#arma3_animation

1 messages ยท Page 13 of 1

crisp berry
#

also to be fair BI did invest more at times

#

like steam workshop as backend payed off big time for them from what i can tell and what they said in public

ruby hill
#

It was actually a very difficult effort to make TerrainBuilder available to the community. As originally it was/is Visitor4 and kinda semi-legally blocked by BISim

#

Yet BI still went through the effort of making it publicly available.

crisp berry
#

the Enfusion engine very likely will too and it seems they focus more on industry data formats, tools and export/import

ruby hill
#

Surely exciting times ahead with enfusion. Also in terms of animations.

crisp berry
#

at the same time BI got offered the predecessor of X-Cam - it would have helped them big time in terrain making (yet again i can see also their possible reasons why it didnt happen)

ruby hill
#

I thought Chernarus was made with the help of one of the versions of that tool.

crisp berry
#

still without mikero tools, MB and X-Cam, and ArmaRig and Alwarren's Arma toolbox for Blender the modding would be way more limited

ruby hill
#

Not to mention the countless tutorials written.

crisp berry
#

yes it was. however mainly as the team of the tool actually worked on Chernarus and later OA

#

Miro didnt like it/understand the value from what i heard. but thats another story..

ruby hill
#

Certainly this is not the space for that discussion/story.

crisp berry
#

yeah tutorials are even more essential. just referring to tools as this was the topic brought up

ruby hill
#

The tools are fine for their intended purposes. Though I'd happily argue that AdddonPuilder is a big pain.

crisp berry
#

sadly BI didnt take up the idea of a community modding manager (coming from the community)

ruby hill
#

I can see why. Time + $$$ if supplied from the inside, and politics and drama if someone from the outside is chosen.

crisp berry
#

KK is partially in that role nowadays, yet a fully dedicated guy just organizing, keeping up-to-date and improving the docu available, would help a ton new guys

#

sure there is always good reasons, however more risk here may have payed off considerbly too

#

anyhow back to work

swift flower
#

resources are NOT limited, not after dayz

#

however the company owner now only wants to limit expenses after making 80 million โ‚ฌ before taxes on dayz.

#

What arma needs is a kick in the ass in form of another company making the same concept to a better standard.

crisp berry
#

to expand too fast is very risky business

swift flower
#

nothing speeds up work time and quality than competition.

crisp berry
#

and they have grown a lot in the last 2-3 years anyway

swift flower
#

Well, dayz has run out of excuses for not being complete.

#

And arma is lagging behind current fps games in various things.

#

And the only reason is that arma has no direct competitors in its niche.

crisp berry
#

it has been going into public alpha way too early - probably to cash in sales while ppl were still around

swift flower
#

Yes I think that too

crisp berry
#

however they also changed plans from a simple port to a major rewrite to a complete engine replacement

swift flower
#

Again, ubisoft made assasins creed 1 from scratch in like 3 years

crisp berry
#

anyway pointless discussion in the wrong channel anyway

swift flower
#

and that game has working animations instead of developer blogs saying HELP WE TRYING BUT ITS SO HARD

naive hemlock
#

@swift flower wrong channel. go vent out for not being able to get your anims working someplace else

ionic notch
#

I've been trying to animate 2 things on a trailer for a truck I'm doing but the problem is when I go up to my trailer I get 2 options, Lower Pin and Raise Struts. But when I use them they don't do anything. So if I move a little to a certain spot I get a 2nd raise strut option which works and animates one thing I want but I get no second option for the other animation I want, so I was hoping someone could look at my config and model.cfg, http://pastebin.com/r0ATrfnz, http://pastebin.com/TCnC1gwp Thanks in advance and if you need anything else please let me know. Also the animations work in bulldozer just fine

smoky void
#

@ionic notch Any reason you call animateDoor and not animate?

ionic notch
#

@smoky void No reason, just the config file my friend gave me to work with. Should I not use animate door?

smoky void
#

I'd try the animate command via the debug console and check if that works

ionic notch
#

Thank you @desert raven I think those will help

#

@smoky void That's a good idea, I'll try that now thanks

ionic notch
#

@desert raven @smoky void It worked, thank you guys so much!

timid rover
#

Knows anyone arma gesture , like say hello without a mod?

ruby hill
#

gestureHi

timid rover
#

@ruby hill Thanks ! ๐Ÿ˜‰

desert raven
#

Before I start experimenting with this, does anyone know if objects projected on screen (like compass for example) can be animated with scripts. Compass clearly plays its animation, do others?

torpid star
#

you mean animate parts of it?

desert raven
#

yeah animate parts of a custom object that it projected on screen with custom animation source. From what I gather its not possible ๐Ÿ˜› so gotta do what I had in mind the hard way

#

thats seems to be how the clock is animated

#

probalby neet to do some experimenting with this then.

#

What I thought I could achieve was animated hud elements

#

At least with some of them this might help with

torpid star
#

you could have the moving parts be seperate objects i guess. the clock uses the hard coded anim sources we talked about the other day.

desert raven
#

If I make separate elements I probably can draw them with vectors more easier

#

Now that I think of it vectors and few icon images is probably easier option anyway.

zenith token
#

the watch to me seems like just a UI thing, whereas the compass is a real 3d object, where only hardcoded standard animations work -> no influence from outside. We had this topic already not too long ago (last year though), iirc pennyworth investigated more into this. There is a thread on BIF about it - not sure who the author was

desert raven
#

Thanks, I already opted to do it all with normal dialogs etc. Was thinking too fancy stuff.

zenith token
#

I dreamt of a 3D radar using that a few months ago ... oh well

desert raven
#

๐Ÿ˜„ had something like that in mind too

torpid star
#

the watch is a model using these anim sources: clockHour, clockMinute, clockSecond

#

it's not an object though. it's a dialog control of type "object"

#

pretty sure that same goes for the compass since these exist: compassArrow, compassCover, compassPointer

#

this ofc only suggests that you cna do the same on your own with other or the same anim sources. since it's done engine side to some degree it might also be limited

#

still might work with what HorribleGoat is going for though

ruby hill
#
{
    class Pointer
    {
        type       = "rotation";
        source     = "compassPointer";
        selection  = "kompas";
        axis       = "osa kompasu";
        memory     = true;
        animPeriod = 0;
        minValue   = "rad -180";
        maxValue   = "rad 180";
        angle0     = "rad -180";
        angle1     = "rad 180";
    };
    class Arrow
    {
        type       = "rotation";
        source     = "compassArrow";
        selection  = "arrow";
        axis       = "osa kompasu";
        memory     = true;
        animPeriod = 0;
        minValue   = "rad -180";
        maxValue   = "rad 180";
        angle0     = "rad -180";
        angle1     = "rad 180";
    };
    class Cover
    {
        type       = "rotation";
        source     = "compassCover";
        selection  = "vicko";
        axis       = "osa vicka";
        memory     = true;
        animPeriod = 0;
        angle0     = 0;
        angle1     = "rad -81";
    };
};```
#

Inside RscObject of the compass. Its a very delicate and borderline hardcoded thing.

#

There is also the remnants of the OFP laptop opening and closing (surprisingly that actually was .rtm)

regal dawn
#

Hey people, I'm trying to get into do cinematics on Arma 3 however I have encountered a problem which can be seen below, any help/advice would be apreciated. http://imgur.com/ud7Mxp5

fluid breach
#

the end result there is the animation turning the character, perhaps try turning him around?

regal dawn
#

I tried that which kinda works, it move shim but his "entity" where it originally was is like an invisible wall.

desert raven
#

what command you used?

nimble flare
#

hey guys, anybody got some experience with handanims? I'm having an positioning issue with a custom hand animation I'm making in Blender (using the ArmaRig v6.1), and I could really use some help

#

if I export the default T pose, straight from the ArmaRig v6.1, the hands are offset to the left of the gun by exactly 1 meter in-game

#

however, the animation looks fine in Object Builder

#

also, the weapon bone doesn't affect the position of the hands, yet the position of the reference weapon mesh itself does...

drowsy nymph
#

handanim is calculated by Inverse Kinematics from the relative position of the hands to the weapon

nimble flare
#

ah, so the offset between weapon and hands stays the same?

drowsy nymph
#

yes

#

weapon bone moves according to the base stance animation and the hand and arms are done by IK

nimble flare
#

(I meant to post this sooner)

#

anyway, the offset in-game is not what it should be

drowsy nymph
#

move the weapon some distance in front. IIRC handanim results are a bit odd if everything is too close to the spine root bone

nimble flare
#

I've noticed that if I move the weapon bone 1m to the right of the character in Blender, the hands are centered around the character in-game, but that makes it impossible to get an accurate hand animation since I can't put the gun in the proper place to see the result

#

alright, I'll give that a shot

#

hm, no dice, the hands moved slightly forward in-game, but are still offset to the left

#

oh, I've noticed something else

#

looking at my character from the front - if I rotate the weapon bone in Blender 90ยฐ clockwise, the hands will rotate 90ยฐ counter-clockwise in-game

#

and the center of rotation of the hands is not the weapon bone, instead it's offset by 1m

drowsy nymph
#

sounds like blender isn't moving the weapon properly. Since the init position of a weapon in the T-pose is 1m to the right of the unit

nimble flare
#

perhaps I'm doing it wrong, but the way I animate in Blender is by just moving and rotating the desired bones into place

#

I've done some gesture animations before and they worked just fine, but handanims are just not working for some reason

#

do I perhaps have to be in a specific mode in Blender to animate bones?

