#arma3_animation

1 messages ยท Page 12 of 1

crude arrow
#

I might have just fixed it checking now.
Problem was, my cfgModel class name was the classname of my weapon, but not the name of the actual p3d model

#

Yup. Fixed. Fuck.

desert raven
#

Its the simpliest things. The Sample .cfgs are valid.

crude arrow
#

Except when it comes to inheriting external classes and PBOproject

zenith token
#

pboproject is extra picky...

#

more picky than BI themself...

crude arrow
#

Yeah lol

crude arrow
#

So I'm getting the scary/weird hand animation glitch: http://puu.sh/rSWcf/690bcef64c.jpg
Now, I believe this is a model.cfg issue as well, correct (someone)? And to remedy this I basically just need to define all the "man" bones. But my question is do you define them in a seperate model.cfg such as in my /anims/ folder or would you do the bone definitions in the same model.cfg as the trigger pull, muzzleFlash, etc?

zenith token
#

the handanimation must be in the same folder as the model.cfg with the OFP2_skeleton class

#

you can of course also make a seperate animation folder with a new model.cfg that contains just the class cfgSkeleton with the OFP2_skeleton in it

crude arrow
#

Oh okay thanks, I'll give that a shot

#

Does anything need to go in CfgModels? Something changed and it looks better, but there is a lot of arm stretching going on

#

Will post configs in a sec

drowsy nymph
#

looks more like the hand bones are in the wrong place relative to the weapon bone

crude arrow
#

Ignore the other proxies except the highlighted weapons, moved them to see better

#

Should the weapn proxy be there on the side or in the hands?

#

Should be noted that I used ArmaRig and Blender A3 Toolbox to position and export. Don't know if that will affect anything.

zenith token
#

you place hands in relation to weapon proxy. everything else in rtm gets ignored

#

so its no wonder your arms are miles off

#

you cant reposition the weapon with handanim. thats only possible via weapon.p3d

crude arrow
#

Well the weird part is that when I exported the weapon bone was positioned right at least in blender. Re-exported now and it seems that the weapon bone/proxy moved with it this time. Hopefully its fixed now, checking

#

Yup there we go

#

Thanks @zenith token (again) and @drowsy nymph

desert raven
#

@crude arrow cool gun! Grats for getting it in game!

crude arrow
#

@desert raven Thanks, just a super simple test model right now. :p

desert raven
#

I've got a feeling that I've seen that gun somewhere.. ;D;D;D

crude arrow
#

Yeah I bet ๐Ÿ˜ƒ

crude arrow
#

No annoying questions this time. Sorry I know you were hoping to put up with my noob-ish simple problems.
Instead I bring something ridiculous and un-usable: http://puu.sh/rTAhc/8c26ae9bd3.jpg

dawn forge
#

Haha nice, do they fire? Lol

crude arrow
#

Yes actually lol
I just don't know how to make 2 muzzleFlashes appear. It seems like it only wants to use one at a time for any weapon

sleek island
#

I was wondering , how i could make a iron sight zero flip only once and in one specific range

#

but i dont know how

dawn forge
#

Dumb question, but are both in the zaslesh selection in OB @crude arrow ? Maybe that would work lol

#

Not sure though ๐Ÿ˜›

zenith token
#

@sleek island with 2 animations and "tight" min/max range (so that it only ever flips up for one specific source value)

#

first animation flips it up, second animation counters the flip up

sleek island
#

@zenith token that could work but how tight range it have must been so it will work?

zenith token
#

depends on how many zeroing values you have

sleek island
#

for example - got a sight with 2 aperute sights - 1 would be for 100-300 and 2nd for 400-600

#

and i want that switch only for 2nd

zenith token
#

then you dont even need 2 animations, just one

crude arrow
#

@dawn forge Yeah they are. But I want to use the same MF for both guns so the proxys and proxyIDs are the same and I think it doesn't want to use them if they arent in the same proxy ID

sleek island
#

well if i use regular zeroing then it will flip multiple times which i dont want

zenith token
#

if you use loop perhaps... if you use clamp (and proper min/max and angle0/angle1 values) it shouldnt

sleek island
#

only way i can see it working is to counter animate it

sleek island
#

i think , i got it - this way it might work just right

drowsy nymph
#

I'd have thought it'd be fine if you set minvalue=0.5; and maxvalue=1;

sleek island
#

since my default zero is 200

#

and switch is only for the 300 - rest

#

and i thinking only giving it minvalue=0 and maxvalue=1

#

so it switching only once

drowsy nymph
#

nah, minvalue is where you want it to start performing the anim

#

you have 6 zeroing settings, and you want it to switch position at 300m

sleek island
#

oh so min 1 and max 2?

drowsy nymph
#

no, the zeroing source uses vales 0-1

#

so each step represents 1/number of zeroing values

#

so each step would be 1/6

#

but you want the switch to occur after the 3rd of the 6 values

#

so any value greater than 3/6 = 1/2

#

so use minvalue 0.51 or something

sleek island
#

i gonna try it anyway heh

#

and see whats arma gets

#

hmm that didnt work heh , now i will try 0.51

#

btw i got ranges from 100-800

#

default is 200

#

didnt work out ๐Ÿ˜ฆ

#

also tried 0.91 and that flips at the 800

zenith token
#

use diag.exe for viewing animation source etc

sleek island
#

never used that heh and i did with my trial and error which arma loves

dense parrot
#

You experts should have a look, I'm working on getting the animations in sync, if anyone thinks they can help please let me know. And thanks guys!

#

model config if anyone thinks they can help

blissful forge
#

what about using only one translation animation for a segment and instead just rotate the translation axis by the rotation animation (separete axes for every segment)?

dense parrot
#

Did you look at the config?

#

I have a separate axis for every segment

#

And a translation for going vertical and an axis for going horizontal.

#

Maybe I'm just not understanding what you mean.

#

You mean separate translation axis for each segment?

zenith token
#

i already told you its not doable with justifiable efford...

desert raven
#

But he wants to make it == justifies the effort. ๐Ÿ˜„ It is just matter of tweaking the animation speeds and timings and adding some movement more movement tweak animations if needed.

dense parrot
#

@desert raven I think im at the point to where all i need is to tweak my speeds

desert raven
#

Excellent

crude arrow
#

I made something lol

#

It looks terrible model/texture wise but I'm happy with it. Uploading vid now

desert raven
#

it has to have same selection names

#

CAW-CAW-CAW

#

anything on any lod you want to animate have to have same selection names

crude arrow
#

Gee what do you know it worked lol

dense parrot
#

@desert raven since it works perfectly when I close. When I get home I'm gonna try adding another animation source for opening and just reverse the closing animation. I hope that makes sense.

dense parrot
#

@desert raven Nevermind haha, I was thinking of something else, sorry. It's been a long day. haha

dense parrot
#

For some reason I had myself convinced that it worked right in reverse. haha

crude arrow
#

Can someone help me understand user actionMenu animations? I'm reading the community wiki but its confusing me a bit. So what exactly needs to be defined in the config and model.cfg to just open a ramp/door via the actionmenu ingame?

#

And do you HAVE to have a script to run with that if you are editing your own custom asset instead of a vanilla?

crisp berry
#

class UserActions

#

check All In One config for samples

crude arrow
#

Oh duh UserActions thank you lol

sturdy flame
#

@crude arrow hey mate! ๐Ÿ˜ƒ if u need any help with anims cfg, u free to ask me ๐Ÿ˜‰

crude arrow
#

@sturdy flame thanks, will do ๐Ÿ˜ƒ

rocky frost
#

Any animation makers interested in work with a nonprofit group, or even if you could just provide some of us with the knowledge of custom animation creation? We have everything else covered, made our own attempts at creating custom animations for some of our vehicles and let's just say magic happened.

sturdy flame
#

@rocky frost what kind on things u propose? ๐Ÿ˜‰

#

@all who know how to fix camera reset in full body anim? on anim start and finish camera twitching/jumping, how to fix it?

plush mauve
#

Anyone able to help me?

desert raven
#

that depends on your problem

plush mauve
#

i watched a yt tutorial and it showed how he made the animation in blednder but i didnt get the rest

#

so what do i do after

#

?

desert raven
#

which tutorial?

#

an what are you trying to do?

#

and is this your first time using blender?

#

and making animations

old pier
desert raven
#

Suggestion. Elaborate your broblem more clearly and someone might be able to answer you. What are you trying to animate, what have you tried and so on. Im off to bed, but if you can be more specific someone may be able to help you.

old pier
#

Okay sorry I'm currently at school I'll send some code and pictures this evening

sick crest
#

can anyone provide me with a example or video on getting a character animation into arma, I made a animation in blender but yet to figure out how to get it in ๐Ÿ˜‰ Message me if you can help thanks

naive hemlock
#
Bohemia Interactive Forums

Page 1 of 4 - ArmaRig for Blender - posted in ARMA 2 & OA : Community Made Utilities: A constrained Ik rig built in Blender.Aimed at A2/A3. Intended for use with Alwarrens Arma toolbox. Static and hand anims can be exported direct to PBO. Dynamic animations like walk/run cycles can be also be exported directly with some extra work. Im not an expert on the internal workings of Blender.Nor would I consider myself a grade A rigger/animator.So bear that in mind if you find mistakes or bu...

sick crest
#

@naive hemlock Thanks man ๐Ÿ˜ƒ

drowsy nymph
#

cfgmodels classname should be the .p3d name

#

i.e. toilet.p3d should have class toilet : default in model.cfg, not class RLM_Toilet

#

unless you rename the model as RLM_Toilet.p3d

old pier
#

okay now im getting this

#

fixed that but animations still arent working in bd

drowsy nymph
#

just drop sectionsInherit=""; in the header of your cfgmodels class

old pier
#

new model cfg

drowsy nymph
#

According to your config you should have source = Lid; in model.cfg

old pier
#

i thought the two sources in cfg and config are the same??

