the magazine in your p3d in each resolution lod. Add the magazine proxy to a selection, add this selection name to your skeleton in model.cfg. Now you can animate the magazine during reload using "reload" animation source
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
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
All animations defined in model.cfg and all animation sources are following simple translation/rotation. You can you a combine rotations and translations in the same animation to make a more complex movement. If you talk about the AK-12, you'll see the magazine does a simple translation then disapears, only the character body makes complex movements
You can define a complex animation in model.cfg but it would be a pain in the ass
Take a look at the samples
Hm, I guess it is that simple
Thanks man
GM (and some other mods/cdlcs) use an exporter that allows for a complex animation be exported as model.cfg
so the weapon can be rigged up in blender (or similar), and animated using 'normal' methods
do you know any of these exporter ? that would help a lot
i dont have a link to any of them no
i thought one was pinned but doesnt seem to be
I've been looking for one since a long time but so far i haven't found any
Ooh, ok that'd be very nice to have
If you ever find one give me a yell
I've talked about them here somewhere in the past
I think i've seen someone posting a link years ago, but i wasn't on my computer, couldn't download. I'll try to make a search
There is also very solid post about my shenannigans with it at BIForums 🙏
Are there any docs containing information around getting a canopy on an aircraft to animate when you get in/out
not much else than the animationSource list in one of the model.cfg related wikipages
it describes the basic functionaliy of each listed source
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference#cabinOpening
Ladder and canopy animations use
source="cabin";
which unfortunately is not listed there n_n;
@somber aurora can you chance source = ... to cabin pls. 🙏
yes essentially all animations work same way
they are just powered by different sources
So presumably the source for gear would just be "gear"
that one is listed in here https://community.bistudio.com/wiki/Model_Config#AnimationSources
like this?
Yaas
done, thonks
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 🍻
Yeee ive got them working now
flap and gear for those.
Would you please also add cabin to the table on https://community.bistudio.com/wiki/Model_Config#AnimationSources ?
Animation sources* yes?
indeed!
added flap & gear; what would be the simulation class for cabin, all like drivingWheel?
Would guess Airplane
Thanks for the help guys, got it all working
can you only have one model and animation set per pbo?
i am trying to pack with 2 different skeletons, but there's issues
I think I've always set them up separately.
you cannot have 2 different skeletons in the same pbo. I faced this issue recently
well, sux.
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?.
normally muzzleflash is handled by engine feaure for it
no animation in model.cfg
model.cfg animation might be set up to rotate the flash randomly per shot to give it variation
dis
you are right about the rotation, i kinda spaced out there.
so any suggestion in how to fix :9?
Ok, I see what im doing wrong. Thanks!
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)
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?
if you want it to work properly pretty much
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
Yep... It's time to suffer)
Sorry to bother, does anyone knows how to solve such issues?
got to first find the reforger/enfusion modding channels
#enfusion_generic onwards
Also, does weapon reference needs to be animated as well? Its arma rig as you can see
the references are tied to the rig bones so they move with them
and yes the weapon and launcher bone would need to be animated
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.
there is 0 documentation about how to do that in Arma context
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
Thanks, yeah I figured something like this would probably be in the more obtuse side of things, given OPTRE is the only other mod I've seen do such a thing. I'm familiar working with models but this would be my first time messing with animations proper.
There are few other mods that do stuff like that
basically handful of people who have wanted to dig that deep into the matter
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.
something like that sure
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
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
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.
the most complex part is the use of the animation tools
they are very powerful if you know what you do
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
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
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.
Ive been doing this for 10+ years. one catches things
also Im on of those who dabble with the different sized characters 😅
I've just been a bit stalled with time for a while
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.
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.
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
It should be able to find a model.cfg from the root of the mod folder too but if you want to play it safe put the model.cfg into the folders with rtms.
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 ?
is the animation set up as gesture?
i did many animations as gesture and a did the same process for this one
are you trying to override the weaponSwitching blend group?
as that is vanilla name
Ah
you must make your own
x)
how ?
and how can i specify what i want to animate ? Like juste head with right Arm ?
add the bones you want to animate into the list
like in the vanilla masks
you just have the bones that you want to animate in the mask list
with value >0
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
?
remove all bones with 0
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"
};
};

Oh my god it works. After a little more debugging I set up a custom unit to use my repurposed arma man skeleton with different classnames and it properly applied and works in-game, even though it's basically just a repacked default BI skeleton right now. I'm gonna flip. Thanks again to you and Apollo for helping me out with this, awesome feeling.
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.
its possible to do with bit of python in blender
but you need very good adaptive rig that takes care of all the possible problems scaling causes
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
depending what weapons you intend to use for it, you also will need to tackle all the weapon animations
and possible mod compatibility
this is the deep dark end yes
which requires lot of expertise
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
sure
Youd probably be better off learning a little python and writing a script to do that whole process in batch
yes
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
🕰️