#

(currently in pose mode)

drowsy nymph
#

well handanim's done on this sort of basis where you have the weapon bone aligned with the model and hands are placed relative to the weapon http://i.imgur.com/Xp0ZeDp.png can see that the elbow there is broken because I moved the whole forearm, since hands and weapon are the only bones that matter

#

location on the weapon bone and general stance is basically to provide me with a rough reference of how it might look in the final pose

nimble flare
#

does this mean you do your handanim in OB?

#

I haven't tried that yet, but if it's possible then I'll give it a shot

#

I understand that the hands are the only thing that matter when making handanims, but I figure if I'm going to make custom reload gestures later on then it's best to do everything in Blender, so that the animations match

#

I'd do it in 3ds max but I can't find a rig + RTM exporter for that

drowsy nymph
#

Handanims are probably simple enough to do in OB with the right skeleton, but the blender rig is probably better if you can get it to work

#

failing that, import the anim from blender in to OB and try to manually move the weapon bone there if it's not going to the right place when you import the .rtm, then export

#

though I'm not really sure why the weapon bone is acting like it's offset in Blender if you are indeed moving it in between the hands

nimble flare
#

it seems to be a recurring problem among new modders, seeing as in the last month alone there have been 2 more people with the same issue posting in this channel

#

I'll probably end up doing the handanim in OB, but still... I really want to know what's causing this and fix it

#

either way, thank you for your help so far

desert raven
#

Hey check out if the weapon bone is named Weapon or weapon

#

and what it is in the model.cfg

#

I just remembered I might hava had the same thing

nimble flare
#

the skeleton's model.cfg?

desert raven
#

yeah

#

and what it is in the Blender rig

#

it has to mach

nimble flare
#

hmmm... that's odd

#

that might be it

#

I remember renaming the weapon bone in Blender for a test, and got the same result

#

but it could've been wrong from the beginning on

#

so, in the model.cfg the bone is named weapon (lowercase), even though every other bone starts with an uppercase letter

#

yet in Blender it's Weapon

desert raven
#

change the blender to lowercase

nimble flare
#

when using file patching, does the game reload .cfg files?

#

I changed the bone names and it didn't make a difference, hope a game restart fixes it

#

hmm... that didn't fix it

#

however it would've been a problem later on, so thanks for the heads up

desert raven
#

did you repack it?

nimble flare
#

yes, repacked with binarizing enabled, and restarted the game

#

still have file patching enabled, but the PBO's content matches the source folder's content

#

at this point I only see 2 possible culprits: the skeleton's model.cfg or the ArmaRig Blender file

#

for the skeleton, I simply copied Arma 3 Samples\Addons\Test_Character_01\model.cfg over

desert raven
#

that should be enough.

nimble flare
#

I'll go ahead and redownload the ArmaRig in case I somehow screwed it up

#

without any modifications to the Blender file, I exported my 2-frame animation as static pose, recompiled and restarted the game, and got the same result

#

regardless, there is definitely something wrong with the ArmaRig

#

the weapon bone is called Weaponby default (uppercase W) which will not work with the sample files' model.cfg

#

again, this is using the original ArmaRig v6.1 from armaholic, "straight out of the box"

naive hemlock
#

if you would have you actually bothered to read macser thread from BIF, you would have noticed that this was covered

#

that rig was intended for A2, which is uppercase W

#

all you need to do is download that rig that is provided for free, rename that bone and bam, it works! the mirracle!

nimble flare
#

fair enough, I didn't read that bit

#

still, the problem persists even after renaming the bone

naive hemlock
#

you certain you actually renamed it? because it did work for me last time i created a couple of custom hand anims...

nimble flare
#

yessir, I can provide screenshots if you want me to

naive hemlock
#

on phone atm so that would be useless. then i assume you're best bet would be to post in that BIF thread

#

because as i said, i actually used it and it did work

nimble flare
#

alright, I'll look into it

nimble flare
#

(in case anybody wants to help figure this issue out)

desert raven
#

whats your first frame like? the t-pose frame

nimble flare
#

well, I modified the first frame to be the handAnim that I wanted

#

but I have a feeling this was wrong

desert raven
#

if you open it up in OB do you have -0.5 frame that is the original unchanged t-pose?

nimble flare
#

yes

desert raven
#

how many frames you have after that?

nimble flare
#

two (0 and 1)

desert raven
#

have you tried exporting the rtm from OB?

nimble flare
#

yes, but I'm getting a lot of No coordinate points in * errors

#

where * is usually Head, Spine1, Weapon, launcher, and the proxies

desert raven
#

mm what .p3d you've opened it up in?

nimble flare
#

so far I tried A3_character_example and A3_character_template

desert raven
#

try LOD 1,000 in templateRTM male.p3d

#

export from there

nimble flare
#

okay, exported fine

#

now to try in-game

#

hm, same result

#

arms are still stretched

#

am I meant to leave the first frame in Blender as the T-pose?

#

oh, another thing I noticed: if I use the RTM straight from Blender, the offset of the hands in-game will be different from the same RTM exported from OB

#

so re-exporting it via OB somehow modifies the original animation, but it doesn't fix it

nimble flare
#

turns out the 2 exported RTMs were different because I had undone the bone rename in Blender before exporting... with the bone named weapon, both the Blender and OB output RTMs are now identical - but still broken

desert raven
#

I know I've had this issue once but cant remember what caused it

#

Is your weapon normally centered?

nimble flare
#

it's centered as can be in OB

#

besides, I'm currently using the test weapon from the samples

desert raven
#

does yor geometry lod have autocenter 0

nimble flare
#

yes, I made sure of that

#

I have a quick idea that I'd like to test with you, if you don't mind:

desert raven
#

sure

nimble flare
#

I just tried to use one of the NIArms anims and model.cfg from github

#

and the result was just as messed up

#

which makes me question my ArmA installation itself...

#

if I uploaded my RTM and model.cfg, would you mind testing it for me please?

desert raven
#

sure

nimble flare
#

awesome, give me a moment

#

it's nothing fancy, but if it looks any better than the stretched out mess that is my player, then I know it's my installation that is corrupted

desert raven
#

what do you pack with btw?

nimble flare
#

AddonBuilder

desert raven
#

that might actually be a problem

nimble flare
#

oh?

desert raven
#

It can mess up rtms

nimble flare
#

wait, really?

desert raven
#

launching now

nimble flare
#

I assumed that because it's an official tool, it'd work fine

desert raven
#

๐Ÿ˜„

nimble flare
#

or at the very least work as intended

#

hah, I hope that's the issue

desert raven
#

I'll let you know in a few

nimble flare
#

cool, thank you!

desert raven
#

seems to work

#

all in place

nimble flare
#

okay, that's... impressive

#

so how did you compile the addon?

desert raven
#

Mikeros toolset is the best thing Arma modding has ever had. It has tool called pboProject that not only packs your stuff but it also spots all kinds of errors in configs and whatnot and tells you about them

#

there are free tools available and then a more often updated set of subscription tools

nimble flare
#

I heard about these tools before, but never found a use for them

#

well, until today...

naive hemlock
#

oh yeah forgot to mention

desert raven
#

๐Ÿ˜„

naive hemlock
#

never actually use BI tools

nimble flare
#

haha

naive hemlock
#

no matter what

nimble flare
#

well that's a helpful tip! ๐Ÿ˜„

#

I assume Mikero's toolset also compiles models and RTMs the same way AB does?

naive hemlock
#

and by tools i mean addon builder and whatever else they got there

nimble flare
#

as in, the same way minus the screw-ups

naive hemlock
#

same goes for setting up the P drive

nimble flare
#

hate to bother you, but I could use your help again @desert raven

#

I went and got Mikero's tools, and I repacked my addon using PboProject, however the animation is still broken - the same way it was yesterday

#

are there any specific settings I need to check before I pack my PBO?

desert raven
#

that is weird

nimble flare
#

I'm currently reinstalling my ArmA dev branch

#

then I'm pretty much out of ideas

desert raven
#

well I higly doubt its game install related

nimble flare
#

eh, any other day I'd say that too, but I've tried just about everything else

#

I've got uni internet though, should only take 20 minutes

#

waiiiiit a minute

#

when you tried it yesterday, you didn't happen to be using -filePatching, did you?

#

oh for f***'s sake... -filePatching was breaking it...

#

it works as intended now

desert raven
#

๐Ÿ˜„

#

ah yeah I dont use dev branch

nimble flare
#

my god, the quirks of ArmA

#

I've established that -filePatching and uncompiled RTM files don't go together very well

#

however, it works fine with compiled RTMs, meaning I now have to find a way to compile them on the fly

#

then I'm a happy man

#

but honestly, this kind of knowledge should be made publicly available... I can't imagine everybody is willing to spend 3 days on figuring out why their animations don't work

#

only to realise that there is this undocumented quirk that breaks everything

#

in fact, I'm going to go and post this in the ArmaRig thread

desert raven
#

dont really know how many people make mods on dev-brach

nimble flare
#

it's the least I can do

desert raven
#

yep thats good

nimble flare
#

well, dev branch is actually really great for mod making

#

things like textures and rvmat files reload instantly

#

as for model changes, you need to rename them so that the game thinks it's a completely new model

#

then you have to rename the model path in the config.cpp, reload it (I'm using arma3diag for that) and boom, instant model reload

#

saves me a ton of time

desert raven
#

that could be useful yeah, but can't be bothered to set it up.. x9

nimble flare
#

hah

#

it's honestly a life saver when you work with configs a lot

#

when I was working on the Chernarus lighting fix I had to restart my game for every tiny change, which would take around 3 minutes. with arma3diag, it's a single console command, followed my a terrain change in Eden and my changes are there

#

most people may not need this kind of setup, but I can't think of anything that's faster, short of using keyboard macros to click the menu buttons quicker ๐Ÿ˜›

desert raven
#

heh

#

Map config tweaking it definitely woud speed up. Gotta reconsider it when I take a jab at that again.

crisp berry
#

@nimble flare kudos for your persistence and getting it to work in the end ๐Ÿ˜ƒ

nimble flare
#

or if anybody else is having problems, have them check my post out, it might help them

#

oh man, it feels good to solve issues...

rocky frost
ruby hill
#

Could be that your proxy is rotated by 90ยฐ. The wrists are relative to the weapon bone. Possibly a mismatch between proxy orientation in the rig and ingame.

