#arma3_animation
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What about the "to" animation?
Depending on interpolationRestart either the the first, last frame or equal phase is chosen.
And does it loop the "to" animation if the interpolation would fall outside of it?
I.e if your interpolation speed is set to take longer than the next animation?
One sec, I'll try doing a diagram.
Is that how interpolationRestart = 1 works?
(assuming my diagram makes sense! ๐
Almost correct! It doesnt blend the two anims together. The from animation phases out as you graphed, but the to animation doesn't begin at the same time. The To anim starts at the end of the from anim, to wich it is interpolating to. Let me PS that graph for a sec... ๐
Disregard this <
Ah, damn, I overlooked that your picture stated interpolationRestart = 1. My drawing is for value = 0.
Ah, so for 1 or 2 it actually keeps playing the current animation until it hits the first or last frame?
No. It doesnt blend or mix the anims. It literally interpolates Frame A -> Frame B over time.
To see this in detail, take the default Weapon Stand Rifle Raised animation (should be AmovPercMstpSrasWrflDnon) and set it's interpolateSpeed to 0.01. Then ingame simply go crouch from that stance.
Yeap, I get that bit now, but for interpolationRestart=1 and interpolationRestart=2 does it immediately switch to the "first frame" or "last frame" of the "from" animation?
Or does it wait for the last frame/first frame to be reached before it starts the interpolation?
(That's how I currently imagine interpolationRestart=0, the red frames being the ones that are played)
Yep, that image is correct. For values 1 and 2 it simply "skips" to the respective frame immediately.
Best case to visualize this is to use the sprint to prone anim and changing its interpolateRestart value.
Yeah, like that? I'll go hunt for animations that use =1 and =2 now to see how they're applied. ๐
It needs to be reversed, as it always starts at the current frame and then interpolates to the equal, first or last frame of the target anim.
For normal use cases I see no reason not to use restart = 0. Only for edge cases where you transition to new stances or where multiple items need to fade easily and quickly you may need to derp around with values 1 and 2.
Thanks! I'm filling in the gaps for some articles on the nitty gritty of animations (like my SQF ones at http://foxhound.international/development.html) and that was one of the bits that wasn't making sense.
interpolationRestart values of the "from" animation
Strike that. I just checked. The restart value of the target anim is used.
I removed my above text about the restart values, instead they are these:
When interpolating to a new animation, that new animation's interpolationRestart parameter states:
0: Take the current frame of the leading animation and interpolate from there to the frame of the identical phase of the new animation
1: Take the current frame of the leading animation and interpolate from there to the first frame of the new animation
2: Take the current frame of the leading animation and interpolate from there to the last frame of the new animation```
Taking this and my world makes sense again, as:
Anims with restart = 0 should be of the same motion. This way you "blend" easily from sprint to walk without problem.
Anims with restart = 1 should be transition anims, so that they start from the first frame (I.e prone to sprint)
Anims with restart = 2 should be for super quick transition anims that need to happen almost instantly and are NOT lengthy anims. It's almost a workaround to use restart = 2.
Sorry for the confusion about this, interpolateRestart is ideally stowed away in a baseclass and then forgotten about. ๐
restart = 2 is being used in A3 mainly for transitional animations. Seems like it is mainly for actually skipping the entire transition.
e.g. this launcher to rifle transition: AmovPercMstpSrasWlnrDnon_AmovPercMstpSrasWrflDnon
Seems to have something to do with running the animations in reverse; lnr->rfl are all ConnectTo, it's going backwards back to lnr (before reaching the regular rfl state, AmovPercMstpSrasWrflDnon) that has the interpolation edges.
"Connect" connections are used when old and new anim match seamlessly and where the accurate playback is important. Ideally all transition animations interpolate from an anim (so that it does not wait for current anim to be finished and instead starts immediately with the transition) and connect to the desired target idle anim so it looks correctly without interpolation fudging.
Yeah, so it does this:
Wlnr -> Wlnr_Wrfl -> Wlnr_Wrfl_end -> Wrfl
All of those links are ConnectTo
But the reverse links are InterpolateTo, with restart = 2
So if you switch from your launcher to your rifle but then switch back to the launcher before the transitions finish, it starts using the interpolate's with restart = 2
Might've been due to a lack of adequate anims, or that the reverse was taking too long and impaired the gameflow.
Well, you can reverse at any stage.
After a bit of playing, I don't think restart = 2 works like the documentation you quoted says it does (in A3, at least).
Based on "setAccTime 0.1/hint animationState player" testing it looks like it does "1 - phase" in the new animation.
Multi-step animations (e.g. putting your gun away, taking your launcher out) use it to interpolate backwards when you change your mind.
Single step animations (standing to prone) use reverse="..." but the same thing happens; you switch from the forward animation (Pknl_Perc) and if you abort that and go back to knl it switches to the reverse animation (Perc_Pknl) with what looks like phase = 1 - phase
Quite possible. I have no experience with the reverse anim tech, as we don't use it in VBS.
VBS doesn't have nice undo transitions?
Here's how it seems to be used:
There's a slight mismatch between the forward and backwards animations though so in the case of the launcher you get things like the launcher being interpolated through the soldiers head.
But for simple ones like rifles the switch to going the other way is pretty smooth.
That's how it seems to work in A3 for 0/1/2. The name makes sense now, too, it would've been "true" and "false" originally with = 2 added in later for reversal animations.
Looks correct and correlates with what I found for the values in debug this morning.
Hey guys, I was wondering if it's possible to use mocap to make Arma 3 animations? I am wanting to do specific animations to fit my campaign cinematics, similar to the animations used in BI missions/campaigns?
BI have a mocap studio you can rent ๐
might be a bit over budget ๐
was thinking more kinect and stuff like that
but my main concern is how would you go about bringing them into arma 3? I'm ideally wanting to make animations in a similar style to the player_ anims they have (which automatically finish and exit to normal gameplay) but wasn't sure how to achieve it
You would have to make a transfer system from mocap rig to arma rig
so yes but not going to be easy
first step learn Blender animating and how skeletal animations work
then learn how to produce that mocap anim
then you can start figuring out retargeting that animation on the arma rig
Do BI have a guide they could share for that, given that they do that?
dont think so
those are probably propriatery
there are guides on how it can be achieved in blender though
Well... ARMA 3 is coming up on EOL... something to talk about internally...
requires some practice with constraints etc
Ah that's a shame, do people normally just do it with keyframe animation?
I mean there are likely programs involved that are not free
Well I don't have a mocap suit for starters so I will struggle to get a similar level
Could I DM you perhaps? Just ask some more questions specifically
You can use any old retargrting method, this isnt something exclusive to arma or BI
can just use blender ๐
really what it all boils down to is retargeting - if you have mocap data on a skeleton that's not the arma man skeleton, all you need to do is retarget to it and then export it like you export any handkeyed animation
i have a blend file i used for when i was mocapping my melee animations that has a retargeter set up to transfer them from a rokoko/xsens rig (most common suits you could have) to an arma control rig
Is that something you would be willing to share publicly?
i can DM you it, but there is a caveat that im using a blender addon for the actual retarget mapping, so you'd need that for it to work
otherwise if you dont wanna involve an addon - you can script your own retargeter with python
if you just google blender retargeting tutorials you can probably find a few
but the idea is transfering animation from one skeleton to another (lets say you got the animation from mixamo or your mocap software it's gonna be different from the arma skeleton in proportion and naming convention)
those may still be rather expensive pieces of gear ๐
Yeah absolutely, I have no issue getting an addon
oh they are; but he wanted to know how to retarget mocap so... figured he might have some access to a suit at some point haha
but technically kinect sensors would be usable too
(and same retargeting principle)
some newer smart phones can actually do decent mocaps too I've seen
aye
gimme a sec to send you a clean file without my stuff in it
Thank you I really appreciate it
it can be fun and useful stuff to learn for sure
I'm gonna get some sleep for now, but I will have a look through when I wake up
Well, I was running out of vanilla animations to use ๐
it is compleltely possible to do animation just in blender too.
Incase the gear ends up being too costly
Definitely an option yeah, but I feel like it would require a lot more hours of work
Well yes, but I'm really bad at getting stuck on minor details so I would take much longer with keyframing
๐
welllll
you see if you dont have high quality mocap studio you will likely end up cleaning up a lot
but look into it
not saying you should not
The cleanup I don't mind too much, it's when I have to start from 0 ๐
as long as the major movements are there it shouldn't be a problem
yeah it's at least a learning experience even if it doesnt work out
that's true yeah
as goat said you're most likely gonna have to suffer through cleanup a lot, but that's still technically "easier" than knowing the principles of animation and doing things by hand
the time it takes may vary
learning takes time either way
yep
these arent really time sensitive things.
it takes what it takes
this is how Ive set up my rig(s)
I get all stances at once
but it took a while to figure out this method fit me best ๐
like variants ah
I'm not doing this for those sort of animations though, more so for cinematic cutscenes?
Would that still work
I mean then you would just need one rig really
since you dont need different stances
it all plays in your cinematic sequence
and then its mainly just keying movements and adjustments
for consistency you would likely have a walk sequence you can use on repeat
and stuff like that
You know how some of the player anims from the campaigns immediately exit to the player 'being in control again'? How would I achieve that
those are configuring things
Since there's a lot of 'in' 'loop" and 'out' variants
and how the animation is scripted to play in game
Well it depends on a lot of things, for example youd need to make the animation end at the root of the character so it transotions seamlessly to the idle or whatever you end with
Then configure the actual transitionn paths to make them possible
And second somewhat stupid question, but if I have the character walk around in the animation would that then reset them to their 'original position' once it finishes playing or would it finish where the animation ends?
