#arma3_animation

1 messages ยท Page 14 of 1

desert raven
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P:\a3\anims_f\config\sdr

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gestures also have

            leftHandIKCurve[] = {0.013,1,0.017,0,0.992,0,0.996,1};
            rightHandIKCurve[] = {0.011,1,0.014,0,0.989,0,0.992,1};```
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or can have that is

dawn forge
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Thanks, ill take a look after work ๐Ÿ˜ƒ

desert raven
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One option could be figuring out a animation that moves the same bits as yours do and check out how its configured.

reef hound
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can anyone tell me, what are you doing for animated model? i have a shild and i make it rotate in 360grad loop. No Actiopnpoint and so. ModelCFG

class Schild : Default
    
    {
        
        skeletonName="pub_schild_bones";
        sections[] = {};

        class Animations
        {
            
            
            class pub_Schild
            {
                type="rotation";
                source="Schild";
                selection="Schild";
                axis="Schild_axis";
                memory=1;
                sourceAddress="loop";
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="(rad 360)";
            };
        };
    };
};```
need anyone new in the config?
zinc wadi
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```
CODE
```

reef hound
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what?

dawn forge
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code

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@reef hound is it not working?

reef hound
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better?... anyone a answer?

drowsy nymph
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Is it a weapon?

reef hound
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its a shild. object. no weapon

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its a Propeller animation

drowsy nymph
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but what is it configured as ingame? A house? Car? Rifle?

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Animations don't just happen. You need something to control the source

reef hound
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hm static

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i change it to house i think

drowsy nymph
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Then use the time animation source if you just want it to rotate constantly

reef hound
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ok time, but you gimme a how to?

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^^

drowsy nymph
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source="Schild"; needs to be changed to something that the game understands

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you can't just make up animation sources out of nowhere

reef hound
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source undertand?

    source="wheel";
drowsy nymph
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source wheel wont do shit on a static object

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use time

reef hound
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ok work. can i change the animtime?

dawn forge
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@reef hound either you set it to time, and it will constantly be updating and spinning or something you control with a custom animationSource

reef hound
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whats definde in customs? or what you mean?

        {
               
                class Schild_rotation
                {
                    source = Time; 
                    initPhase = 0; 
                    animPeriod = 20; 
                };
        };
    };
reef hound
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i have solved. thx

drowsy nymph
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Can also just increase the MaxValue on the default time animation source to slow the rotation

reef hound
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Yes i have it rdy.

dull warren
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Hi folks. I'm just trying to do my first 'animations' in Blender starting with a static pose. (Rifle stance.) The pose looks sensible in Blender and if I export it to ObjectBuilder, it looks the same there. However, in Arma, the legs, torso and head all look sensible but the arms and hands shoot off to form a big mess to the side of the body! Any ideas what I've done wrong? (This was all using ArmaRig for Blender V6.1)

drowsy nymph
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if they're pulled to one side it would suggest that the weapon bone is not where it should be

dull warren
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Could that be the case if the weapon is being displayed in the correct place?

drowsy nymph
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Weapon always shows in the correct place since its position is determined by the stance animations, not the handanim

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handanim calculates the position of the hands relative to the weapon

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I would try to load your handanim.rtm on the BIS example skeleton in Object Builder

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if the weapon doesn't move from its start position, that's probably the issue

nimble flare
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sounds like you're using AddonBuilder

drowsy nymph
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AddonBuilder creates the "thing" messy arms IIRC

nimble flare
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indeed, that's what screwed me over for the longest time

drowsy nymph
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wrongly placed weapon bone just makes arms stretch to one side

dull warren
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I am using AddonBuilder. What I end up with almost looks like a tree with how the arms and hands deform!