#

Could be as simple as your axe import needing to be rotated, and the rig's weapon to be counterrotated

nimble flare
#

ah, I know why

#

the problem is that way the weapon is going to be held in-game is determined by the weapon bone position and angle in the "standing idle, weapon raised" animation

#

you may rotate your weapon bone in the handAnim in Blender, but it will be ignored

#

you have 2 options here,

ruby hill
#

Yes.The weapon bone cannot be changed via handanim. you may need to apply a gesture first. But that will break many many other things.

nimble flare
#

first option is to actually rotate the weapon mesh so that it is at that angle by default

#

the other option is to redo the overall character animation of standing with a rifle

#

the latter will probably take longer, as you will have to redo more than just one animation

#

the former on the other hand will cause your axe to be rotated and probably clipping through the player's torso when it's being carried on your back

desert raven
#

that can be solved by isSelected animation source

nimble flare
#

oh? what does that do?

desert raven
#

weapon animation when its selected

nimble flare
#

oh, I see

desert raven
#

in theory could have another mesh of the axe that the isselected hides/unhides

nimble flare
#

yeah that's clever

#

hah, I could actually use this

#

I was considering making a sling for my rifle

#

but decided against it because it'd be clipping when on the back

#

this might just make it work

desert raven
#

it could

nimble flare
#

@rocky frost what HorribleGoat just said might help you solve your issue

#

you can clone your mesh in all LODs, rotate it a bit, make it a separate selection and have the model.cfg hide the "normal" mesh when you're equipping the axe

#

then you can do the handAnims based on the rotated mesh

desert raven
#

if you add a sling on the gun it still might clip some but could work well enough. the weapon proxy follows torso movement pretty well

nimble flare
#

there will probably be some brief quirks during the weapon switching animations, but I imagine that's negligeable

#

and yeah, I figure in most animations the weapon bone is properly parented to the torso

#

there's some real potential here

#

one thing's for sure, I'm gonna have a busy week-end working on animations and model configs ๐Ÿ˜„

desert raven
#

Actually as launcher is used as base, it might not work so well as that arm pose does not change that much with the hand IK

#

Arma is not meant for tool use in this regard.

nimble flare
#

oh

#

hmm, I didn't notice it was a launcher

#

that also means you won't be able to sprint very fast

rocky frost
#

Thanks for the tips, I will see what I can come up with.

nimble flare
#

here's a random thought: with how melee weapons require a gesture to animate them, getting the transition between the custom gesture and the "standing idle with weapon" animation to be seamless is a bit of a problem, right?

#

I don't suppose there is a way to somehow import RTMs into Blender, perhaps under a different format?

desert raven
#

not too well I think

#

Someone was making a rtm importer at some point but dont know if that ever became properly uable

#

but its more animation config thing I think

nimble flare
#

well, not entirely, because ideally the gesture should pick up where the animation left

#

especially when you animate the entire torso

#

hm, this gives me an idea...

#

hah, my idea worked

#

try to guess what I just did ๐Ÿ˜

rocky frost
#

imported an animated character into blender?

nimble flare
#

pretty much

#

opened the example character, put the example animation on it, exported as p3d

#

imported in Blender, now I have a perfect animation reference ๐Ÿ˜ƒ

desert raven
#

you imported the pose?

nimble flare
#

I imported the p3d of the character

#

however I loaded the RTM onto the character in OB first

#

I now have a mesh of a soldier in Blender, not rigged or anything

#

however it's a perfect visual reference for me, since I can now animate the rig to perfectly match that pose

#

and from there on I can do pretty much any kind of gesture that will be seamless

#

it's a very simple idea, really

#

but... damn, it helps a lot :p

ruby hill
#

Ha, yes. Kinda a solution.

#

However: Use the bindpose character. it has the bones as directly visible meshes. So you snap your armature's bones to match position and rotation identically.

#

Basically: export your armature from blender to .p3d. apply .rtm, re-import. ๐Ÿ˜ƒ

nimble flare
#

oh, that sounds even better

#

I'll try that

desert raven
#

๐Ÿ‘

ruby hill
#

It'll be alot more accurate. And you will be able to use blender's snap-to function for speedy doing

nimble flare
#

I'm getting a script error in Blender when exporting the rig

ruby hill
#

go via fbx, then.

desert raven
#

so with a bit of elaborating this one could convert rtms into keyframes in blender

nimble flare
#

I was about to ask if that mattered ๐Ÿ˜ฌ

ruby hill
#

Select the Armature, export as FBX with a 0.01 scale. (make sure to have Export Selected ticked) and then import into OB with 1.0 scale

desert raven
#

haveto explore this a bit further.. ๐Ÿ˜ฎ

ruby hill
#

Yes. You could use this as a stopgap for .rtm import. But it would be easier to directly read the relative transformations from the rtm and apply them per keyframe.

#

Its a fairly simple .py once you get through rtmb -> rtm

#

Issues that will arise are with your IK chains counteracting and fighting over control. You'll have to disable IK entirely for the easy way out, and then each bone gets Rot, Pos and scale relatives applied and kinda "baked" into

#

You could then add another layer ontop to simplyfy the baked data (not every datapoint is really needed, so i.e omit 0,0,0 transforms

#

and then fudge way back into IK chain support. But this is IMO a nasty task, as IK is very moody in terms of being deterministic, but close enough will get you there

#

Oh, and just because they need to be mentioned: Quaternion.

#

Quaternions.

#

๐Ÿ˜ฎ ๐Ÿ”ซ

desert raven
#

xD

ruby hill
#

Let me know if you tackle this task. I'll gladly help out. ๐Ÿ˜ƒ

nimble flare
#

oh dear christ don't mention quaternions

ruby hill
#

I've been there before, but I cant hand the rtm importer out. :/

nimble flare
#

hey, I'll definitely try this, because if it works I won't have to spend hours adjusting my gestures to be seamless

#

though I'm still very much a rookie with Blender, so bear with me

#

I'm wondering though, if I re-export the rig as p3d, won't that convert the bones into a mesh?

tired needle
#

Mikero's tools do rtmb -> rtm, probably just as easy to exec them.

nimble flare
#

if so, how will the snapping work?

ruby hill
#

Ah, right. Mikerotools to the rescue ๐Ÿ˜ƒ

#

Snapping... its a basic blender thing. Shift+S. There are tutorials out there for it in some blender-basics

#

works best if each bone is its own object for the origin

nimble flare
#

that's the thing, when I export the rig as .p3d everything turns into one mesh

#

at which point the snapping becomes useless because it doesn't know which part of the mesh represents which bone

ruby hill
#

Ok, I never used the blender tool suite, so I go via FBX, which does it. ๐Ÿ˜ƒ

nimble flare
#

cool, the bones are now different objects in blender

ruby hill
#

Good luck ๐Ÿ˜„

nimble flare
#

I'll need a lot of that, haha

#

mostly because all the bones are individual objects, without any hierarchy, and generated names, so this will take some time ๐Ÿ˜…

ruby hill
#

automate it!

#

use it as an opportunity to get into .py basics ๐Ÿ˜‰

#

Blender is very forthcoming for its functions and methods to be used.

nimble flare
#

that sounds promising, but with time being my limiting factor right now I don't know if it's worth the effort

#

though I won't deny that it would be of use not just for my future projects, but probably for the community as a whole

ruby hill
#

Yep

ebon raptor
#

Any way to force AI to stay in the exact everything they are in if not remotely controlled by zeus mode? I basically want to make an AI face a certain direction in a certain stance. This is especially tricky when you are making a vehicle operator do stuff like looking up in the sky or something close to that. I tried disabling AI features already but that does not seem to be enough

#

@here

desert raven
#

@ebon raptor Here and everyone are disabled here, it would not be appropriate to ping the 1000+ members here like that. As for your question would you explain your current process in order to see what could be improved.

ebon raptor
#

Well I'd like to have a humvee gunner point in a certain direction. Even if I disable AI it still swings his gone back in a neutral position

desert raven
#

What have you tried?

ebon raptor
#

Haven't I just said that ._.

desert raven
#

but you know commands what you used

#

Like these for example

#

@ebon raptor ?

nimble flare
#

anybody know what the headBobMode parameter in animation configs does? what values can it take, and what do they do? I can't find any information about it on google

desert raven
#

Id assume it has something to do with view bobbing while moving

nimble flare
#

I'm trying to get an animation to affect the player's aiming, but I can't seem to get any good results

#

oh, hang on, there we go

#

headBobMode 2 seems to be working

desert raven
#

Interesting! Care to explain more about it?

nimble flare
#

from what I was able to test so far, it simply allows the animation to affect the player's view, as long as head bob is enabled in the game options

#

and headBobStrength acts as a multiplier

#

though I have no clue what headBobMode 1 does yet

#

it seems to be the same as headBobMode 2, actually

#

I must've done something wrong when I was testing earlier, because it didn't give me any results

desert raven
#

what do you pack with?

