#arma3_animation

1 messages · Page 9 of 1

desert raven
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just add 1 of the bipod bones in the skeleton

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and add 1 of the animations

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just so you can easily debug why that does not work

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and once it does you can add next piece and so on

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this way you only need to manage 1 thing at a time

thin temple
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I've fixed up your model.cfg into a simplified form, fixed some errors, and tested it with a weapon p3d. Bipod is available as an animation source in buldozer.

distant onyx
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it stil wont show for me?

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is it perhaps something to do with my settings in bulldozer/OB?

thin temple
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Do you get any animation sources?

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or does it just say "Anim"?

distant onyx
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i check it on the top left of bulldozer that says "anim"

thin temple
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You need to put the model.cfg into the same folder as the p3d and match that class to your p3d file name

distant onyx
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yes the PSC_BAR.p3d and the model.cfg are both in the same folder

thin temple
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Show a screenshot of the folder?

distant onyx
thin temple
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Is it around 4pm for you at the moment?

distant onyx
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yes

thin temple
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So buldozer normally shows just "Anim" when the class name doesn't match the p3d

distant onyx
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i have the correct .p3d open as well on OB, rechecked it

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should it be "animation sources" instead?

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what would be the issue then

thin temple
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Should what be animation sources?

distant onyx
thin temple
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It will show all the source names from class Animations, such as "reloadMagazine" and "bipod"

distant onyx
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oh it does show that

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it shows "e.g. isempty" for example

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but no bipod

thin temple
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You cycled all the way through?

distant onyx
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yes

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I rewrote the entire model.cfg to as simple as possible as horriblegoat suggests. And all the sources show up except "Bipod"

desert raven
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and you have bipod_leg_L named selection on the model?

distant onyx
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hold up, it just showed up

thin temple
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lol

distant onyx
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let me dig in more

thin temple
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Probably a missing or mis-typed selection name

distant onyx
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yes that was an issue, i think i mightve saved the p3d into another folder without realizing

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so many criterias sometimes you dont notice something small like that

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thanks alot

thin temple
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glad there was a simple explanation - we've all been there with that kind of issue, quite easy to do and hard to debug

desert raven
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👍

distant onyx
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just one more thing 😅 . After this its done

How do i make the bipod precisely touch the surface? I already have a "bipod" memorypoint but that doesn't seem to affect where it is pivoted at (ive changed it around)

I also already have this in the cfgweapon class

hasbipod = 1;
deployedPivot = "bipod";```
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and i swear this time the paths are correct

zenith token
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and? still salty that you didnt win manw?

naive hemlock
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is there an existing max or maya rig better than kiory's/toadie?

jade yew
desert raven
jade yew
zenith token
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i'm not aware of any... if you find one, please tell me^^

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didnt somebody fool around with a rig in motionbuilder? i only vaguely remember

quaint fulcrum
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I have issue when exporting animtion when i play my animation half my player goes under the ground i would apperciate any help

fast canopy
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What did you actually done. What are you actually trying to achieve

quaint fulcrum
fast canopy
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More specifically. Config and SQF wise

quaint fulcrum
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// config.cpp
class CfgPatches
{
    class MyAnimMod
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Anims_F", "A3_Anims_F_Config_Sdr"};
    };
};

class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        PlantTree = "PlantTree";
    };
};

class CfgMovesMaleSdr : CfgMovesBasic
{
    skeletonName = "MyCustomSkeleton";
    gestures = "CfgGesturesMale";

    class States
    {
        class StandBase;

        class PlantTree : StandBase
        {
            file = "\myanim\anims\arma3plantatree.rtm";
            looped = 0;
            speed = 0.2;
            mask = "bodyFullReal";
            disableWeapons = 1;
            canBlendStep = 0;
            enableDirectControl = 0;
            interpolationSpeed = 1;
            connectTo[] = {"AmovPercMstpSnonWnonDnon", 0.1};
            interpolateTo[] = {"AmovPercMstpSnonWnonDnon", 0.1};
            rightHandIKCurve[] = {0};
            leftHandIKCurve[]  = {0};
        };
    };
};
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SQF i don't have i just use Eden Editor

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Tried ArmaRig_V6_4.blend and made simplier animation and got same result no idea why

fast canopy
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Then how do you even run PlantTree anim even

quaint fulcrum
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debug console:
player SwitchMove "PlantTree";

fast canopy
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It is an SQF

quaint fulcrum
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fair enough

fast canopy
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More specifically animation wise, how it does look in Blender

quaint fulcrum
fast canopy
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How it does look in OB

quaint fulcrum
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OB?

fast canopy
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Object Builder on Arma 3 Tools

quaint fulcrum
quaint fulcrum
fast canopy
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And how it should look?

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What is the intention?

quaint fulcrum
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The intention is to make that mod simply plant a tree squad in the ground and do plant a tree/seed etc.. but for now i put some dance animation to try it out cus my 1st animation had the same issue made 2 more with same issue half the player goes under ground

fast canopy
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  1. The 0,0,0 point is the surface. So the animation is half buried in the ground
  2. The roll bone for each limbs are not supposed to rotate like that and results broken limbs
quaint fulcrum
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I'm aware of point 2 but point 1 0,0,0 is the surface and the rig located at 0,0,0 that should make his feet top of the ground correct?

fast canopy
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  1. If the first pic here #arma3_animation message is the rest pose, that's not how it works. Why don't you use Macser's Arma Rig?
quaint fulcrum
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I did use Macser's Arma Rig got same issue, that's why i went to import the arma3 sample rig to try on it and still got same issue

fast canopy
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I don't know what "same" issue though. If you don't know what you really do, Macser's ArmaRig is your goto. And nothing else is

fast canopy
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It is not an ArmaRig's issue

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This is basically how it looks in the rest pose. You can't use other rest pose

quaint fulcrum
quaint fulcrum
desert raven
quaint fulcrum
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if 0,0,0 will not make the character flat on the ground should i make the z axies in the blender to 0,0,1 or it will not make any difference i'm lost

desert raven
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I dont quite understand what you mean

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but animations are all done do that the 0 Z level is the ground

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when the armature is at 0 height

quaint fulcrum
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I still has no clue what cause my player to be burrend when running the animation even if i used Macser's Arma Rig with no animation just pure as is and still when run the animation player get's burred really annoying i'll try to figure out the issue, thank you so much for responding

desert raven
fast canopy
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Because your RTM is buried

desert raven
quaint fulcrum
quaint fulcrum
rocky wyvern
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Bit of a strange question but I thought it’d be worth asking anyway, is it possible to create physical animations? I.e ragdolls with an animation blended into them.

desert raven
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Characters don't have that kind of simulation

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It was not really a thing when the engine and animation framework was first established.

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And such simulation/live calculations are bit rare even today

fast canopy
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More looking for ideas and insights:
I have a project of a reload animation right now. Making an animation is not an issue however, but wonders a bit of ideas:

  • Currently I only move the arms including shoulders to make the block process. How do you animate rest of the upper body not to make the animation boring in third person? What's your philosophy to move upper body?
  • Let's say whenever the unit removes or inserts a mag, to make some immersion it would be a good idea to shake the camera a bit. Is tilting the head the only way?
  • Do you have an efficient way to create prone variation? I can do it manually anyways, but it requires struggle a bit and destructive
dusty spoke
# fast canopy More looking for ideas and insights: I have a project of a reload animation righ...

in order:

  • generally you don't move your upper body too much when reloading from a standing position, that is not to say it doesn't move at all (like we see with pretty much every arma reload), but regardless it will depend on where mag is stored - you'll get more movement if you go with a hip-holstered mag motion so that's a good start - the initial twist to the left (mag on left, grabbed by left hand) and return will help make it feel more dynamic, especially with a little exaggerated ease in-out, but after that torso motion you'll be doing would almost be in single-digit degrees (or barely above 10 to 20 at most) where it is reacting to the actions and forces of the arm (pulling and pushing)
  • another thing most arma reloads don't do but really should, i would agree - adjusting the camera rotation would help (since it's position is already gonna be offset by the hierarchy of the torso moving)
  • specifically in arma context, not really; since iirc you can't make the gun animation (the mag itself for example) different based on the position - best you can do is just the same as vanilla does (make the mag only appear before insertion, and have only that moment of insertion be the same between prone and standing, while the rest of it is unique)
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i havent said it because i assume you already might've done - but i would suggest just looking at tactical reloads on youtube for reference

desert raven
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needs bit of setting up though

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so for example rotating the gun sideways affects the the path of the magazine.

dusty spoke
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yeah that's why the mag is usually spawned just before insertion; since regardless of animation that tends to be the same relative positioning between the mag/hand/gun; i've personally always wanted to make the mag present longer in the process (like spawning it just as the hand grabs it from the pocket) but that's when you'd run into the relativity issue

desert raven
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for example standing and prone reloads overlapping.
when stading the grenade is pulled from chest height when in prone its almost at the neck
This combined with good timing to show the magazine can give nicer look with the magazine visible longer

dusty spoke
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interesting

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granted yeah that still means a very similar animation

desert raven
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in this setup the hand is keyed to follow the grenades path which is separately exported into model.cfg

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so they match very nicely

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(SOGPF Nickel Steel Type56 with XM148 grenade laucnher)

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for magazines it can sometimes also mean quite a bit more movement. 😅

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this is a bit drastic 😅

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and sometimes just got to work with the vanilla style of unhiding the magazine very close to the insertion

fast canopy
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Thanks people for thoughts, guess I "just" have to struggle to make some immersive details

fast canopy
desert raven
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I've made couple that can manage the magazine movement by turning the gun around

fast canopy
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Ah, so more of a PoC?

desert raven
# fast canopy Ah, so more of a PoC?

Yeah the Type56 with grenade launcher uses it the best but not all of the animations are done like it.
The clips here are from various WIP stages of the process

fast canopy
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I see

desert raven
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theres lot of automagic going on in my setup to get the prone and context left/right anims synchronize with the standing up reload.