nimble flare
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that'll be the problem then

drowsy nymph
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then that's AddonBuilder being shit

nimble flare
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note: my problem looked like the weapon bone issue, however it turns out it was because of AddonBuilder

dull warren
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My issue looks much more like the second of those two images

drowsy nymph
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interesting. Most cases I've seen are like the second. The first one manages to get the finger "pose" correct, so indicates that the .rtm is not completely fucked like I expect of AddonBuilder

zinc wadi
dull warren
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Very helpful as always - many thanks. I could have spent hours trying different things here

nimble flare
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@zinc wadi that's beautiful

zinc wadi
nimble flare
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"selfie"

arms so broken they loop back around the camera

dull warren
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When I import my .rtm into ObjectBuilder onto the A3_Character_example, it looks exactly as I would expect. So I take it this is more evidence it's an AddonBuilder issue? Presumably, there's no work around in AddonBuilder and it's time to use Mikero's tools? I did try to set these up before when BI completely broke AddonBuilder but never actually got them working. I think it was related to visibility of the P drive which always seems odd on my PC.

zinc wadi
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It is an AddonBuilder issue. Try PBOProject from Mikero.

nimble flare
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coming from someone who had the same problem as you, yes, do try to use Mikero's tools

zinc wadi
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+there are just way to many benefits, when you compare Mikeros Tool to the BIS Tools. Feedback about errors is the most important one.

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I haven't touched the BI Tools for more then 2 1/2 Years, never had a prob with them.

frank palm
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@zinc wadi what u doin with my picture!

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brb, gotta submit a copyright on @zinc wadi ๐Ÿ˜‰

zinc wadi
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Showing good example for: Thats how you don't to it ๐Ÿ˜„

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๐Ÿ˜„

rocky frost
zinc wadi
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*edited Stokes ๐Ÿ˜„

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the f is that for a carcrash?

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7 Shades of grey?

rocky frost
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that's how he does alphas haha

zinc wadi
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XD

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Shame on your stokes, shame! SHAME!

frank palm
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@zinc wadi the reason why that happened is because i changed the OFP2_ManSkeleton and the configs etc.. are setup for that. (i changed it to OFP2_WomanSkeleton and ArmaWoman. i was going to setup animations for each skeleton i had, but it was just stuff that i had forgot to remove after i "tried" it lol

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that's why there was a fixed screenshot RIGHT after it ๐Ÿ˜›

zinc wadi
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i ignore the facts, since they don't fit in my reality ๐Ÿ˜„

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+Still looks funny, tbh

frank palm
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/report @zinc wadi

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you like my tree though?

zinc wadi
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Of course, i bet your tree moves way better then the StandardTrees

frank palm
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she*

zinc wadi
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*fixed

frank palm
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๐Ÿ˜‰

zinc wadi
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I don't wanna trigger any NPC, for assuming their gender ๐Ÿ˜„

frank palm
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it's a zombie

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geesh

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get it right!

zinc wadi
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NonPreathingCharacter (my grammar sucks, so Preathing is correct)

frank palm
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who said zombies don't preath or breath?

zinc wadi
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i hope they are not triggered for assuming their biological metabolism!

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They are dead ffs! ^^

frank palm
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they still have lungs!

zinc wadi
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but

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i give up.

frank palm
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hahaha

zinc wadi
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(aka: We spammend enough in here^^)

ruby hill
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Thats what we call Tree people (treeple in short)

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Many nightmares were had

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(RE: epoch picture)

desert raven
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@dull warren did you change the Weapon bone name to weapon in blender?

dull warren
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Thanks for the follow-up, @desert raven . No I've not changed any bone names in Blender. I have just got Mikero's tools working (although only the free version at the moment) and saw the same result as yesterday so will fire up Blender now to have a look!

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@desert raven it's already named 'Weapon' but did you mean it's case sensitive and needs re-naming 'weapon'?

desert raven
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yes its case sensitive

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but also AddonBreaker is bad for the animations ๐Ÿ˜„

dull warren
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Sadly no improvement re-naming to weapon. So this is suggesting I've some how got the weapon bone in the wrong place. (Or perhaps I need to udpate to the subscription Mikero's tools?)