#

and are custom rtms invovled?

nimble flare
#

so far I haven't noticed any difference when packing with Addon Builder or PboProject, so currently I'm using the former

#

and yes, I'm using a custom RTM

desert raven
#

Addon builder is known to mess up stuff.

nimble flare
#

so I've heard, but I can't confirm any of that

desert raven
#

Use whatever works for you ๐Ÿ˜„

nimble flare
#

if anything, AddonBuilder's less stubborn when it comes to compiling

#

if there is a model path that leads to a non-existing file, it won't complain about it and abort the entire compilation process

#

which is good because I do things a little different than most people

desert raven
#

well if you got errors like that they really should be fixed

nimble flare
#

I know, but I can't be bothered fixing things I know I'll probably remove later anyway

#

I've got config snippets here and there, and I know I will delete them when my current task is done, but I just don't see the point in tidying them up

#

it might look ugly, but it gets me to my goal, and that's all I care about ๐Ÿ˜„

desert raven
#

well if its error free at the end

#

Just that those errors might mask some other things that break other things and so on.

#

But you know if it works for you then keep at it

nimble flare
#

ofcourse the end product will be polished and free of errors, that's my point - I don't care about how tidy my work is until it's done

#

when you build a piece of furniture you don't polish the wood before cutting it

#

you do it afterwards

nimble flare
#

I've got a question regarding ArmA 3's animation action sets, and I might need a dev to answer this one

#

I'm trying to make a new action set, similar to the limping and panic action sets, so I can define which animation plays in which situation

#

but while diagnosing the animations (using diag_show "Animation") I noticed something interesting

#

the debug screen displays the origin of the animation, ie "who/what triggered it"

#

so when you reload, playMove is where the animation call originates from

#

however, for movement and about 90% of the animations, a thing called keyboardPilot is the origin

#

my question is, is this keyboardPilot something we can access via scripts/configs? I couldn't find any information about it online, so I'm guessing it's more of an engine-level type of thing, but I want to make sure

#

I'm asking because I'd like to overwrite certain animation calls to prevent the player from exiting my action set

#

I understand there is a way of doing this by making my own set of animation classes which have no connections to any animations outside of my action set, but I would have to make dozens, if not hundreds of clones of existing animation classes, just for one action set

#

(perhaps one of the <@&105622502444711936> ?)

desert raven
#

with condition checks you could bind movement keys to do your animations instead of normal movements

nimble flare
#

huh, I didn't consider that yet, let me see

#

the other option I saw (besides cloning tons of animation classes) was to use an event handler that runs on "AnimDone", but if your idea works it'd be better

desert raven
#

you would still need to do the animation classes though ๐Ÿ˜„

nimble flare
#

only if I plan on adding custom animations

desert raven
#

true

nimble flare
#

which I don't, I just want to make my own combination of BI animations

#

specifically I want to replace the pistol sprinting animation with the unarmed sprint

#

anyway, with your idea, which UI element would I need to attach that EH onto?

#

is there even an UI element that handles the game's inputs for everything you do in-game? (movement/weapons/vehicles/etc)

desert raven
#

that could work on keydown and playmove

#

this

#

exampel 1

nimble flare
#

fair enough, but how do I find out which IDD I need to use?

desert raven
#

46

nimble flare
#

how do you know that? ๐Ÿ˜›

desert raven
#

by experience :9

nimble flare
#

heh, I'll take your word for it

desert raven
#

its the ingame player display

#

Im pretty sure there are others

#

like If Ive understood correctly different menus are different screens

#

but Im not very well versed in the subject other than 46 is the one you make in game magic happen.

nimble flare
#

that's also how I take it from the UI tutorials, however I never found an explanation as to how people figure these IDs out, and I hardly think they're using trial and error

desert raven
#

oh theres a link

#

haha actually ive been using this stuff a lot lately without even connecting the dots

#

with custom HUD stuff

nimble flare
#

oh yeah, I've tinkered with HUDs before and got some good results, but I didn't know there was a display for, well, everything you do "in-game"

#

anyway, off to do some testing

desert raven
#

๐Ÿ‘

nimble flare
#

damn, (findDisplay 46) displayAddEventHandler ["KeyDown", {...}] doesn't work like I expected it to

#

simply holding down W causes no issues, but holding down Shift along with it makes the EH return either 17 or 59, constantly changing between the two

#

I think I'll try a combination of one or two custom animation classes, and a script that checks if the animation has changed

desert raven
#

shift/ctrl/alt have some modifier values to the number I think

nimble flare
#

seems plausible, but I really only need the EH to fire when the animation is changed, not repeatedly

#

the problem I encountered when setting the animation directly to the civilian sprint via my script was that the player would have to unholster the pistol again

#

so if I make my own animation which connects to the normal pistol sprint, I should be able to get what I want without the unwanted transitions

zinc wadi
#

@nimble flare
Execute that:

(findDisplay 46) displayAddEventHandler ["KeyDown", {
_ctrl         = param [0];
_button     = param [1];
_BtnShift     = param [2];
_BtnCtrl     = param [3];
_BtnAlt     = param [4];
hintSilent format[
    "
        Control:\n %1\n
        Button:\n %2\n
        Pressed Buttons:\n
        Shift: %3\n
        Ctrl: %4\n
        Alt: %5\n
    "
    ,_ctrl, _button, _BtnShift, _BtnCtrl, _BtnAlt];
}];```
#

hf finding a way to solve your prob

nimble flare
#

er... thanks, I guess?

#

I've moved from using display EHs to regular EHs, and by tweaking the connections between animations I am now able to play the civilian sprint instead of the pistol sprint, with interpolation and everything

#

but the problem I have now is mostly script related, such as stopping the animation when letting go of the sprint key

#

not a big issue though

zinc wadi
#

Was in response to simply holding down W causes no issues, but holding down Shift along with it makes the EH return either 17 or 59, constantly changing between the two
17 is iirc W and shift is 59, so its normal, that he returns both

nimble flare
#

figured as much, but I'm not sure if I'll need display EHs anymore

#

I'll keep it in mind for later projects though

zinc wadi
#

What are you trying achieve in the end?

nimble flare
#

specifically I want to replace the pistol sprinting animation with the unarmed sprint

zinc wadi
#

Config

nimble flare
#

I'm aware

zinc wadi
#

No scripts needed then.

#

CfgPatch -> Override the Orig Config stuff

nimble flare
#

not if you're fine with cloning a ton of animation classes and renaming them to match a new action set that you'll need to make

#

I should have mentioned that I don't want to override the animation for every pistol, but only for a specific one

zinc wadi
#

meh

nimble flare
#

regardless, thank you for the input

zinc wadi
#

hf with the scripts then^^

nimble flare
#

will do ๐Ÿ˜‰

desert raven
ruby hill
#

KeyboardPilot is indeed engine side.

nimble flare
#

ah damn, there goes that idea

ruby hill
#

Not sure what exactly you are trying, but fighting keyboard pilot is possible, but not adviseable. From what I understand you basically want a new movement set/type to be used once a certain weapon is equipped?

nimble flare
#

precisely, yes

#

I've considered using scripts to switchMove when the animation should play, but I can't get a transition this way

#

if I however use playMove, the transition works (provided I set it up in the animation class), but then the animation doesn't stop if I let go of the movement keys

#

and it also switches back and forth between the original sprint animation and the one I'm forcing

#

so I see 2 options here, either a script that handles all possible movement scenarios and key combinations (which sounds like a pain to set up), or copy a ton of anim and action classes, renaming them and linking them together (which I attempted yesterday and gave up on after 3 hours, as it was far too much work and you eventually get lost in it)

#

there might be another option, if KeyboardPilot can be tampered with

#

or, heck, maybe someone has another idea I didn't think of yet, in which case I'm all ears

ruby hill
#

connectTo will make the anim transition from A to B instantly, but will play A fully to the end first

#

interpolateTo will make it transition corresponding to interpolationSpeed configured in the animation state

#

You could try animation layers (gestures), but they are limited to one per characters plus extras like reloading

#

So instead of switchMove you would switchGesture (if A3 has that command working by now...)

floral basalt
#

how to export rtm from blender via ArmA Toolbox? I cant export more than 2 frames

drowsy nymph
#

Do the keyframe numbers need to be normalised between 0 and 1?

ruby hill
#

Actually not really.

#

But it will mess with your playback speed.

#

The loginc behind playback and the speed parameter in your animation state is assuming it goes from 0 to 1.

#

I.e speed = 0.5 will mean your anim will be at phase 0.5 after one second. So if your range is 0 to 1, it will be half done. If your range is 0 to 1.5, it will be a third done.

regal dawn
#

If you got multiple keyframes with same number it will result in a bugged animation with ArmA Toolbox. Encounter it when i ported some custom skeleton animations into arma
Pretty sure there is a ulgy hack workaround i posted in the thread somewhere for it.

torpid star
hearty fractal
#

NO.

desert raven
#

@badbenson#0154 That is rather odd bug Macser has there. Never seen such happening before.

ruby hill
#

Never seen this before, either. It seems that proxies are in their correct position, but the rest is missing. It would be good to know where the rest is in relation to the proxy / bindpose.

drowsy nymph
#

Is there some weirdness where the proxy is included in the hiddenSelections or something?

sly stag
#

can anyone help me with HandAnim? Please. Invite me in friends for talking

naive hemlock
#

type here dude

#

so others can also learn from it

#

@sly stag ^

zenith token
#

there is nothing to learn, he wants somebody to make him stuff for his RP server or something like that...

zinc wadi
#

lol

#

Why did i knew it

ruby hill
#

Urgh, this again...
It makes me all kinds of sad. On one side the open hostility towards newbies and reluctance to help out. On the other the outright exploitation of helpful spirit for the personal gain of monetized gaming.

naive hemlock
#

i am all for helping

#

if i know what i am helping for

zenith token
#

open hostility - not in this case. Its not an assumption. I know thats what he looks for

#

but yes people with monetary gain in mind spoiled it for the newbies who really want to learn and make something of their own

ruby hill
#

That sums it up quite well.

zenith token
#

far back i planned on making a more thourough physx tutorial... however with all the cheap car ports that have popped up in the last months, i wouldnt want to spend so much time on even making this situation worse

ruby hill
#

Why would you think a more thorough tutorial would make it worse?