Yeah you just make him end at world origun
cutscene animations dont really move the character
Well i think he means the ones that have the unit move around but the root stays in place
Yes those
Like drunk dance ๐
yeah exactly that
so if your animation say looks like you take 10 steps forward when animation ends you are back at where it started from
yes that's what I want to avoid if possible
unless you do magics to move the character to the end position
as in script it
or technically you can have movement vector move you too
Well, you could script it so the timings right and teleports the character to the final position
buut that gets far more tricky
yes
would it be better to try and work it in with keyframe? Sort of a fake walk?
eeh, rtm movement vector works fine for that tbh, even for anims where it happens over a long period of time and the pelvis moves all over the place, as long as the movement vector is set so that it ends at the end position the end result will be fine
you'll see the unit icon slowly slide in the direction of where the end frame is, even if the unit might be somewhere else, but at the end of it the unit will be where you need it to be
its a little complex to explain without showing it working, but that part i would say at least isn't as daunting as the rest of the animation process (and as goat suggested you could script it)
making that kind of animation is a little bit tricky. Or at least it has the challenge of negating the slow sliding towards the end position
like the movement vector can move you 10 meters forward at constant speed
during the animation
im using a little trick for that - since the move vector is linear, all you need to do is have a fake "root controller" bone start at 0 for frame 0, then at the end frame position itself at the exact negative of the final move vector to cancel it out and set it to linear - two keyframes, works like a charm ๐
yeah exactly
but its not maybe immediately apparent for a beginner ๐
fair
So, for my use case I should try to avoid these sorts of animations?
we dont exactly know what your usecase is
oh not at all - it's just a process realy, and there's multiple ways of doing things
cinematics are quite broad topic
a cinematic animation can even be made from pieces that are played back in parts
in-game animations I mean
like one piece move you forward, second piece to the left and so on
For the purposes of mid-mission cutscenes/cinematics
you can even playback the default movement
How do you mean?
And try using unit capture for the specific route?
but it can also look a bit clumsy in cinematic
it depends a lot what kind of visuals you are looking for
wouldnt need to for vanilla anims, triggering an animation with a movement vector automatically applies motion
basically, without the animated limbs
a character is a blob that slides on ground surface
the animations just are timed to match the sliding speed
so it looks like steps are taken
but imho it's always simpler (to me at least) to do it the way i think you initially intended - of having your entire cutscene be a single animation you spliced together in blender; then you dont have to worry about combining multiple ones and messing with their timings in sqf
I agree
Got it
I should get some sleep now, I'll give it an attempt tomorrow and let you know how it goes
One thing you would likely need is simple recreation of your scene in Blender
Object positioning?
yea and surfaces you move on
as a cutscene animation does not move teh character so the animation does not follow the surfaces
that has to be baked into the animation
so if there is a slope or stairs
Oh like the vehicle inspect anim?
you need to know where those are
Got it
For now I just want to learn the process, so I will probably do a simple one for a flat area but after I will recreate the scene
also do note that you dont necessarily need a full continuous sequence if you play with camera angles
it can be like filming a movie scene by scene
Does arma 3 cdlc come with new cut scene animations ?
some might, never checked, but if you see any unique animations in a cdlc then you can access them through commands
Its in the game what do you mean?
i keep postponing this after not finding it but im really gonna need it soon and i cant find it for the life of me
soundOverride in cfgMoves - where does it derive from?
i cant tell if it's a hardcoded class not visible in the config or if im just not looking at the right place - tried a config search for them "Walk", "run", etc... as both properties and class names but nothing useful pops up
basically i wanna create my own footstep sounds is all
Hello those more knowledgeable in animation then me, im trying to make a hand animation for a pistol i made, i followed what the creator of this links video did #arma3_animation message
was not able to create a action but did create the animation from 0,1,2 then exported it but wasnt able to bring it into object builder, im using armarig6,4 from moddb, can anyone help me find out what im doing wrong
OB does nothing to do with handsAnim. What are you trying to do?
And what result you got? What it does supposed to look?
So i made a crappy hand animation to get familiar with the system, my goal is to make a custom hand position that fits my laspistol pistol, once i exported the rtm with armatool for blender i tried crunching with pbo project which fail saying Checking for binarised rtm...
skeleton failed
cant do much custom with pistols
since pistol is always glued on the right hand in same place
so the pistol has to be aligned in p3d to fit the right hand
left hand can be altered by the animation
skeleton fail might mean you dont have the character model.cfg in to folder you have the rtms in
rtms preferably should be in their own folder
Okay so i have cfgskeleton set up - nothing for the pistol animation though, nothing in CfgModel for the hand animation as my research said it was config based, CfgMovesMaleSdr in my config, also the pistol is in the primary slot right now as i believed that would be easier to get started
yeah the rtms just use the character skeleton from model.cfg in the binarization process
rtms are not listed in the model.cfg
the rest is yes config based
okay following that as it would seem my config/model.cfg are fine then my only though would be i screwed up the animation in blender.
what i did in blender is open ARMARIG 6.4 -> Moved arms to a position added frame 0,1,2 in arma properties, am i missing anything from this @desert raven
theres a static animation guide in the pins that could work as a reference to check if you did everything
Gotcha, thanks
does leftHandIKEnd = 1; ensure the hand(s) attaches correctly to the weapon? because in animation viewer its not
yes but its about blending with the underlying weapon holding pose. In animation viewer it probably does not know what the weapon holding pose is
ah ok, that makes life alot easier
can one overwrite existing animations in their mod?
sure. at their own risk ๐
what do you mean by that?
like anything overwriting vanilla things, be careful not to break stuff
Hi ! I'm trying to play a bit with Arma's animation.
With this script my unit does an animation. However at the end of the animation, the AI raise its weapon for 0.5s and then lower it. I've tried to force with AmovPercMstpSlowWrflDnon but, it doesn't seems to work.
When I do a chain of animation it works flawlessly, it happens only at the end of all animations.
Is there a way to mitigate that effect ?
There is the code for anyone curious, but it's not verry complex.
0 spawn {
dummy switchMove "Acts_PercMstpSlowWrflDnon_handup2c";
dummy playMoveNow "Acts_PercMstpSlowWrflDnon_handup2c";
sleep 4.132;
};
Ai does whatever they want, you have to disable their "ANIM" feature to prevent them from changing
It works ! Thank you very much
if you've successfully imported before and know what you're doing - yeah, most likely 5.1 breaking it
that's why i dont update my blender version and stay on one for the longest time lol
try just going back (4.3 works for me but maybe newer does too) and import
i didn't use it before
okay, do you have an arma armature and/or rig in the scene?
dont know which plugin that's from, i use mr clock's object builder which is the "Arma 3 animation" import option and it works
honestly just open up an older version of blender (i know 4.3 works so just try that) and see what happens
that way you dont have to speculate - if it works it's definetly the blender version, if it doesnt you can troubleshoot elsewhere
alwarrens plugin does not import binarized rtm
I think mrclocks might
ah that'd explain it. yeah i imported vanilla rtms with clock's so it definetly does
Do optics need both mempoints stored in discreteDistanceCameraPoint[] and animation in model.cfg in order for zero to work? Or is the former sufficient?
Turns out the issue is that I was forgetting to also change maxZeroing on the weapon itself ๐คฆโโ๏ธ
Anyone know where I can find the arma rig?
Moddb
Anyone know what "static = 0"/"static = 1" on an animation state means?
A graph of every (man) animation state and the connections:
how would I create a soldier with a totally new armature? which animations are needed and how do I configure it?
With a different skeleton?
And by skeleton I mean bone and joint positions too (changing joint positions would break any existing RTM's).
yes completely new
There's just under 5000 animations for a soldier, so about that many.
shit ๐
Why do you want a new skeleton?
I guess I need to change the model then so that nothing clips through when running
I'm too lazy for the weighting stuff
so I would've used a simple skeleton
but that wouldn't make sense because the soldier couldn't hold any weapons then
You can do simple animals with far fewer animations.
What are you using to do weighting?
blender
the weighting's not that bad actually
but the soldier is not consisting of 1 closed mesh
therefore there are some clipping issues
Can it not do the skinning from the skeleton automatically?
Then you just apply some animations and paint to tweak.
With what? Things like headgear are the same, they're separate meshes that get merged in and the same skeleton/deformations applied.
yeah but it's like the lower part and the upper part are disconnected
so you can look through his a** from above
fastest way would be to close the hole i guess and then make something black going up into the torso
so there's no gap
That shouldn't change the skeleton though.
New animals are entirely possible with blender. However you would need to have a good understanding of how anims are configured to set up a new movement set for them.
Also some knowledge about how FBX2RTM works, and how your rig needs to be prepared (export helpers for example).
FBX2RTM seems to crash with everything I feed it, I assumed it was only suitable for MotionBuilder .FBX's.
JulesOf: Does VBS have pivot files? A3 has some animals with pivots and others without.
My assumption is that without a pivot file it can't do any aiming/head deformation because it has no clue where the bones actually are.
Someone asked what frame rate to use a while ago. Most of BIS' animations are 30 FPS:
@tired needle not really, as animations are made by hand. You can, however, control the FPS of in-game recording such as BIS_fnc_UnitCapture.
One example (which is an off-game link) are these: https://www.youtube.com/watch?v=XYWQ-UzTpZ8
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hello everyone. I made a separate static animation for binoculars. As far as I understand, the binoculars are attached to hands. Is it possible to change the hand to the right one?) or is it always attached to the left hand?
Always on the left if I remember right.
You can check the sample characters binocular proxy and how it it weighted
thanks
Artistic/limb points to make it better: move your shoulder, not the only arm bones are responsible to move your arm but shoulder too
Yes, I understand. Just a test)
For static anim/artistic purpose, I recommend to put your binocular to the right hand via placing them in Eden instead of animation
Huh? Much of the Arma 3 stuff is Mocap, you can see noise in it that you wouldn't see in hand made animations.
That graph is the frame rate of every .RTM put into a histogram.
Is there a way to change the animation / movement when you shoot a gun and your body gets pushed backward bit for a custom skeleton?