desert raven
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mm that usually has been the issue with what you have experienced

dull warren
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Also strange that the weapon bone in blender ends up a little way infront of the right shoulder (so seens sensible) and if I import the .rtm onto the A3_character_example in ObjectBuilder, it looks as I expect it to from the work I've done in Blender.

desert raven
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Its the Macsers rig right?

dull warren
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Yep

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Looking at a few other videos, the one thing I did not do before starting the pose was click on the little ghost icon on the dope sheet menu

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That 'includes objects/bone that are not visible'. As far as I'm aware, all the arm, finger + weapon bones are visible so I'm not sure this would have caused the issue.

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Looking at Hope Johnson's example, my weapon bone has ended up in almost an identical position to his

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OK - what I've just tried is exporting an rtm that has no pose adjustments - the only thing it does have is me adding my weapon to it which I want to pose around. This is not as bad as my final pose but again has the arms shooting off to the side very badly. So either I'm breaking the rig when adding my custom weapon or the starting rig is a bit knackered!

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Rolling right back to unadjusted rig, I get the same result so it looks like the starting point is the issue...

drowsy nymph
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You do have a character model.cfg in the folder with the .rtm, right?

dull warren
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Ah... No. I've got a model.cfg for the rifle I'm working on but I don't have any reference to the A3 skeleton or bones anywhere. The only other mod I've generated is a vest and for that, I was referencing all of the OFP_ManSkeleton. So presumably, I need to do something similar for this? (Apologies for my ignorance!)

drowsy nymph
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Yeah, just stick the .rtm in a separate subfolder to your weapon model and drop the character model.cfg from the Arma 3 samples in there (easier than trying to merge two model.cfg files for both your weapon and the .rtm)

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AFAIK you don't need to add anything to the model.cfg in the same way you do when you make vests, helmets etc.

dull warren
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Hmmm. Does not seem to have helped on my final .rtm. Will try the more basic ones just to check it's not my stance that's the issue.

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Yeah - still getting the same issue with just an un-altered stance. This is with the model.cfg from \Arma 3 Samples\Addons\TemplateRTM placed in a subdirectory of my mod with the .rtm file.

ruby hill
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how are you generating your .rtm?

drowsy nymph
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@dull warren You need the one from \Arma 3 Samples\Addons\Test_Character_01 with OFP2ManSkeleton

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the one in TemplateRTM has a different skeleton name

dull warren
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I think I tried that one as well but let me just double check...

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Yeah - no improvement. This is just exporting an rtm from an un-altered ArmaRig_v6_1! So I'm definitely doing something wrong somewhere...

dull warren
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Does the model.cfg in the RTM directory not need to reference the .rtm file in some way like a model.cfg would reference a .p3d file in the main mod directory?

torpid star
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nah don't think so

desert raven
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nope

dull warren
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Just reading some posts from nearly 2 years ago with the same problems. Some suggestions that the .rtm must be binarised before packing. I'm using Eliteness at the moment and I believe if I use Rapify, it only binarises cofig.cpps, rvmats etc. Do you binarise first before packing and if so, what method do you recommend?

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(I've previously been using AddonBuilder so have just been allowing that to binarize everything.)

desert raven
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AddonBuilder messes up rtm binarizing

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aand eliteness is wrong tool too

dull warren
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pboProject?

desert raven
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yeah thats what works for me with all my animations

dull warren
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Currently fails to build for me but unfortunately writes empty log files so just trying to work out what it's getting upset with!

torpid star
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hm. are you sure your rtm isn't corrupted in some way? if the log is empty you should try packing only the rtm and what belongs to it and the rest of whateveryou are doing seperately so you can know if that is the case.

i'd use pboproject whenever possible. didn't have any problems since i started using it. but i haven't done handanims, only full body. seems like handanims are their own little beast

dull warren
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It turns out pboProject was unhappy because I was basing my weapon mod on Apex content. (I'm basically using the Spa16 as the starting point for my weapon.) So I was using a path for sounds that it appears does not exist on the P drive. Interesting that this actually worked (with correct sounds) with AddonBuilder. I've just finished a build with those lines removed so we'll see what happens...

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(But that is at least my first successful build with pboProject so some progress...)