#

Wouldn't it do quite the opposite?

rocky frost
#

So about animations.... Does the elbow not move when you do handanims for primary rifles in arms?

zenith token
#

no it would be even easier for asshats to port cars and implement them

#

the physx and drive setup part is what these people struggle the most with

ruby hill
#

Sucks for all the people you don't classify as asshats.

@rocky frost
The elbow does move, but likely very little as the first stretch of IK between hand and elbow already solves the handanim.

zinc wadi
#

True, sadly... ๐Ÿ˜ฆ

rocky frost
zenith token
#

@rocky frost you can't controll the elbow directly if that is what you mean. It positions itself automatically according to IK

#

try and rotate the hand a bit (so the wrist is lower than the index finger), so that the transition will be smoother

rocky frost
#

Yeah I will when I get home and see what I can come up with. Just wanted to confirm. Thanks.

dawn forge
#

If someone wants their vehicles to be good then yea a tutorial would be nice, on the otherhand if they want their vehicles to be good then there are enough tutorials and stuff out there were you can tinker and experiment to get it right

#

The life vehicles I see in all these videos and mods seem to act like boats, even the vehicle packs on steam

#

They almost float and slide

zenith token
#

because for that to drive properly you have to put in work and efford - a thing that these people are not willing to put in

#

steal lamborghini model from forza, barf it into OB LOD0 , assign solid green color, some how get something that resembles function of a car, cube geoLOD, done.

dawn forge
#

Pretty much why I said what I said, if people want good vehicles for their mod or w/e then they will put in the work, they will ask questions and be willing to tweak and listen

#

Otherwise its get ingame and copy paste the same boat physx and then get ingame for more money

#

As long as people here are willing to help and talk and share then it kind of sets a standard and gives them a quality leg up from the copy pasters

ruby hill
#

If someone shows they have actually looked into the matter and tried to solve an issue, then help is very likely. If they show where they think they are stuck and what they have tried already, then help is basically guaranteed.

#

But all those "Can you help me make you do the stuff for me please?" can happily go back to where they came from. ๐Ÿ˜ƒ

zenith token
#

but i pay you moneyz... like 5$ and i give you a 5$ walmart coupon

#

deal?

dawn forge
#

Sounds good with me, pretty sure they have some sick cars at walmart

desert raven
desert raven
#

Any chance anyone knows if the engine plays getin/getout animations differently than with for instace switchmove command? You can see in the video that the animation is little choppy, but if played with switchmove on a character it plays very smoothly.

grim escarp
#

Any idea why when I binarize my PBO my animation gets screwed but if I pack it without binarizing it the animation is perfectly okay?

desert raven
#

do you use addonbuilder?

grim escarp
#

Addon Breaker, yes.

desert raven
#

that is your reason

#

or at least im 90% sure

grim escarp
#

Yeah... been told that alot. ๐Ÿ˜›

#

Im adding it to the list to copy directly

#

that might fix it

desert raven
#

Would like to recommend Mikeros toolset and pboproject in there.

grim escarp
#

Yeah might have to

waxen jasper
#

can vouch for pboproject, used it today to pack my first animation, worked perfectlly ๐Ÿ˜„

desert raven
#

๐Ÿ‘

desert raven
#

I narrowed down the choppy animation I had to AI units that get in to a vehicle (the torso) that is attached to man class unit (the legs). So it unfortunately seems to be a engine thing. ๐Ÿ˜›

ruby hill
#

I just watched the video. You mean the apparent 10fps playback?

desert raven
#

yeah

#

happens on vanilla vehicles too if its attached to a man class unit.

#

drawbacks of unholy hack union of man and machine

#

player animation plays normally though.

#

@ruby hill I don't suppose you've seen something like this before?

wintry lance
desert raven
#

@wintry lance by this might you mean the position of the other arm?

#

you might need a new holding animation for it.

zenith token
#

i dont think you can make new holding animations for binoculars

naive hemlock
#

you cannot ^

zinc wadi
#

wut?

#

Can't you just say abracadabra in the config and change it?

wintry lance
#

I think we also do it with the lecra in rhs @naive hemlock

#

but no 100%

naive hemlock
#

nope, check the periscope....if there would be an alternative it would have been used

zinc wadi
#

meh

desert raven
#

How about some sort of gesture magic when certain type of periscope is used?

waxen jasper
#

Bit of a random question, I was wondering if you could have different reload animation depending on whether you reload with rounds still in the mag or if you run the mag dry

drowsy nymph
#

not without swapping the entire weapon class when the mag runs dry

waxen jasper
#

ah, interesting, I'm guessing that its not worth the hassle for the small level of detatil then

waxen jasper
#

I just had the lovely pleasure of being told my reload animation was "too smug" ๐Ÿ˜‚

desert raven
#

video?

waxen jasper
#

Nah, don't have one, but the comment was regarding how confidently he put the new mag in ๐Ÿ˜›

zenith token
#

make a new one where he doesnt hit the magwell properly 3-5 times. im sure thats what they want

waxen jasper
#

ahahaha yeah I'll do that next

ruby hill
#

Borderlands style reload: Throw away weapon. Magically have new one in hands.

zenith token
#

wasnt there a guy that made hilarious reload anims for the source engine?

waxen jasper
nimble flare
#

I don't know how some people can make animations look so great in seemingly no time at all, it took me about a week to get my 6 seconds long reload animation to look good

ruby hill
#

It always does take time.

#

The seeming speediness comes from the time invested into the rigging environment.

nimble flare
#

but there isn't an entirely different workflow out there that everyone is using, is there? we still make animations by creating individual keyframes, right?

ruby hill
#

Keyframes yes. Emphasis on key.

#

For example you can lose a metric tonne of time on just posing fingers if your rig is has just basic IK for each finger. Ideally you want some easy handle to blend between the most common or even standardized finger poses and then adjust slightly after.

#

This means instead of having to pose a fist every time you start a new anim needing a clenched fist, you just go throw in your fist template and go from there.

#

This is just a very specific example, though.

nimble flare
#

understandable, but I mostly struggle with physical responses of items or character bones, such as the force applied on a rifle when inserting the magazine and pressing it in, aswell as the resulting rotation around the right hand (which is holding the grip)

ruby hill
#

The more complex the tast, the more time it will take. For example a walkcycle with a simple rig can easily take a half a day to just set up. The polishing is the time consuming part. So your rig should take the job of setting up the walkcycle so you can spend all the time you have on polishing.

nimble flare
#

or, if we take that video MrBagel posted as an example, the tiny movement the revolver is going through with every round that is falling into the drum

#

right, so I'm not completely insane for spending days on decent looking animations

#

just making sure ๐Ÿ˜ฌ

ruby hill
#

Absolutely not. The basics are set up fairly quickly, the polishing is what takes time.

nimble flare
#

I can see why there are a lot of, er... "low-quality" animations out there, even in popular mods, simply because animating takes a ridiculous amount of time and most people probably consider it to not be worth the effort

#

I definitely think animating is the most tedious and annoying task right now

ruby hill
#

Thats the reason why Mocap is such a cost effective tool for creating large quantities of animation data. You use the mocap data as your basis to start with, and just clean up (arguably a nasty poopy job) and spend your main focus again on finetuning. The mocap in this case will provide rythm and weight.

nimble flare
#

I considered that as an option, but the problem this would ultimately lead to would be the transitions between existing animations and new ones

ruby hill
#

That is, unless you are Gisnep or Pixar. Mocap is used entirely for study and referen alone. No actual production work is using mocap data.

#

But then again, they have bazillions of labour days they can throw at the task

#

The transitions are not a big issue. With mocap we have the exact same issue as well.

nimble flare
#

I always wondered how they do the animations for these movies, I can't even begin imagine how much time they must sink into that

ruby hill
#

However, again, a standardized libary of handover frames makes the connections possible. but it's always involving doctoring the poses, which is bad.

nimble flare
#

heck, if you put all the animations in an average Disney movie end on end, you'd probably have hours, if not days of animation data

#

bah, animating really isn't my cup of tea

#

doesn't help I'm a perfectionist and won't let go until all the rough edges are gone

ruby hill
#

Hah, ok. Animating and being a perfectionist.... thats a tough fate. ๐Ÿ˜„

nimble flare
#

I already spent 2 days just to make the first frame of my rifle raised standing and prone animations match the ArmA 3 idle animations

#

turned out very nice, the transition is almost nonexistent

#

but damn, I never restarted my game so often before

#

because even with -filePatching I can't get it to reload the animation files

ruby hill
#

Yeh... if you dont have access to the source data you'll either have to reference and match or write an inmporter for the data yourself. ๐Ÿ˜ฆ

#

Did you change the naming of your .rtm each iteration?

nimble flare
#

pretty much, and since I don't have the slightest clue on how to import the data, I figured matching would be the easiest path

ruby hill
#

Its the same with textures: once loaded they're basically unchangeable and only new ones can be loaded on the fly.

nimble flare
#

yeah I tried that, but the problem is anything in the player's movement config refuses to reload

#

it seems as if ArmA loads it once, then won't let you change it during runtime

ruby hill
#

Not surprised. Its disgusting horrible spaghetti code

nimble flare
#

even though I can merge my config.cpp and see my changes in the config viewer

#

honestly, to me it seems like the deeper you dig into ArmA modding, the more you get frustrated with how unpredictable the game behaves

#

until eventually you lose your sanity

ruby hill
#

Yes, but you learn how to anticipate and not be surprised anymore. ๐Ÿ˜„

nimble flare
#

oh man, good thing I am good at motivating myself I guess

ruby hill
#

Achievable stretch goals will keep you in the battle.