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the context and prone just need little bit of manual per stance fine tuning

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actuallly the SG animation did have that kind of sideways movement but I toned it down a little bit

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this is so the magazine that moves as part of the gun can be put into the vest

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the other poses do similar thing but naturally due to the gun and body orientation they are all relatively same

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or the magazine movement is always the same

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but by controlling the gun I can control where the magazine is

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in relation to the body

strong basin
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having issue with creating custom animations for arma 3. im brand new to the modding community and im almost 99% positive im exporting my animations through blender incorrectly. the image shown is the result of me importing a vanilla arma3 animation into blender, then exporting it and using it for my weapon.

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any help would be greatly appreciated

little vortex
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Are you modifying the anim in any way? Or is it just the vanilla anim with no changes?
And is it from the samples?

strong basin
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yea this is a vanilla anim with no changes from the arma 3 samples.

strong basin
little vortex
desert raven
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another thing is related to the blender Rig you used

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but get pboProject running first

strong basin
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where can i find the Mikerost PboProject?

strong basin
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could the model.cfg cause this issue?

desert raven
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as in if "Weapon" in one and "weapon" in other

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Im not sure if addon builder works with that though

strong basin
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Really appreciate the help. was able to fix the fingers being stretched out. characters arms are still stretching straight up but so far its more progress than ive made in days.

desert raven
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For the weapon holding animation the game reads the hand and finger position in the RTM in relation to the weapon bone

strong basin
desert raven
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use the chracter sample one from the arma3 samples

strong basin
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so i swapped it for the arma3 samples model.cfg and the stretching got worse and now im getting a different bones count error. i read through them all and didnt see any missing or extra bones

desert raven
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where is you weapon bone?

strong basin
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this is what my skeleton looks like. i watched a MrClock tutorial on the setup

desert raven
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no weapon bone?

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or launcher bon

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get macsers armarig from moddb

strong basin
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ok do i need to add the OFP2 rig to it or is it already fully set up?

desert raven
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yours is missing the weapon bone as far as I can see

strong basin
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ok yea this one is working much better. hands are all twisted up but nothings streched (sorry for the 1000 questions)

desert raven
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looks accurate 😅

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you should import your gun into blender and position it on the weapon bone with constraint so it moves with it

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so you can properly align hands on it

strong basin
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is there a better way to get the arma3 vanilla static pose into this rig or do i need to create one myself? cant get the hands to unflip for the life of me

fast canopy
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People usually do that using that Rig. So you are doing something wrong

strong basin
fast canopy
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No, the rig is doing its job pretty well. It's not the Rig's issue but how you used it

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How do you move your hand

strong basin
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Selecting and rotating with R or moving with G. Issue im having is the bone for the hand gets detached when i import the rtm and wikl no longer move the hand.

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Im sure theres a way to reattach it but i dont know how to do that yet

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Im new to all this so i apologize if im explaining this all wrong

fast canopy
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Do you grab the red triangle

strong basin
# fast canopy Do you grab the red triangle

yea the two little red boxes that represent the hand dont change position when i import the animation and moving them doesnt do anything with the actual hand mesh. the fingers still have their bones but thats it

fast canopy
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Because you imported an RTM, didn't you

strong basin
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yea i imported the arma3 samples AmovPercMstpSrasWrflDnon.rtm from the TestAnim folder.

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im just trying to get a good static pose i can use to start animating off of. id imagine having to start from the t-pose everytime would be a pain

fast canopy
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Because Macser's rig is not compatible with that feature

strong basin
fast canopy
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Yes, but complicated. So you better to just use the Tpose. It's not hard, as handanim requires not a precise anim

strong basin
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ok well you probably just saved me a day of fiddling with it so thanks. ill take a whack at setting one up

fast canopy
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I don't want to explain in text

little vortex
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Fair enough

desert raven
# little vortex What's the complicated way?

for import to work the rig needs "fixing" with additional connection bones between all the "floating" bones like the fingers.
The floating allows bit more easier animating but is not compatible with importing RTM. any extra bone with @ in front of its name gets ignored on export (like all the helper/target etc bones in the rig already)

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There is probably couple mentions of this in my message history with pictures

little vortex
# desert raven for import to work the rig needs "fixing" with additional connection bones betwe...

Hmm ok
I've dug into your history a bit (and been tinkering in blender) and I'm getting the impression of two possible approaches

  1. You make @ bones for each finger and then set that up in the constraints somehow (I don't really know how this works, I'd need to look into it)
  2. You connect the finger bones to the hand directly and just use that for import, then somehow transfer that to a rig that still has all its constraints
desert raven
granite leaf
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@zenith token, yeah that would be me on the motionbuilder rig. Honestly, the example rig for MoBu in ArmA 3 Tools does not work with the latest versions (which really pisses me off). They are outstanding and incredibly easy to use rigs, but useless if you don't have MoBu 2009. 😦

little vortex
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Quick question, what causes the player to lean back a little bit during reload anims? Vanilla anims do this too but somehow they get a really smooth transition between the reload and standing anims (which I can't get working either lol).
I've tried messing with the IK curves and making a custom anim mask but they haven't really produced good results. I used the stand anim from the samples so everything should be more or less 1-1 with the vanilla stance position wise.

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Also sorry for asking so many questions here, I really do try to dig around online first before I come here lol

fast canopy
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There is nothing you can do other than try to make it more closer to the actual stand anim

little vortex
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It is 1-1 with the stand anim already
I'm guessing the only way is to lean the anim forward to counter act the lean back? I'll give that a go, ty

fast canopy
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I know. It's slightly not

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You can actually see that vanilla animations are slightly off as well

median magnet
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Hello,
For several days now, I've been trying to make a custom RTM for my weapon.
Every time, my hands seem to do whatever they want, even though I've tried several times. Do you have any suggestions?

fast canopy
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  1. How do you make the RTM
  2. What software you use to pack
median magnet
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I made it on Blender with a RIG, but I’ve tried on OB too

I use Addon Builder, but when I want to pack with pboproject, I have an error which is « skeleton failed »

fast canopy
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Using AB is very likely the fault

desert raven
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also could be the weapon bone is not at the shoulder

median magnet
fast canopy
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Without seeing your error, no

median magnet
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here is

fast canopy
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Your folder/file structure please

median magnet
fast canopy
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Put your RTMs into a child folder

median magnet
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Packed successfuly
Arms are better but always fucked x)

fast canopy
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It's not. The RTM is doing its job very well

median magnet
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Oh, so the placement is not Good ?

fast canopy
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Yeh

median magnet
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Ok, how can I correct that, in the rtm or the weapon’s P3D?

fast canopy
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RTM

median magnet
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It works thank you !!!
Now my weapon is in my hands as expected.
However, in the game, the hands and weapon are at shoulder level, whereas in the RTM they are in the correct position. Do I have to go back to the RTM again?

desert raven
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if you want offset like that you need to lower the weapon mesh in the model

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and then position the hands

hexed scroll
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@fast canopy curious, have you fiddled with the new Cascadeur ragdoll stuff for armarig?
any good or does it need extra fiddling with the rigging for it to look nice?

fast canopy
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Nope. But no extra rig is required

hexed scroll
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🫡

median magnet
half palm
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Not sure why it's broken... Packing with pbo manager, rtm is in a child folder

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I do have the OFP2_ManSkeleton in a model.cfg in the child folder

desert raven
half palm
half palm
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Well its sorta better now

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I am getting this

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I didn't export as a static pose, is that why?

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folder structure

woeful pelican
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you're using the wrong skeleton

half palm
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I fixed that, but still not working despite the pbo packing

woeful pelican
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use the model.cfg from the a3 samples template rtm folder

half palm
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this is the model.cfg that's in the folder with it now. Still didn't fix the issue

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But I no longer get errors

half palm
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I did as you said, after fixing another issue that prevented me from testing that more, but still no luck

fast canopy
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How the RTM does look in Blender and Object Builder

half palm
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move it forward some on the p3d and that worked!

torn lance
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How fix this?

desert raven
torn lance
desert raven
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Youll need macsers armarig, model.cfg from the sample character and pack with pboProject

torn lance
desert raven
lilac lagoon
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@median magnet With the blender project u had for that tiny gun,How did u actually make a body? and weapon itself?

desert raven
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before you go into more specifics like that

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no cutting corners

median magnet
desert raven
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because using ripped things is strictly forbidden 😉

lilac lagoon
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@median magnet but how did u put it in game?And how to make the body in GIMP? Of the like grey person?

desert raven
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unless you draw/edit textures in it

lilac lagoon
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So what else can I use? (Preferably Free)

desert raven
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is the go to free 3d modeling tool

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lots of basic "how to" tutorials

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the main thing is that you have to just practice the tools and what they do

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so you can later apply that how to into making something specifc

lilac lagoon
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Right,And should I keep gimp or get rid of it?

desert raven
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but youll have to start doing the legwork

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cant ask what every step is

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learing to find stuff on internet is part of the process

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as this is very vast topic and nobody else can tell you exactly what to do all the time

median magnet
desert raven
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It's not a laughing matter

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We have zero tolerance on ip theft

hexed scroll
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how do I prevent the player from rotating around in an animation config-level?
they can use their mouse to rotate their entire body in an animation and it's pretty jarring

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i've tried static=1; and fiddled with the headbob stuff

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if not i'll use a script solution, but surely there's a way without it? i've seen the breaching animations where the player can't "move" or rotate in them

hexed scroll
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they can rotate 360 in one spot but I don't want that

desert raven
hexed scroll
desert raven
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have you compared your animation class with such vanilla class?

hexed scroll
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on wiki and in config

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one thing i cant find yet is the cutscene base anim that they all inherit from

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maybe ill just look again

desert raven
hexed scroll
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🙏

desert raven
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you can also inherit from one of the animations that behave as you want

hexed scroll
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it was StaticCutsceneLoop

dusty spoke
hexed scroll
stoic estuary
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Is there a mod to allow you to open doors on vehicles?