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Still getting exactly the same result even with just the default 't' pose exported from Blender's arma rig. It appears correctly in ObjectBuilder but something is clearly going wrong somewhere... Just going to see if there's anything useful in the log files.

torpid star
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isn't there an option to disable checkign for file paths?

dull warren
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Not that I spotted. No complaints in the build log regarding the animation. (It winges a bit that I've not made any shadow lods for the main model yet but that's it.)

torpid star
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yea you will get used to the nagging. and it will turn from a nagging girlfriend that nags for no reason to a coach that yells at you to get the best out of you.

dull warren
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OK - pretty sure something is going wrong with the export to .rtm from Blender. It seems that others have struggled this year so Macser has posted an example .rtm. When I pack with this, I have no issues.

desert raven
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have you overwritten the old file or deleted it and saved new

dawn forge
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yea you will get used to the nagging. and it will turn from a nagging girlfriend that nags for no reason to a coach that yells at you to get the best out of you. Best description of pboproject I have ever seen

dull warren
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Overwritten .rtm files?

desert raven
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I dunno worth trying to delete the old one and saving new

dull warren
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I've re-installed Al Warren's Blender tool box and using a different rig file that Macser has posted recently. Although I've only done small movements, I think I'm getting something much more sensible now

dull warren
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All seems to be working now so many thanks for everyone's help. The handanims are actually quite tricky! The effects of the handanim are quite local to the hand positions so although I've created a stance that appears quite natural, I guess becase ARMA is trying to blend it back into the main stance, I end up with wrists in 'uncomfortable' positions!

desert raven
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ah yes only the hand postions matter

torpid star
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hand anims are HAND anims

desert raven
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the rest comes from arm inverse kinematic setup

torpid star
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if you want to tweak the arms you need to move the weapon model inside its p3d

dull warren
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Does the positon of the local origin of the weapon in the p3d file determin the position of the weapon bone in game?

drowsy nymph
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The "bone" is the centre of the weapon proxy, which corresponds to the grid origin in the weapon model

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moving the weapon does not move the bone per-se, but it does offset the weapon model from the bone's origin in a manner akin to moving the weapon itself

minor valley
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Question: Is that possible to change the handAnims on a pistol without fucking everything up

ruby hill
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Hand IK does not work for pistols or binoculars.

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Those two items are not dedicated bones. Instead, they simple get engine-magic-attached to left hand or right hand.

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Interestingly, the anim configs for the moves have weaponIK = 2; defined for pistol anims...

zenith token
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hacks i say

ruby hill
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Yeh, you could add a custom gesture layer. But those are always a big PITA, as you need to check for states and updegree changes in script. So basically a scripted anim engine in parallel. much pain. not worth.

nimble flare
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can confirm, not worth the headaches and the time and effort you'd put into it

minor valley
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I see

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Thanks for the info !

violet barn
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Can someone help me out with a small problem, which I havent been able to resolve by searching yet:
in the arma blender rig, what do I need to do to detach the movement of the right hand to the primaray weapon

I wanna do a launcher anim, so I dont need the primary but the launcher to follow the hand

violet barn
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nvm got it to work

torpid star
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random questions for the nerds: would hand IK named selections in a weapon model work like they do in a vehicle (example would be steering wheel or bicycle)? i'm thinking, if that was the case one could make a way more adaptive bolt action system than using gestures, which always make the upper body go into weird poses causing the aim to shift. so no calm controlled bolt pulling while staying on target.

my guess is no but hoping to be proven wrong

naive hemlock
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afaik the answer is no ^

ruby hill
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I'd be surprised if it did. Entirely different simulation types (engine wise) mean it is likely not implemented to work with the bones inside the weapon proxies. Getting to the bones inside a weapon is already a pain.

torpid star
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yea. i think it's a parent vs child thing

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would be so cool though

ruby hill
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Its exactly that. The weapon skeleton does not reach outside of its own simulation bubble. you can't access it from anywhere that is not that weapon ๐Ÿ˜„

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maybe it'll happen the day keyframe animations can be applied to weapons, too...