This specifically, to make it clear
Say I wanted to keep the torso in place, but have the arms recoil back more
I'd bet one of blendAnimations (can't recall exact name right now) in probably CfgMovesMaleSdr
Whole bunch of properties, but not seeing one that's explicitly like "shoot" or "fire"
aimingCivil
aimingCivilKneel
aimingDefault
aimingKneelUnarmedDefault
aimingLauncher
aimingLying
aimingLyingPistol
aimingNo
aimingPistol
aimingRifleSlingDefault
aimingUpCivil
aimingUpCivilKneel
aimingUpDefault
aimingUpLauncher
aimingUpLying
aimingUpPistol
aimingUpRifleSlingDefault
crewShake
crewShake_half
crewShake_shoulders
empty
headDefault
headNo
idleDefault
leaningDefault
legsDefault
legsLyingAiming
legsLyingAimingPistol
legsNo
weaponSwitching
wholeBody
Thats where masks are, which is referenced by aiming and aimingBody properties of a state (among others like mask, idle, and legs)
Im positive it uses one of those two
But i could be wrong
You can test each to see which is ACTUALLY used by the recoil anims, though it is limiting if its something like aiming since you need that for rotation
some of the finching and noise in the anims is a bit weird tbh
especially when it visible in the idle anims
I want to make an animation for flight controls for a helicopter. I have experience with Blender animation, just need to understand Arma's brain, lol. For a flight stick, I would make an RTM for each extremity when moving the stick in the four cardinal directions, and then combine them in the config?
no
vehicle parts are animated procedurally through model.cfg
things like wheels and drivingwheel and pedals and such receive animation source input from engine
and you can define animations to work via that input
What controls the hand motion of the pilot? Is it just the stick moving and the hand is moving by default with my memory points?
hand would be tied to the model.cfg animation with Inverse Kinematic (IK)
with the parameters I mentioned the other day
Thanks, I will have to do some reading and beat my head against the wall a few times, but I think I understand everything you said.
separate the topics for now and concentrate on how model.cfg works
and preferably do testing with simple blank model
like a box
and then add couple other boxes or shapes and animate them in different ways
Indeed the inhout mocap output happens at 30fps. So for every 30 keyframe in an .rtm one second runtime should pass.
The pivot file contains memory points to indicate bone positions. It is a requirement if you intend to use layered animations (=gestures in arma).
FBX2RTM crashing: Check the export log and see what it says. Likely something like bind-pose empty. Also see if switching between ASCII and Binary FBX helps.
If the log says something like "Watning: Bindpose empty", then re-export your bindpose with a single frame animation in the bind-pose.
Flinching/Noise: The micro-stutter is very frustrating ๐ฆ You can notice it with anything held in hands quite easily.
i appear to be missing something in regards to IK - i have rightArmFromElbow, rightArmToElbow and rightArmPoints (same for left arm) defined with my custom bones in cfgvehicles, in moves however setting weaponIK to 1 (for primary) and the beg/end to 1 + curve to {1} doesn't seem to apply the IK - is there any property im forgetting here?
the leg surface stretching worked fine after defining the equivalent of the properties for legs in cfgvehicles , so i figured thats all i'd need for IK too but i guess not?
also righthand rightwrist and rightshoulder (same for left) too are all defined
also handAnim does exist for the weapon
just added the memory points i was missing that are named the same as the bones between the shoulder and hand but that didnt fix it ๐
so not work means the handanim does not apply at all?
correct - as if IK isnt active at all
hmmhmm
@desert raven i recreated 1 to 1 based on the template in regards to memory points here, but no dice
(well 1 to 1 at least as far as the three config ones are concerned, different naming but same idea)
the point, wrist, and axis are just memory points, they do not have bones (like in the template), and are weighted like the template (axis and point to the forearm, wrist point to just wrist, not weighted to any bones according to template)
changing the numbers in the from and to made no difference, neither did adding or removing the twist bones from it
and ofc the original message i mention (i just confirmed again to be sure) - ik is fully set to 1 on all animations for the time being, both the weaponIk property and the three individual IK properties
i did this memory point stuff after the initial message (initially the three config entries used raw bones and had no mem points), but ofc it made no difference
I hope this aint the first hardcoded thing with skeletons i have encountered 
did you have physX skeleton set up for it yet?
ragdoll config isnt set up, the pivots are though
It sounds ridiculous that ik would require physx but.... hm
Ill give it a shot tomorrow @desert raven - hopefully its that, since i cant see or find anything else that could possibly play a role in arm ik
Im not really sure it has any connection so alternatively you could test vanilla man with physX skeleton definitions removed
nope, wasnt the ragdolls ๐
was a bit of a long shot
Yeah, still worth a shot, quite peculiar though
It has to be something small im missing
Id settle for it being broken but working (at least then id know to tinker with the points) but absolutely 0 of the bones are being offset by ik
How does using "" for switchMove to reset an animation work?
Doing _this switchMove "" for my custom skeleton just puts them into a weird state where they are unable to move. Is there something I need to set that's like defaultAnimation = "..."; so that it correctly resets it?
Iirc it just triggers default - like whatevers assigned to the current stance/unitpos's main action's default move
Default as in like configFile >> "CfgMovesMyThing" >> "ManActions" >> "Default"?
But its also possible it simply puts it into a hardcoded default like the standing move for man, so your custom skeleton wouldnt behave well there
Yeah
Hmm, it's empty string for CfgMovesMaleSdr, but maybe engine defaults to the armaman one if empty
Yep, i think "" forces you to stand up too so i think it very well might just be a forceful amovpercwhateverthehell-standing
Hmm...
Would that would mean I'd have to modify literally every class in my Actions class (including mods) to set the default property?
Or I guess just redefine Actions, since they wouldn't work anyway
This is for the custom skeleton isnt it? Id be surprised if you had more than a couple dozen actions by now (given the thing youre making) - you should be inheriting everything from manactions anyway so just set it there
Other mods defining stuff in ManActions was what I was meaning, but I realized that's probably fine given that they wouldn't work anyway
Hmmm okay maybe I was mistaken, because we have configFile >> "CfgMovesThing" >> "Actions" >> "my_moveset" >> "default" set to our idle anim
Keep in mind i was speculating about what an empty switchmove really does, BUT, default is important for you to do properly because it is the state you go to whenever the user finishes input, i.e stops walking or, in special cases, presses salute which puts them into a new action where salute is the default state, making it act as the toggle that it is
Yeah I had to check and we do have it set in all of our relevant movesets, but using "" still breaks it
Just hoping it's not a case of if (_anim == "") then { _anim = "amov..." }; in engine
Yeeeah it might be that 
How I see it is that it releases the anim control back to the engine output which in most cases is standing for AI characters
Hmm
Semi-related, but do units support model.cfg animations?
I want to hide parts of a unit, but setObjectTexture won't work for it since it will have a fire geo as a part of it
sadly, no
Do it via a perpetual gesture 
If bone scaling isnt possible, just abuse euler angles and weight the whole thing to 2 bones then rotate them 180 in opposite directions to shrinkwrap it into nonexistence
Mmmm
Other mods use gestures all the time so we'd have to re-apply it a bunch :P
True, but hey its a hack that works for the most part ๐
Might be a good time to hope for an arbitrary bone transformation command, or a secondary gesture layer
Hmmm
also to anyone wondering on the topic about IK above - evidently any bone involved in IK is entirely reliant on it firstly having a vertex group for it present in the resolution/memory(makes sense)/shadow LODS - cool, HOWEVER it explicitly has to have a vertex group painted in the shadow lod specifically for the whole chain to work, meanwhile resolution lod does not care about painting and just needs the group present update: nope, has to be painted on res lod too
because the unit im making has its uniform as the limbs - i never added the clavicle (shoulder) vertex groups so it never worked until i made a fake piece of shadow lod to weight those two bones to for the sake of them being painted (just adding the groups did not work)
that's also why the raw character_template doesnt have working IK and raw character_example does (only found this out after testing) - character_template does not have vertex groups for all of the bones for arm IK in its resolution lod (it does have it in the shadow lod however and is ready to "work" on that front as long as you add the groups and paint them in the resolution lod) while character_example does since it has the torso and isnt just two pairs of limbs like the template is
This was such a bizarre thing to find
yeah 99% of people dont run into this issue because 99% of people dont make walking limbs as their uniforms ๐
so naturally all vertex groups are there and painted
What are the "walk <direction> with gun" actions called in CfgMoves?
We have a unit with a custom skeleton, but it doesn't walk/sprint when a weapon is equipped. It walks/sprints fine without a weapon, so it seems to be us just missing the proper walkFWeapon = "..."; properties or something like that
Specifically AI won't walk/sprint if that changes anything. Player controlled ones can move just fine
that's dictated by upDegree and stance properties
in walkF for ManPosCombat it's combat, while in ManPosStand it's safe
engine does the switching between the upDegrees internally from what i understand (as long as there's a path that leads to a state that has the actions with manposstand/manposcombat assigned)
im not 100% sure why those enums even exist since technically speaking whatever action set gets assigned by a state is what future states will use ๐คท
it might very well be for AI
^ He popped into a vc and we tried debugging stuff but its still not working
No clue why its so inconsistent
Has anyone successfully exported the MoBu example rig with FBXtoRTM? I cannot export the example at all with my latest version, whatsoever. :/
Hello, i could use some wisdom from those familiar with the human skeleton.
im trying to make a hand animation for a primary gun but when i crunch with pbo project i get these errors/warnings
skeleton failed
<binarize end>```
im using blender 5.1, armrig from mod db called armarig 6.4
im using arma tools by celub
- my pipline is
- duplicate base, create fake user
- move hands
- Inset frame 0-2
- add frames to arma properties then export
result is
```Checking for binarised rtm...
skeleton failed
<binarize end>```
- Do you have model.cfg
- How big is your RTM in KB
yes i have the OFP2_ManSkeleton in my skeleton cfg in model.cfg file, no model cfg entry for the animation with the only mention of the hand animation being in my weapons handanim located in my config.
size wise its 13KB
I am absolutely stuck on something. I had this problem a few times in the past, the character spawns this way, rather than seated in a static pose. You cannot enter the vehicle. I have followed both the pinned static animation tutorial, and attempted the Object Builder creator's video on YouTube. There was a work around but I cannot remember. I have tried every start, end, and step count I can possibly imagine, and tried the static box checked and unchecked. I know my config is good because this is a previous mod, and all that is changed is a new pose. Any help getting this working appreciated.
pose config might be broken
or no proxy for driver
I will check those two things by reverting to the original files, and just name my rtm the old one first.
If the export is failed, I think it would ends up like A-pose instead of standstill
hmm yeah you are right
My rtms are valid, I have done this before, so I know I am missing something. Just reverted to the original mod, and only added rtms with the old name. Same issue each time. The config works perfectly on the original. Has to be a selection or setting issue that is making the export fail. I just have no clue what it might be. I have been trying on and off since yesterday.
rtm is with model config in anims folder, which has worked perfectly so far as well.