humble valve
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hey erm how i can import arma 3 assets to blender to animate? I want to do some reload animation stuffs for weapons and have no idea about coding...

static kayak
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If they're not already your assets, you cannot.

humble valve
static kayak
desert raven
humble valve
viral granite
chilly scroll
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Hi! Does anyone know the purpose of the RTM_MDAT format variant, and where I can find samples of it? It looks like neither Arma nor any of the mods I have installed uses it...

desert raven
chilly scroll
desert raven
regal dawn
#

If possible, how would I add a color tint to the translucent heat effect using the in game exhaust?

icy nebula
chilly scroll
desert raven
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as in something that isnt already done?

chilly scroll
desert raven
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@dusty spoke has done a lot with that recently

dusty spoke
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hi - yes i've documented nearly parameter for cfgmoves so far

chilly scroll
dusty spoke
light folio
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Most vehicles don’t have the ability to have the doors open in terms of model. Like the doors aren’t separate from the body of the vehicle. Even in some cases like the off-road I think if I’m not mistaken it lacks the model cfg setup to have the doors swing open

light folio
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Looks like there’s a mod for those vehicles that do have the ability but not all do

stoic estuary
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Thank you

frank scaffold
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I was looking into how vanilla helicopters do door guns that are sideways since arma requires weapons in vehicle models to be facing forward and noticed that in order to make the animations fit with that default front facing direction of the weapons, the animations have the hands offset to be position where the gun's default position would be so it would then rotate back into the right position, would the RTM had to have been made with this kind of hand position or would the animation have been made with the normal hand positions and then some config stuff would have moved them like this? https://cdn.discordapp.com/attachments/1123892608335347753/1428714430014820504/107410_20251017145959_1.png?ex=68f38180&is=68f23000&hm=09ed0370e931e86e0302c1ad553da83d91104b9a70550c5099d09eba70d02177&

graceful drum
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Hiya everyone! I've been working on animations for when a passenger turns out in an FFV seat, it seems the animation exists,
it working in Bulldozer as shown. However, it doesn't get triggered in game. Any pointers for what may be wrong?

desert raven
graceful drum
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Ahhh, I see. Ok, thank you

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Me thinks I may also be doing something wrong in the config then, as I had the animationsourcehatch set to the name in source

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Nvm, I'm a dum dum

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For future me, it also seems that the compiler(?) doesn't like putting 0 into the "0 rad" thing

thin temple
graceful drum
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I wouldn't be shocked if that's what I did

unborn pilot
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so i'm trying to make a cinematic and I have for example 3 guys moving forward in place one facing left one right one center i'm trying to make them move forward together using keyframe but not sure how to I'm able to get 1 to go but for the other 2 idk how

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kinda wonky but I think I'm doing it right

elder latch
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Hi folks, I tried partial weighing of animations in weapon proxies (e.g., magazines). My assumption is that arma 3 does not allow for this? The implemented result looks like anywhere the spring was weighed > 0 for "follower" selection is weighed 100%. Note that I did have a static selection as well that is the inverse of the "follower" weigh such that they add up to 100

static kayak
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There's an isDiscrete parameter in the skeleton

desert raven
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dis 👆

elder latch
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thank you so much that fixed it for me

red jetty
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ok so i got a question regarding to static animations?

So ive got an animation for a weapon its a little bit out of the ordinary as instead of "shouldering" the weapon the weapon is held in 1 hand and tucked in under the arm

Whats confusing me however is it looks great in blender but in game its a cthuluesque nightmare. anyone got any idea what im missing to fix it?

Animations are in their own folder with the OFP2_ManSkeleton as is the way.

relevant config chunk below.

desert raven
#

so the weapon technically is always shouldered

red jetty
desert raven
#

youll have to move the weapon in the p3d

#

and then animate the hand to fit

#

but it may or may not work as the arms are automaticlally handled and only the actual hand and finger positions are read from the weapon holding animation

red jetty
buoyant lagoon
#

so idk what this would be called so Idk wat to search up on, but for a reload animation how do you for certain segments have it where the weapon bone is attached to the left hand instead of the right? and then for other back to right hand.

like lets say my character would grab gun with let hand, pull out mag with right, then right hand would grab the pistol grip and use left hand to pull charging handle

visual comet
#

So i think this goes here, me and my unit are currently playing Liberation but last week we played antistasi, both times the AI get stuck in an animation where they stand straight up in the casual stance but shooting at us at the same time, anyone having the same issue or know a fix?

desert raven
#

or incompatible mod

#

possibly some AI or Melee mod

#

as those might play with animations

visual comet
#

thing is, we had all of the same mods on another server and it didnt break it

visual comet
#

hmm

desert raven
#

or something how server or mission is configured

#

mostlikely a mod issue

visual comet
#

hmmm, we do have some animation mods but they are under our own mod

desert raven
#

those are usually broken mashups

#

mods are not really supposed to be mashed together

visual comet
#

yeah i guess, it just has everyone in a static ambient animation

desert raven
#

well it means something breaks the animation configs very severly

#

and vanilla does not do that

#

so its a mod

#

nothing more to it

#

fix is to find what mod does that and remove it or figure out way to fix it

lethal willow
#

I am slowly loosing my mind again so any help would be appreciated. I am creating a custom animation for a new rifle I am bringing in. How do I set it to whatever the rifle parent is in the arma rig so it's movement is pinned to the hand?

fast canopy
#

Put your rifle model in X, Y, Z = -1, 0, 0, rotate it accordingly, select the rifle model, then the armature, Ctrl+P, Set Parent With Empty Groups

desert raven
#

"child of" constraint also work

lethal willow
desert raven
#

first the armature

#

then the bone

#

then clear inverse and set inverse

lethal willow
#

alright one final dumb question

fast canopy
#

If you mean animating it, Tab

desert raven
#

pose mode.

lethal willow
#

Thank you!

desert raven
#

🤏 of blender basics can be found in the blender manual

fast canopy
#

A good meme is, one asks one's final dumb question

lethal willow
#

I know, It's just late and everything seems to have left my brain lmfao

desert raven
#

we do recommend modding well rested

lethal willow
#

Lmfao If I did that I would never be able to work on anything 😂

#

Thanks again guys, I always really appreciate the help.

lethal willow
desert raven
#

the rigs dont always support importing right off the bat and may need modifying to work

lethal willow
#

I believe I tried it disabled and not on the import menu

desert raven
#

then the rig probably needs modification to accept import

regal dawn
#

I am trying to make my first custom pose, this is just a rough one for testing. When I export FBX and put it in OB to save as an .rtm, this is what I got. I am new to Arma animations, so any pointers greatly welcomed.

desert raven
#

there is a basic static animation tutorial in the pins too

regal dawn
#

Thanks, I believe it was user error on the software side.

lethal willow
#

Are there any pose libraries for the arma 3 rig? Similar to what reforger has? because I am struggling to get this rifle hold to look good since I get the hands right but then in-game the character is all wonky because I didn't do a great job with the upper body postioning.

#

I've also tried importing some of the arma 3 rtm examples but they import kinda wonk and I usally loose some ability to adjust certain bones

desert raven
lethal willow
desert raven
#

theres a lot of blender animating related stuff online though

lethal willow
#

Amazing, I'll take a look

lethal willow
#

also I wasn't sure what channel to put this in but it's still related to animations 🤷‍♂️

fast canopy
#

Don't let pboManager handle it. Use addonBuilder or pboProject or HEMTT, not broken software

lethal willow
#

Well so that's my problem lol

#

I was using pboManager to test it quickly but now when I go to use pboProject it breaks the animation

fast canopy
#

Don't skip it. You'll only face an unforseen issue

lethal willow
#

Yeah I’ve been flamed for it but it still doesn’t work when packed with pboProject and pboProject hasn’t thrown me any errors even with them all turned on.

fast canopy
#

Any errors, or result?

#

Which pics show the result of no errors?

lethal willow
#

The picture of the animation functioning is from when I packed with pboManger

#

The picture of it broken is from when I packed it with PBO project. I got no errors during the pack or loading it in-game

fast canopy
#

Which pic?

#

Which is "bit broken", top one with stretched arm?

lethal willow
#

Yes

#

Both arms going every which way but they way they are supposed to

fast canopy
#

Post your config

lethal willow
#

class CfgPatches {
class KS1_Hold {
author = "Davis";
requiredVersion = 0.1;
requiredAddons[]= {
"A3_Anims_F"
};
units[] = {};
weapons[] = {};
};
};

class CfgMovesBasic {
class default;
};

class CfgMovesMaleSdr: CfgMovesBasic {
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class StandBase;
class States {
class KS1_Hold: StandBase {
file="DC_Weapons\Kac_KS\anim\KS1.rtm";
looped=1;
speed=1;
mask = "bodyFullReal";
rightHandIKCurve[] = {0};
leftHandIKCurve[] = {0};
};
};
};

#

That is what I've used in the past on 2 other guns without any problems

fast canopy
#

Urm

#

What exactly is your current goal

lethal willow
#

It's just an animation to hold the rifle in different spots then normal due to the model

fast canopy
#

So handsAnim[] is what you look for?

lethal willow
#

yes

fast canopy
#

Where's that?

#

I see nothing regard to that in your config

lethal willow
#

Are you talking about to config for the animation? or the gun?

fast canopy
#

Config

lethal willow
#

That is the config for the animation.