#

okay wel ldid that and still not workinbg

drowsy nymph
#

you're defining a custom source name

old pier
#

still not showing animation

drowsy nymph
#

nothing comes up when you press return or backspace in buldozer to cycle the animation sources?

old pier
#

nope

drowsy nymph
#

then nothing happens when you press [ or ]?

old pier
#

nope

drowsy nymph
#

model.cfg is saved in the same folder next to the .p3d file? Not some other directory?

old pier
#

correct

drowsy nymph
#

restarted buldozer?

old pier
#

yup

drowsy nymph
#

out of ideas then unless your P:\ drive isn't set up right

#

but it's late here so I might not be noticing something in the model.cfg

old pier
#

same p drive i use for terrains and works fine

#

ive been comparing it to a gate model i recieved that works fine and i dont see any differences

#

@desert raven any ideas?

desert raven
#

class name in model.cfg same name as the .p3d?

old pier
#

yes

desert raven
#

object builder buldozer settings dont have ignore model.cfg on?

#

"disable model config"

#

also double check the class name

old pier
#

wheres that setting at

desert raven
#

view - viewers . buldozer - around the middle of the list

old pier
#

thats unchgecked

#

opened cfg in ob editer and says this

#

cfg

desert raven
#

class Default{};

#

put the default like that in the class cfgmodels

old pier
#

same error

#

i lied it was the rotation one fixed it

#

now this

desert raven
#

i've never used the OB cfg editor ๐Ÿ˜„

old pier
#

its weird because another cfg is like the one i had but no errors

desert raven
#

buldozer usually throws errors if there is some

old pier
#

animations still not working

desert raven
#

remove the class rotation

#

you dont use it and dont need it

#

also give them minphase /maxphse

old pier
#

still going off about this animationtypes class definition

desert raven
#

weird

#

I got a moment to spare if you want to pack it up and send it to me

old pier
#

pm'ed you

desert raven
#

Quite mysterious

old pier
#

๐Ÿ˜„ im prone to finding every error possible

desert raven
#

ah

#

model cfg class skeleton

#

you got skeleteon

dense parrot
#

@old pier do yo mind sending me your model?

desert raven
#

skeleteonBones[] =
{
"Lid","",
"Handle",""
};

#

fix that and it works

old pier
#

wooow classic me typing to fast but if you noticed the faces of the lid are see through if looked at right any thoughts on that?

dense parrot
#

view geo

desert raven
#

the faces are turned around

#

select the lid and hit w

#

also the memory point axis should be 2 verticles

old pier
#

ive heard one or two

dense parrot
#

I've had the same problem if i forgot to define components in the view geo but, filpped normals will do the same.

desert raven
#

so they form a vector axis

#

if you use type="rotate" that is

#

rotateX/Y/Z always rotate on given axis

old pier
#

and if i wanted the flush animation to go down the back up would i just make an angle2?

desert raven
#

you can use the same angle if the direction and rotation position is the same

#

do you mean that the handle turns down and then back up again?

old pier
#

yeah

desert raven
#

you need only 1 animation for that

#

when you animate it you give it phase 1

#

which makes it go down

#

and then you animate it back to phase 0

#

presuming the model cfg animation is set up to do so

old pier
#

would this work?

desert raven
#

mm yeah i suppose. put ; before the sleep tho

old pier
#

and remove the one after sleep?

desert raven
#

no you need one after every command

old pier
#

okay so i know im asking alot but now i want to get into the part where whe n user selects sit down the lid raises and they go into an animation i made the nwhen they get up the handle flushes now i know the addactions wont take part in that but iwanted to get a feel for it

#

so do you know of any tuts for that or want to teach me

desert raven
#

would suggest you write the sequence in .sqf script and run that with the user action.

Its pretty simple if you write down what you want to happen and find appropriate script commands from Arma wiki

#

and put them in right order

old pier
#

alright but how would i make the sit in seat thing?

desert raven
#

you can test every command quite easiy in the in game script console

#

you can make the toilet a "static turret" and give it a passenger seat

#

and even make it so that the lid opening and all that happens with the get in action

#

or you can keep it as simple static object like it is now and force the player using the useraction into sitting animation and attach him to the seat

old pier
#

alright ill just look into the scripting commands

sly violet
#

so, I have been messing around with the animations in order to eliminate the massive jerk you get when in crouched gun up speed you move from left to right. The thing responsible is the switching to normal kneel animation. I messed around with the left and right animation and removed interpolation into standing animation (ie. if you move left or right the animations cannot directly switch into stopped kneeling) this helped massively, but introduced new issues. Now player goes prone when switching walk side while rotating. Is there any way to tell the game to move directly from walking left to walking right animation?

ruby hill
#

Adjust cost values in your connect* and interpolate* arrays.

old pier
#

@desert raven can you help me out with getting the player to go into the animation by an add action?

tired needle
#

Hmm, FFV toilet seat. Sounds like a job for deanosbeano.

old pier
#

@tired needle you know anything about it?

#

i've tryed all kinds of ways and cant get it to work for the life of me

tired needle
#

Ask in scripting, it isn't really an animation_makers thing.

old pier
#

asked earlier no response but its kind of a both topic since you have to make the animation useable

desert raven
#

@old pier did you find a way yet? what approach are you trying?

dawn forge
#

Question, can you make any sitting animation into a FFV animation (via cfg) or do you have to do something special to it

desert raven
#

The A3 samples have FFV sample which has bunch of animations for different states like weapon up, binoculars, dying etc etc. They are all made in sitting position so I think you would need all these animations made in the sitting pose you want.

dawn forge
#

Ah okay, thanks! Ill take a look or use a default anim. Thx @desert raven ๐Ÿ˜ƒ

old pier
#

@desert raven I'll be on in a minute show you what I have but no I did not get it to work

#

@desert raven

desert raven
#

Yo, got back. Mm @old pier have you tried if the animation works ingame by using the playmove command on the player or some npc?

old pier
#

thats what the use script does i used that same thing but with the arma 3 sit and it worked

desert raven
#

so the animation works, was just makin g sure of that

old pier
#

my custom one doesn't

desert raven
#

ah so that is part of the problem then.

#

"[this] execVM ""\LoDR_Opfor_E_Vehicles\LoDR_Opfor_Gunship_01\scripts\GunshipGearUp.sqf"""; also your user action statement might have wrong formatting. This is how I run mine.

old pier
#

yeah ive see ndifferent ways but it still works i just dont understand why my animation wont run when in the same setup an arma one will

desert raven
#

so everything else works but the animation

#

then the animation is configured wrong. ๐Ÿ˜„

old pier
#

yeah i know ๐Ÿ˜„ i just cant figure it out i tryed it on my one then i found a post and tryed that but no luck

desert raven
#

does the .rtm have 3 frames? -0.5 with the deafult pose and 0 and 1 with the static sitting pose?

old pier
#

exported as 0,1

desert raven
#

.rtm needs the -0.5 reference frame that is in the default pose

#

check the A3 samples

#

there are couple of .rtms there

#

though they have more frames, they all have the -0.5 frame

#

that could be the problem if everything else works when using vanilla animation

old pier
#

so have 0 and 1 the animation and 0.5 the normal standing?

desert raven
#

-0.5

old pier
#

so just import it into the arma character the nexport that rtm to get the -0.5? since it defaultly puts that on there

#

the file is almost triple the size while exporting from ob instead of blender

desert raven
#

mmm I want to say yes.

old pier
#

that didnt wokr

desert raven
#

Alright

old pier
#

checking rpt

desert raven
#

also the .rtm needs its own folder and it needs a model.cfg with man skeleton defined in it.

old pier
#

could that explain this?

desert raven
#

perhaps

old pier
#

yikes still not working but fixed errors

desert raven
#

are you packing with addon builder?

#

you are missing all ; at the closing }of cfgmoves

old pier
#

honestly kms

#

how did addon builder not catch that?

desert raven
#

it does not give errors on much anything

#

other than that there seems to be no other. PboProject ran it through now.

old pier
#

okay well when executing animation it does butttt im still standing and can only turn cant stance or move

desert raven
#

wheres the toilet in the editor?

#

bah spawned it with createvehicle

#

anyhow yeah no apparent errors

#

but the animation does not work

#

did you update the path?

#

yes you did I ๐Ÿ˜„

#

mm have you copied your animation class from the sitting animation?

#

btw.. Is it just me or is the toilet really small ๐Ÿ˜„

tired needle
#

That's not part of the RTM.