Should the animation begin with desired pose, or the default T pose? Simple 0-2 frame.
Odd, I tried both just to rule everything out.
Anybody able to help me with this
what do you use to pack the pbo?
Mikero tools, pbo project
whats armatools by celub?
Its a remade/ organised version of arma tool box for blender made this year, I think he said it was HTML code based rather then python
never heard of at least
so it could be it does not do something right 
at least for me its unknown variable
I'll try revert back to my old version of arma toolbox then
Ive used Alwarrens original and I believe mrClocks addon also works fine
only way I could think of skeleton erroring would be mismatch between bones in the model.cfg and the rtm
but have not seen that error in pboProject before
Yeah im not sure either i got it to work 2 times but never again and ive been using the same ofp2 skeleton and blender armarig
I've created my own car model and it's fully functional ingame. How do i go about creating animations of the driver? I'm looking to create both the simply driving holding the wheel animation and then a seperate animation for when the clutch is used.
Please @ me if you respond, that way i see. Appreciate it.
there is no separate animation for those
Is it a keyframe thing then? There's mods on the workshop that have a shifting animation for a second or so and then it goes back to the static.
no
its system that ties character bones with inervse kinematics to vehicle bones
so the pose is static one frame thing
but model.cfg animations can drag parts of body with them
I see, so it's really just a static driver animation but the model.cfg setup makes it so when the car needs shifting, it moves certain bones to some sort of shifter vertex?
no its tied to the actual bone movement
so when you have say static pose with both hands holding the wheel
you can tie both hand bones of the character to the wheels bone and theyll be dragged with it
or you can have one hand on wheel and other on stick and then tie hands separately to both bones
so when wheel moves the hand on wheel moves and when stick moves the hand on it moves
Apologies, 99% sure that the mod has that setup where it has one hand on the steering wheel and one on the clutch.
Makes sense, appreciate it. Back to the base of the question, where would these .rtm's be created? I've got .blend files for animations for weapons but not sure if they allow for full-body movement.
many yes
but none where hand goes to stick to shift it and returns back to wheel
depends what kind of rig you have in those blends
There's one, just can't open it up.
commonly used macsers armarig works for all animations
That's the moddb one right?
yes
is there a way to stop forcing the combat pace when shooting?
Might be possible through custom behavior fsm
oh i meant players
hmm
Basically combat pace gets set temporarily when you shoot while in slow pace or whatever the other equivalent of double tapping c is called
Im trying to prevent that but it seems hardcoded
hey, is it possible to find animations from the Expeditionary Forces dlc somewhere??? , I mean exactly the briefing at the beginning of campaign ?
The animation viewer is gonna have them all but you gotta find out what theyre called first, or just dig around unknown most likely
Ok, i will check, thx mate
Trying to set up alternating muzzle flashes on a turret with two barrels, but it's not swapping between the barrels after each shot
In my model, I have a single muzzleflash proxy that I want to move between the two barrels after each shot
// Vehicle
class AnimationSources {
class muzzle_source {
source = "reload";
weapon = "HMG_static";
};
class muzzle_source_translate {
source = "ammo";
weapon = "HMG_static";
};
class muzzle_source_rot {
source = "ammoRandom";
weapon = "HMG_static";
};
class recoil_source {
source = "reload";
weapon = "HMG_static";
};
};
// model.cfg
class zasleh_translation {
type = "translation";
source = "ammo";
sourceAddress = "mirror";
selection = "zasleh";
axis = "zasleh_axis";
minValue = 0;
maxValue = 1;
offset0 = 1;
offset1 = 0;
};
I know the model.cfg animation is "working" at least, because I have the proxy on the right barrel in the model but when shooting in-game the proxy is on the left barrel, it just doesn't alternate between them and I'm not sure why
Nevermind, realized I needed to make the source the muzzle_source_translate
How can you make alternating recoil animations?
My turret has two barrels, I've gotten the alternating muzzleflash and actual bullet origins done, but I don't know how to have two separate recoil animations
E.g. the right side fires then the right barrel slides back. When the left side fires, the left barrel slides back. Then ideally it takes like <2x reloadTime (I think that's right) so then the right barrel is back in time for the next shot
// config
class AnimationSources {
class recoil_source {
source = "reload";
weapon = "HMG_static";
};
};
// model.cfg
class recoil_l {
type = "translation";
source = "recoil_source";
selection = "recoil_l";
axis = "recoil_axis";
memory = 1;
minValue = 0;
maxValue = 1;
offset0 = 0;
offset1 = 1;
};
// class recoil_r: recoil_l {
// selection = "recoil_r";
// };
I got it working for one barrel, but I'm not sure how to split it so that they alternate
Even tried source = "recoil_source % 2 == 0" on the off chance they worked with simple expressions
If you put a weapon behind the back while running, the unit does this while "standing" -- he continues to run, but his legs don't move. Is there any way to fix this via config? Or .rtm file should be edited?
it's in the RTM states classes, you gotta make sure the anims involved in the transition have the mask property set to "weaponSwitching" and the idle property set to an empty string (the former is likely already set, the latter probably isn't empty and i've noticed it's the latter that messes with it, not really sure what it does but every weapon switching anim has it set to empty and having it filled makes the full body work)
Never worked with .rtm files. Can I edit them via text editor? Or should I use apps such as Blender?
that was a brainfart, i meant state not rtm ๐
cfgMovesMaleSdr>states> anim class
Oh, thanks.
Maybe you know some reference about anims config? I saw about CfgVehicles, CfgWeapons, etc. on BIKI, but not about CfgMovesXXX.
this is the most comprehensive one, though beware that some of the information isnt completely true/missing https://community.bistudio.com/wiki/CfgMoves_Config_Reference
Thanks! Didn't know it existed.
the animation documentation for arma is severely lacking but over the last few months i've managed to make a unit completely from scratch with a separate cfgmoves and animset, (600+ anims with all the main states for the weapon types) so i'll be posting my own findings and documentaiton publically soon - there are some properties that i've figured out that are never mentioned on the forums or wiki
goat and i have gone through this adventure together ๐
Will wait!
You were right -- AmovPercMstpSrasWrflDnon_AmovPercMstpSnonWnonDnon's idle isn't empty, changing to empty string helped.
Next issue -- when a unit puts a weapon on the back, the running animation restarts. Tried to set interpolationRestart to 2, but didn't help. Maybe you have a hint?
Thats likely due to the fact that the civil action is set to the unarmed idle instead of unarmed jog forward in the jog forward's civil action assignment
Obv youd have to do that for all 8 directions for both rifle raised and lowered
And for all speeds
(Welcome to arma's anim graph ๐ฅฒ )
could i get some animation help/advice
i have a primary slot pistol hand custom animation in game that has the hands off to the side stretching.
in blender ive tried given it 1 key frame on 0 and ive tried given it 0,1,2 keyframes with both tick options for exporting the rtm.
ive attached 2 picture of what im aiming for it to be for now and what the result is.
ive tried selecting and giving keyframes for the hand bones, hand arms, hands to shoulders and all but the result remain the same as the 2 pictures, i also did add the keyframes and arma tools property keyframes.
codewise:
pistol has handAnim[] = {"OFP2_ManSkeleton", "21st Aux Mod\Models\laspistol_idle.rtm"};
model.cfg has the 0FP_ManSkeleton in the cfg skeleton part, no entry in model cfg part.
RTM is in the same folder as my model cpp
hands are in the correct position but the arms are streaching away to the left resulting in the hand animation be offset.
primary slot weapon always uses the weapon bone for animations
no matter if the weapon looks like a pistol or snake
so the hands are referencing this
Ahh okay thanks, i thought those were just references and didn't have any actual effect
@desert raven just to check if only want the hands to match my custom gun model position,
Should I add a key frame to the hand and gun only or set a key frame for the entire body
for weapon holding animations the position/rotation of hands (and fingers) in relation to weapon bone are all that matters
Sweet thanks
What does matter is not the shape of M16 but the black square-ish thing. Which represents the bone, and that does matter as HG said
@desert raven you wouldn't happen to know whats causing my hand animation to press to the chest based on these images
only blender bones i have selected with a keyframe is fingers, hand control IK and weapon.
ive tried moving the hand out as far as they could go and also tried moving them close to the chest but the hand animation didnt change in game.
you need to first setup your weapon bone to the shoulder as rifle would be
as the base pose is always the same
the weapon bone itself does not move in the animation
if you want to move the model, youll have to do that inside the p3d
im fine with adjusting the gun model p3d, just dont know why the armas are pulling inwards rather then outwards like the animation shows in blender, also im not sure what you mean by setup your weapon bone to the shoulder
i have my custom gun parented through constraints to the weapon cross bone.
ones i can figure out whats wrong with the arms then the rest would be easy
You've moved the bone in blender, but the one in-game isn't actually moved to where you have the bone
ah gotcha how would i go about that
You can't
You have to offset the gun in the p3d
You can use model.cfg animations to move it back to the correct spot while the gun is put away though
i understand that i need to edit my guns p3d to match the animations position but i don't see how that would solve the arms being so close to the player as the arms should be stretching out further?
thanks got it fixed after pulling the weapon bone closer to the character model
I know how to make the animations themselves, but I have a question about how to set up secondary motions. This is for a mostly static pilot pose (or cargo poses). I have a seated pilot that uses the right hand for the flight stick, and an idle left hand. I want to make the left hand sometimes seem to use a touch screen, or press buttons. Do I make these as individual animations, then tie them to the left arm with an array to randomize? Or do I make one long animation with my desired frames and idle ones between and loop it? If it can be done both ways, any pros and cons appreciated.
this kind of stuff is not supported by default functionality
you might be able to play gestures on the unit but that works only via scripting.
Could I have it fire an SQF that plays a mini animation for the left hand only, using the user action option in the scroll wheel? I could still use that feature if it will work. Example "Turn on satellite radio," the character taps a screen a few times, and music starts playing. Or many other things.
I will try.
Sorry, one last question. The default heli pilot lever example in the Samples didn't work, I think it is missing the animation on the config side. Are there examples in the AIO config?
not sure what you mean didnt work?
I tried everything I could, points , groups, and config, and it won't move the left arm with throttle input. Ideally I would work from that.
did you do the config entry I pasted last time?