#

Then I have this in the gun config: handAnim[] = {"OFP2_ManSkeleton","\DC_Weapons\Kac_KS\anim\KS1.rtm"};

fast canopy
#

No, that's not how it works. handAnim[] does not use it

#

And that is the only relevant config

lethal willow
#

I was unaware then since I was following an old tutorial

#

Where can I find what I need for handAnim[] then?

fast canopy
#

You got it right already

lethal willow
#

and also that has worked for me on a couple different guns before so that's why I was confused about this breaking

fast canopy
#

It never should work like that. If it ever did, that's a news to me

lethal willow
#

I have 3 other guns that's worked for lol

#

So should I get rid of that second config then? and just have handAnim[] point to the rtm?

fast canopy
#

Yes

#

CfgMoves configs are unrelated

lethal willow
#

I'm trying it now

#

The arms are still broken when packing with pboProject

fast canopy
#

It does mean CfgMoves is still illerelevant to it

lethal willow
#

Ok

fast canopy
#

How does the RTM look in OB?

lethal willow
fast canopy
#

And in Blender just in case?

fast canopy
#

It seems fine to me as well

#

Then it is more likely to be a filepath issue or the RTM not being PBO's correctly

#

Or model.cfg not set right

lethal willow
#

So that's what is confusing me because it works just it break when pboProject packs it

#

It won't let me send the model.cfg but it's the same one I've used on the other working guns

fast canopy
#

Where is your RTM and model.cfg terms of filepath

lethal willow
#

It goes from DC_Weapons to Kac-KS to anim

#

if that's what you mean

fast canopy
#

I don't get it

#

Both filepath, using slash please

lethal willow
#

P:\DC_Weapons\Kac_KS\anim

fast canopy
#

Both is in there?

lethal willow
#

Yes

fast canopy
#

Move model.cfg to the parent folder

lethal willow
#

Move it just to Kac_KS or all the way back to DC_weapons

fast canopy
#

Kac_KS I guess

lethal willow
#

That's where I have my model.cfg located for the gun itself, won't that interfere?

#

having two in the same folder

fast canopy
#

It will 🤔

lethal willow
#

Do you want me to dm you my current model.cfg for the animation?

fast canopy
#

No

lethal willow
#

Ok

fast canopy
#

So like, you should have CfgModels and OFP2_whatever class in it

#

Or can't remember right now

#

Put class YourExactRTMName: OFP2_ManSkeleton; or similar into your bottom part of CfgModels

#

Follow the parent class right, I'm not sure what was the parent class

lethal willow
#

That might be my problem

#

I don't have the rtm in there anywhere

#

but I hadn't before

fast canopy
#

Honestly, I also might telling something wrong

lethal willow
fast canopy
#

Because I am not 100% sure it is required or not

lethal willow
#

Honestly man I am appreciative of any help

fast canopy
#

ArmaMan is the parent

#

Sometimes it works automatically, sometimes not
And I'm not sure why

lethal willow
#

so instead of skeleton put ArmaMan?

fast canopy
#

Ja

lethal willow
#

alright let me try that

fast canopy
#

For what error

lethal willow
fast canopy
#

class KS1: ArmaMan {};

lethal willow
#

Fixed it, packing now

#

Nope

#

still broke 😢

fast canopy
#

Then check the filepath
Or RPT

#

If the RTM file is not found, you will see an error

lethal willow
#

Where am I checking the file path?

fast canopy
#

handsAnim

lethal willow
#

Yup path is fine

fast canopy
#

No errors at all? In RPT too?

lethal willow
#

Nothing that I can find

#

I am trying to pack in in A3 tools to see if it's just a pboProject problem

#

It broke it even worse..

#

ngl I might just shelve this for now because it's been hours lol

fast canopy
#

pboProject is a good friend, if you know how to tame it correctly

#

Otherwise you'll see something worse

lethal willow
#

Yeah, I'm just confused about what's breaking it lol and why everyother gun works fine but this doesn't lol

desert raven
#

class cfgModels is not needed for rtm packing, just the class cfgSkeletons with the ofp man skeleton in it.

#

model.cfg with the skeleton and rtm need to be in same folder <- simplest/safest setup

#

rtm needs to be made with a rig where the weapon bone name matches whats in the ofpMan skeleton. as in if it is Weapon - weapon the capitalized W makes it not match

#

the cfgMoves config for the rtm is not needed. the handanim= line is all thats needed config side

#

the animation working unbinarized (pbomanager) indicates to me that the weapon bone names dont match

#

@lethal willow

lethal willow
dusty spoke
#

would be nice to have a command to manually set the strength of masks like aiming/aimingBody/etc 🫠

#

trying to manually manipulate AI using only animations that seems to be the only limitation i've encountered

fast canopy
#

Unfortunately, Leopard's investigation concludes with a "no"

#

At this point all hopes regards to CfgMoves or human anIm smth is abandoned. We don't have a command to let an AI aim somewhere even

dusty spoke
pastel ridge
#

@fast canopy Your animation viewer is something I needed in my life a long time ago 🙏🏼 So glad it exists, thank you!

regal dawn
#

I have attempted to get a simple rtm pose installed in a vehicle mod for testing, for a couple weeks now. I finally have the config working, as it loads without any errors, and allows me to enter the vehicle. I provided the video clip to show what is happening. I am recieving this result by entering the pilot's seat, and when out of vehicle using the debug to test the animation. Any ideas what I have done incorrectly? The rtm is a very simple pose crafted using the pdf tutorial pinned on this channel. Seemed straightforward, but I am sure I have made an error.

fast canopy
#

How do you make your RTM

regal dawn
#

I used the Arma rig, added the skeleton with the addon, frames 0 trough 1 same static pose, frame 2 blank, exported with the static pose box ticked, all in blender.

fast canopy
#

How do you pack your PBO

regal dawn
#

I am using Tools. I attempted the ones from Mikero, but I received so many errors using the Samples heli, that I didn't know where to begin. The stock file seems to function flawlessly in game, as well as any derivative models I have made, but throws a bunch of problems using PBO Project.

fast canopy
#

If you mean you use Addon Builder from Arma 3 Tools, that is the issue

regal dawn
#

I think Goat may have been trying to explain that, my cognition is awful some days. So, are Mikero tools really the only way to go? I am sure if I start slow I can figure out the mystery that is Project.

fast canopy
#

Arma 3 Tools' Addon Breaker is horrendeous software to struggle. If you have an issue with packing the sample with pboProject, your setup is anyhow not right, but that's just about something you've done wrong. I don't think I had face a big issue with packing Samples' helicopter
Besides that, I highly suggest not to abbreviate the tools name like that. That's confusing

regal dawn
jade whale
#

does anybody have a blend file for weapon animation? i had one before but lost it when i switched pcs

fast canopy
#

There is none. Weapon does not use RTM

#

Unless you want something else

jade whale
#

for hand positions?

#

i need it to properly have the hands around the grip

fast canopy
#

Macser's ArmaRig you mean. That's not "weapon anim" we call but handAnim

unreal coyote
#

can i use A2 rtm files for my A3 mod? Mainly for weapon reloads and such.

zenith token
#

no you can't

#

incompatible skeleton

#

iirc you can rebinarize with new A3 skeleton however

lethal willow
#

So I am in a bit of need for help again.. Lol

#

I am creating a small SMG that fits in a matching holster on the players belt. However as far as I'm aware for it to be usable in the holster proxy it has to be a secondary weapon, which I also want it to be. However when the character draws it from the holster I want it to be held similar to a rifle stance since it was an SMG. I tried just doing the hand placement but very quckly rembered why that wouldn't work... as the placement is still all messed up. Is there any easy way to import or find a premade rifle rtm that I can use to just repostion the hands? I know the straight forward solution is just reanimate the whole stance however I suck at animating and I'm struggling as I'm not sure how to apple the animation the the weapon besides using the handanim in the config cpp. any help or advice or thoughts would be greatly appreciated.

fast canopy
#

Short answer: don't bother it

#

Unless I miss some fact about the question, you need to reanimate WHOLE animation set which is realistically impossible. You may want to show the result and expected result but I bet you'll conclude it with a "nah"

lethal willow
#

I mean is there a way to have it in the handgun slot but inherit everything from the rifle? Or it’s just that, redoing everything? Or another way to make it appear in a different proxy spot when not equipped?

#

Tbh the main thing is just getting it to appear in the holster lol

fast canopy
#

Short answer, forget the idea. Holster is for handgun

lethal willow
#

I appreciate the honesty lol

sonic sparrow
#

trying to excute a walking animation, the charchter keeps walking in place, any ideas on whats wrong ?
Man2 SwitchMove "Acts_welcomeOnHUB03_AIWalk_1_IK"

dusty spoke
#

i.e WalkF

#

(though also that animation could just not have root motion)

fast canopy
#

If you attachTo it, don't

unreal coyote
#

okey

sonic sparrow
desert raven
#

It means the cutscene animation you try to use does not have movement build into it so it needs a lot of scripting to make look like moving

#

you probably want to try some other animation that is easier to handle

sonic sparrow
#

oh alright

graceful storm
#

I’m currently facing an issue. I have two cockpit pilot animations available, but after testing, neither of them can place the left hand on the throttle and the right hand on the control stick at the same time. The two animations I’ve tried are “Plane_Fighter_03_pilot” and “Pilot_Plane_Fighter_02.”

Could anyone tell me if there are any other cockpit animations I could try one by one?