desert raven
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Arma 5...

zenith token
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calm controlled bolt pulling while staying on target
how do you do such thing in RL? ^^

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beeing able to controll the hands from the weaponside would be awesome however.

torpid star
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so you prefer weird uber jerks yea? typical arma nerd logic. also we are talking about sniping in most cases which happens with support or prone a lot fo the time. but yea. why make something better when you can justify its shittines with weird realism arguments? ๐Ÿ˜„

naive hemlock
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and can't that calm controlled bolt pulling happen with a custom reload animation you say? @torpid star

ruby hill
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Overlay a nice reload anim using the gesture layer to make it all nice and giddy. Problem only is to know when to trigger this. I don't think there is an EH for cycling in a new bullet. So you'd have to script your way around using the fired EH. Not too unreasonable, but also hacky...

regal dawn
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isn't there a animation for the trigger finger that could be expanded?

ruby hill
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The trigger finger is an additive layer. Its transforms add ontop of the current anim.

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Also, it may be limited to just the hand mask, but I am not sure here, I'd have to look that up.

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Plus: triggerAnim is defined in CfgVehicles.

regal dawn
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i guess thats one of the problems with the whole bolt cycling animation, you have a weapon specific thing that needs to trigger a animation for the player (shooter)

ruby hill
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A magazine specific magazine-reload manAction can already be defined, but a weapon-specific reload (cycle) manAction would be nice, too. ๐Ÿ˜„

regal dawn
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i actually don't remember how it is with the vanilla sniper rifles that need cycling, is the bolt just magically cycling without a hand anim?

ruby hill
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No idea. It has been a long time since I used Vanilla/Marksmen content ๐Ÿ˜ฎ

regal dawn
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now that i think of i'm surprised they didn't add this with the marksmen dlc

torpid star
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yea i think people were suggesting that before it got released too. but BIS pussied out. probably with good reason though. you'd need a total revamp of hte system i guess.

@naive hemlock don't reload anims do the same jerky stuff? you can even still break them by starting a reload when standing and lying down while doing that...i think.

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it's no big deal. i jsut noticed again when playing with IFA3 and resting on a window frame. scope view went somewhere crazy in the sky. i think it resets fine. so it's jsut really ugly and you can't watch the target area while doing it. which should be reasonable i thought. wasn't talking about tracking the next target while doing the bolt action ๐Ÿ˜„

zinc wadi
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~~Okay, fk it:
I need someone who can lend me a fricking hand -.- I wanna add a simple ReloadAnim to the fricking config RandomSwearWord stupid anim stuff, i knew, why i never touched it before -.- ~~
stupid arma

nimble flare
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figured it out?

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@zinc wadi

zinc wadi
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yeah, stupid Arma.

fluid breach
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๐Ÿ˜†

minor valley
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Does anyone know how to make a proper anim for a vehicle pilot ? Like steering a wheel

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Or if there are any docs out there / someone that already did that in here

drowsy nymph
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If you want the hands to turn with the steering wheel you need to define driverLeftHandAnimName and driverRightHandAnimName as the name of your steering wheel bone in the config.cpp

minor valley
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By defining that, will it nicely follow the wheel, or do I have to set something else up ?

drowsy nymph
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the class you are using for driverAction needs left/rightHandIKCurve[] set to 1 as well

minor valley
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So the anim would be a simple RTM (let's say I animate a loop like moving hands or something like on the offroad) and configure it, and that's it ?

dawn forge
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@kind jewel_#1250 yes

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no

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its a static anim, basically just the position you want the character to be

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then the left/right ik to 1 and it will attach to the stearing wheel when the wheel moves left and right

drowsy nymph
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Most BIS driver anims have some sort of idle animation where the hands move a bit

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but just doing a static pose works fine

minor valley
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oh ok

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nice to know, thanks !

dawn forge
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yea like gripping the wheel etc

ruby hill
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Random question to the other anim makers: When you make weapon reload animations, how do you match the rifle raised posture for your in and out keyframes? Do you just best-guess it due to a lack of .rtm import?