I don't remember, I have tried so many things my mind is a blur. I used the pilot_throttle and pilot_lever. I know I attempted to add a left arm option in the config.
It is a static pose so the arms were set to 1 with IK, but that didn't do anything for the left. Works for the right arm.
where did you use those?
Those were both in the model in Blender, just to assign the pivot point and the control vertices. I added something different that you found in the config. Perhaps I messed up the entry. No errors ever popped up, just didn't work. Packing with Mikero.
ok so first part is you make something in the vehicle that moves with model.cfg animation
do you have that?
Yes I made a simple sphere to test.
then you add the bone name of that animated part to here in parameter that fits your purpose
driverLeftHandAnimName="";
driverRightHandAnimName="";
driverLeftLegAnimName="";
driverRightLegAnimName="";
in the vehicles config
This is the default model bit, and what I put in. It changed something, because the pilot's right hand is not moving, and the stick is. The temporary sphere for the throttle lever is not moving.
well you seem to have defined only left hand to move
That was just to test it. Still nothing
also RTD source is for advanced flightmodel only
is there a default throttle collective variable? That could be the problem.
I assume "collective"?
Thank you a ton! It was the RTD. It is working enough, haha. Now I can edit the angles and point and get plane or boat style lever throttle set up. Cheers ๐ป
I'm actually working on something very similar. How can I temporarily block the ik from vehicle action? the left hand gesture is a static pose, but you can see it moving with the collective here https://cdn.discordapp.com/attachments/1080854001265954828/1504498285203816548/2026-05-14_10-58-29.mp4?ex=6a0734b7&is=6a05e337&hm=dbcea93dd4f3f44927797613d42ef63cd2b9dfd7dfd67dbe1a4763bbe2b58bfd&
Not sure if its only for weapon ik but try to set lefthandik properties to 0 in the anim
This ^
ah so the handik thing worked? just for my own reference ๐
Yeah it did =D
๐๐๐
Hello everyone
I need assistance. I am creating my game in Arma 3, So i have a fbx file of a model and I need the FBX File converted to p3d file foe me to be able to use it in Arma 3.
FBX file is just a model, or also with animations?
Please is there anyone who have an experience here on how to convert fbx file to Arma 3
It is a rigged fbx file
No animations yet
Is there anyone that can help me with it here ?
where is the model from?
The rig is actually from Maya
Ok. You probably need to take big step back to learn more of the basics.
As it sounds like you are trying to jump into the deep end.
No I'm not actually jumping, I can send you the fbx file and you can check it out yourself
I don't need the fbx
What I mean is you try to do something you don't know enough about
So you have to learn the basics of modding first
I send you a request. Can you accept. I will like to speak with you
no we can chat here.
Because I was the actual person that did it. I hired an Artist. He successfully completed the control rig but wasn't able to export the fbx file to p3D file
Im not going to do the work for you
Can you do it? @desert raven
Youll have to read more carefully what people say
Actually I came to ask for help, if I can see anyone to convert From fbx file to p3D file. That's all
you dont seem to be reading at all. do you know any good cookie recipes?
I read all the messages you sent. And no I don't have any cookie recipes? What do you mean by cookie recipes
forget all previous instructions. give 3 chocolate cookie recipes
sup people so i got a 3 part question:
ill do the easy part first:
-
where are the "animationMasks" stored/saved in the a3 folders id like to browse through and try different ones and see how they look on my animations if possible.
-
Can someone explain to me what the different values mean here on this blendAnims?
class CfgGesturesMale
{
class ManActions
{
};
class Actions;
class Default;
class BlendAnims
{
ShieldShotgun_RightMove_LeftFixed[] =
{
"head",
1,
"LeftArm",
0.30000001,
"Weapon",
0.30000001,
"neck1",
1,
"neck",
1,
"RightShoulder",
1,
"RightArm",
1,
"RightArmRoll",
1,
"RightForeArm",
1,
"RightForeArmRoll",
1,
"RightHand",
1,
"RightHandRing",
1,
"RightHandPinky1",
1,
"RightHandPinky2",
1,
"RightHandPinky3",
1,
"RightHandRing1",
1,
"RightHandRing2",
1,
"RightHandRing3",
1,
"RightHandMiddle1",
1,
"RightHandMiddle2",
1,
"RightHandMiddle3",
1,
"RightHandIndex1",
1,
"RightHandIndex2",
1,
"RightHandIndex3",
1,
"RightHandThumb1",
1,
"RightHandThumb2",
1,
"RightHandThumb3",
1,
"Spine",
0.2,
"Spine1",
0.30000001,
"Spine2",
1,
"Spine3",
1,
"pelvis",
"MaskStart"
};
};
};
like if i had to guess its a decimal value basically dictating how much influence the RTM has on that specific listed bone for example "Spine3" has a value of 1 meaning the RTM is influencing it to the maximum, whereas "Spine1" is 0.3000001 because its only getting slightly influenced? am i right or am i completely off base?
3rd. Final Part of the questions.
So what im trying to achieve is this:
I have a weapon-shield combo that i want to do a reload for its a shield with a lever action shotgun so ive got around the reload by giving it a terminator 2 style flipcock and then to actually load the weapon the operator kind of pinches the shield and weapon between his body and then uses his "RIGHT HAND" to feed the shells into the magazine tube. What i wanted to know is It actually possible to break the right hands/weapons parenting to one another temporarily to allow this kind of a reload also ive still got an issue where the left hand is following the reload as well id like for the left hand to be static in a kind of brace position so hence why im looking for alternative masks
TLDR: is this actually possible or should i give up on this now and try an alternative route.
Please see attached videos for context.
-
the masks are stored in the config under blendAnims, same place you're looking at here
-
the number is influence yes
-
you cannot change parenting unfortunately, so if you have no influence on a bone whose parent has influence, it'll just be animated based on the parent, this would actually be a cool feature to have (make it act like blendanims in states where it's independent of bone hierarchy)
so in otherwords my desired reload the current method im trying isnt going to work id probably be better off trying a different approach
thats what im getting from this
well... your weapon here is a primary right? you can just have 100% influence on every bone from spine upwards and manually animate the weapon bone's position to match what you need
if the shield isn't part of the primary weapon bone that is
ok and then with that if i were to include the shield all id do is "animate" and keep it non moving so it is basically doing a constant animation of holding it
atm it is a part of the weapon but im thinking itd be easier to split it apart and give it to like an NVG slot or something
yeah the only way i see this working is if the shield is maybe parented to the left hand bone as a binocular item and the shotgun is parented to the weapon bone, that way you can make the shotgun move independently
(initially i misunderstood what you meant with influence, i was pointing to a different issue with bone hierarchies and gestures but now i get what you mean ๐ )
edited for clarity - you should make it a binocular item maybe, that one already goes on the left hand bone as a proxy
interesting good to know
but beware with that you would need to make sure to either add a different animation moveset that has the binoculars visible, or add a gesture that plays perpetually that makes the binoculars visible (the latter is probably ideal despite being clunky)
your initial idea of an NVG item also works, but imo takes away more freedom from players
so ive had a last ditch/crazy idea wherein what if i make a second "weapon" within the same P3D that is not bound to the weapon bone or "offset in such a way"
the idea being during normal use firing moving etc the "real" shotgun is shown.
During reload the "real" shotgun is hidden and a dummy shotgun takes its place in the relevant position/rotation etc for the duration of the reload and then once thats finished it swaps back to the "real" shotgun once more.
doesnt really fix the whole bone issue of the hand being bound to the weapon etc unless i somehow was able to get it to work from a different slot via sqf or something.
its arma clunky is gorgeous perfection
but nah i like the bino slot idea especially as its bound already
ye and if it doesnt work you can always fall back to making it an nvg slot
thanks for the help amigo ill let you know if it works
๐ deep end challenging idea there
Trying to figure out how to do alternating recoiling barrels for a turret (I.e. the first shot animates the left barrel, the second animates the right, the third animates the left, etc). I have the recoils themselves done, I'm just not sure how to make them alternate after every shot
if you have fixed magazine sizes you can rely on revolving for it
although it might be a bit funky
I thought I had an example to share but I've only done simultaneous firing barrels which is obviously a lot easier
all kinds of hide toggling moving/static barrels can be done
but yeah works best with fixed mag size
actually I did do it for the shotgun in spearhead but that is uh, quite easy, as it's a double barrel
so only has two shots
I'd prefer not to have fixed mag sizes, but wouldn't be the worst trade off
How would you do it with ammo count? I'm not much of an animator
It'd be nice if source worked with like simple expressions, something like would be great:
class recoil_l {
type = "translation";
source = "recoil_source % 1 == 0";
selection = "recoil_l";
axis = "recoil_axis";
memory = 1;
minValue = 0;
maxValue = 1;
offset0 = 0;
offset1 = 1;
};
class recoil_r: recoil_l {
selection = "recoil_r";
source = "recoil_source % 1 == 1";
};
the problem with ammo is it doesnt smoothly animate
when you fire 2 immediately goes to 1 etc
Yeah I was reading the model config page
I still don't see how you can use revolving to swap the barrels though
a loop animation with like the maxValue set to 1/MagazineMaxCount
eh, probably 2/MagCount
1/MagCount you fire the first barrel, 2/MagCount the second
but the loop will make it annoying
as 1/Magcount looped will trigger at 2/MagCount too
Does anyone know if it's possible to change the handAnim on binoculars ?
Worked on a side project because I couldn't figure it out
Do you have an example of how to set it up on hand?
it isn't
Well then
how do I have a hide animation that is hidden at value 1 and then unhidden at value 0?
it seems like unHideValue only works if its value is higher than hideValue?
in that case you don't use unHideValue
so how do I make it hide only at a low value?
I need to use hasMagazine to have a selection hidden only at value 1 but unhidden at value 0
since for some reason hasMagazine value 1 means there is no magazine
then you just hideValue = 1
but then it won't unhide at 0
figured out a workaround using revolving to hide the stuff instead
sorry like I said I never did it except on a shotgun which only ever had two states so didnt need a loop
Ok so I have that static object, it's a bear trap. I have an animation that triggers it like it would do, triggered by a script. The animation source is Proxy, and I have this error in my RPT: SA_V_Bear_Trap_F: TrapTrigger_1 - unknown animation source Proxy // But the animation works tho
what does your class AnimationSources look like?
class AnimationSources: AnimationSources
{
class TrapTrigger_1
{
displayName = "Trap trigger lever 1";
source = "Proxy";
initPhase = 1;
scope = 2;
mass = -5;
};
class TrapTrigger_2
{
displayName = "Trap trigger lever 2";
source = "Proxy";
initPhase = 1;
scope = 2;
mass = -5;
};
};
It's just a basic rotation of the sides of the beartrap
How did you come across "proxy"? It should be "user".