And if none of the preset animations work, is there any method to force the left hand to stay on the throttle position? (Even if the arm becomes slightly distorted, that would be acceptable.)

desert raven
#

You can't get the hand on the throttle without one

graceful storm
# desert raven Custom plane needs custom animation basically

I’ve never created animations before, so what is the simplest way to make one? I don’t have any motion-capture equipment. Is it possible to modify an existing animation—such as adjusting only the left hand and moving it to the position I want?

desert raven
#

theres a tuttorial for simples static animations in the pins

#

the process is basically same just pose that fits your plane

regal dawn
#

Hey guys, looking for an anim guy to join my project- anyone available ?

granite leaf
#

@regal dawn didn't you just ask for a modeller? But nevertheless I'm an amateur animator as well, but I have my own project, though. Sorry :(

fair galleon
#

Hello, I'm trying to create a pose with Blender ArmARig, but I don't know how to make the pose for the two characters. I've heard that once you create a pose, you can import it to create another pose, but I don't know how to load an existing ARMARIG into another ARMARIG.

desert raven
#

for example

fair galleon
# desert raven for example

I accidentally used the Append function to load an existing pose into the pose editor window to create a new one. Is it okay to do it this way?

desert raven
#

blobdoggoshruggoogly 😅

#

probably

#

only the end result really matters

fair galleon
kind canopy
#

Hello, was wondering if there was any resources for learning how to do reload animations for guns with the blender Character Rig, is there anything special to it?

fast canopy
#

Nothing really. If there is one, it would be a Blender tutorial, not Arma's

kind canopy
#

aye then, cheers anyways

#

I've got a grenade launcher I wanna do a reload anim for, and I have no idea about exporting for arma

fast canopy
#

Exporting RTM can be done through ArmaToolBox, or another addon for Blender which I forgot the name

desert raven
#

mrclocks object builder

kind canopy
#

I guess what I mean is like

#

I know the animation, and I know the procedure to export

I'm just not sure if there are any skeleton changes that need to be made to the rig, or if I can just get away with separating all the moving parts out into their own objects

#

I have some progress towards it, but uh

embarassingly enough, that was for a pistol reload anim

fast canopy
#

ArmaRig should be worky as is

#

And weapon does not support RTM

kind canopy
#

oof

fast canopy
#

If you've ever seen a reload anim that is vert smooth or complex in A3, (like SPE or some of SOG anims) that uses a some magic to export anim into model.cfg directly

kind canopy
#

I was told there was something that spit out a model.cfg though, that's how weapon anims are handled, right?

fast canopy
#

Ja

kind canopy
#

I think that's what I'm looking for then

#

reload animations have been on my to-learn list for a while, but like with most things, life gets in the way

fast canopy
#

Weapon anims... in this context, weapon part of the reload anim

kind canopy
#

yeah

fast canopy
#

Human part of it uses CfgMoves smth and RTM

kind canopy
#

yeah, ideally, I'd like to make them in tandem so that they line up really nice, especially where it's a grenade launcher

fast canopy
#

You can lobotomy some pains of developing reload anim via pinned solution

kind canopy
fast canopy
#

Nu

#

My post there

kind canopy
#

oh you mean the human side

#

Cheers

fast canopy
#

Model side is similar thing

kind canopy
#

cheers

fast canopy
#

So, you can at least debug your anim without repack PBO and relaunch A3

desert raven
#

however I do recommend doing the basic simple movements directly in model.cfg and to learn understand it

kind canopy
#

I’ll take a whack at it some time this weekend I think

nocturne birch
zinc wadi
#

I have the urgend demanding in myself... to... idk... hug you

#

with a Baseballbat or something else hard

#

😛

tired needle
#

Find a local mocap studio and do it, I'm sure you'll find someone in here that would clean and re-target the data.

#

Don't forget to upload a video. It'll.. uh.. help out with the editing.

livid canyon
#

Anyone got any ideas on what I'm doing wrong?

5in_fpv_frag: grenadedropped - unknown animation source ammo.0
class grenadeDropped
            {
                type = "hide";
                source = "ammo.0";
                selection = "mag";
                minValue = 0.000000;
                maxValue = 1.00000;
                hideValue = 0;
                unhideValue = 1;
            };
#

Even did it without the .0 to the same effect

#

I'm trying to get a proxy model on a vehicle to be hidden when you fire and empty the weapon on the main turret

thin temple
# livid canyon Anyone got any ideas on what I'm doing wrong? ``` 5in_fpv_frag: grenadedropped -...