#

If someone with no prior experience in modding arma says to himself: "I'll make this tank now!" 9/10 times they'll give up shortly after.

#

Instead, work your way through the basics. It'll take longer, but you'll actually get there.

nimble flare
#

indeed, and then there's that 1/10 guy like me who gets really frustrated with how complicated the whole process is, but for reasons unknown can't get any rest until he's done it

ruby hill
#

The Arma animation engine is both great and terrible. On the topic of configuration and setting up your movement sets it seems crude compared to today's standard character controllers and blendtrees, but it is a very solid and simply logic setup.

#

Playback and animation data: not so much ๐Ÿ˜„

nimble flare
#

it does have some good capabilities like the gestures system, allowing you to do multiple tasks at the same time

#

but at the same time, some changes which should be fairly simple are extremely difficult or tedious to achieve

ruby hill
#

Yes, but then again, only ONE layer. ๐Ÿ˜„

nimble flare
#

and that

#

in particular I'm thinking about the "custom animation set for a specific weapon" thing I mentioned before

ruby hill
#

Which is frustrating, and a repeating thing with the engine: There are so many amazing features available, but horribly locked away behind inaccessible design.

#

For example the engine does support multiple animation layers. For example The gestures themselves and the blend animation of aiming / looking around.

nimble flare
#

I thought I was missing something obvious, because it didn't make sense to me that one would have to copy-paste a huge chunk of code and spend hours renaming things in the newly created mess

ruby hill
#

but it was locked away to only allow one single gesture at the time.

nimble flare
#

but apparently that's what you really have to do

ruby hill
#

Same with IK.

nimble flare
#

oh, that's a great point, the aiming blending

#

I take it that's not really possible with custom animations?

ruby hill
#

IK is there and working for all extremeties. But why is there no script command to control it? Why was it locked away only to the handAnims[] in Arma2 and now a bit better with crew anims and target bones. ๐Ÿ˜ฆ

#

The floating-zone aiming is possible for all animations. its just a matter of configuration in your animationState

#

parameters head, body and bodyAiming (IIRC) are dealing with these

nimble flare
#

ooooh, that's great

ruby hill
#

body stops at 80% of the floating zone, while bodyAiming goes all the way around. (might be swapped around, I rarely touch this anymore :D)

nimble flare
#

so I take it you'd have one animation which is applied to 90% of the body, and another animation where only the arms/hands are being considered, and layered ontop of the other animation?

ruby hill
#

So this basically is already the technology for a one-dimensional blend/mix, but its basically hardcoded ๐Ÿ˜„

nimble flare
#

I'd like to make some custom poses for a future project, something simple like an unarmed standing idle pose, but with the ability to point at things with your right hand

#

if I got you right, these masks should enable me to do that?

ruby hill
#

Yeh... that would need freely useable IK. which is not available.

nimble flare
#

ah, damn it

ruby hill
#

The gesturecould do this as a fixed pointing anim.

#

But you couldn't control the direction of the pointing. you'd have to make a new gesture for each direction you'd like

nimble flare
#

mmyeah, that'd be a nightmare to set up

ruby hill
#

So the workaround here would be to make your standing and pointing anim, and have the pointing hand use the crew anim IK tech (i.e. hands following steering wheel).

#

So your guy would get into an invisble car as driver, and then you'd control the pointing IK target via animate command on the car where you move your IK Target bone in X Y Z.

#

its ridiculously overcomplicated

#

but doable.

nimble flare
#

haha, ridiculously overcomplicated is right

ruby hill
#

All this instead of

dude setIKTarget ["IkTargetBone", <model offset>, (interpolate to), (interpolate time)]

#

The IK setup and solver is there, there is just no easy access ๐Ÿ˜„

nimble flare
#

honestly, if there was a way to add such a feature via mods, I'd probably go through the trouble of doing it

#

but I'm sure we'd need source files for that, and that ain't happening

ruby hill
#

Possibly via extensions. but thats heavy lifting C++

nimble flare
#

I'm hoping that maybe one of the future DLCs will address some of these engine restrictions that people have mentioned over the months

#

this IK problem being one of them

#

I mean, they did give us FFV, so who's to say this can't happen?

ruby hill
#

Its a cost vs effect thing.

#

What would you need scripted IK controllers for? Theres hardly any lightswitches that need flipping in the game. ๐Ÿ˜„

#

I could however see it very handy if there was to be more phsical interaction between characters

#

Like dragging ragdolls or even just carrying crates

nimble flare
#

exactly, that would be really convenient

#

oh, and don't even get me started on ragdolls

#

why don't we have ragdoll thatDude yet

ruby hill
#

Haha ๐Ÿ˜„

#

Exactly the same issue again. Technology is there and visibly working well.

nimble flare
#

instead of having to spawn a soda can and firing it up the player's hindquarters hoping it'll knock him over

ruby hill
#

Why cant it be directly controlled?

#

Instead you need to invoke an anim state that then triggers ragdoll. ๐Ÿ˜„

nimble flare
#

waaaaaaaait, you mean to say that is possible?

ruby hill
#

Yeh

nimble flare
#

what!

#

okay, I need to know ๐Ÿ˜ƒ

#

a hint, maybe?

ruby hill
#
    {
        ragdoll = true;```
nimble flare
#

oh...

#

...brilliant!

ruby hill
#

So all you need to do is switchMove deadState and it'll ragdoll.

nimble flare
#

alright, time for some science

ruby hill
#

However, that is very crude and bad. instead be a good person and not directly reference the classnames of animation states ๐Ÿ˜‰

#

Instead:

dude playAction "die"

#

or switchAction alternatively.

nimble flare
#

I'm going to test how much control we have over ragdolls

ruby hill
#

Quite a lot.

#

I found A3's configuration of ragdoll rather suprisingly great.

nimble flare
#

damn it Mondkalb you're making me wet already

ruby hill
#

Half a year ago I was just seeing how A3 changed and how difficult it would be to set up a completely new skeleton, character and animations. Including ragdoll:
https://gfycat.com/NervousWellwornBug

#

Logical straight forwardness.

nimble flare
#

ahahaha, that's incredible!

ruby hill
nimble flare
#

that's the most beautiful thing I have seen in ArmA

ruby hill
#

Actually, that project is probably not going anywhere anymore since I am busy with a cold war now. Lemme wrap this stuff up and release it + sources. I think it would be great for the community to reference from it.

waxen jasper
#

ahaahah the limbs detatching kills me

nimble flare
#

sweet crackers, that'd be incredibly helpful, please do it!

#

I can't wait to see how you've done that

#

I considered trying my hand at making a rigged character like a dog or a wolf, but decided against it because I couldn't find enough documentation

#

this might just enable me to do it

ruby hill
#

Oh god. Thats exactly what I was saying earlier. Going straight for the tank ๐Ÿ˜„

nimble flare
#

yes!

#

I'm afraid that's just what I do

ruby hill
#

Animals are IMO a whole order of magnitude over humans.

#

Simply because you are a human and can do the moves and record yourself

#

try doing that with a cat ^^

#

Its always great animating a reload and spazzing out in the office. People wondering if you finally lost your beans.

nimble flare
#

haha, I can imagine

#

actually brought an airsoft with me to see how one would handle it

#

thankfully everybody knows it's a toy and is fine with it

ruby hill
#

Yeh, thats always good. I usually use a DIN 7295 Axehandle that used to be a theatre prop of mine. ๐Ÿ˜„

#

"Hey, why do you have this axe handle there?" "For stupid questions." "like mine?" "uh-huh"

nimble flare
#

haha

#

good old DIN axe handles, because you can't just go and get any handle

ruby hill
#

Its just impossible to get anything else. and it has the glorious stamp on it

drowsy nymph
#

You have a DIN standard for axehandles in Germany?

ruby hill
#

Very much yes. ๐Ÿ˜„

nimble flare
#

we have DIN standards for everything, even for sample stool used to test toilets

ruby hill
#

I mean, how else can you be sure your bootleg axehandle fits?

drowsy nymph
#

I suppose that makes sense. I just never noticed whether we have a BS standard for them here

#

but apparently we do: BS 3823

#

seems it's for shock absorption though

ruby hill
#

Trying very hard to not expand BS to Bullshit Standard ๐Ÿ˜„

drowsy nymph
#

Yeah, I was going to point out the irony of "British Standard" being total BS

nimble flare
#

oh, it doesn't mean that? ๐Ÿ˜ฌ

ruby hill
#

Best place to host stuff these days? Google Drive?

nimble flare
#

if it's over 2gb, or if you don't have dropbox, yeah

#

besides, I think Google Drive is faster than dropbox

ruby hill
#

I have the same subjective impression ๐Ÿ˜„

nimble flare
#

I'm digging through A3's animation config and trying out various animations that have ragdoll = 1, but none of them ragdoll my player when I use them in combination with either playMoveor switchMove

#

I also tried playAction "die", same result though, am I missing something?

ruby hill
#

Hmm... let me quickly see.