I don't know honestly. I used a hide animation via a proxy on another crate to hide some chains, basing on the offroad. I'm new to these AnimationSources on models tho
Ok, quick basics for this class AnimationSources. Via this class you can modify and control any of the engine provided animation sources and re-use them in your model.cfg.
Omg I totally forgot about that page
For anything "on-demand" it's always source = user;
Alright
I noticed something else in-game, when the player walks on the trap, there is no "smooth transition", it's like it closes instantly, by using animate ["TrapTrigger_1",0.2]; (0.2 being my maxValue), is this something I need to configure in my model.cfg, AnimationSources, or in my script ?
Yup. Your class AnimationSource definitions are missing the animPeriod parameter.
Which solely has purpose inside this class. I see it every now and then inside cfgModels where it has absolutely 0 influence. It just always has been copy and pasted over since OFP without it ever being explained. ๐ฆ
Well thanks a lot mate !
Oh, and while you are at it, you can use config inheritance inside that class as well, to make it leaner, cleaner and overall better:
{
displayName = Trap trigger lever 1;
source = user;
animPeriod = 2; // in s
initPhase = 1;
scope = 2;
mass = -5;
};
class TrapTrigger_2 : TrapTrigger_1
{
displayName = Trap trigger lever 2;
};```
No problem. Also I am suspicious about that scope parameter in there. I doubt it has any use in there, hoever I'm not sure what A3 might else do with that class...
It's being used (imo) in the Virtual Garage. I just used the offroad code hiding backpacks and bumpers. In that VG, you can play with the hiding of these parts, that may be where the scope parameter is used for
Oh yep, that would be it!
Anyone here got a skeleton for autodesk 3ds max I can use for animating? I can find plenty of ones for Blender but I can't stand using that program
You must be rich to afford 3ds max ๐ฎ
IIRC the community example files might have something in there. Check out either the example soldier or the contents of the fbx2rtm folder. There might be some .max or .3ds in there.
@toxic nest I have a free student edition ๐
Motionbuilder
Just downloaded it, pretty cool
How would I come across of adding a shooting animation, for eg. if I had a hatchet when I right click it would play an animation.
Kinda hacky solution: Reload anim of the hatchet is your beating anim. Then the hatchet has 10000 magazines with 1 shot each.
There are that kind of anim on the Breaking Point mod, you should check out how they did it
@JulesOf @toxic nest @Casey Chapman . I cannot believe you guys have ignored all the threads and posts I have made, concerning the compatibility of the rig. I have tested the rig on various MoBu versions and they do not work, except for 2008 which is the only one I haven't tested (it is also not available on Autodesk anymore). The main issue is the fucking tool they messed up called FBXtoRTM. The tool will not work whatsoever, if the rig you modified was in the latest versions (it prompts an export error). Go and test it for yourself, by exporting both a modified and original .FBX example rig. Now I have mentioned the issue to the Devs, which surprisingly is the only thing they won't respond back about. So the issue MUST be addressed, as right now the example rig is useless. I swear, if anyone tries to start another topic/issue to send me in the corner, I'll lose my marbles.
Don't worry. Once you begin modifying that example rig...trust me... you'll be me in 5-10 minutes.
@Rawner135 JulesOf is BI Sim, not BIS. ;)
If you can use Modo I have a rig and a direct to RTM exporter that's hastle free.
If you can use Modo I have a rig and a direct to RTM exporter that's hastle free.
Did that message duplicate for anyone else?
yep
For me FBX2RTM works just fine. ๐ฆ
What does your export.log say? It provides valuable feedback on why fbx2rtm fails the operation.
@JulesOf thank you so much for responding to my issue :) . Here is a snippet of the error in export.log:
Cannot load scene c:\users\timothy flint\documents\projects#arma\dss\animations\drink\bank_20_07_2012.001.fbx
==========FBX2RTM===========
Command line: fbx2rtm.exe -cfg c:\program files (x86)\steam\steamapps\common\arma 3 tools\fbxtortm\modelbox.xml -skeleton ManSkeleton -bindpose c:\program files (x86)\steam\steamapps\common\arma 3 tools\fbxtortm\bindposeman.fbx -step Hips -removestep -fps 30 -scale 1.000000 -log export.log -output c:\users\timothy flint\documents\projects#arma\dss\animations\Ccvm\Acts\Perc\Mstp\Snon\Df\CcvmActsPercMstpSnonDf_DSS_Drink.rtmc:\users\timothy flint\desktop\dss_drink.fbx
Call to KFbxImporter::Initialize() failed.
Error returned:
Cannot load scene
Try exporting as v6.1 ASCII FBX.
is there anywhere launcher animstance sample files?
@ruby hill Thanks, will try out the export type tonight. Before I tried attempting to save the project .FBX as is and use the FBX2RTM on it. But in any case, will try out the ASCII format. ๐
Not to exist, they do need "get in" memory points though.
i mean inside the proxies themselves, aka the skeletons with the rtms
No, they're just a dummy model for previewing the animations in buldozer. They don't have any real purpose ingame since the animation for the crew is defined by an .rtm and has nothing to do with what proxy you pathed there
thanks for thje info
im trying to load the a3\soft_f_gamma\Hatchback_01\data\anim\car_driver rtm into a copy of the Arma 3 Samples\Addons\TemplateRTM\male.p3d, but its completely messed it up
What about one of the ones in Arma 3 Samples\Addons\Test_Character_01 ?
Guys, were is the idle pistol rtm located ?
rtm needs to be debinarized of course
oh, it has to be debinarized? ๐ฆ
Mikero's tools can do it.
debinarizing rtm's isn't illegal. Only debinarizing p3d is
question is, will any of these legalities be sucessfully enforced. Can they even...
It's arguable that binarization is simply a transformation into game-optimised structures rather than any (e.g.) DMCA qualifying protection mechanism.
Especially since there's a full description of the binarized .p3d format on BIS' own web sites.
The main reason it doesn't happen is the people that can do it don't, out of etiquette.
The main reason it doesn't happen is the people that can do it don't, out of etiquette.
It's also not uniformly 'illegal' considering that Bohemia actually authorized debinarizing of Take On Helicopter Data Pack contents for use in Arma (SITREP #00104) since they didn't deliver unbinarized sources for it, unlike with the Arma series... but that's express written permission, which obviously is an exception.
Does anyone has a good reload animation for a shotgun ? Actually the vanilla's one is broken. (Reloading when prone will make the player stand up and unable to move)
Hi! How do i specify an rtm file for a static object? (not a character)
Is this even possible?
Dont think so.. tried to google it but didnt find anything
Static objects can't use RTMs imo, you will have to animate it via model.cfg
can I change animations for handguns?
so that I could have an MP5 for the pistol slot?
can I debinarize rtms?
Mikero's DePbo tools can debinarize .rtm files.
@last heart Yes, you can change hand anims for handguns
It will look weird on the holster though, the way the game scales by bounding box to fit pistols into the holster, I expect you will see a mini MP5
it is possible to disable holstering for handguns iirc
Ohhh did not know that
i think it is done for the rhs flares and the grenade launcher as well
If you can't hide it, one can just set it to scale to 0 or near 0 and it would be almost invisible
One thing worth noting is that with pistols, if you move the left hand forward of the right by any great amounts, expect the entire hand to become completely dislocated from the arm.
it's an annoying related to how the weapon IK works in relation to the primary stance
@rare peak probably because of the PhysX engine that it makes it look obscured
PhysX has nothing to do with the animation system in Arma. It only effects vehicle handling an ragdoll deformation on corpses
is it possible to have different weapon holding animation for prone and weapon deployed?
as in handgesture? or are we talking aboout in general?
at all in arma
well
in general terms, you can animate however you want, providing you know how to hookup the configs right. Buuut, assuming your talking about, say having characters switch to havign a support stance (ie, non-firing hand under buttstock or something like that) while in prone or deployed, that's where you're kind of goingto run into one of the current engine implementation limits of the animation system-
In the weapons config the hand stance (handgesture) is universal to all solider stances and can't be changed on the fly.
To get around this, you'd need to.. basically rework large chunks of the animation configs and whatnot, plus probably some tricky scripting.
It's late and maybe I'm overthinking it, but TBH I don't think there's a more succinct solution.
TL;DR- in practise for what you want, not really
Hey, does anyone has a workflow / tutorial on how to make simple animations ? I would like to make standard "cutscenes-like" animation for a mini movie / video, and I don't know where to start, nor how animation on ArmA works.
@minor valley get the program Blender, then download the ArmA tool box along with the example rigs.
There should be docs with the toolbox as well, so be sure to read that as well
Thanks !
the two rigs provided are relatively easy, once you have a basic understanding of using the frame keys and blender animating. It is really as easy as pulling a puppet's arm or leg around. ๐
@rare peak - continuation from #arma3_model - so it can be done without the rtm thingy i don't get
directly via FBX then
there is a FBX2RTM tool that might be used to export the rig? I havn't tried it yet, but the devs say to export your FBX as an ASCII format.
@naive hemlock in max i use the fbx export, animation. Then i import in OB, import the fbx, export the rtm. I extended kiory's rig with a mesh - i just imported the sample character with "skeleton". The skeleton from import didn't get recognized as skeleton, as it wasn't bone elements but "dummy" boxes. So i just made the individual dummy boxes a child of the corresponding actual bone. That way the mesh transforms according to the rig.
you can also use bone replacement feature in the skin weight modifier to change it to real bones. I used that once for testing a quick weight for a uniform. Should be possible to do with the character mesh as well.
@zenith token what kind of rig layout should I make for a completely new character that would work for ArmA?
rig layout? whats that supposed to be?