#

(The -0.5 T-pose)

#

It's something O2 does as a hack.

old pier
#

so do iether one of you see an issue? the rtm works fine when i import it into the charcter example and looks how it should so its really bothering me

#

@desert raven @tired needle

rocky frost
#

When you do animations such as melee, for example an axe swinging, do you have to do an idle and swing animation? Also any tips for syncing the animations?

dawn forge
#

I think you need an idle yes for running etc

#

As well as standing

#

Unless it just comes out of nowhere for like chopping a tree etx

old pier
#

@desert raven so that animation wasent working so i tried it with an arma 3 one and its still not working

dense parrot
#

Is it possible to create an armature from a skeletonpivots.p3d if it's unbined?

desert raven
#

@old pier there is probably something wrong with the command syntax you're running, you can use the ingame console to try out what commands to use.
@dense parrot I would guess so since those points should represent the bone joints of the skeleton it is made from.

dense parrot
#

@desert raven I have the standalone skeleton pivots but, there are a lot of pivot points that I just don't understand. I'm working off of the OFP2Skeleton defined in the modle.cfg but, it's still hard to understand. I'd like to get the armature made so I can weight my clothing with it.

desert raven
#

mm what skeleton is it?

dense parrot
#

The survivor skeleton.

desert raven
#

ah dayz was it. Well compare it to the Arma3 skeleton and see if that helps

#

It is possible though that there are bones that are not in the pivots.

dense parrot
#

That helped a little bit but, there are still a few bones that I don't know what their orientation should be.

desert raven
#

like what?

dense parrot
#

There are a lot of "prop" bones.

#

For instance, "prophandl" and "prophandr"

#

Those are placed just below the left and right hand. And I would assume that the would face forward in relation to the hand.

desert raven
#

Perhaps. If they are not around in any files, then it is not easy to determine their position. You could try attaching something to them in game, or drawing some sort of points on them in game.

#

but for the default pose I don't think there is easy way to find them.

dense parrot
#

I think the ones below the hands are for connecting the items you pick up. I also think I may just make an object to test. I'll add a sphere to each of the pivot points and import in game as a clothing item and then run around and do various actions to see what each one does. Also with the pivot point you can't tell the size of the bones. It's kind of a guess for the bones that are floating.

tired needle
#

The rotation of a bone around the primary axis shouldn't matter.

#

The transformations that get written into .rtm's are all relative.

dense parrot
#

@tired needle as of yet there isn't a way to extract armatures from rtm's is there?

ruby hill
#

You can do it using the bind-pose character and the information from model.cfg about the skeleton hierarchy.

tired needle
#

Bind pose character?

#

You can get the details you need to make a rig from any .p3d of the character in combination with the pivots .p3d

#

If you want it for humans though you can use the .fbx in samples.

#

For animals you need tools that aren't public.

#

You could deduce it from .rtm's as well if you really paid attention in linear algebra. ๐Ÿ˜‰

ruby hill
#

Ah, yeh. the samples dont come with a binpose character. But you can always use ManSkeleton_Pivots.p3d as said.

tired needle
#

What's the binpose character?

ruby hill
#

Its a uniformly weighted character that allows to export .rtm directly from O2 that works with all characters, as it does not have specific weighting that skew the .rtm export

#

the pivots file will behave exactly the same, its just not as nice.

tired needle
#

Ah.

old pier
#

okay so i have my animation in game and thru the animation viewer it works.... but while executing thru script it doesnt work......

#

here are the source files

old pier
#

@granite leaf @desert raven

granite leaf
#

Did you try player switchMove "animation"?

old pier
#

my bad thought that was in the code but yes ive tested from debug consle

granite leaf
#

Weird. Have you tried other commands like playMove, playMoveNow?

old pier
#

yup with the switchmove i got the animation to work for a split second one time

granite leaf
#

Wait. So it did something then returned back to the default animation? If so, you might have inputted the animation wrong.

#

Did you use the animation classname?

old pier
#

correct but like once out of 300 tries

granite leaf
#

Oh

#

I'll look at your source to see if there's anything wrong ๐Ÿค”

old pier
#

aight thanks i went thru some arma file and got some more variables like static and stuff didnt change a thing

granite leaf
#

Ok

old pier
#

oh and might i add even if i use an arma rtm it still doesnt work

old pier
#

@granite leaf anything you found?

granite leaf
#

Just got onto my laptop. Was trying to download it via mobile but it didn't work. >.<

#

I'm looking at it now.

#

hmm

#

So it works in the Animation Viewer, yes? Like it plays 'n stuff?

#

@old pier

old pier
#

yeah

granite leaf
#

ok

#

I just looked at the animation in the animation viewer. It works (ish). But the animation shows a static character with stretched arms

#

so it could be your .rtm

old pier
#

yeah the gun proxy didnt get moved but if the animation "can" be viewed in the engine why cant i enable thru a script,..,.

granite leaf
#

Dunno, man. I'm good with configs, scripting, and exporting animations from Blender. But my gut tells me there is something wrong with the .rtm

#

the config looks fine, imo.

old pier
#

exactly but an arma 3 rtm doesnt even work

old pier
#

@granite leaf literally just took arma 3 animation worked in animation viewer won't work from script

old pier
#

maybe you could replace your animation with mine and see if your setup still owrks but mine instead of yours

ruby hill
#

its config related.

#

actions =

#

The animation logic returns the character to the most appropriate state, which will be for unarmed the unarmed-stand animation, for rifle the rifle-stand anim, and so on.

#

For your anim there are two ways to do it:

If it is a quick anim that should return to something else, simply have it connect to the following anim. Using conntectTo or connectWith (both directions then) ensures the anim finished before the next starts. Interpolate-links will skip out of your anim directly to the following.

Another is to set up a dedicated action map and have your anim as the default= in that actionmap. This insures the character remains there until an action is triggered to leave this actionmap and enter a new one. It's like FSM with a bit more chaos to see through.

#

Important: The actionmap (stuff linked via actions = "" ) requires a valid upDegree. updegrees are engine specific values that define these "types" or "groups" of actions and are relevant for AI and player. There's only about 20 or so of them. dedicated ones for "Standing with rifle", Kneeling with Rifle, Standing unarmed, diving, freefalling, etc.

#

You cannot add new updegrees, as they are deeply linked in the engine a real bitch to add if you need new ones.

#

In your case it's FFV, so all this might not be relevant, as you're essentially dealing with crew animations of a vehicle, which do not use this animation logic.

#

Ah, now actually looked at the config.

Set up your actionmap (ffv_01_actions) correctly by giving it a proper classname first, and then replace all the params in there to link to your toilet anim.

Not sure why you need FFV on a toilet though. ๐Ÿ˜‰

#

Also no need to define skeletonName and gestures again in cfgMovesMaleSdr

#

The stretched arms will come because of IK linking hands to the weapon bone. You'd want that disabled, too.

#

Just set weaponIK = -1 in the config.

#

Its most definitely not .rtm related. ๐Ÿ˜ƒ

#

To clear up some other unknown areas:

"switchMove" will force the character into the animation state specified. Once done, the animation logic/engine will take over and take action to move the character to the stance/weapon-specific (read: what the upDegree tells it) animstate

"switchAction" does the same as above, but instead of using a direct animation state, it find the animation state specified in the units current action map. (more versatile command, assuming your configs are correctly set up)

"playMove" will tell the animation engine/logic to find a path through animation links to reach the specified animation state. I.e if you playMove a prone anim, the character will first play a stand-to-prone anim, and then play the prone anim. Once there, it takes over as it does after switchMove is done.

"playAction" same as above, but again with a state read from the current actionmap

old pier
#

@Mondkalb#6985 so whatsd the actual issue? ๐Ÿ˜„

#

@Mondkalb#6985

dense parrot
#

My timing is off, if anyone would like to help id appreciate it because i have a lot of things on my plate right now.

tired needle
#

Zelik: Can you use an RTM on it?

dense parrot
#

@tired needle i dont know much about that.

#

I use blender and i know the plugin has rtm export options but, config wise i dont know how to set it up. I was told id need a cfgmoves.

tired needle
#

Yeah, M1lkm8m was playing with it on buildings in A3, but was getting crashes.

#

I thought the path to getting models in SA was different to Arma now? How do you specify animated parts and solid body animations?

dense parrot
#

@tired needle im modding .60

#

Not sure if .61 is different

#

Everything is the same.

tired needle
#

Ah, right.

dense parrot
#

Use model.cfg for aniamtions and rtms for soldiers and such.

tired needle
#

You probably need 5 different stages for each door piece, two of which need rotation and translation simultaneously.

dense parrot
#

Did you look at my cfg file?

#

Not sure how it works in arma 3 but for instance in standalone when moving something along a translation axis it will move that piece the distance of the axis. Not sure if that is written where you can understand it.

tired needle
#

Yeah, if you want it to look flawless though you'll have trouble just tweaking numbers. One way to do it might be to rig it in Blender and then read off the transform values from Blender.

dense parrot
#

If point a is at the bottom and point b is 3 feet above it then the piece will move 3 feet up for each value. So if max is 5 it will move up 15 feet.

#

Is it like that in arma 3 as well?

#

So make an armature in blender and make an animation and read the translation values for each piece for each keyframe?

#

That would work?

tired needle
#

Yeah, if you constructed it with three bones and then only had two keyframes per bone you should be able to match it.

dense parrot
#

So only do it with a single piece of the door?

tired needle
#

To start with.

#

Then you should be able to copy those keyframes, time shift them and then trim/extend the linear bits.

dense parrot
#

Haha out of my expertise.

tired needle
#

If you figure it out then you'll be half way to doing character animations too. ๐Ÿ˜‰

dense parrot
#

@tired needle could i use a manpivots to skin a piece of clothing for instane?