You need an animation source in your config.cpp

{
    class my_weapon_reload
    {
        weapon = "my_weapon";
        source = "reload";   // or reloadMagazine, revolving, ammo, ammoRandom, isEmpty
    };
};```
which you can then reference in your model.cfg
```class my_weapon_animation
{
    type = "hide";
    source = "my_weapon_reload";
    selection = "mag";
    minValue = 0.000000;
    maxValue = 1.00000;
    hideValue = 0;
    unhideValue = 1;
};```
#

although be aware that most weapon animation sources run from 1 to 0

livid canyon
#

Understood :)

regal mauve
#

What animation source do i need to use to rotate the optics of the grenade launcher according to the discreteDistance ? I tried to use zeroing2 but its not working

desert raven
#

the model.cfg wiki page should explain how teh muzzle indexes worked

regal mauve
# desert raven zeroing.1 maybe was it

This page https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines says it shoud be like class OP_ROT { type="rotation"; source = "zeroing2"; // use second muzzle zeroing for rotation sourceAddress = "loop"; // loop when phase out of bounds selection = "OP"; // selection we want to rotate axis = "OP_axis"; // has its own axis minValue = 0; maxValue = 3; // this weapon has array with 4 distances angle0 = "rad 0"; angle1 = "rad 65"; }; but for some reason its not working for me

#

I tried zeroing1 but it didn't work either

#

My model.cfg is as following: ```class L75_gl: L75
{
skeletonName = "iarts_L75_skeleton";
sections[] =
{
"camo",
"camo1",
"camo2",
"reticle",
"op_look",
"op_eye_50",
"op_eye_75",
"op_eye_100",
"op_eye_150",
"op_eye_200",
"op_eye_250",
"op_eye_300",
"op_eye_350",
"op_eye_400",
"zasleh"
};
sectionsInherit = "";
class Animations : Animations
{

        class OP_ROT
        {
            type="rotation";
            source = "zeroing2";        // use second muzzle zeroing for rotation
            sourceAddress = "loop";        // loop when phase out of bounds
            selection = "op";            // selection we want to rotate
            axis = "op_axis";            // has its own axis
            minValue = 0;
            maxValue = 8;                // this weapon has array with 4 distances
            angle0 = "rad 0";
            angle1 = "rad -18.91";
        };
    };
};```
#

And my config class EGLM: UGL_F { muzzlePos="usti_granatometu"; muzzleEnd="konec_granatometu"; useModelOptics = 0; useExternalOptic = 0; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\TRG20\TRG20_UGL_reload",0.7943282,1,10}; cameraDir = "op_look"; discreteDistance[] = {50,75,100,150,200,250,300,350,400}; discreteDistanceCameraPoint[] = {"op_eye_50","op_eye_75","op_eye_100","op_eye_150","op_eye_200","op_eye_250","op_eye_300","op_eye_350","op_eye_400"}; discreteDistanceInitIndex = 1; reloadAction = "GestureReloadTrgUGL"; };

    {
        scope = 2; /// should be visible and useable in game
        displayName = "L75 (GL)"; /// some name
        model = "\IARTS_L75\L75_gl.p3d"; /// path to model

        picture = ""; /// different accessories have M, S, T instead of X
        UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
        weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
        muzzles[] = {"this","EGLM"};
        hiddenSelections[] =
        {
            "camo",
            "camo1",
            "camo2",
            "reticle"
        };
        hiddenSelectionsTextures[] = 
        {
            "\IARTS_L75\data\L75_co.paa",
            "\IARTS_L75\data\L75_attachments_co.paa",
            "\IARTS_L75\data\L75_launcher_co.paa",
            "\IARTS_L75\data\optic_ReflexSight02_ca.paa"
        };
        hiddenSelectionsMaterials[] = 
        {
            "\IARTS_L75\data\L75.rvmat",
            "\IARTS_L75\data\L75_attachments.rvmat",
            "\IARTS_L75\data\L75_launcher.rvmat",
            "a3\weapons_f\acc\data\collimdot_cshader.rvmat"
        };
    };```
#

I don't understand why its not working

regal mauve
# desert raven

Oh i did miss this part. Thank you its working better now 🙂

tribal dirge
#

Greetings ! I'm currently using the animation of holding a weapon while standing in water. (asdvpercmstpsnonwrfldnon) the thing is I don't use it when the player is inside water, however after some random times it make a sound of water waves and I don't know why.
At first I thought it was elevation, the closer to the water the more frequent and louder the sound (Which is a bit true) but even at high elevation it does the same.

I don't know how to disable that water sound from the animation, is there a way to disable specific sounds in an animation ?

desert raven
strange abyss
#

how many FPS should animation be?

light vale
#

I'm trying to animate a cylinder for a revolver to spin, but it keeps changing the scale. Is there any properties on the model that stop that from happening? Right now I only have autocenter set to 0

desert raven
#

you must only have 1

#

so if something has multiple bone chain

#

bone1 - bone2 -bone3
if you want all the animations to affect the part you use only the last one in the chain

#

ie bone3

light vale
#

At least for now the cylinder has no parent

#

Oh, I think I know what's the issue

light vale
desert raven
light vale
#

Tbh I still don't really understand how hidden selections are defined, but one problem at a time hehe

#

Although I did list it under the bones, so maybe that was it?

#

Oh, removing camo as a bone fixed

#

I'm still confused, but it works now, thanks again

desert raven
light vale
#

Oh, so that's what it's for

desert raven
desert raven
light vale
#

Got it, thanks. I've been banging my head against the wall for a day now trying to figure it out through trial and error lmao

desert raven
tired needle
#

Pretty sure ARMA interpolates between keyframes, so whatever faithfully samples your animation curves should be fine.

#

The only wrinkle would be that ARMA probably uses quaternion interpolation where as most animation packages default to some euler basis, so the interpolation might be very different from your animation package if you make the keyframes too sparse.

lean pivot
#

Hi, I am trying to animate a rifle where when the reloading begins, the charging handle has a part (circled in red) where it will rotate left & outward, then start the pulling animation

However, when the rotation starts going, the part would start shrinking smaller as the animation continues, and then it will return to the correct size by the end

I am not sure why this is happening and how I can fix this

desert raven
lean pivot
#

Ah the timing, thank you, fixed it too now

naive hemlock
#

for ADSK, make sure you're anims are set to liniar interpolation

#

be it max, maya and/or motionbuilder

sacred oxide
lean pivot
sacred oxide
#

where does one find the export profiles?

desert raven
sacred oxide
#

for anims

desert raven
sacred oxide
#

reforger

desert raven
sacred oxide
#

trying to export a .TXA but its a maze

#

oops

regal dawn
#

Hey dudes, coming to you seeking some help identifying an animation today. I've come to find the animation that triggers the 'twitch' that occurs when you shoot someone else in ArmA 3 to be pretty annoying, and im looking to find away to prevent it from occuring in the future. For example, the twitch you see while I shoot the AI's in this video: https://www.youtube.com/watch?v=a7nP2WH0x3Y&feature=youtu.be

#

Any help with identifying this would be much appreciated.

smoky dragon
#

it's a ragdoll effect

#

ragdoll plays for 0.5s (don't remember the interval) then switches back to previous anim.

regal dawn
#

hmm.

#

Do you know of a way to prevent the effect from occuring? Or where I could find what triggers the ragdoll?

smoky dragon
#

don't remember where the config is located, but you can modify it.

regal dawn
#

Fantastic, thanks - I'll do some looking around and report my results.

sterile iron
#

how do i know which animations have movement build into them?

fast canopy
sterile iron
#

thank you!

plain knot
#

Can you have different reloads depending on if the weapon is either fully empty or only partially?

desert raven
#

with scripting maybe

plain knot
#

Okay

static kayak
#

The most complete way is to use another muzzle (which allows different model.cfg things for reloads) and script the swap and the reload

thin temple
#

Not quite sure what you mean there Scotty, but I'm currently using a weapon with 250 bullets in it.

plain peak
#

Hello, where can i find information about animation of antennas and tank armor plating (armor skirt for the tracks? idk how this thing called)
I want some parts of the car model to sway when car is on the sloped surface.

#

I think there is some axis of movement involved, aswell as pre-made animation (talking about antenna) and maybe phys-x (don't know anything about phys-x)

thin temple
#

Um, yeah, but that's a bit obvious isn't it? It looked like you were saying a mag couldn't hold more than 200 ammo.

thin temple
plain peak
#

@thin temple thank you

umbral spindle
#

@thin temple ok thx

patent galleon
#

hello, can someone tell me what im doing wrong? This happens when i try to import rtm with object builder (Using vanila GestureReload_smg_03.rtm file)

patent galleon
dusty spoke
#

huh... @desert raven i was going to grab some vanilla animations so i have a proper start frame for some transitions for future things im going to do but i wasn't aware you cant import the rtms... do i have to eyeball it then or is there a package of vanilla rtms somewhere?

desert raven
#

the binarized rtms dont import with the plugin

#

clocks toolbox might handle those too. I dont remember
But mikeros DeRTM can turn them into readable too.

dusty spoke
#

ah, good, was sweating there for a bit lol

#

thanks!

dusty spoke
#

@desert raven sorry to bother - i've managed to import a vanilla rtm using clock's tool (turns out it works out of the box) - the animation works fine besides the fact that the pelvis bone for some reason gets pushed 2x up from the world/body root - seen this happen before?

#

if i offset it down it's perfect, which i can probably do with scripts, but i wanted to know if you know why it could be

#

nevermind, hierarchy broke, spine wasn't parented to pelvis - works fine now

desert raven
#

while the character model is centered from pelvis on 0,0,0

#

the animations are done so that feet touch 0,0,0

#

so the charater is lifted up

#

so spine etc should be connected with pelvis so they rise with it

dusty spoke
#

aye, the spine wasn't parented to the pelvis in the max file for some reason, so i was confused (since i matched the hierarchy in blender to be the same as in max) - i suppose it's because the max controllers were responsible for fixing it there

desert raven
#

yeh most likely

dusty spoke
#

in any case - good news - seems like you can import any vanilla rtms using clock's tool directly onto the skeleton; everything animates properly, even the camera/weapon/launcher helpers

desert raven
#

👍

#

it is more elaborate than the older importer

dusty spoke
#

aye

#

makes it a breeze for people who are doing custom movesets (like i am) but dont really want to create entire new walk/run/etc animations (why would you if you're changing only the upper body)

desert raven
#

Since Ive been Mikero tools user for ages it never bothered me 😅

#

but it is good to have new tools

dusty spoke
#

@white juniper apolocheese for the ping; but im curious if some of the animation bugs that seem to have been present since forever are on your/someone else's radar for a future fix? firstly the network desync that most commonly happens when doing switchMoves/actions during/around unconscious states (people sliding on the floor) and what i found recently which is using playActionNow within a HandleHeal event handler (during the automatic animation trigger) completely breaking the player camera controller (camera gets locked and the unit seems to be stuck in a contorted aim offset)

I can produce reproduction steps for both of these (the latter is pretty rare so maybe you're not even aware of it) but im asking incase you already know so i dont make duplicate tickets

white juniper
#

desync. Not on radar.
Other thing, also not

There might be tickets already, but I don't know about them

next cloak
#

Is there any way one can change the animation for holding binoculars for only one set of binoculars?

desert raven
#

well technically you could maybe do some scripting to apply a gesture on top

next cloak
#

Ah damn.

next cloak
#

Thank you for the answer, anyways.

dusty spoke
#

thought i had a stroke for a sec when retargeting my mocap but fun(fact?), unless the same verbose naming convention is only coincidentally used, arma skeletons were made based on the Xsens mannequin 🙃

#

@desert raven quickie - does hand IK get applied when holding the launcher too, or just primary weapon? if you know at least; i'd test but being lazy rn

desert raven
#

technically for pistol too but it works properly only if pistol were to be set up as floating proxy instead of glued to the hand

dusty spoke
#

gotcha, good to know

#

also im still recovering from the fact that twist bones are part of the limb hierarchy suffer

#

just arma things i guess

#

(normally we put those as orphan children of the main joints, not as sequential parents to lower bones)

desert raven
#

😅 it does somehow make sens in my head

#

since doesnt the body work like that. twisting limb affects all the parts

dusty spoke
# desert raven since doesnt the body work like that. twisting limb affects all the parts

well yeah but from an animation perspective it isn't intuitive since for example you wanna rotate the hand independently from the forearm - of course none of this is an issue once you introduce a control rig, but it makes making a control rig difficult since you have to do extra work to cancel out unwanted motion from the parent; effectively redo the hierarchy (make the hand rotate the forearm instead of the forearm rotating the arm due to hierarchy) - animation is "backwards" since another example is IK - the hand/foot controls the thigh and calf, mechanically it's the other way around, etc...

#

having twist/roll bones be orphans allows for more control in that way

dusty spoke
#

Am i missing something or is there no reliable method to check the current queued Action sequence?

#

In general just checking the current action and queued actions, for example i walk forward to trigger WalkF, then manually do playaction x, then playaction y - some getter that returns an array of [walkf, x, y], and which Action we're currently in (for example RifleStandActions)

#

first i figured i'd just check the actions config entry of animationState but that one will give you whatever the current set action is for the current played animation, not the one that we're trying to get to if the current anim is transitionary