#

Hmm, you're right. it doesnt work like this. I probably was having false memories ๐Ÿ˜ฎ

#

Oh my, the age.

#

Its still wednesday, right?

nimble flare
#

it is

#

but if the ragdoll tag doesn't work, why is it still present in so many animations? in fact, some of them seem to have been introduced with Apex

#

either it affects something else, or it lost its functionality somewhere since the Apex release

ruby hill
#

ragdoll is used for death transitions. Before this it played specific death keyframe animations

#

Now it just goes to ragdoll mode

nimble flare
#

strange, I can't find any documentation about the ragdoll parameter, not even in the CfgMoves reference

#

found a clue: player setUnconscious true will ragdoll the player, however after a few seconds you'll roll over onto your back

nimble flare
#

welp, I guess I'll spend the next hour playing with Lego instead of working on my mod ๐Ÿ˜‚

ruby hill
#

Ha ๐Ÿ˜„

fluid breach
#

@ruby hill all pro man, much appreciated ๐Ÿ‘

#

and fairly epic on a couple different levels there ๐Ÿ˜„

ruby hill
#

โ˜บ

#

Its a project I'd actually really would love to continue. But the big fat massive CTD when you mix a human vest and brick chest kinda stops this from being anything more serious.

nimble flare
#

if the game verified whether the uniform/vest you're trying to equip is using the same skeleton as your current model, it could probably prevent adding it altogether

#

this would have to be engine-coded, and I doubt it'll happen anytime soon, as BI probably never intended for more than one player skeleton to exist

#

which is a shame :/

ruby hill
#

The project certainly shows the edges of Arma3's modularity. Some are engine side limitations and some are editor side.

#

I.e the identity tab in 3DEN is hardcoded to look for human faces.

#

Instead it should do a lookup for what face and head type to use.

#

But I can understand why this was done in the hardcoded way: Why would there ever be different heads with different faces?

hearty fractal
#

Still "All Pro" though Mondkalb !! ๐Ÿบ

nimble flare
#

indeed, but to be fair it seems like a design flaw that a lot of features are modular and can be tweaked, yet some are not accessible because everyone took it for granted that there would never be a variation

#

I understand their thinking, "why add modularity for something we'll never use?"

ruby hill
#

If it wasn't such a damn time intensive thing to do, cars would also have happened. A friend built a lego car wash set from the early 90s, including the civvie car. ๐Ÿ˜„

nimble flare
#

oh, that reminds me, with your characters the option to enter vehicles doesn't show, is this a failsafe to prevent a possible CTD that you added?

ruby hill
#

ha, actually I just checked this for the first time 20 minutes ago. I genuinely don't know anymore.

#

I don't explicitly remember preventing it, so I assume there is possibly some hardcoded logic that prevents it.

#

i.e if not OFPManSkeleton then GTFO

nimble flare
#

ah, could be

#

I'm still hoping it's more along the lines of "no matching sitting animation found in this model's skeleton, so you can't get into this position"

ruby hill
#

but I hope it is a smart system that checks if the current animation set doesnt have the corresponding manaction defined (i.e QuadDriver) then ignore the entry option.

nimble flare
#

hah

ruby hill
#

^^

#

Because that would be the smart and modular solution. But egain: Why would it ever?

nimble flare
#

indeed

ruby hill
#

After they canned the women skeleton this is not needed.

zenith token
#

the uniform crahs seems like a dealbreaker

#

unless there is a way to prevent it

#

random idiot or troll trying stuff thats not suited and poof, all people crash

regal dawn
#

scripted switch of uniform?

#

like bound to a drag&drop eventhandler

naive hemlock
#

@ruby hill awesome on the lego. really cool, hats off

nimble flare
#

@zenith token could always prevent opening the gear menu as a blockhead unit

zenith token
#

i'm thinking in general, different kind of soldier (e.g. an alien with their own gear)

nimble flare
#

hm, I see

#

I gave it some thought the other day, and I remembered BLUFOR / OPFOR units can't equip any uniforms that don't belong to their faction

#

maybe it's possible to expand this behaviour onto vests/backpacks/hats/etc

zenith token
#

but thats based on side, not based on faction

#

so if you have 2 different skeletons on the same side, this wont work

nimble flare
#

true, but it might help in a few scenarios if you pitch BLUFOR aliens against OPFOR humans, for example

#

but that's very specific

zenith token
#

indeed

nimble flare
#

honestly, this should be an engine-side check, I'm sure it's easy to verify if the skeletons mismatch as there are config entries in both the uniform and the associated unit class

#

there are a lot of engine-side safety verifications to prevent crashes, so why can't this be one?

zenith token
#

I'm sure it can be fixed by the devs, but since its not in vanilla they might not bother...

nimble flare
#

that's the thing, if it's such a small fix then surely there shouldn't be anything in the way of it being added

#

at least, that's what one would think

ruby hill
#

Yup. The CTD is the main reason I lost interest in continuing it. Its just not suitable for actual use. I was thinking about possible restrictions. You'd have to remove all the items from the armory and then somehow prevent the gear menu if source and target containers are containing items with mismatching skeletons.

zenith token
#

is there a bug report for this?

ruby hill
#

The CTD is only relevant if you want custom clothing that is detachable. If your custom skeleton doesn't have any of this, then it's perfectly fine. I.e animals/dinosaurs.

zenith token
#

i'd want gear... dinosaurs without helmets are no dinosaurs after all

ruby hill
#

Exactly. Huge loss.

zenith token
#

welp... even more reasons not to bother with superhumans. sadly

hearty fractal
#

Sharks with frickin laser beams....

zenith token
#

also, what about weapons? they too have ofp man skeleton defined in their modelcfg

nimble flare
#

not the weapons themselves, but rather the corresponding handAnims and gestures

ruby hill
#

Yeh. Weapons don't have the OFP2ManSkeleton, also they are proxie'd into the character differently.

zenith token
#

hm. is it the different skeleton name alone that causes the crash, or is it only if it can't find the bone names. I guess the former

ruby hill
#

I'tll likely be an invalid index. So perhaps it could be worked around if the minifig skeleton had the exact same amount (not names) of bones.

zenith token
#

the handanim could still cause problems if its for different skeleton. Or maybe its just distorted people then

ruby hill
#

But very likely it will also depend on bone names.

#

So the fix here would be to make the minifig use a bastardized version of the OFP2ManSkeleton that animates just entirely differently.

#

rtm itself is just world transform data, so the anim data itself doesnt care at all.

#

So there certainly is a way to do this, it's just not very pretty on the data side.

ruby hill
#

Vests and hats actually don't have a skeleton config parameter. It's part of the binarized .p3d.

nimble flare
#

hm, that's going to make it more complicated then

#

I suppose they could add a config parameter to all of the vests and headgear items, and base the skeleton verification on that

#

leaving it up to the modders to ensure that the skeleton matches both in the config and the model

#

which is better than having a 100% definitive CTD everytime you mix skeleton items

rocky frost
#

lol

dawn forge
#

@ruby hill Nice work! I have the urge to play and or remake the 2000s lego island and lego island II game in arma 3

#

Lol

ruby hill
#

You are not alone. ๐Ÿ˜„

hearty fractal
#

Congrats

zenith token
#

why do magazines and the like keep saying arma is a hardcore military simulation?

#

it isnt. and it actually scares people off

ruby hill
#

#fakeNews

zenith token
#

they keep jumping on every bit they can find and create a click-baity headline for nowadays. They are desperate for that ad revenue.

ruby hill
#

The article implies I'm BI's anim lead. Which I am not. BI != BISim

waxen jasper
#

ahaha maybe this is BI letting you know you have job offer ๐Ÿ˜„

zenith token
#

yeah was gonna say ... they know more than you do, congrats to the upcoming promotion ๐Ÿ˜„

#

well... the article headline suggested on the right says it all. "Conan Exiles has an endowment slider and genital physics"

dawn forge
#

Maybe they were talking about the other Mondkalb from BI ๐Ÿ˜›

#

Well anyways, the general public will not know the specifics so its right in their eyes

waxen jasper
#

Heya, looking for some info regarding magazine model movement during a reload animation. Can the motion only be a one axis translation, like seen in most reloads?

zenith token
#

you can move it in multiple directions at once, but each direction needs its own animation - and each translation animation is only linear.

#

so making fluent movements is tricky and propably not worth the time to make it

waxen jasper
#

Right, interesting. So the reason most are just a simple linear translation is due to ease rather than engine limitation

zenith token
#

yeah likely

waxen jasper
#

Ok, thanks for the help ๐Ÿ˜„

waxen jasper
#

Anyone know the easiest way to fix this twisting in the shoulder?

#

It's just a static pose

zenith token
#

move the left hand forward, it is too far back and the IK snaps the elbow in the wrong direction.

waxen jasper
#

Idealy I'd keep the hand back, I was wondering how ace did its surrendering animation, with both hands behind the head

zenith token
#

is it using IK? if its static i would assume not? In this case move the green box (target for the elbow) in the rig

drowsy nymph
#

Didn't you use the xArmRoll bones instead of xArm?

waxen jasper
#

Hmm, the rig has its own IK system, with two skeletons linked together in some way. I'm struggling to get direct control over the bones. I may switch over to another rig to see if that helps

dawn forge
#

The arma blender rig is quite nice

waxen jasper
#

I'm working in 3ds

zenith token
#

just move the elbow target so that the elbow points forwards

#

try moving your own elbow behind your back when holding your head like that -> you will see that it wont work

waxen jasper
#

that seems to help, but not fix the problem entirely

#

I'll test it in game to see how it looks

zenith token
#

the rig does not have arm roll controll

#

you have to fix that manually

waxen jasper
#

Yeah, that manual control seems to be lacking in this rig, I'll see if a different rig helps, or if I can tweak it in object builder

waxen jasper
#

so testing a different rig went well...

austere orbit
#

"Get your head out of your ass" ๐Ÿ˜› ๐Ÿ˜›

austere orbit
#

my joke was better then yours Dscha ๐Ÿ˜›

zinc wadi
#

NO! Denied!

austere orbit
#

Damn, no custom emoji's here

zinc wadi
#

Yeah, i was searching for the CUP Emojies too ๐Ÿ˜„

austere orbit
#

haha

dawn forge
#

Is there a way to make a custom FFV animation, they all seem to be locked at the waist and only the top of the character moves, could you like make an animation or stance that would take characteristics of a FFV top half?