#

Instance*

tired needle
#

I'm not sure what manpivots are?

#

Oh, the .p3d?

dense parrot
#

Yea

tired needle
#

Yeah, although it's easier just to steal someone elses blender rig.

#

Oh, it's SA.

dense parrot
#

Nvm, it would be a single vertex.

#

Wouldnt work

tired needle
#

That's all you need though.

dense parrot
#

But the vertex is the pivot point.

tired needle
#

The bone is defined as being from those single vertices to the parent bones.

dense parrot
#

A---------B

#

A is pivot point for ------ and B is pivot point for the next bone.

#

I was told that i could use manpivots to make an armatue and the translation/ orientation of the bones wouldnt matter except for the frames in the rtm

#

But i know you have to have a -1 keyframe that contains the jesus pose. So it would probably mess up it that pose was wrong, wouldn't it?

#

It may not be -1 but, its something along those lines.

tired needle
#

The rotation of the bones around their axis is the only unknown; you can pick any, but there's conventions that make it easier to animate/IK.

#

No, you don't need to have a -1 keyframe, that's just a hack so that O2 can store the undeformed bones.

dense parrot
#

Oh okay

tired needle
#

Normally animation packages have a special area that stores the initial position of the bones.

dense parrot
#

Anyway. I dont know where the pelvis bone should be.

#

I just know where it pivots.

tired needle
#

It doesn't have an offset in the pivot file?

dense parrot
#

So i dont know where to position it.

#

Do you want a copy of it?

tired needle
#

Sure

dense parrot
#

Okay cool.

#

Im on my phone right now but, i can get it to you later on.

tired needle
#

RTM's only contain relative transforms from the bone rest position to the display position.

dense parrot
#

Ive never worked with rtm or animations that much.

tired needle
#

Which is why it doesn't care about the rotation of bones down their length.

dense parrot
#

There is actually a bone called rotationarm or something like that.

#

Youll have to just look at the pivots.

#

Maybe we can get a working rig for standalone.

#

Its pretty close to the arma 3 pivots but with a couple handfulls of extra bones. Mostly in the face if i remeber correctly

tired needle
#

There's fake bones in arms to handle the way you can roll your arm (e.g. turn your palm facing up and then down). Usually they're named left and right though.

dense parrot
#

@tired needle i can tell you that i made a clothing item with a sphere at each pivot point and there was one sphere that stretched the length of the body.

tired needle
#

All 100% vertex weights?

dense parrot
#

Thats what the bone was called armrollr or rollarmr, yeah roll, something like that.

tired needle
#

Yeah, there's one between your shoulder and elbow and one between your elbow and hand normally.

dense parrot
#

I made the spheres have the same vertex groups as the pivots and gave it the skeleton for the standalone character.

tired needle
#

It's weird that a sphere got bigger then, you can't even encode scaling into .RTM's.

dense parrot
#

I thought that was odd

#

You can open rtms in OB right?

tired needle
#

Yes, but OB doesn't know about bones or pivots.

dense parrot
#

So no way to export an armature?

tired needle
#

It doesn't know anything about it; when you export an RTM it compares vertex positions between the negative time keyframe and the exported keyframe.

dense parrot
#

What about making them the same? Then it would export a T-pose correct?

tired needle
#

It should do, yeah.

dense parrot
#

I wonder how i could read that info?

tired needle
#

The pivot points are somewhat arbitrary, but the characters are designed to look normal with particular pivot points.

dense parrot
#

I wish i knew how to write blender addons.

tired needle
#

Oh, and if you export the T-pose you won't get any information; all the matrices will just be identity matrices.

#

The existing blender ones don't let you import?

dense parrot
#

Im sure it wouldnt be too hard to write an addon that could make an armature using the model.cfg and the pivots.

#

No, no import just export.

tired needle
#

Ah, how do you feel about modo then? ๐Ÿ˜‰ ๐Ÿ˜‰

dense parrot
#

Modo?

tired needle
dense parrot
#

Is there addons for arma rtms or something?

tired needle
#

Yeah, I have a couple of scripts that import and export.

dense parrot
#

It doesnt build the armature does it?

tired needle
#

I was doing that until I got distracted by making it load binarized .rtm's too...

dense parrot
#

Damn.

tired needle
#

But it's pretty simple to build them from imported pivots.

dense parrot
#

Did you get that worming?

#

Working* the binned rtms?

tired needle
#

Yeap, just porting the import itself from Python to C++ now, all my binarized readers are in C++.

#

You should be able to export the pivots as FBX too though.

dense parrot
#

Ive tried to make the armature maually and i still cant wrap my head around it. I may be thinking about it too much.

tired needle
#

OB can read FBX animations as well, but then it forgets the skeleton and tries to reconstruct the animation from vertex positions which is a bit error prone.

#

Might be worth doing a tutorial for rigging a biped from scratch, then you'll pick up on the conventions too.

dense parrot
#

Ive done that before messing with jmonkey

tired needle
#

Or if it's similar enough to A3 you could try tweaking an existing A3 rig.

dense parrot
#

It has a lot more bones.

tired needle
#

In the head doesn't matter, for most animations you delete the neck up.

dense parrot
#

Humm

#

You planning on the armature feature soon?

#

Also how does arma blend animations?

tired needle
#

Spatially? Or in time?

dense parrot
#

For instance the running animation and the reload animatiom.

tired needle
#

In the config's there's weights for entire bones for a number of situations.

dense parrot
#

Is that the moves config?

tired needle
#

Reloading is a gesture, which sits on top of moves/actions.

#

I haven't looked into that side of things too deeply though.

dense parrot
#

If you go to my youtube and look at the military case.

#

How hard would it be to make an alternate carry animation for it?

tired needle
#

Oh, and I'll get to the armature stuff sooner or later, it's a pretty high priority to get custom goat animations. ๐Ÿ˜‰

dense parrot
#

In the config for it, it has a handsanim="";

#

And right now its set to the rifle animation.

#

So you carry it like you do the mosin and such.

#

I am eventually gonna make an animation to carry it above your head.

#

Appearently during the hand animation it negates the geo lod and allows clipping.

tired needle
#

I haven't looked at those either but the weapons guys will be experts, it's usually required for each rifle.

dense parrot
#

In Standalone i believe its the same for each rifle.

#

A hand animation would involve an armature with just the upper bones wouldnt you think?

tired needle
#

I think you can specify it for each gesture, there's a mask that specifies a list of involved bones and the weights.

dense parrot
#

@tired needle do you use blender?

tired needle
#

Nup.

dense parrot
#

You do have a way to import p3ds though?

#

You said that already i believe.

dense parrot
#

Do proxy origins matter? For instance in Standalone all the body parts are proxies. And all of the proxies when imported to blender are located below center. But when you load the clothing items they are all in location above center. For instance the head proxy is just below center and say the character is 6 feet tall, that places the model for the hat 6 feet above center. My question is, for the body parts does it not read the parts origin and instead reads its vertex groups and makes it a child of the skeleton?

#

@tired needle

tired needle
#

Characters usually have the origin at the pelvis and the RTM translates that upwards.

#

And clothing is merged into the character with the same coordinate system; it doesn't use proxies.

dense parrot
#

In SA everything is a proxy.

tired needle
#

So for instance if you're making a hat, you make it float ~1meter above the origin and skin/binarize it with the same skeleton as the character.

#

How does that work with weights?

dense parrot
#

Everything is weighted.

tired needle
#

Yeah but for vertices that are weighted to two bones; do they appear in both proxies?

dense parrot
#

The main character is a p3d with proxy triangles in one for each body part.

tired needle
#

Like an entire leg will be a proxy?

dense parrot
#

I think the legs are one proxy

#

And the arms are one

#

The head as well

#

And the feet

tired needle
#

Sounds weird.

dense parrot
#

Cant remember exactly

tired needle
#

At some point that has to come back to a flat skeleton unless they've replaced RTM.

dense parrot
#

Idk

#

Its weird

tired needle
#

A2/A3 can only have a proxy weighted to one bone too, unless you want a binarize mystery crash.

dense parrot
#

Also the manpivots is like 3 feet forward or backward from where it should be.

#

It seems like a huge mess to me and its hard to understand.

#

It also "unloads" proxies.

#

For instance the body uses the "underwear" p3d.

#

And when you wear a shirt it unloads a selection or something.

#

When i made the pivots into spheres i took a hoody class and overwrote it to use my model.

#

And when i put it on the chest and arms were not visible.

tired needle
#

I'd have a dig through the configs, there might be useful references in there.

dense parrot
#

There is also a p3d called something like "above ()" or something.

#

I believe it loads body parts above certain proxies.

#

For instance each clothing model has written in the config model="path/to/ground/model.p3d";

#

And then has a subclass, i guess thats what its called.

#

For the clothing that is worn and within it there is

#

Female = "path/to/female/model.p3d";

#

And

#

male = "path/to/male/model.p3d";

#

The p3d for above i believe loads certain things above others.

#

For instance the clothing model for the gloves actually includes the arms. And i believe that the above p3d loads the arms above the gloves that are worn.

#

For proper weight transfering i think i may need to load the p3d that has all the proxies and then load all the parts and allign them. But im still not sure if i need to have everything above center or below where the body parts are. What do you think?