naive hemlock
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@rare peak ^

nimble flare
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I did that, yes

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took me a few hours of trial and error, but the results are fairly good, I'll upload a clip in a moment

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so rather than aiming straight forward horizontally, I need the weapon to be facing up slightly

ruby hill
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Ah, I may know why you have to do this.

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Are you using your prone reload anim as gesture or animationstate?

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If you are using a gesture, then the issue lies with the mask you are using. Yours very likely includes the "Pelvis" bone in its mask. Pelvis is the root bone and thus causes some cascade-offset. Use a mask that doesn't include the pelvis bone (BI has some available, I believe <something>_context)

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Ingame this issue shows as when reloading the rifle the character "bops" upwards a bit, even though the in frame of the reload gesture matches 1:1 the outframe of the idle pose.

nimble flare
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that'll probably be it, I'm using the handAnim mask, however I also have a copy of my gesture that uses handAnim_context which I believe is required to enable player movement while doing the prone reload

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I've noticed that with some vanilla weapons, you cannot move when reloading while prone, which is odd because with how I set it up, I can

ruby hill
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Its a design choice. I configure all mine so that you cant move while reloading prone. (How would you even do it?) ๐Ÿ˜„

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I'm going even further and preventing reload on the move for machineguns, too.

nimble flare
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I agree that it's not realistic, but since we can't interrupt reloads it's the next best thing to do, since (in my opinion) movement should always be possible

ruby hill
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True.

nimble flare
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while unlikely, I would hate being stuck reloading and seeing a grenade land infront of me, knowing I could just roll to the left and take cover behind a H-barrier but the reload animation prevents me from doing it ๐Ÿ˜›

ruby hill
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Indeed. ๐Ÿ˜„

drowsy nymph
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Added: New "thrusttime", "inittime", "rudder", and "elevator" animation sources for flying missiles

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Bit surprised by that. Missiles are usually too fast in the game to notice the control surfaces moving

ruby hill
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Maybe for detailed slow-mo cutscenes in jet-dlc?

torpid star
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@ruby hill can you also force walk while reloading MG through config? i'm sure it should work through script but config would be bad ass and much better than not moving at all

ruby hill
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What do you mean "forcewalk"?

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Ah, the script command.

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No, not possible.

torpid star
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i wouldn't mind force walk for all reloads, if one could stop the reload simply by starting to sprint like in other games. i always liked that

ruby hill
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Ha... so I just found out that BI lists all their prone reload animations in the animclass of Prone Rifle Raised in a MASSIVE connectTo[]... instead of referencing that one anim with connectFrom in each reload anim config... or just once in class RifleReloadProneBase... Also, connectWith seems to be unheard of in anims_f.pbo ๐Ÿ˜ก

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This is probably also the reason why everyone uses gestures for prone reload anims...

rustic cape
drowsy nymph
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@rustic cape Weapon position relative to the body is determined by the .p3d file. Handanim only plots the position of the hands relative to the weapon. If you want your weapon moved further forward you have to do it in the weapon model and then adjust the handanim to follow suit

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you can see that the hands are placed in the same position on the weapon in both images, so handanim is functioning as you made it

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it's only the position of the weapon relative to the body that is different

ruby hill
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Yup. The weapon is positioned into the "weapon" proxy in each character .p3d. The position of this proxy needs to be exactly where it is. An .rtm applied to the character will place this weapon bone in front where the hands can grab it nicely. Handanims are really only specifying the position RELATIVE to the weapon bone and how the fingers are to be posed and oriented. So your weapon needs to be shifted forwards in modelspace (In O2) and your hand anim will have to shift accordingly.

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Shifting the weapon forwards can be done very well and the other walk anims won't be influenced by it. If you try to shift the weapon down extremely, to be held the way a machinegun is normally held, you'll basically break every other anim, including prone, when your weapon is equipped.

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One of the more glaring limitations of A3's anim system.