#

Does anyone know how that all plays into place?

zinc wadi
#

Haven't seen aything yet.

dawn forge
#

Yea the animations for them seemed really complex

#

Would be sweet of BI to do something like I was saying

#

Custom bottom half of the character since the top movement is all controlled by config anyways

zinc wadi
#

Out of interest: For what? What do you have in mind?

dawn forge
#

FFV on the back of an atv, like swap the back character around so back to back

#

Or on the side of a vehicle or something

zinc wadi
#

ah, like the "Stand up" on the jeep?

#

Maybe thats usefull

#

But that would need another Anim

dawn forge
#

Not really sure, just want to know if it can be done

zinc wadi
#

Check the Offroad

#

(Vanilla Offroad)

dawn forge
#

Yea you stand up, it plays an animation for an invisible turret to move around 180 then standing FFV i think it is

zinc wadi
#

When you sit on the backseat, you can "standup"

#

Yep

dawn forge
#

So ill toy around

#

My next physx hack im gonna try a tracked/wheeled vehicle

#

So that will be funzer

nimble flare
#

is there a limit to how many animation classes there can be in a weapon's model.cfg? or perhaps for a given input source?

#

I'm trying to do a fairly detailed reload animation and want to put some extra effort into the magazine's movement, but I'd like to know if I'd run into any major problems with this before I spend hours on doing it

desert raven
#

have not hit limits yet myself. I think 256 bones was a engine limit at least at some point. But you can quite easily test the classes by copypasting them to do some small move for example and see what happens.

nimble flare
#

I already have 27 animation classes and everything's working fine so far, so I'll just have a go at it

desert raven
#

27 does not sound that much ๐Ÿ˜„

nimble flare
#

I'll probably need 5 more for the magazine movement, as I'm going for a more realistic approach to this reload

#

I don't know why every unit in ArmA is so talented at inserting the mag straight into the magwell under any circumstances, even in pitch black, but this weapon won't let you do that

#

instead you'll be slamming your magazine into the bottom of the gun, only to realise that you're a few centimeters off and have to slowly and carefully fiddle it in ๐Ÿ˜„

desert raven
#

Id assume it has more to do with game environment simplification

#

Would be pretty cool though if different situtations affected reloading too

zenith token
#

having too many animations are assumed to have impact on performance (which is why i heard argo cracked down on number of anims)

#

animation sources have to be synched across the network.

desert raven
#

if its reaload animation Id assume its a single source.

zenith token
#

thats what i would assume - anim sources are synched, individual anims are not. For optimization. However, you can script to change animations, so that would speak against this "optimization". It would be nice if BIS could shine a light on this...

drowsy nymph
#

Does dynamic simulation cut out anims over a set distance though?

molten goblet
#

When all you want in life is good animations but that's literally 1-1000 for arma mods

compact ravine
dawn forge
#

@compact ravine thanks for the links

dawn forge
#

For animations how would you go about freezing an animation ? Like in dayz with the hands up or hands behind their back and walking or just standing? Basically looking how to make an animation pause or a static type animation until another playmove or something is called

zinc wadi
#

DayZ got Fists, right?

#

Adding a stance, while holding a weapon (The fists). That would be my first thought. maybe somebody else has some other thoughts, but afaik ordinary Anims switch it back, when you start moving.

zenith token
#

infinite gesture?

zinc wadi
#

Do they already exist?

zenith token
#

idk? thats why ? sign

nimble flare
#

you can make looped gestures, no problem

zinc wadi
#

What if you, for example, starts walking? You Body should switches back to the Walking/running Anim, or?

nimble flare
#

I haven't tested this, but just like with animations, there is a looped parameter in gestures, which if you inherit from the Default class is set to 1 as standard value

dawn forge
#

I would probably look at removing weapons first so no dealing with that

nimble flare
#

I don't think it'd do that with the proper mask

dawn forge
#

And you can walk while doing anims

nimble flare
#

say if you use the handsWeapon mask, which is used by reload gestures, then the gesture doesn't stop even if you start moving

zinc wadi
#

Hey @dawn forge , @dawn forge found a solution ๐Ÿ˜„

dawn forge
#

Idk about looped though

zinc wadi
#

Time to find out =}

dawn forge
#

Testing somethin out?

#

Ill be able to test stuff when I get back home but what I am thinking is

#

One anim to start to get to a pose, then a static looping anim and then a ending anim

nimble flare
#

sounds good

zinc wadi
#

@dawn forge Yeah, i meant you testing. I got no intention to start Arma (once a month is enough ๐Ÿ˜› )

dawn forge
#

Pff, dont get too into arma now ๐Ÿ˜„

zinc wadi
#

hehe

tardy gyro
#

Anyone have any idea why Addon builder is now making corrupt rtm's? The same exact RTMs worked the last time I packed but now with the latest BI tools it just corrupts all of the rtm animations. Same binarized file size as before but in game I look like an alien when using any of the custom rtm's ๐Ÿ˜ฌ

naive hemlock
#

it has always been corrupting RTMs...

drowsy nymph
#

I thought it got fixed once, maybe twice. But keeps reoccurring

nova spindle
#

update will happen today ?

rocky frost
#

PBO PROJECT!!!

blissful forge
#

today's dev branch changelog:

Fixed: Crash when equipping Uniforms, Vests, Headgear or Backpacks for a different skeleton

lapis elm
#

I wonder what motivated that...

compact ravine
#

trying to put a ghillie onto lego man probably ๐Ÿ˜„

nimble flare
#

funny, I was just going to say that I'm surprised they read my comment, but your hypothesis seems far more plausible

fluid breach
#

go go Legos! (they have officailly invaded everything now..)

zenith token
#

pretty sure they read every message in dev discussion, they just dont react to everything. Plus when you highlight the lego mod in a sitrep, decency demands a fix for a crash to desktop bug that is connected to it ^^

#

i'm very happy they fixed it (someone wants to try what happens now if you equip wrong stuff?)

dawn forge
#

now instead of game crash its bluescreen probably ๐Ÿ˜›

ruby hill
#

ha, thats awesome. I'm glad it had effect in improving the game ๐Ÿ˜ƒ

#

plus, I can now claim that BI fixed my mod ๐Ÿ˜„

desert raven
#

This is excellent as now female skeleton can be expected to work ok too!

thorny flax
#

there is some sort of fix for the SPAR holding animation? i hate the that he aint holding the barrel grip

naive hemlock
#

there is some sort of other channels for this sort of question

zenith token
#

I never held the front grip of my airsoft m16 either, i just used the mag as grip. I really hated myself too.

waxen jasper
#

I think Christmas has come early...

drowsy nymph
#

Early, but slightly late. Since it was posted here on Wednesday

waxen jasper
#

Apologies, haven't been on too much, must have missed it

drowsy nymph
#

No worries, I was just finding irony in your choice of words. It's worth posting again

#

Even though I use Maya, so no CAT ๐Ÿ˜

waxen jasper
#

Yeah, I do some stuff in maya, but I couldn't find a rig that worked for me

#

CAT is new to me however

drowsy nymph
#

Apparently it's possible to convert CAT to HumanIK (Autodesk have a guide for it), but I don't have Max to try it

waxen jasper
#

Yeah, I'm happy using 3DS to animate, so I tend to just stick with the rig in its original program

dawn forge
#

I have animations I am importing from blender rig and simple ones work fine but anims with multiple body parts moving dont, any ideas where to look?

rocky frost
#

do you have the animation moved up on the line and not centered?

#

for gestures it is fine to be centered but for full body movements it needs to be moved to the top of the center point. I believe there is a video that explains it.

dawn forge
#

Im not sure I follow @ANixon#4860

rocky frost
#

let me find the tutorial

#

at about 6 minutes it will explain it

desert raven
#

@dawn forge what kind of animations are we talking about. Different animations work a bit differently so it might help what their purpose are or how you want to run them.

dawn forge
#

@desert raven Currently I am looking at gestures more or less, with mainly upper body movements. I have static gunner anims working fine, weapon holding works fine

dawn forge
#

Might have been a problem with the anims as well who knows, because they were twisting a bit, what rig did you use for your getin anims for your mod? They look nice

desert raven
#

Macsers Blender rig

#

There are different animation blend classes available that define how much the animation you are playing affects the different bones so that might be worth checking out. For example if the animation fully affects only the upperbody bones there could be twisting in the back as it then blends the back bones between the played gesture and whatever stance/move the character is doing. But also of course problem can be in the animation itself.

dawn forge
#

Where would I find those animation blend classes? Are they exportable somehow or in cfg or do you have to make them based on what moves? @desert raven

desert raven
#

they are iiin the animation config.cpp. in A3\anims\some folder or in the gestures config but anyway around there. at the bottom.