#

And i dont know if i need to use the above p3d either.

#

@tired needle

#

Also sorry for rambling, its getting late and im trying to stay up because i work at 10 tonight

ruby hill
#

For weight transfer keep both models in their bindpose (=A-Pose)

#

"OB can read FBX animations as well, but then it forgets the skeleton and tries to reconstruct the animation from vertex positions which is a bit error prone."

Yes, that's what I was talking about earlier. To avoid this you would need the evenly weighted bindpose character model. I am sure the A1/A2 sources had it.

#

But still: When it comes to generating .rtm I can and will always recommend the route via fbx2rtm ๐Ÿ˜‰

tired needle
#

I couldn't get it to not crash.

#

It seems to want a very specific FBX style.

ruby hill
#

It would actually crash, or just not produce anything?

#

The FBX I feed it are FBX 6.1 ASCII. But It works with Binary too, as long as the bindpose FBX is binary, too.

tired needle
#

Crashed on everything.

#

I gave it FBX's from 6 different versions of Modo with all kinds of permutations.

#

What modelling application do you use?

#

I think it might've been tested with one exporting application.

ruby hill
#

Ah, I know why.

#

You're using latest Modo, I presume?

#

FBX2RTM requires to be rebuilt with the appropriate FBXSDKs.

#

The community version probably still only has SDK up to FBX2011/2012

eager berry
#

this might be simple question but why when exporting .bhv from blender to objbuilder it gives error parse error bhv file integer out of range ?

#

could this be some export setting missing or something?

desert raven
#

it can export directly to .rtm

eager berry
#

ok so ill export it directly then

desert raven
#

I've found it much easier! Theres a thread at BIForums that has a lot of answers on how it works.

zenith token
#

alternatively export fbx with animation into OB and export rtm from there

old pier
#

@ruby hill so do you know what actually is causing my issue?

ruby hill
#

Yeh, its config related. I wrote it down. ๐Ÿ˜„

#

sort out your action map

old pier
#

what is the action map

#

@ruby hill

old pier
#

and you say i dont need an ffv, but is there another way to use custum animation?

ruby hill
#

Yes ofcourse. Regular cargo crew animation.

#

The action map is what defines the manactions and their linked animationStates currently available to the player.

#

I.e you a prone, it tells the character to do a prone crawl forward animation when you press W. If you are standing, it does the same but with a upright walk animation.

tired needle
#

I've always disliked the action map for dead, there's so few interesting options.

ruby hill
#

I dont understand what you mean. the dead actionmap is glorious.

#

You just need it as a target for your anim chain. Your anim chain doesn't have to actually go there. ๐Ÿ˜‰

tired needle
#

@ruby hill You mean because it has the magic final flag in it? ๐Ÿ˜ƒ

ruby hill
#

Yeh. Terminal will stop it from going to deadState

tired needle
#

When imports go bad.

ruby hill
#

We call that Tree People ๐Ÿ˜„

#

Even made a big movie poster about them, as at one point all anims were broken like that.

#

Oh the wonders of .rtm binarisation...

old pier
#

@ruby hill so how do I make a cargo animation?

ruby hill
#

Look at the examples for vehicles.

tired needle
#

For cargo positions in vehicles? There are some fairly generic ones you can often steal.

old pier
#

But can that be executed by script?

#

Cause I don't want the "get in vehicle" dialog

ruby hill
#

Sure.

tired needle
#

Closer, and pretty funny.

dawn forge
#

Looks just right

tired needle
#

Aaaand now it works. Yay, binarized RTM's straight into Modo...

ruby hill
#

Nice.

tired needle
#

Does VBS embed the duration of animations in RTM's at all? Or is it still all in configs?

ruby hill
#

Embedding duration in .rtm would be an artifical limit that is impractical.

#

All the rtm stores is the phase from 0 to 1. which can also exceed 1. ๐Ÿ˜„

#

This way you can control the timing inbetween frames in percent of the overall animation.

#

0 -> 0
1 -> 0.1
2 -> 0.2
3 -> 0.3
4 -> 0.9
5 -> 1.0

Will mean that it will take 60% of the anim playback to interpolate from frame 3 to frame 4

tired needle
#

There's some kind of odd metadata structures though.

ruby hill
#

The engine then alters the playback speed anyway, depending on things like

fatigue level
analogue controller input

#

Shift / (Turbo-key) also arificially speeds up the walk animation by some factor. but that is unqiue to VBS

#

.rtm hasnt changed since OFP.

#

You can still use Dschulle's OFPAnim tool to make anims for Arma3. ๐Ÿ˜„

tired needle
#

Was he the one that figured them out initially? I remember seeing some guy discussing being the first person to make an OFP animation. ๐Ÿ˜‰

ruby hill
#

Likely. He also made WRPEdit and ODOLexplorer

old pier
#

@ruby hill is vbs documentation the same as a3? Couldn't find anything about cargo animations for arma but found some vbs stuff

ruby hill
#

Very similar. Should be good to use.

old pier
#

Alright and do you know where to get the vbs sample files?

eager berry
#

thx @desert raven i got the export working

#

problem i have now is that when using my reload animation at the end of the animation charecter seems to pause and then suddenly reset to static pose anim.

#

in blender everything works smoothly

desert raven
#

how long animation is it?

eager berry
#

145 frames in blender

#

its starts and ends in same pose

desert raven
#

it plays it to the end though right.

eager berry
#

yes

#

im using that same start pose as an handanim and the translation from reload to that is the issue

desert raven
#

could you upload? I can take a peek at it.

ruby hill
#

Look at the .rtm in oxygen and see if random extra frames were added to the start or end

bronze gorge
#

hey guys,
is there a way to implement a sound for a given part of a weapon animation?
f.e. i want to add sound for a bolt-action rifles bolt cycle: i would like to config a sound for clacking the bolt up, then another sound for pulling it back, and another one for pushing it forward
is this possible?

eager berry
#

didnt get the transition from reload to stance working trying again with new files

#

there also was issue with extra frames on timeline that messed up some part of the animation

tired needle
#

troska: I happen to be testing RTM import tools at the moment, if you stick it up somewhere for HorribleGoat I'd have a look too.

rocky frost
#

any help with making a swingable pickaxe (no this is not for a life mod). I have the model/swing/idle animations done, I just can't seem to get the thing to work ingame as a launcher as the hands just go to the default position a rocket launcher would be.

rocky frost
#

Basically the problem I am having is that I can't change where the hands position themselves. Can you not change where the "launcher" is positioned?

tired needle
#

ANixon: If you're replacing the main animations then the weapons gestures are probably overwriting them.

rocky frost
#

@tired needle But I have setup the CfgGesturesMale and CfgMovesBasic in config.

tired needle
#

Does doing playAction "GestureDSRPickAxeSwing" do the same thing as wielding the Axe?

rocky frost
#

GestureDSRPickAxeSwing is the animation played when swinging the axe, I also have an idle animation which is defined in the config by handAnim[] = {"OFP2_ManSkeleton","\dsr_melee\rtm\DSR_PickAxe_Idle.rtm"};

dawn forge
#

@ANixon#4860 you would need an idle animation im pretty sure

keen imp
#

He has an idle animation

gritty sluice
green dust
#

Clean.

errant dock
#

Hi does anyone know of a Character Rigging Tutorial for A3? cant seem to find any.

naive hemlock
#

what software?

errant dock
#

Well am new to this part of thing iv got the model I want and all set just need to rig it up for arma

#

I was hoping to find Character Rigging Tutorial for A3 like the one for A2 or is it the same?

naive hemlock
#

search for stalkerGB tutorial

#

there is a blender rig available as well

#

rigging it up has nothing to do with animations, which is the purpose of this channel btw

errant dock
#

0_0 oh sorry cheers I found stalkers one going to take look it it now.

sturdy flame
#

im still looking for how correctly use playActionNow anims with cargo poses ๐Ÿ˜ฆ Connect From/To same as Interpolate not works ๐Ÿ˜ฆ

#

i need to play anim for cargo and driver guys

#

SwitchMove bad for network

#

if someone can give any tips of cfg example, i will "kiss" u ๐Ÿ˜‰

zenith token
#

blergh

deft fern
zenith token
#

nice, was on my todo list to try out - thanks for the confirmation that it works quite well

deft fern
#

tested it even further more and it's working with helicopters MG pretty nice too

hearty fractal
#

Nice ๐Ÿ‘

dawn forge
#

Are those custom animations? Either way great work

green dust
#

That's sick man. Send pull request to Arma 3 lol.

deft fern
#

@dawn forge - I just added gunnerLeftLegAnimName (with some small animations to these points) & let arma 3 IK anims work

sullen yarrow
#

Is there a simple way to increase a whole animation's z accis? for some reason my custom made animations are 1m below what they should be (character mid is at ground level)

naive hemlock
#

you need to keep frame 0 at t pose, then move your chracter up

#

and animate

sullen yarrow
#

t pos?