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.
so you dont need the skeleton to export units
you just export the mesh p3d
for rigging you dont necessarily need the skeleton either as you can use the example character as reference
is using the skeleton in blender as a reference point for the direction my mesh a good method?
but having a skeleton is good for testing weighting
ah I see
how you model in blender is up to you really.
I realized my addon is not exactly assigned any config files so I'm waltzing my way through this process
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
is the p drive relevant for the packing and all that?
very
ok gotcha
I've explained it here somehwere just recently
you can look it up with the chat history search
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
3d modeling is just 1 piece of a larger puzzle
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

do you guys have any tips for prone reload animations? is there a .blend file with a prone position to begin?
Arma 3 Samples offers prone animation
you mean the .fbx files?
do i have to roll back my blender version or use another tool to open those .fbx files?
Should just be File > Import > FBX
Some of the files didn't work in Blender 4.4, supposedly fbx file version issues has been fixed in Blender 4.5, released just recently
The character example has unsupported version 6100, and the template was an ascii file, I'll see if Blender 4.5 works for it
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
just saw you mentioned it here
Blender 4.5 will do both with the new FBX importer
@polar coral
Needs the FBX experimental version to handle ascii FBX
oh, i didn't saw the other one, ty
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.
Hey Guyz 😃
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?
is rtm import just a janky process?
yes
Mm, I had a feeling lol
Is there any method or work around that you guys use?
theres lot of ways you can work with imported rtms but it does go into bit more advanced animating territory.
For example you can have 2 rigs in teh scene, one to import the pose as reference and second to make and export animations with
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
I always use Cascadeur, but that still require another knowledge and budget
anyone good at keyframe animation know an answer to this?
Hm ok
Thanks for the help guys
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
X runs on X axis. use "rotation" with memorypoint defined axis instead
and make sure you dont have multiple animated selections overlapping in mesh
got it thanks, that was the issue.
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
is the selectionFireAnim defined for it?
Although it might be launchers dont use it 🤔
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
It may be the launcher sim doesnt do the muzzle flash yeah
I think they rely more on the particle effects
Yeah that makes sense
the hide animation solution should work fine though
I need to tweak the unhide value but it works
https://gyazo.com/39fafdd9a96deefe8c1789e34de363c1
Yeah but probs abit too much
Basegame reference has some (Don't know how a laser has recoil)
Probs in the original for balancing
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
This simpler one should also work on it's own:
model.cfg
{
source = "maingun_reload";
type = "hide";
selection = "zasleh";
minValue = 0;
maxValue = 1;
hideValue = 0;
unhideValue = 0.99;
};```
config.cpp
```class AnimationSources: AnimationSources
{
class maingun_reload
{
weapon = "your_weapon_class";
source = "reload";
};
};```
Thank you will give it a go
Does the anim sources go in cfg vehicles or cfg weapons?
vehicles
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
So, small update on this some weeks later. I've now got a python script capable of batch-processing RTMs to be a specific scale, I've checked the modified RTMs and they do look and work properly as they should in armarig with my upscaled model
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.
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
did you also scale the model?
did you scale the Armature in edit mode and pose space
or in object mode
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
how do you pack the pbo?
pboproject, doesn't output any errors, etc.
do you use custom skeleton name in cfgSkeletons of your model.cfg?
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.
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.
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.
is there new cfgMoves config that uses the new rtms?
Yeah, using the existing vanilla configs as a base, I swapped around the classnames, and repathed them to point to the new upscaled anim files.
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.
Did you binarize your rtms ? Did you place a model.cfg file with OFPManSkeleton in your rtm folder ?
This looks like unbinarized rtm
Can't be ofpmanskeleton since it's scaled up character
yes it can be. He didn't rename the bones, he just scaled the character
That would interfer with the vanilla ragdoll config that points to default pivot points
Don't recommend
oh that's something else, indeed. But if i remember correctly the skeleton pivot is not used anymore ( i think i read that somewhere when i started making my horses)
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?
not quite sure what you mean?
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
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
yes then you need to key the unchanged state first
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.
okk, how to do this? im like a noob in this
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
im not sure i understood it
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
okk i think i understood
so i basically go backwards in the frames and fix the finger stances
right?
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
for things used through proxies this is a must. 👍
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
gesture with correct kind of mask could work
is that how the 'animate' mod does it?
I do not know.
it should yes
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
I just want to be able to press a button to change from normal to one handed or sideways
this is not an easy task in this engine Im afraid
but gesture probably is the simplest way to trial it
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?
to have it accurate the loading would have to be sort of completely controlled and locked event
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
Damn, sounds like a whole lot of work 
Check out the ace buddy load system if you want to piggyback off them just purely try and make an animation for it, but yeah, it's just gonna be a lot of work regardless
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)
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
I guess I'm doing it right then, thanks
Weight transfer and manual tweaks.
However you model topology is not very compatible as you have not set up joints to match how the armaman joints are shaped and this usually leads to deformation being different and harder to tweak
Mm, I had a feeling that might be the main issue. Thanks man
how do i make the weapon go lower? even when i import animation to a p3d file it shows the one on the left
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
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
yeah, i'll play around with it for a bit, probably will work out in a couple hours minutes messing with it
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
I explained this on another question at #arma3_model just the other day.
And how it works
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?
are you looking to turn that into model.cfg animation or rtm?
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
yeah, its a bit of what I was reading yesterday but I was really confused why my model ended up looking like the starved garfield meme after applying the transformations haha 😅
^ there's a blast from the past
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?
other animations show right?
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
yeah im going to try to parent them all in one class,
see if itll work if i do that
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?
rifle shows up, but not test_weaponbase anims
then put the type and source in ""
also make sure your selection in the model actually corrspond with the selection= in the classes
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";
};
};```
I think at this stage you should simplify the model.cfg
ill try to put them all in class Rifle
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
yeah its just going to be one .p3d
yeah it still wont work even if i put them in one class
bulldozer animations only show:
isempty
reload
hasmagazine
hasoptics
reloadmagazine
do you restart buldozer when you make changes?
yes
Not necessary. You can just change LOD and change back
You have skeletonName="Weapon"; on line 56, but your skeleton class is called "Rifle".
Delete all the lines to do with metabolism from htMin to tBody, they don't belong in model.cfg.
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
Well, we fix the obvious glaring issues first
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
ill try that