sacred oxide
#

Is there anywhere i can find the medical animations?

desert raven
dusty spoke
#

@desert raven would you happen to know a way around the defaulting of an action upon using playActionNow? it might be a bug or it might be intended design but it seems like running non-engine-native actions causes the motion machine to run the "default" as soon as the played action finishes, causing a small hitch that i havent noticed until now because of the way i constructed the transitions

to be exact; run action x, animation plays, you hold W to go forward during the animation of the x action - you'd expect the state machine to transition to WalkF as soon as action X is finished, but instead it goes X>default>WalkF - no direct transition from X action's animation is made to the walkF action's animation

desert raven
#

is the X animation configured to connect with walkF?

dusty spoke
#

it's unnoticeable in most cases esp if the transition from X to default is a connectTo (which is why i havent noticed cause i have bespoke transition anims for most things) however if the animations are quick enough you'll notice the stopping

dusty spoke
#

i think the issue isnt the animation but rather the action queue

desert raven
#

can you reproduce it with vanilla action set?

dusty spoke
#

havent tried that yet, i'll attempt that now

desert raven
#

comparison with it could be useful

#

does the default show in any of the animation related scipt commands?

#

like if you monitor what animation is playing

#

or is it just visually seen

dusty spoke
# desert raven does the default show in any of the animation related scipt commands?

yeah that's how i noticed it since i was debugging why there was a hitch - basically i do playActionNow on action "meleeaction", which is assigned animation "melee1"; during the animation melee1 playing (and before, tried both), i'm holding W so that the engine immediately tries to switch to the WalkF action (meaning melee1 to transition to walk forward animation, to which it has a direct connection) - but i notice that for like a couple of frames, after finishing the melee1 animation, animationState reports the animation that's assigned to default action before switching immediately to the walkF action's animation

#

make sense?

#

at first yeah i thought maybe there was no direct transition and it had to go through the default action which has the idle stance on it, but i checked a dozen times and there is the cheapest possible direct connection from melee1 to the walk animation

#

engine-side actions don't have this issue, even when switching one of them to play the melee1 animation - only happens if the animation is played through playActionNow instead of a native input

dusty spoke
desert raven
#

ah

dusty spoke
#

im triggering the strafing with playactionNow on WalkLF, not by pressing A - and you can see theres a hitch

#

im holding W the entire time

#

if i were to strafe normally (pressing A instead of playactionnow) its immediate, it doesnt transition to hum_absstacom_idllhtmel

#

(kinda cropped it badly but uuh... you can see it happening immediately if you go frame by frame on the video 😂 )

desert raven
#

yeah I saw

dusty spoke
#

this might be an engine failsafe to make sure that an action always returns to default after using playActionNow, but its problematic when you want smooth movement with custom actions

desert raven
#

this is still a modded moveset though so would it be possible to find a vanilla moveset reproduction

dusty spoke
desert raven
dusty spoke
desert raven
#

then yeah it feels like its something in the way the forced animation works and goes back to engine driven animations

#

like you said

dusty spoke
#

in this case, the walking forward can infact transition from forward leftward to forward and vice versa, if you hold W, tap A, then go back, it's instantaneous - the only reason the hitch is here is because walkLF is being triggered in playActionNow instead of by pressing A

dusty spoke
#

hard to make custom movesets when engine behaviour is different from scripted animation behaviour

desert raven
#

😅 he would be the one who can see how it works under the hood yeah

dusty spoke
#

like i'd love my character to be able to transition directly from idk, a scripted playActionNow action's animation to whichever keybind is currently being held (like a walk), instead of having to stop at "default" first to transition to said walk - sure one might say unnoticeable when thinking about it but it's very noticeable when you have to have responsiveness (and especially since the engine blends root motion when transitioning between two animations - a custom animation with lots of movement will have an abrupt stop when its not suppoused to if you're holding W because you expect it to transition to that walk, not to a stop and then walk)

desert raven
#

yeah definitely. PlayActionNowInterpolated

#

😅

dusty spoke
#

aye 😄

#

considering im seemingly the first person to notice this i feel like rarely anyone in the community ever tried to make animations "the right way" (i.e not just spamming switchmove on everything and instead using the engine's motion machine)

desert raven
#

yeah its not something lot of people touch

dusty spoke
#

@desert raven think this satisfies a feedback tracker "bug" report?

woeful pelican
#

wonder if it's 'intended' due to the 'now' part

#

like it's how the command skips to the new action

dusty spoke
#

i thought so too, however problem with using the regular playAction is that playAction queues the action, doesn't play it immediately, which has its own use case (and doesn't really justify why once that "now" action is finished, the hardcoded exit is always seemingly the "default" action instead of the current user input)

#

i did try inputting W AFTER the playActionNow command gets called (so in the middle of the animation itself, incase it overrides it) and that didnt fix it either

woeful pelican
#

ah I think I misunderstood and thought the 'default' was happening before the new action

dusty spoke
#

nah

desert raven
#

its probably some transition between the forced animation state and normal animations

dusty spoke
#

i suppose "playActionNow blocking user input action queue" is an appropriate way to word it

strange abyss
#

can anyone give me a hint why my reload animation does not run to the end?

desert raven
#

Yeah could lead with that. Ticket will have more chance to get looked into.

dusty spoke
#

I suppose i should edit to propose the actual tweak lmao

desert raven
dusty spoke
#

done

desert raven
#

Try to trick dedmen to get interested 😅

dusty spoke
#

in theory this should be an "easy" change 😂 just make a duplicate command that does the same thing and rips the "transition to default" part out

#

playActionNowRaw to keep the name short, so to say

strange abyss
dusty spoke
#

but in any case cheers for going over this with me 😄

strange abyss
strange abyss
#

I got it working the IKcurves was fuking shit up.

dusty spoke
#

where does soundOverride in states derive sound from? im seeing names like "tactical" and "bodyfall" but i dont know what class that comes from

royal totem
#

Any alternative of unitcapture 🫩??

#

Animation tweaks so much

dusty spoke
#

And specifically air vehicles

#

Technically yes you could use it for units but as you said it doesnt play well with animations

desert raven
#

It had some decimal issue I recall. There was some trickery done for it to in SOGPF to get it run properly in our cutscenes. Just dont remember exactly what

dusty spoke
dusty spoke
#

I dont assume theres any setting im missing to make gesture mask influence root relative rather than parent bone relative? I.e wherever vectordir is pointing rather than its parent bone

desert raven
#

😅 cant have too nice things

dusty spoke
#

Gah, additive anims are great but gestures in arma are so limiting because most animations dont have a normalized direction for the body so they end up being incredibly offset

#

I tried different mask values for the spine and as soon as i get one that works for one moveset it breaks for another

#

Likely because the actual spinal iffset compared to the pelvis tends to originate sometimes from spine and sometimes from all 4 spine bones gradually

buoyant lagoon
#

can rocket launchers have their custom reload animation, in the past when I made one the arma man ends up like 4 feet underground or something

fast canopy
#

Yes. Apex RPG-7 has one

ruby hill
#

Heya. I just found out about this discord-thingy here. I'm BISim's anim-guy. Throw your toughest questions at me and I'll see what I can do.

strange abyss
#

@ruby hill can you have more than one HandAnimation?

ruby hill
#

handAnim[] allows to only have one hand-anim per weapon. This anim is then used in all stances/actionmaps. Sadly I haven't found an easy way to have a different hand-anim per stance in Arma3. Which makes holding MGs look ridiculous, especially if the frontgrip is still used when prone. 😦

quick ingot
#

I'm digging in the ragdoll config and trying to understand what exactly the drive does in the joint config. Googling and asking AI doesn`t help. Could someone explain this to me?
Also, it would be great to get some docs on arma 3 ragdoll/PhysX in general
(Mention if responding)

desert raven
#

AI has no chance of knowing nitpick specific info like this

#

from Arma side I dont think its documented

#

so PhysX documentation would be the place to look I think

sacred oxide
#

i tried importing the 'A3_character_example.FBX' into blender, but got this error message, is there a work around for this?

dusty spoke
sacred oxide
sacred oxide
dusty spoke
sacred oxide
desert raven
sacred oxide
desert raven
#

not arma3 tools

#

they are different addons

sacred oxide
#

if i import the Male.p3d, found in
\Arma 3 Samples\Addons\TemplateRTM, i get this;

desert raven
#

what is it that you are looking for?

sacred oxide
#

a plain and simple model, at the least, but preferably, like reforger, a rigged model

icy nebula
desert raven
#

and remove/hide the others

#

However the model is not compatible with reforger so with reforger it may be best to use the reforger sample

desert raven
#

the sample p3d character can be appield to macsers armarig

icy nebula
dusty spoke
#

(conveniently bumps my ticket tho so thanks bot lmao)

tired needle
#

@ruby hill I've been wondering how exactly interpolateTo/interpolationSpeed work. e.g. if you have a 10 second "from" animation and a 10 second "to" animation and a playMove triggers an interpolation edge 2 seconds into the "from" animation, how are the two animations blended together?

desert raven
glossy junco
#

I have an animation done in blender exported as an rtm
When i import into object builder with the test model from samples, the animation works fine, all points are there, but when set up in weapon config as the reload animation, it doesnt run on reload.

Would the issue be the rtm file or the config?
Rn the animation is just some arm movements to practice actually getting an animation in

fast canopy
#

I think you'd need to tell what's your config and exact goal

glossy junco
#

Exact goal is a gunspin and changing the normal hold animation, i haven't done either of those yet though just trying to get an animation in
Config id have to send in a bit

desert raven
#

and which parts are you trying to animate with rtm?

glossy junco
#

Yes
Rn im literally just trying to get an animation in for the right arm

fast canopy
#

Wait what

#

If you mean you want to animate (move/rotate) the pistol of the character model, there's nothing we can suggest but forget the idea

dusty spoke
#

if it's just the arm not moving it's highly likely IK is applied to the animation from whichever class you inherited for the state

#

but as polpox said you should reconsider if your intent is to do anything with a pistol weapon itself actually moving since it's bound to the hand bone and will always be stuck to the right hand

desert raven
#

technically there is some possibilities to do things withing the pisto p3d with model.cfg

#

But getting all that set up right is likely difficults

dusty spoke
#

also kinda off topic but it's unfortunate because arma 3 can have a separate weapon bone for the pistol, i do that with my custom space marines, it's just that a commitment was made to the right hand bone for the standard man and it probably got too far in the animation process to change it

desert raven
#

yeah blobcatsweats

glossy junco
#

Im fine with gun spin not being possible, my whole thing rn is just getting an animation in game first, which is getting stuck at the config stage
It exports fine and applies fine to the test model in obj builder, between that and getting it ingame is my issue

desert raven
#

It would be fairly straight forward to create new animation set with separated pistol bone. but that would have isseues with all the custom content

dusty spoke
dusty spoke
dusty spoke
#

that should let you isolate the problem

desert raven
dusty spoke
#

have you tested that before where animations dont have keys for bones but are played on skeletons with said bones? does it break anything?

desert raven
#

rtms dont like missing bones though

dusty spoke
#

ah, damn

desert raven
#

since there is no pistol bone right now

#

thats the main problem

#

but

#

also custom pistol animations are more rare

dusty spoke
#

yeah this might be a lot of work for something that barely anyone would use

#

any in cases where one does they're probably doing something funky that they have their own skeleton for anyway 😂

desert raven
#

the reason its not more used is because it does not support much customization 😅

dusty spoke
#

true 😂

granite leaf
#

interpolateTo works say that you want to move forward and you want to cancel your current animation state. What it does is that it cuts its current animation state and moves onto another. So if you were to do: interpolateTo[]= {"Unconscious", 0.02}; on a custom animation, your custom animation will immediately move onto the death animation when you are killed.

tired needle
#

Yeah, I'm after the specific details of the timings though.

granite leaf
#

k, well I think 0.02 is the speed of how it transits into the other animation. So I assume that 0.02 is like sleep 0.02;

#

But the timing of it transiting to the other animation (with the given input integer) has no external delay.

#

interpolateFrom is used a lot less than what it was in ArmA 2 Vanilla. However, I think the two animations that blend together on interpolateTo just move the bones into the start position of the next animation.

tired needle
#

If that's the case how does it interpolate to the start frame? It wouldn't have any data to be blending into.

granite leaf
#

interpolateTo works similar to the way handAnim treats reload animations. As soon as you finish reloading, the animation pose at the last frame blends back into the weapon's given handAnim.