#

pose*

naive hemlock
#

yeah

drowsy nymph
#

character animations treat the Y=0 plane as the ground plane. So if your feet are below that line the anim will look sunken

sullen yarrow
#

Yeah I noticed but I'm having a hard time getting the Y to be at wher eit should be

#

if I put the origin in blender at 0,0,0 the animation gets imported into object builder flying

#

if I put the origin of the obj in blender to the center (which is by the default template) the anim is sunked into the floor

naive hemlock
#

macser rig for blender

#

has tpose first frame

sullen yarrow
#

I know but that is allready sunken into the floor at import

naive hemlock
#

no idea then

sullen yarrow
#

I probably messed that up then

#

Ill start with a fresh template

frank palm
tired needle
#

Uh, what is it supposed to be?

regal dawn
#

guessing he is trying to use blender and imported animation into object builder and its all screwed up

rocky frost
#

@regal dawn @tired needle correct, we found the problem. The skeleton gets fucked on blender import.

regal dawn
#

So issue = fixed then ?

rocky frost
#

For the most part ya, believe he is still fixing the skeleton.

floral basalt
#

Where can i find appropriate rig for 3ds max and how can i export animation from there, to work with handAnim?

zenith token
#

kiory made a rig and soneone else as well. you might have to fix it first though

fluid breach
#

how much money you got?

floral basalt
#

about 80$

fluid breach
#

haha, honestly the best rigs around are Kiorys and one that @torpid star made. i have not used either in quite a while though. so it is possible there is something better around or they have been updated.

#

not sure if BB or Kiory for that matter, ever released his or not. i might have a copy of both stored away. not on that rig currently though.

floral basalt
#

The main problem in currency exchange rates )

fluid breach
#

no worries man, don't think we're allowed to sell them anyway. which probably doesn't keep some asshat from trying, but thats not me. ๐Ÿ˜‰

torpid star
#

if i remember correctly my rig has an issue where there is some weird vibration around the neck area (as can be seen in some animations in EM). it happened after a certain game update iirc. almost like BIS moved a bone slightly or something or maybe fbx import got fucked.

for that and other reasons i would recommend to use the blender rig. mostly because blender is free to everyone which means everyone is on the same page and stuff. the more people talk about it and exchange public info in public places the more natural documentation grows. as opposed to a few guys having different rigs behind closed doors.

also the guy who made it, macser, has been messing with animations since ofp and he provided actual documentation and also updated the rig several times. meaning he knows his shit and it's not some unfinished or half broken old file.

it's very easy to use, even for non-blender users after some playing around, and exports flawlessly.

if you're stuck on the idea of using max, you can also go find the one toadie (NIArms author) made.

i could try to find a clean version of mine (send a PM) but i'm pretty sure i gave it to some group of people who i told they could release it publically, if they ever use it in a workflow and are able to document it a little bit.

since i never heard back or saw it mentioned somewhere i assume they switched to blender too, which only makes sense as i explained.

P.S.: excuse the wall of text pls

fluid breach
#

@torpid star Thanks for the info man, i'm still playing catch up. Was not aware the old rig was broken (i'll look). I'm all for people being on the same page and all though. And if those guys are doing, and you're new and/or have the time, there ya go.

(it would be nice if i had time for blender.. (would also be nice if BIS could do something helpful here))

ruby hill
#

I'm using a selfmade blender rig as well, never had issues there going through FBX2RTM. Anim import into O2 as FBX will always have a chance of bad sideffects related to the weighting of your model you derive/export the .rtm from.

torpid star
#

yea i think my glitch is caused by FBX import anomalies. just frustrating that i will never find out what caused this glitch suddenly showing up. i should be able to use FBX2RTM too though right?

any known rules how that FBX would have to look?

ruby hill
#

Depending on what FBXSDK the tools use, I'd say latest FBX version should be 2013 or even 2011.

The vibrations issue you describe might as well not be related to your rig at all. Arma has an issue with microstutter if the relative change in translation between frames is too small it becomes an issue with the floatingpoint imprecision. The fix here is to have less frames. ๐Ÿ˜ฆ

naive hemlock
#

@ruby hill - ahh always wondered why that happened. makes sense. i always assumed it was a lot framerate recording...

ruby hill
#

Its super annoying. But the fix for it is engine side and rather substantial ๐Ÿ˜ฆ

naive hemlock
#

indeedly, would be nice to get rid of the parkison syndrom

ruby hill
#

Haha, parkinsons fits right. I dubbed it "micro stutter" ๐Ÿ˜„

torpid star
#

oh so it's known? that makes me feel at least a little better. i thought i fucked up. your description makes a lot of sense actually since i didn't change anythign on the rig and them changing hte skeleton set up like i suggested seems very unlikely now that i think about it.

#

thx for the info btw. this is bad though. i feel the urge to make animations building up inside me...shit

#

i might release my rig after all now, if that means that it works. only need to add forearm twist controls, then it should be quite useful

fluid breach
#

it's been useful for a couple years now ๐Ÿ˜›

torpid star
#

that long already? damn

fluid breach
#

might be longer, but i didn't want to go there. couple seemed well enough ๐Ÿ˜‰

#

oh, and do it!

agile willow
#

I've done animations before but how would I make it so you can still walk and it only animates the top half of the body? Would I have to make more animations for it?

drowsy nymph
#

gestures

ruby hill
#

In general changes to the skeleton (OFP2ManSkeleton) are very unlikely to happen. If at all, they happen for new game releases (difference between A1, A2, and A3 OFP2ManSkeleton is just face bones and a few changes to buttpacks)

#

Why it was never renamed... no idea. ๐Ÿ˜„

#

However, skeleton changes are super sensitive and have the potential to mess up all animations big time. I haven't looked into how they are binarized for A3 nowadays, but adding new bones would mess up the index-table and cause "treeple". Horribly deformed monstrosities. Similar to what happens in A3 if you have hand anims but no model.cfg, but much much worse. ๐Ÿ˜„

#

@tired needle probably has had a look at A3 binarized rtm and can tell if this is still the case.

tired needle
#

The deformation of a bone is relative to the parent bone deformation in binarized ones.

#

So if any of the ancestors change then it is an issue.

torpid star
#

@agile willow: this is by no means a standard to go by but since i had one lying around, here's an example config for a gesture

#

i simplified it too so it's only one. note the weighting mask at the very bottom. make your own for the upper body by basically removing the lower body bones from the list and, if you need it, doing some low percentage weighting on the bordering bones

agile willow
#

Thanks @torpid star

torpid star
#

btw. ofc you can use the preset masks but i always make clones so i have my own and don't have to look up stuff in the game files

ruby hill
#

You can configure your action directly as gestureArray inside ManActions.

torpid star
#

if that is refering to my config, pls be so kind and post a modified pastebin

ruby hill
torpid star
#

k thx. the cleaner the better

dawn forge
smoky void
#

I'm trying to find binarized rtm files in the Unsung svn repo. I use the following shell script on Mac for that right now, assuming that the first bytes of a unbinarized rtm file are 'RTM_0101': find . -iname \*rtm -type f -exec head -c 8 {} \; -exec echo " {}" \; | grep -v ^RTM_0101

crisp berry
#

dertm from mikero returns the type

#

pipe the result to a file and filter the output

smoky void
#

another question from me as animation newb: I have now debinarized a RTM with help of Mikero's dertm. How do I validate that the unbinned rtm is doing anything useful?

zenith token
#

load it into the character sample p3d and check if it works

smoky void
#

so open samples Male.p3d from a3 and then somehow load the rtm?

smoky void
#

self answer: Animations window, right click, from matrices loads the rtm

smoky void
#

so I converted three animations via dertm -C="ofp2_manskeleton.rtm" <rtm name> and then dertm -$ -Y <rtm name> and find the heads to be detached from the body, e.g. it looks like the head stays behind, ignoring the anim. Any ideas/suggestions?

drowsy nymph
#

in O2? it's probably just that the name of the head bone in the model isn't using the same case as in the .rtm file.

#

Selections in O2 are case-sensitive for some reason

smoky void
#

thanks, X3KJ, da12thMonkey, I guess I check the rtm for a different case spelling

smoky void
#

thanks, when renaming Head to head in the Male.p3d sample model the head moves, minus some parts ๐Ÿ˜‰

smoky void
#

in other words: i look for guidance to a better pose of the boat driver on the Unsung sampans. Any takers?

dawn forge
#

Unless you reposition the boat model or modify the animation, his hands are more then a bit off

#

Your best bet would be to twist sideways then lower the arms and hands

ebon raptor
#

Anyone @here got a good tutorial of how to do static animations for arma 3?

desert raven
#

@ebon raptor check out the biforums! Theres a topic that covered what you are looking for quite recently. Might have been the Blender toolbox topic.

ebon raptor
#

In that case I was not able to find it

#

In fact, I am not exactly sure what I am looking for. I searched for "animations" and "custom animations" as well as rigging

desert raven
#

Its not exactly about animation making but the latter pages contained stuff about it if I remember correctly!

ebon raptor
#

ill look into it, thanks

zenith token
drowsy nymph
#

but I think it only made like a 500mb zip file when I tried it several weeks ago, rather than the whole lot

#

but maybe my shitty connection

fluid breach
#

@zenith token i usually just moves things to my drives. but im pretty sure you can click on the top breadcrumb link and choose to download that folder basically.

zenith token
#

i see no options... i guess because i dont want to register

fluid breach
#

ah, i do see it. but i am signed into my foo

lapis elm
#

He'd probably put them all into one zip if you asked him

swift flower
#

Anyone managed to get proper hand holding animations exported?