rustic cape
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Thanks guys, this was really helpfull

somber grail
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Hi guys! Any one know of a kicking animation? I'm working on the RSO buildings and sorting the door animations out. Is there a way a kick animation can be made for the doors? Tie it into the user action menu maybe?

violet barn
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What could be the reason for this:
when a unit gets killed, it gets stuck at the very same position yet plays some of the animation it was in
then with a delay of a second or so goes into ragdoll

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most of the time when sprinting

desert raven
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broken movescfg perhaps

ruby hill
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Custom anims, or A3 vanilla?

naive hemlock
#

@Spooky#8432 - check the animation viewer, might be one yes. opening doors is a user action anyways, so don't see why kicking door shouldn't be possible

zinc wadi
#

playMove(now) / switchMove bound with OpenDoor Action inside the model itself (or called by an external addAction)

ruby hill
#

NOOOOOOOOOOOOOO

#

never play/switchMove

#

Everytime switchMove and playMove are used, a tiny cute animal is being eaten. But you don't know about it, because it doesn't transmit this over network. ๐Ÿ˜‰

zinc wadi
#

Who cares? It's just an animal ๐Ÿ˜„

ruby hill
#

The most best correctest solution is to define a "openDoor" manAction (same was as you make a my_specific_car_driver_out manaction in CfgMovesBasic\ManActions)

zinc wadi
#

(Currently checking what i used all the time.. hmm..)

ruby hill
#

and then playActionit.

zinc wadi
#

Ah, then i was right before the Edit.

ruby hill
#

Added benefit here: you can have stance specific door opening animations, without having to look in your script for what stance the character is currently in and what animationState to use.

zinc wadi
#
 player playActionNow "medicStart";```
ruby hill
#

Yes, that is correct. ๐Ÿ˜ƒ

#

Very good. Many tiny dinosaur lives were saved.

zinc wadi
#

Checked some files of mine =}

#

Damn, Dinos? Means: At least 1 Gallon of Fuel lost! damnit.

violet barn
#

@ruby hill they are custom, but I dont really have that much knowledge about what could cause this

torpid star
#

random question. would a full body gesture on death override ragdoll until it's done playing? thinking about adding arma 2 death anims as gestures with smooth interpolation to get a mix of anim and ragdoll on death. but only if it can look totally smooth

somber grail
#

With kicking doors, I looked in the animation viewer and couldn't find a kicking type animation at all. Or anything that would be suitable. Idk if there is one?? Will I need to create it and use the code suggestions above??

#

@naive hemlock this was what I thought it's just having the animation available for it. I know mod mocap has one, but have no idea yet what to do about it.

waxen jasper
#

Can't say I know of one, the only thing that comes to mind is DIREONE's static animations has a door kicking one, but that is of course static

somber grail
#

Yeah asked him about it, didn't know it was a static.

naive hemlock
#

@Spooky#8432 best way to do it would be to create your own obviously

blazing panther
#

Need some quick help.

#

I've currently got an aircraft throttle synced up with the new % increment analogue throttle that BI just added in the latest dev branch

#

However when I throttle up, the animation takes the throttle animation backwards? While throttling down take the throttle animation forwards? So its all opposite. Anyone know what could cause this

desert raven
#

you need to flip the axis memorypoints

zenith token
#

it seems they fixed the throttle source for PlaneX simulation vehicles... YAY

blazing panther
#

@desert raven Cheers mate. I didn't come to that conclusion but I just swapped out the negative values on each and it fixed. Thanks for the suggestion though I'll remember it for the future ๐Ÿ˜ƒ

desert raven
#

both are viable solutions! @blazing panther

light folio
#

Hey guys a friend of mine has lost the animation slider in his object builder, how does he get it back?

#

(Ignore shitty setup i don't use object builder)

winter fiber
#

Anyone know if arma allows retargetting of animations?

#

My model doesnt for the man model 100% and i need to adjust the arms some. I can stretch the arms but itll turn into a gorilla...