#

But like one of the devs mentioned on the forums, it is used for situations where something needs to transit to the other animation as quickly as possible. (And of course for two or more animations that do not look the same)

tired needle
#

That isn't what I've seen though; the animations appear to overlap, they don't sit end to end.

sacred oxide
#

It seems as though, no matter how much one imports an RTM, it ruins the models ik, and vertices (some go astray), the only effective work around is to work without the test anims and build your own stance anims and work around that, but that would cause massive interpolation issues, so thats why im stuck in the mud

im not sure macsers rig would be allowed for CDLC

desert raven
#

getting IK to work again would need some setting up to do

sacred oxide
desert raven
#

MrClocks blender addon might have had something that automates that, but I might be remembering wrong.

#

In any case, IK can be made to work but its difficult

#

Macsers rig does have some import issues with hand/finger bones though as they are not connected

#

so you probably will need to add some extra fake bones in there to connect the floating bones back into the hierarchy

sacred oxide
#

Also, look at the RTM, that is definitely not an accurate AmovPercMstpSrasWrflDnon, because, if im reading this correctly, SrasWrfl, means raised rifle? look at where the arms are positioned, its not holding an aimed weapon thats for sure

dusty spoke
#

generally when it comes to a mocap>rig pipeline you wanna have a retarget mapper that defines exactly what deform bones map to which controller bones, otherwise you wont get the results you expect

desert raven
#

👆

sacred oxide
dusty spoke
sacred oxide
dusty spoke
# sacred oxide can you please elaborate on; - 'must make a proper retarget mapping' - ' baked a...

Okay so if youre importing an rtm, or any format for that matter that contains animation data, tĥat animation data will be for the deform bones and will have keys on each frame - the issue here is that with the majority of rigs that exist, arma or anything else for that matter - the bones that are animated from the import are not the same bones you use to animate - i.e the rtm gives you motion data for something like rightfoot, but the rig has its rightfoot bone constrained to potentially an ik controller bone and/or an fk controller bone - those controller bones end up not having data and end up causing issues because the underlying bone of rightfoot is trying to move by itself

The issue youre having with the arms looks like that - im not familiar with the control rig you use but its more than likely the issue

#

what you essentially need to do is either:

A - write a retargeter (or use a retarget mapping from an addon) which will essentially move the motion data from the deform bones to controller bones - i.e in your case the equivalently named finger bones mapped to the controller bones, possibly the hands too, that the rig uses
B - make your own control rig that either directly uses the deform bones as controllers (the option i went with, but it is limiting, however if you're working with existing data it's "good enough")

#

the terminology is essentially that a baked animation is one that uses deform bones entirely, does not contain data for controller bones, and has keys on each frame

#

which is exactly what you get when you import an animation (rtm, fbx, bvh, etc...)

#

from what i can tell it seems like the rig you're using already kind of goes for option B (since it looks like the spine and the legs are properly adjusted location wise, but im not sure about rotation for legs) but doesn't do it for arms

sacred oxide
#

this is my first problem when importing the rtm;

#

and all of the names of the bones are 100% correct, checked against the vertex group

dusty spoke
# sacred oxide this is my first problem when importing the rtm;

have you checked the constraints and drivers though? also the hierarchy is important, the rig might've changed the bone hierarchy

also, what animation are you importing exactly? one that you've seen work ingame? if it works ingame, then the only issue can be with whatever's going on in your blender file

#

i just did and it worked fine

sacred oxide
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i havent put any constraints or drivers on yet, that is just the bone naming system

what animation will i import? probably start with the 'AmovPercMstpSrasWrflDnon' variation and experiment around that

dusty spoke
sacred oxide
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i have parented bones/connected them, is that where i went wrong?

dusty spoke
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if you have changed the bone hierarchy to be any different from the one defined by the CfgSkeletons for OFP2_ManSkeleton, yes, that's your issue

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explains why some of it works and some of it doesn't - the hierarchy had been altered in some places

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the one i sent you in the .zip has the correct hierarchy and you'll see if you try to import an rtm into it

sacred oxide
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Terribly simple in that case, just removes all the connections, but you got offsets?

sacred oxide
dusty spoke
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ah, yeah correct, in short you shouldn't be changing the hierarchy if you're importing existing animations

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obviously there are cases where you might want to use your control rig with the imported animation - that's where the retargeting i mentioned before comes in

sacred oxide
sacred oxide
dusty spoke
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well... the connected flag doesn't exactly do much in this context - your spine bones were also completely fine, it's whatever you might've done with the arms

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in any case the short of it is - you can use the one i sent you which is just the barebones arma deform skeleton that you can import existing RTMs into - and then you can have your control rig later down the line with fancy features and IK and FK and all that good stuff, onto which you can retarget an RTM animation you import into the raw deform skeleton

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essentially import rtm to deform skeleton, then retarget animation to control skeleton, adjust animation, export back to RTM

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most pipelines automate this process and have varying levels of complexity based on the requirements, it all depends on what you're doing

sacred oxide
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nope, still not it

ruby hill
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Heya! (good morning). There's a lot of misinformation about this out there, so let me clear it up. :)

First:

interpolateTo
interpolateFrom
interpolateWith
connectTo
connectFrom
connectWith```

These parameters do all kinda the same thing: create the possible animation chains.
This is the route that anims take to play.

***1. Difference between `interpolate????` and `connect????`***

Interpolate takes the current animation frame the character is in and then interpolates from there to the target animation's frame directlyand linearly.
The speed at which this is done is configured by interpolationSpeed. This value states how much of the anim per second should be interpolated.
I.e a value of 0.5 means it will take two seconds to interpolate. a value of 2 means 0.5 seconds for the interpolation. Usually you want this value to be fast to keep the anim flow smooth.

Another parameter helps out: `interpolationRestart`
This value states what frame of the new animation should be interpolated to. 0 means the same phase (if I my current anim is 50% done, then the anim will interpolate to to the mid (0.5 phase) frame of the new animation. Values 1 and 2 state that the target frame be the first or the last frame of the target animation.

`Connect????` parameters state that the current animation must finish before it can play the next one.
`Interpolate????` connections are used instead of `connect????` connections when their cost values are equal (see below), as they are faster. So be sure to configure them correctly.

`????With` commands make a `*To` and `*From` connection for this animation. Both linked animations can be target and start for a transition, while `????from` connections only serve as start, and `????To`  serve as target.
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2. Cost values
They always must be pairs: {animclassname, cost}

The second value is not the connecton speed or anything related. The interpolation speed is configured as stated above.
Instead, this value defines the cost of this connection.

Say you want to reach anim B from anim A. The configuration is set up to not allow a direct connection interpolation between them, but rather there are two anims that serve as the "link":
Anims C and D.

C has this set up:
interpolateFrom[] = {A, 0.01};
interpolateTo[] = {B, 0.1};

And D has this:
interpolateFrom[] = {A, 0.01};
connectTo[] = {B, 0.01}

Both anims are viable transitions, but D will be chosen, as it's cost is 10 times lower than anim C.

Be careful with the cost values!
If you introduce too cheap cost transitions into the main action maps such as the walking-actionmaps (subclass actions), you may mess up the entire game.
(I once made freefall anims too cheap, and suddenly it would transition through the free-fall anims when going from standing to prone... :D)

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It would appear that the information in the wiki is wrong on this topic. 😮

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@granite leaf As soon as you finish reloading, the animation pose at the last frame blends back into the weapon's given handAnim.

The "power" of the handAnim is controlled per animationState basis, namely these two parameters:

leftHandIKCurve[] = {};
rightHandIKCurve[] = {};

Normally you don't need to worry about these unless you add entire new action maps (= movement sets). If your custom anim shows the handAnim, but you don't want it to, I recommend that the transitionAnim to your custom anim uses these parameters to phase out the IK

{0, 1, 1,0} // Format is again in pairs of {anim phase, ik-influence}
The above would start with 100% IK at 0 anim phase (==start) and end on 0% IK influence at the last frame (== 1.0 phase)

In your custom anim itself simply set the array to {0} OR set the parameter weaponIK to -1.

(weaponIK's values correspond to the weapon types in cfgweapons. handAnims are only supported for rifle, launcher and handgun)

ruby hill
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Sorry for the wall of text, but it's a complex topic. Perhaps we could gather all interested anim-people of the community and do a Q&A session?

zenith token
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discord chat is the worst for that...

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you might wanna post that in the forum

ruby hill
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At least its not reddit formatting. 😄

zenith token
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formatting doesnt really matter if 2 weeks from now it will be burried and nobody will be able to find it

zinc wadi
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agree

ruby hill
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True indeed.

smoky dragon
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wiki page for it would be better

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or a forum topic.

jolly tree
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🤔 Good day, I'm trying to fix some mod and on load I see error messages

Error: Bone slot_backpack doesn't exist in skeleton OFP2_ManSkeleton
Error: Bone slot_backwpnr doesn't exist in skeleton OFP2_ManSkeleton
Error: Bone slot_patrolwpn doesn't exist in skeleton OFP2_ManSkeleton
Error: Bone slot_backwpnl doesn't exist in skeleton OFP2_ManSkeleton
Error: Bone slot_buttpack doesn't exist in skeleton OFP2_ManSkeleton

This must be in-built skeleton, right? Should I change it to something else?

dusty spoke
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Would need more context but generally the gist is you cant (easily) add extra bones to the skeleton without changing every animation

fast canopy
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Though the error is actually harmless, slot_whatever are nonexistent in ManSkeleton

desert raven
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It may have been made with a skeleton/armature with those extra bones. Or the model.cfg skeleton the rtms are packed with have those bones.

royal totem
royal totem
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Thanks man

pastel ridge
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I am trying to make a Vanilla V-44 X Blackfish (Vehicle ) become a decorative object on the ground WITH the rear ramp open. I want to make disable simulation and a simple object for it as well. I just can't seem to make it happen. Is this a possible thing without mods?

fast canopy
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Yes

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Well, it is straightforward enough to do. Just disable simulation or make it Simple Object, do animateSource

pastel ridge
fast canopy
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Try animationNames command

pastel ridge
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Ahh so i need to use _vehicle animate ["door_1_source", 1]; ?

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since "door_1_source" is the aniamte for the ramp of that vehicle

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Nope... I just reaaaallllyyyy have no idea what im doing haha

fast canopy
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You need to animateSource it instantly

pastel ridge
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this animateSource ["door_1_source", 1, true]; ?

fast canopy
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Might work if the name is correct

tired needle
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@ruby hill That's fantastic, one question about interpolationRestart though; if the target frame is the first frame of the new animation, what is it interpolating with since there are no frames before the first frame? Does it treat the new animation as a looped animation in that case?

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e.g. with (interpolationRestart = 1)