#

I tried over 2 years ago but could not get it to work.

desert raven
#

What kind of hand holding animation? @swift flower If you mean like gun pose then yes.

#

Also exported from what program?

ionic notch
#

Can anyone do a quick rundown on how to make weapon hand animations? I positioned the hands in blender to how I liked, deleted the gun model, then exported with the rtm export plugin, made a folder and put the opf2_skeleton p3d and model cfg in it and put my rtm in and set the right path in my config but my hands are the really messed up arms like this: http://steamcommunity.com/sharedfiles/filedetails/?id=244162080 (Not my picture but same issue)

swift flower
#

@desert raven I used softimage

#

and that fucked up bohemia tool called o2

desert raven
#

@swift flower Don't know what procedure you used and importing animations can be tricky, but 100% possible.

#

@ionic notch check ouy the FHQ/alwarrens blender toolbox thread on BIForums, I recall that there were some simple tutorials posted there addressing the very issue.

naive hemlock
#

@andrew#6954 ^^

desert raven
#

Or that. ๐Ÿ˜„ Thanks @naive hemlock

molten goblet
#

Hello Friends

#

How do I animate weapons?

#

Basically, I would like to dabble in the animating of guns for arma, maybe see what I'm capable of

#

Could anyone assist?

zenith token
molten goblet
#

@zenith token Alright, I'll look at that. I feel like a bit of a fool, I have no experience at all with animating. All I have is Blender

zenith token
#

animating guns in arma is fairly easy (but also quite limited - no inverse kinematic etc). You dont need to make gun animations in blender for arma

zenith token
#

hand animations (that go with the gun when reloading) have to be made in blender however

molten goblet
#

@zenith token I see! Well, that is encouraging.

#

I was playing with the IFA3 Pack, (World War 2) and the weapon animations were just....well, basic. I figured I have knowhow about operations of weapons, so maybe I could modify it.

fluid breach
#

goes to prepare firewood...

molten goblet
#

@fluid breach I'm not getting into something I shouldn't, am I/ XD

zenith token
#

just check the vanilla weapons (or from RHS) - they are pretty good and it shows what you can achieve with enough fine tuning

fluid breach
#

nah, you'll have fun man. just be patient, and remember to have fun with it. ๐Ÿ˜‰

zenith token
#

yes, especially remember to have fun with it when you tried to make it work for the past 2 hours and it's 3 am already...

#

#tooreal ?

fluid breach
#

i was trying to be a bit nicer..

molten goblet
#

Well, weapon animations are what makes a game for me, so I think it'd be easy to have fun making those?

zenith token
#

somebody has to play bad cop hatchet

fluid breach
#

๐Ÿ‘

molten goblet
#

He says as he nervously looks at the BI source files

fluid breach
#

^^ he's a quick study it seems. he'll be fine.

zenith token
#

what is mind blowingly stupid to do is ladder iron sights that can be adjusted (due to having to fine tune it by trial and error). The rest is not really difficult, once you understand how the system works

fluid breach
#

๐Ÿ˜‚

#

we are full circle now, im out.

molten goblet
#

So, this chat is good for questions, yeah?

zenith token
#

if not, you would have violated the rule multiple times already ๐Ÿ˜›

molten goblet
#

Just making sure ๐Ÿ˜›

zenith token
#

turns out i cant write anymore... guess im off for today

molten goblet
#

One las thing, how do I open the model in Blender? Or if not blender, what other software?

zenith token
#

what model?

molten goblet
#

Say I have a weapon, and I'd like to open it in some software to see how it works?

#

Test_Weapon_01 for example

zenith token
#

have you installed arma 3 tools via steam yet?

molten goblet
#

Yeah, I have them

zenith token
#

it has objectbuilder -> thats the tool

molten goblet
#

And I just downloaded BI_Editing_tools

zenith token
molten goblet
#

Ah, I see! I kept seeing Oxygen 2 online but wasn't sure what or where to find it

#

Alrighty, I'll play around with it and see what happens.

#

Hmm...would there be any way toextract these files from an existing PBO?

zenith token
#

you cant open models from released PBO's. They are binarized

#

and model.cfg's get "baked" into the .p3d when packing a model for release. So you wont find that either

molten goblet
#

Ah, I see

#

So, If I saw an addon of a gun (Say, something from CUPS) and wanted to play around with it's animations, I couldn't?

zenith token
#

not directly no. You could ask the guys from cup if they could give you the files

molten goblet
#

Alrighty!

#

Well, I'll play around, see what I get, and come back here for any questions. Thanks for your help so far!

zenith token
molten goblet
#

Yeah, lot's of information to take in, feeling overwhelmed XD

#

How do I look at an animation in software?

zenith token
#

you load buldozer from within objectbuilder to test model.cfg animations

molten goblet
#

Ah, Okay

#

I'm only loading the p3d file, what else should I load, or is it all in there?

zenith token
#

look for tutorials how to set up the arma tools and buldozer in oxygen2/ objectbuilder correctly

molten goblet
#

Alrighty

#

Oh, also, what about devp?

#

Is Object Builder the standard thing that everyone uses?

crisp berry
#

@molten goblet make sure to join our discord (IFA3) ๐Ÿ˜ƒ

#

most ppl use OB only for arma specifics

#

and for the rest 3rd party software (3dmax, Blender, etc)

molten goblet
#

Ahhhh

#

I see

#

And can do!

crisp berry
#

DevP is probably BI's version to set up the workdrive - which is needed to create pbos correctly, or to test things with OB/TB/buldozer outside the game (correct folder structure basically)

#

get mikeros free tools

#

run Arma3p

molten goblet
#

Wow! Thanks!

#

Alright, i'll start with Mikeros' tools

#

Alright, running arma3p

molten goblet
#

Awesome! Thank you!, I'll read it all now.

#

Also, my SSD ran out of space (again)

#

Is there any way to make the virtual drive redirect away from C?

crisp berry
#

p drive is also just a virtual drive - edit the bat that creates/assigns it

molten goblet
#

Alright, I'll do that now

crisp berry
#

SUBST is a command on the DOS, IBM OS/2 and Microsoft Windows operating systems used for substituting paths on physical and logical drives as virtual drives. It is similar to floating drives, a more general concept in operating systems of Digital Research origin, including CP/M-86 2.x, Personal CP/M-86 2.x, Concurrent DOS, Multiuser DOS, System Manager 7, REAL/32, as well as DOS Plus and DR DOS (up to 6.0).
The Windows SUBST command is available in supported versions of the command line interpreter CMD.EXE...

molten goblet
#

Alright, the computer is chewing on everything, be back soon

#

When the P drive is ready, what is the next step? there's alot of places to go from my perspective XD

#

It's funny seeing Toadie2k's work on here. I love that guy

crisp berry
#

i guess BI A3 samples are a start as been suggested. however that are at times bugged/incomplete/outdated

#

not sure if any community sample is better though

molten goblet
#

I actually have some partial samples of Toadie2k's G3 rifles and a complete m1903 springfield

crisp berry
#

maybe just contact Alwarren or Bad Benson or Toadie2k asking for a sample

molten goblet
#

Specifically the source files for the g3

#

I assume the one I'd use is g3sg1.p3d?

#

there are also reload animation in the 3DS format

#

And since I have it, what should I do with it specifically? There were alot of instructions flying around

naive hemlock
#

grab blender and that rig

#

profit

#

the weapon doesn't need to be precisely the same though, a secondary lod would suffice

molten goblet
#

I got Alwarrens blender thing as well

naive hemlock
#

blender can export via alwaren plugin the rtm sirectly without further dicking

#

about with further bi half tools

molten goblet
#

So should I roll with Pdrives and BI tools and Object builder, or should I go with Blender and Alwarrens tool?

naive hemlock
#

you'll need bi tools installed and p drive setup anyways

molten goblet
#

I have Arma3 tools, does that count?

naive hemlock
#

what you wanna do to begin with? create animations for your own weapons?

molten goblet
#

Create animations with other peoples weapons to see if it's the sort of thing for me to get into.

#

And I don't mean to redistribute either.

naive hemlock
#

that's up to whoever provides you the weapon meshes to begin with

molten goblet
#

Well, I got them from a public source file from the guy who made them

naive hemlock
#

or whatever you agreet to

#

have you ever made any character animations though?

molten goblet
#

Nope. I am completely new to this all

naive hemlock
#

well good luck then

molten goblet
#

Thank you

naive hemlock
#

neah you'll need it

molten goblet
#

Yeah, I'll keep messing with this tomorrow....

#

It's not very user-friendly, is it? XD

ionic notch
#

That l85 source file link is dead, do you happen to have another link? If it was taken down on purpose I understand, thanks

torpid star
#

@molten goblet well everyone started at zero. literally everyone. so i wouldn't worry about that part.

what you need to do now is prioritise. before you try to make something pretty you will need to get the pipline working.

so your focus for now should be packing. if you haven't done that successfully yet then that is what you gotta do. basically taking the sample weapon or whatever (hopefully fully packable) sample you have and making it into a functional pbo that you can load ingame.

then replace things to see if your changes register ingame. you could for example apply a different holding animation from another weapon. or just rename the inventory name of the weapon.

if you want to make not only holding anims but also reloading ones you will also have to make sure you have an actual full sample that includes a config for those (iirc the official samples don't cover that part).
afaik (and pls correct me if i'm wrong) holding animations only require the rtm and then you add its path to the weapon's config. reloading anims however need to be configed seperately like any other upper body animation.

ruby hill
#

Yes. Holding anims are comparatively simple config tasks.