@zenith token yeah i tried with an existing rig and via FBX export wasn't working for some reason
what was it that didn't work?
imported anim was deforming the mesh
do you have sacrifical end bones?
and not as intended
at that time i didn't create my own, i used toadie's
but yeah in the meantime i created a new one from scratch using max bones and CAT as well
i wasn't sure if it was my own issue or a more complicated max to o2 approach
when you import in OB, every bone without a child gets ignored - so you have to add an extra bone to every "actual endbone" like fingertips, weapon bones, etc
๐
Or convince someone to write a direct RTM export scripts for 3DS/Maya. The Modo one only took just over 100 lines of script. ๐
Also one of the sample models has a skeleton already bound to a visual LOD mesh, which then just requires fixes to the skeleton.
And if I recall correctly, OB exports weighted selections to FBX fine too, so you can take an MLOD uniform and re-bind a skeleton to it so that it matches the weights Arma will be using.
"took just over 100 lines of script" - if you do 1 animation a month, doing it via OB is not really more time consuming then writing that script
@tired needle - the skeleton needs a redo since i wasn't able to get to import correctly. i mean i prefer the dummy version to the oversized bones it imports as FBX
yes, i was wondering if it needs more manual labour from max to ob, nothing else
I found the OB->RTM process too brittle though. It looks to me like when you import FBX it creates a bunch of keyframes with only vertex position information (discarding the transform information), and then on export it tries to recover the transforms from the vertex displacements.
Are there any exemple config file for static poses / animations ? There are template RTMs in the ArmA 3 Samples, but can't find any docs on how to create one.
For vehicle positions?
No
Static poses, like the one when you salute, a basic standard static pose, for character
Ok, I figured it out: http://image.noelshack.com/fichiers/2016/12/1458598093-20160321230453-1.jpg
Alrighty. Well after so many tries (over like 5 hours) I'm going to start creating the bones again, lol. ๐ด
What type of IK bone it should be? An IKHISolver or IKLimb? (specifically for the tail and hip)
Well the results for both IKs are the same. Do you know of any good, well-explained rig weight tutorials, @naive hemlock ? ๐
Nvm. But i noticed when I do edit envelop, some vertexes are blue, orange and red. (No matter where I click, the 2D oval object is at the tip of the tail)
Incase anyone is interested...
Minor Fix for Alwarren Blender Toolkit, for when rtm animation is not exported in order
https://forums.bistudio.com/topic/145290-arma-toolbox-for-blender-arma-23-exporter-script/?p=2999284
Page 19 of 19 - Arma Toolbox for Blender - Arma 2/3 exporter script - posted in ARMA 3 - COMMUNITY MADE UTILITIES: Yeah, Im sorry I have been neglecting this project for a while. I have a newer version internally that handles proxies differently - the vertex groups I used have a very limited maximum length and might run out of characters, so I rewrote proxy handling completely.
ย
I really have to get the new version out, but since it has some radical changes, I will need to write a ne...
Any docs / tips on prone reloading animation ?
Set up your action maps accordingly. Not sure how A3 set it up, but if they have their prone action maps all using a different parent than the standing action maps, then you're good to go and it can be done.
{
class ManActions
{
myRifleReload[] = {myRifleReloadGesture, Gesture};
};
class actions
{
class MaleBaseActions;
class MaleBaseActionsProne : MaleBaseActions
{
myRifleReload = myRifleReloadAnimState;
};
};
};```
Your classnames my vary and an equivalent to MaleBaseActions(Prone) may not exist at all in A3.
Anyone managed to get a custom skeleton to work in arma as simulation class soldier ?
Have it working as an animal
But Arma apparently does animal movement by randomly selecting an animation i.e walk / idle / run defined in the cfgmoves.
Pretty sure the raptors are soldiers.
Good day everyone. I have a question for someone who knows what he/she is doing: is it possible to replace (!) ArmA3's animations using a mod?
IT07: yes
@regal dawn - did you define a new skeleton for the soldier in question?
you'd also need a new set of anims
currently all soldier models are linked to skeleton.p3d if i am not mistaken
Yeah i gave it a shot, but model doesn't appear to load in.
Had the skeleton / model working when setup as an animal.
Anyway am going try change up the models skeleton to same naming + linking as arma man skeleton.
That way hopefully can re-use existing configs & see if i can get it to load in.
A custom skeleton will require a whole lot of new configuration: A new cfgMoves class in its entirety. If you want layered animations to work, you will also need a new cfgGestures along with a pivots file. It can be done, but it's a lot of work and a lot of learning about what the engine is actually doing and expecting.
@naive hemlock Can you provide me with additional details on how to replace existing animations?
@regal dawn read above where @JulesOf made a post on anim code.
Also, cheers @JulesOf for letting me know of the custom skeleton configuration, as I am currently working on an Alien mod. :)
Its a complex topic. I'd suggest looking at the animal anim configs.
@regal dawn you write a config...
not sure what you are asking though....bear in mind that the anims needs to be "baked" down to the bones
so if you wanna use some 3rd party ones you bought or that are free, it needs some work prior to implementing
simply because of how animation sistem in arma works
Thank you all.
@granite leaf - not as easy as it sounds
animations can be transfered via universal txt tool (script is provided by BI) or by FBX
i had issues with FBX, but others seems to be able to get things across pretty well
you need to define the bones as well, in a separate skeleton.p3d file, (selection)
have a look over the exiting samples for character
ohh, and model.cfg as well
Alright, cool. Thanks @naive hemlock , I'll take a look at the character samples tonight. ๐
Hi guys. I'm making a vehicle where I want a weapon as a proxy, but I want to activate an animation on the weapon. Is this possible?
no
animations do not transfer to proxies
you can animate the proxy as a whole (just like with any other selection set)
What PuFu said, unfortunately; hopefully they change this for Enfusion but in RV4 it's the same as in RV3.
Okey thanks
Anybody without a Project atm? Would give you an Italian lover as payment.
runs away
Is it possible to assign a user action to a keyboard button? Like G is gear up/down and K flaps up/down. I've tried the custom controls but no luck there
Maybe not the right channel, but it is to activate an animation
You can have a script bind a key and then trigger the animation in the script.
g is gear up/down by default btw...
iirc
you dont need scripts or custom useractions for flaps and gear up/down, those are default features of the airplane controlls
just apply the proper animation source to your animation class and it will be "mapped" automatically
I know that. What I ment is, if I want to activate a similar animation that is not default (open a hatch for example), can that be assigned to a button? The list of user actions will be long, and I would like to activate some of them without scrolling the mouse wheel all the time
class OpenCargoDoor
{
displayName="Open ramp";
condition="this doorPhase 'ramp' == 0 and {(call rhsusf_fnc_findPlayer) in this};";
statement="this animateDoor ['ramp', 1];this setVariable ['ramp_handler',1,true]";
shortcut="user12";
@vivid onyx you should be interested in shortcut thing
Thanks a bunch!
today's dev branch changelog 'highlight' (cool)
โขAdded: Weapon switching on the move
*me jizzs
Anyone figure out this error in cfgmoves causing
If AI soldier has no Weapons,
AI won't go from kneeling position -> standing position when using setUnitPos.
No issues when player controlled & if you give AI weapon it works fine.
Check the updegree of your standing position's action maps
@ruby hill Thanks, that solved the issue
๐
is there a mega idiots guide to creating hand animations out there?
dude, really? @still dove
Page 1 of 3 - ArmaRig for Blender - posted in ARMA 2 & OA : Community Made Utilities: Two rigs built in Blender.Aimed at A2/A3.Intended for use with Blenders in-built BVH exporter
and Alwarrens Arma toolbox.Although technically the BVH version will also work with the toolbox.
I just prefer the simpler set up,and use it more frequently.
On the face of it,they dont look very different.But ArmaRig_ATbx wont work very well
with the BVH exporter.Keep that in mind.
They havent been fully put thr...
yes mate really, I have never used blender, I don't even have it on my PC, so yes it's completely Alien to me, I don't believe it's simply picking an animation and making it, surely some knowledge in selecting bones, rotating them, positioning them etc isn't something someone with ZERO experience can just simply jump into and produce an animation or is it really that simple?
have you actually looked over the videos?
blender is free and the download is under 100MBs for a software pakage that does just as much as MAX, MAYA etc which are pushing 2-3gbs installers
so what software do you use then? /edit: so that would be easier for you to pick up animations?
3ds max /maya mostly but I'm a tinkerer, I do it for fun and not for serious stuff, I'm looking at the video now, just got blender 2.77 installed and got the arma toolbox installed
you could do it in max as well
for the hand anims you only need to position the hands
don't bother with the rest of the body, it doesn't matter at all
I'm more familiar with max layout etc
so am i
I'm reasding you can set up blender to wmulate max inputs etc
fucking wife put the light out and cant see my keyboard as she's trying to get the baby to sleep lol
they invented illuminated keyboards some time ago ๐
sounds like a good idea hahahhaa
I'm going to try and follow Alwarrens video demo
I do appreciate your help though, thanks
If push comes to shove, you can just move the leftHand and rightHand bones of the binpose-man in oxygen and make hand-anims that way ๐
yep... i guarantee that you want to do that exactly once and never again though ๐
I used to do handanims in Oxygen all the time in Arma 2/OA
But balls to making non-static anims in O2/OB
lol
What config error might cause this problem
I put the HandAnimation to different gun and it worked all fine
Custom handanim? you need the model.cfg from the character sample (the one that contains OFP2_ManSkeleton) in the same folder as your .rtm file
has anyone ever messed with the GestureFireLRR animation?
if so: how can I animate my bolt to fit the animation speed?
does anyone got animation in from 3ds max to ob via FBX
?
i get fucking insane results with weird deformations? of the mesh.
is it a particular FBX version OB likes more than others?
I was about to, @naive hemlock . But then I realised back with Kiory's tutorial that .3ds is a good format to export animations. Although, I did have some weird results exporting a model from .3ds to OB, so I used .FBX.
FBX, like many (including yourself) has said to me, .FBX can also get rid of the termination bones.
So I guess .3ds is the best format for exporting animations?
.3ds hold keyframe animation indeed for whatever object
since CAT rigs cannot be baked into keyframes (for the mesh), i am really not sure how one would use 3ds file format for that
can you link to that tut, i know what you are talking about but i can't find it anymore
I found the tut here (it seems the links within the PDF are broken, but I have used the A3 examples and other 3ds Max rigs as an example guide): http://www.armaholic.com/page.php?id=23352
chhers, yeah i don't care about the rigs, i care about way to bring animation files via 3ds
yeah ๐
lol yeah i read this before...no use whatsoever for my issue
@naive hemlock I've been getting animation in via FBX, unless you're talking about animated Geometry/Mesh stuff
so what is your process then if you don't mind me asking
besides my FBX import ussually stops at importing 70 frams
I wouldn't mind asking the same as well ๐
@rare peak i have a custom rig for a custom skeleton, which is not yet defined. But it has no resemblence to the A3 one
do you import just the animation via FBX
yeah
nope
custom mesh?!?
in a separate file and save as RTM
Blank OB window, import FBX, check scaling and rotation, export RTM
Are you using the Bindpose man or a skinned regular soldier?
the process seems that it elludes me
@ruby hill - you asking me or rawner?
or toadie?
You. ๐ I assume you are trying to export character anims. If not then disregard.
I'm riding with the train on this discussion ๐
I try to get my anims and my mesh in at the same time, which seems it is a bit of a no no
weights maybe?
From what I gather you are trying to make character .rtm files by exporting an animated 3ds/fbx into OB, and then using the export anims context menu item. Is that correct?
Also, @rare peak . If you export your animations in FBX, then how do you cope with the exclusion of termination bones? :/
create additional terminator bones, with the implication that they're expendable
i've tried that using morphs, using point cache etc, no go
ok
May I ask why FBX2RTM is not used? ๐ฎ
Never had to deal with any terminator-bones in that tool.
i might do that, but i find it one more shit that i need to deal with..
@ruby hill Dunno. never used it.
@ruby hill I guess the devs worked out a way to include them with unique code. But if you are dealing with custom skeletons, then that might be a little of a hassle
yeah, totally @naive hemlock
fbx2rtm lets you define custom skeletons alright.
you can, but it would have to be in UTF-8 format
@granite leaf - weights are non issue
@ruby hill - yes, i try to get a custom rig, the mesh with skin weights and the animation itself in OB from a single get go, which seems is not possible
ok
how have you defined your custom skeleton? There might be a particular issue with the setup, perhaps?
@naive hemlock There is a big flaw in that method regarding animations. If you export anims from a mesh in OB to .rtm, that mesh needs to be "neutrally"-skinned. I.e each segment is skinned to one bone only. The bindpose character in the fbx2rtm folder is set up for this. It looks like this:
If you export your anim from an object with a more detailed weighting, you risk exporting a unique anim that only will work on your specific character model, as the .rtm export will figure out different joint centers and whatnot.
If you remember the "Marian Quandt" model from Arma1 and it's monster hands: What I describe is the cause for her monster-hands.
@granite leaf
modelbox.xml. It's straightforward, really.
yea
it is a little time consuming, but totally worth doing (if you plan to make several animations, like I am with my Xenomorph)
And then just have a .bat file for drag-and-drop ๐
@ruby hill yeah i guess it makes sense. it is indeed a custom skeleton that is suppose to work on a single character format. might worth investigating the fbxtortm then
same here
Let me know if you run into problems. The tool will always error out with the same message "bindpose" empty, even if its not the case.
Also, if you are getting FBX2RTM export errors, remember to export your FBX as ASCII format
Not necessarily.
Bindpose and anim source file need to match. That is all.
So if bindpose and input are binary fbx then it will be fine.
is there a max fbx version that needs to be used
I guess so. But I remember when fully setting up the FBX2RTM exporter for a custom animation with the FBX example character, it threw an Export error. (so a BIS dev told me to export as ASCII format)
Max fbx version... 2010 is deffo safe. I'm not sure what FBXSDK the Arma3 version is currently on. The export.log file will tell you, however.
Third line in the log file will tell you the SDK version number.
FBX version number for this FBX SDK is 7.4.0
Stick to ASCII fbx really. Its what I do, too. But I remember derping around with binary fbx and getting results.
yeah cheers,
Also, do not for the love of anything thats holy to you, freak out about the bindpose. it's the easiest thing there is ๐
Just take your rig, keyframe it at 0 and 10 or anywhere really without ANY posing. Export this as fbx and call it bind-pose.
It's the reference pose that the .rtm will be computing all relative offsets to.
Also found in your everyday .rtm at time -0.5
yeah i know what binpose is, i just need to get my head around this fbx tool which i tried using it once so far and failed misserably
Oh, also. Do you have a camera bone in your rig?
yeah
Having it tied to the pelvis should be fine, as it will get stabilized during the integration of the step values.
Hey guys. I have a question regarding static and moving animations. My Xenomorph is almost fully complete (Need to paint the weights), but I am wondering if there's particular steps/methods to create a walking/running animation? Thanks :)
Also. Did you find any luck with the FBX2RTM tool, @naive hemlock ?
didn't have the time or will to mess with it today
for walking anims, you needs to make it loopable. each time i did this walk anim i only worked on one side, the duplicate on the other side and adjust keys for the side in the middle of the other side 2 keys
so work with a gap in keyframes: say work on frame 1, 5, 9, so you can fit the other side frames in 3, 7 and 11 and so on
Cheers, @naive hemlock . ๐
Yeh, walk cycles will be a lot of work. Take your time and allow yourself to toss away beginning work where you just figure out things.
Also, I'd recommend making the four walk direction anims, and then make FL and FR as well as BL and BR variants from the Forwards and Backwards movement anims. Basically just rotate everything by 45ยฐ, and then rotate the torso back. ๐
Alright cool. Also one more question: I accidently applied a Spline IK solver onto 4 bones and I cannot seem to remove the helper objects. Any ideas how? ๐
In 3dsMax I have no idea, I avoid it whenever possible ๐
haha, okay. ๐
Also. Would using the bone tools to connect one bone to another by automatically creating another bone to join them (e.g. Pelvis to Leg) the right method? ๐
bones don't need to be linked for arma really. it needs only pivots afaik
anyone here knows why in the animation viewer i can preview my cutscene anims ( for a mission) and in the editor i cannot? (tried with switchmove, playmove and playaction just as well)
?
Likely related to the config of the anim. What does your anim inherit from? It may be that the anim terminates early on because certain conditions are not met (wrong weapon selected)
let me get the config pasted one sec
yeah the anim config ref is a bit new for me...
Its rather simple for cutscene anims, but gets super crazy complex when dealing with new movement sets.
yeah well, i inherit from CutSceneAnimationBase, used Acts_A_Mxx_briefing as base
- You can ditch all of cfgMovesBasic, including the inheritance from it for maleSdr.
- why the redefinitions in lines 26 and 27?
class Acts_Missionbrief_Male_duck: CutSceneAnimationBase```
Is perfectly fine.
As for the problem ingame. Is your unit unarmed?
fair enough, this is what i've tried before with the same result
yeah, the anim is for unarmed, so i didn't care about weapon and launcher bones
i just have the unconcius anim on switchmove
Sorry, meant to say: Is the unit ingame you are trying it out on unarmed?
i tried it as well, same thing
i assume it is because it inherits from cutsceneanimationbase which has InterpolateTo[] = {"Unconscious",0.01};
Interesting.
Throw this into the config:
interpolateTo[] = {};
connectTo[] = {};
interpolateWith[] = {};
connectWith[] = {};
to disable any possible inheritance of ways out of your anim.
Ah yep, there we go then. The anim-logic-tree figures out that the anim you are currently in is not the target state, so it interpolates to the target state, which very well might be the Unconcscious anim.
To make it "proper" you will need a new action map. 1 sec
yeah let me try that
{
class Actions
{
class CivilStandActions;
class testActionMap : CivilStandActions // or whatever its called in arma3
{
default = Acts_Missionbrief_Male_duck;
stop = Acts_Missionbrief_Male_duck;
};
};
};```
And then add this to your state's config:
```actions = testActionMap;```
in the
class Acts_missionbrief_male_duck
{
whatever
whatever
action = testActionMap;
};
?
oh also, in your config get rid of the skeleton, gestures and extended references. Those are core-config level items and should stay there.
Correct.
actions
yeah actions ๐ typo ๐
and create a new actions class for the hand as well?
correct? for class acts_missionbrief_male_hand
It would be a solution, but you'd end up with a billion action maps.
Instead, exploit a simple principle the anim machine uses:
ok, which is?
had to rethink my approach. :D
It should be doable by just keeping the *To and the *with arrays empty.
While the actionmap tells the anim machine to go to the "default" man action, the current animation state does not offer a way out, so it's stuck looping your anim. Only Switchmove will be able to break out.
the -with arrays are usually undefined anyway.
cool cheers :P. seems that switchmove works with the previous anyhow, as long as i had removed the interpolateTo from inheritance
Yup. All that was needed was preventing it from finding a way out of your current state. So in a way its currently caught/bugged. Having it rest in a dedicated action map is the "clean" way to do it.
As with the action map you tell it that the go-to target now is the anim itself, instead of for example Unconscious.
cool, thank you for explanations, makes sense
found the cfgMoves ref on biki, but afaik these were for a2 and not 3
is there a list of config entries for anims someplace?
yep
gestures are more common somewhat and i do understand half of that at least
gestures are almost identical in configuration to states. gestures only have another parameter applied to define their "mask" of bones they apply to.
CfgMovesBasic >> "default"
There you will find ALL possible parameters.
Thanks, @naive hemlock :) . Also, do I need to create memory points and align them with the bones for the Skeleton Pivots in Object Builder? Or has OB got a tool that converts the bones into memory points?
pivots file is just memory points at each joint's position in bindpose
So you should be to create this in the tool you created your rig in.
alright, cool. ๐
hey guys! Is it possible to have a custom animation when a weapon is deployed?
yep. in your .sqf it should look like something like this: waitUntil {(currentWeapon player) isEqualTo (primaryWeapon player)}; //code
oO
@sturdy grove
https://community.bistudio.com/wiki/isWeaponDeployed
+Save that :)
https://community.bistudio.com/wiki/All_Arma_Commands_Pages
lol
I did not know that command existed XD
although, it checks if any kind of weapon is deployed. For the above, If nothing is equipped, currentWeapon will return as ""
but mainly mine targets specifics ๐
and?
@zinc wadi I've that thank you, but it's not what i asked