#

Reloading gestures are more advanced, and if you want prone reloading as well, you will have to start understanding the animation logic tree/fsm like behaviour. Not to its full extend where you configure new movement types, but you'll delve into the intestines of animation states and action maps.

#

Start with the hand anims, as that will solidify your .rtm export pipeline.

swift flower
#

The messed upness of arma tools is the main problem

#

I have not seen a developer toolset suck this bad.

#

And this shows in the production quality of some of the tanoa animations. That AK12 holding animation is a disgrace

molten goblet
#

@torpid star @ruby hill Thank you! That's very encouraging! I appreciate it, and I'm glad I can come here for help and support

#

@swift flower Alwarrens tools for blender seem okay? I can't decide which one I should use thogh

zenith token
#

@swift flower how many games have you modded? I modded a different game for several years that had no toolset or official/unofficial wiki/documentation whatsoever...

swift flower
#

Without going into detail, my first game modding was on the doom1 level editor in the mid 90s

zenith token
#

some documentation and toolset still >> none

#

i also consider level editors "basic level" tools...

swift flower
#

The arma toolset is a special type of hell.

#

ANd I am sure every single arma developer would agree but they are too professional to to admit it.

crisp berry
#

BI tools are quite crap indeed - the industry realized several years ago when they went offering their engines for 3rd parties again that very good tool set is key; console development also played largely into it

#

however BI is not using their tools much either

#

for most 3rd party tools are used by them too

zenith token
#

meanwhile oukej is playing arma 3 tools internal^^

#

i dont think there are many games that can claim to have a functioning 3d editor for model creation...

swift flower
#

?

#

what are you talking about x3?

#

you can not create models in any arma3 tool

#

it only has this fked up o2 piece of trash which is used to export models into the engine. And it is the worst tool of its kind.

ember charm
#

hey guys, I need help with creating custom animation config. I got something, but cant make ot working.

swift flower
#

And proof of the suck level of the arma tools is the game itself, look at the AK12 holding animations in tanoa

#

The animation system is so messed up they simply can not make good looking and complex magazine handling animations. Which is especially embarrassing because BI has their own mocap studio.

#

Meanwhile COD4 in 2008 had mocapped to perfection weapon anims.

#

so that o2 tool is not "function 3d editor"

zenith token
#

what have the tools to do with the limits of the engine?

swift flower
#

everything

#

ask an arma developer animator why they cant make magazine pulling animations, they will fall on the ground and break out in tears because of the tools sucking so bad

ember charm
swift flower
#

The only reason arma managed to survive this long is because it caters to a nice of hardcoe milsim and has a very open sandbox game that supported quick mission editing.

#

If arma had only its default campaign and some mp maps and no mission editor it would sink faster than a dropped barbell

zenith token
#

then tell me, what arma tool do you use to create animations?

#

i'm curious

ruby hill
#

Just to clarify, yes you can model in O2, maybe not organics so efficient, but vehicles: hell yes.

swift flower
#

In animation work you use a real 3d animation application, then you easily export that into the game.

zenith token
#

how can you blame arma tools then if none of their tools ar involved?

swift flower
#

@ruby hill anyone actually doing modeling work in that thing?

ruby hill
#

ask an arma developer animator why they cant make magazine pulling animations, they will fall on the ground and break out in tears because of the tools sucking so bad
Right here. (VBS, not Arma, though)
It's not the tools. it's the engine. ๐Ÿ˜‰

swift flower
#

its the lead engine developers that are to blame

#

Well the tools are pat of the engine

ruby hill
#

No.

swift flower
#

yes they are.

ruby hill
#

Strictly speaking only binarize.exe is the engine.

swift flower
#

and engine is a pile of code.

#

*an

zenith token
#

at this point you just sound like an angry kid that needs to vent here for some reason...

ruby hill
#

And we do use real animation applications. Modo/Maya/Max/Motionbuilder -> FBX -> .rtm

swift flower
#

modding arma makes people angry

#

venting is a necessary part of modding

ruby hill
#

What X3KJ said. Please go vent somewhere else. This place if for constructive discussion.

#

Technically you can even make animations in O2, but that was never intended to be the tool to do so.

swift flower
#

If you are a developer you are going to defend it, I get it. But you know exactly what I mean when I speak about armas trash toolset.

ruby hill
#

Oh my. we devs are surely the last to sweet-talk our tools.

#

We're the ones to suffer directly from them. ๐Ÿ˜„

swift flower
#

I think arma is carrying around some early 2000s engine mistakes that are to blame for its flaws and limitations. A house built on sand.

ruby hill
#

Correct.

swift flower
#

I can see dayz is trying to fix some of it, but considering the money bi made, that part is going too slow.

#

And seriously to get back to the animation topic. Why did bohemia let an intern do the weapon holding animation for the AK12?

#

That should not happen in 2016

ruby hill
#

You got a picture?

swift flower
#

That is not a good hand animation

ruby hill
#

I see what you mean.

#

Take your angry energy and perhaps figure out how to do handanims? Produce a fix yourself. End result: Newly learned skillset.

desert raven
#

Btw why can't you make magazine pull animations? Or is it more that its too big pain in the ass to synchronize with the weapon animation?

ruby hill
#

Essentially that. Weapons don't support keyframe animations (.rtm). so you'd have to somehow move the magazine along with the hand using model.cfg style linear animations.

desert raven
#

its pretty simple the mag just needs enough bones.

swift flower
#

I tried that

desert raven
#

but timing it is awful

swift flower
#

but I did not get past the export into arma3

ruby hill
#

Was thinking about writing a .py thing to convert the keyframes to model.cfg type anims, but then I realized what I was going to do and quickly stopped. ๐Ÿ˜„

regal dawn
#

so your outrage here is pretty much just you being stuck

swift flower
#

the arma tools handing animations and export are catastrophic compared to any other engine i have seen

desert raven
#

xD @ruby hill now that would be something!

swift flower
#

hl2 had complcated exports but at least it did not get in the way of exporting

ruby hill
#

Its a proprietary file format.

swift flower
#

anyways this discussion is not going anywhere, I hate the arma tools and you are a developer so you wont openly hate on them.

zenith token
#

calm your tits, you just did it wrong.

desert raven
#

@swift flower have you tried Blender exporter toolset and the animation rigs?

swift flower
#

I dont use blender I use xsi

desert raven
#

That might be the problem

ruby hill
#

As long as you manage to get your anim to FBX, your'e good to go.

swift flower
#

Well it is not a problem in hl2, unreal engine, bf2

zenith token
#

*with proper skeleton structure

swift flower
#

if there is a problem with animations and arma, usually arma is the problem

#

But I dont want to discourage anyone here.

zenith token
#

if you cant even export a hand anim, you are not in the position to judge here...

swift flower
#

I am pretty sure I have exported more hand adnims than you x3 in my time.

desert raven
#

Well not all same methods apply with arma. Yes its problem with old engine stuff but there are proven methods that work.

ruby hill
#

Bake your bone transformations/rotations to FBX, use FBX2RTM, and done.

swift flower
#

Did that fbx2 rtm exist 2 years ago?

ruby hill
#

Make sure the .rtm knows how to be binarized with a skeleton (place the model.cfg next to it, A3 tools specific thing), and then that data problem is wholly solved.

#

yes

swift flower
#

It was not that simple as you say it back in 2014

ruby hill
#

If FBX2RTM was in the A3 tools back then, then it was.

swift flower
#

I remember several heated topics on forums about animation hand exports.

ruby hill
#

Anyway. Animations for arma are possible from any tool that spits out FBX, even in the year 2017. I'm sure people will/would help you if your attitude wasn't so abrasive.

#

And now I'll bail and get home before the trams freeze down. Apparently -15ยฐC incoming. โ„

swift flower
#

You would be just as abrasive if you wer enot an arma employee.

ruby hill
#

I am not an arma employee. ๐Ÿ˜ƒ

#

I understand frustration with new tools that I don't understand. hell, I hated Photoshop when I first touched it. But you just recognize that its the lack of knowledge about the tool that causes this frustration. And either you let yourself be had by it and give up, or you chug on and figure it out with or without help.

#

And documentation of Arma tools, heh, even OFP back then, was very sparse. For OFP even for the early beginnings there werent ANY tools. Yet people still made stuff. Even if it meant hexediting a UH-60 to look like a UH-1 ๐Ÿ˜„

zenith token
#

would hold up well today ... as lod nr 4 ^^

#

arma employees have green names

ruby hill
#

Yes, and I don't want any confusion there. I work for BISim, which are the guys making VBS, which is the "military arma".

#

The engines are very similar, especially in the areas of animation technology. So I hang around here and help out with the extra bit of in depth knowledge. That and I also make arma3 mods. ๐Ÿ˜ƒ

crisp berry
#

the root problem is that BI never saw tools as highest prio and didnt invest enough into tools devs. even programmers for the engine were always too few. still if you listen to other engine devs, they were realizing at some point that more investment into tools, the pipeline and workflow will return the investment manyfold

ruby hill
#

Exactly the same for us here.

crisp berry
#

and to be clear; its not an easy tasks. resources are limited, games need to be made and sold - however this topic pays off if you decide to invest into it