desert raven
#

@light folio if youre talking about @slate condor he asked the same on the other channel.. Anyways you dont need it if you do your animations in some external program better suited for animation making.

#

@winter fiber no it does not support that. If it is custom not man like character you need to redo all movement animations

winter fiber
#

It is a man like character

#

One moment I can show the exact issue

#

arma man is transparent mine is white

desert raven
#

so a female character?

winter fiber
#

Basically

desert raven
#

if you want it to work with the man animations properly its joints need to be in the exact same spot or at least close.

winter fiber
#

Im going to assume moving the bones to fit wont go well

desert raven
#

I've got a community female skeleton project in the works but been slow to work on that so only option is to fit it to the man skeleton

#

cant move bones

#

theyll strech

#

gotta keep the bones in the same place

#

and fiddle with weights

winter fiber
#

ffffffffff

desert raven
#

but in my opinion that just does not look good enough

#

just saying there are reasons you dont see much women in arma

zinc wadi
#

Imagine the Manly movements... urgs

winter fiber
#

Well was hoping I could retarget it or move the skeleton to fit a bit better and just make the armor to fit the model

desert raven
#

nope no retargeting

#

where that possible we would have many already

zinc wadi
#

afaik that stuff will be "baked" inside the model, sooo...

winter fiber
#

So im basically stuck with make all the animations over again then

zinc wadi
#

The Skeleton at least

desert raven
#

nope all animations

#

new skeleton does not help

winter fiber
#

Gah

desert raven
#

the bone locations are saved in the animation files

zinc wadi
#

You sure Goat?

#

Ah, crap. Yeah

desert raven
#

positive

#

otherwise we would have different sized characters already

winter fiber
#

Well looks like i wasted a ton of tim then :/

desert raven
#

sure the man skeleton can be used but the body dimensions have to be the same

#

well no

#

you can wait a bit and join the community effort to produce working animation set

#

๐Ÿ˜„

#

not like im recruiting or anything ๐Ÿ˜›

winter fiber
#

Lol I dont do much animating I just model pretty shit

desert raven
#

no better time than the presenet to start ๐Ÿ˜œ

winter fiber
#

Lol

zinc wadi
#

Its like UI stuff -> Its not that hard, just fricking time consuming.

winter fiber
#

I just spent the past two weeks making the mesh and the kit so now im gonna go jump out a window lol

winter fiber
#

Looking good

desert raven
#

as @zinc wadi said its just a lot of work

winter fiber
#

I mean i can do it I just dont want to lol

#

Making the models takes alot of time and I have a backlog already lol

desert raven
#

I know right

#

Thats why that project takes so long to porgress.

#

but you know keep tabs on that topic and you'll get to use it too when its ready

winter fiber
#

Yeah id have to remake the whole armor set

#

Well thanks Goat appreciate it

desert raven
#

No problem. Its a shame Arma does not have animation system that could support multiple skeletons with just single animation set.

#

That would be something.

winter fiber
#

Yeah would be nice to have modern tools

#

I know i could do it in say ue4

desert raven
#

Thats just how it is right now. Im working on it though.

winter fiber
#

retargetting for arma?

desert raven
#

xD no just the female skeleton

winter fiber
#

Oh lol

desert raven
#

next best thing.

winter fiber
#

Yeah maybe if I decide to ever spend time doing this stuff again ill make a set for it

desert raven
#

Im pretty sure your model would need only small adjustments for the new skeleton

winter fiber
#

Maybe

#

The problem is adjusting the clothes and everything to fit

#

again

#

and if she isnt the same dimensions as you I run into the same issue

desert raven
#

Well yeah thats true too

#

But only if you want something totally different from what Im doing.

winter fiber
#

Well the mesh i made is specific for this female base mesh

#

The armor was custom tailored to fit

#

That isnt some arma base models thrown on

#

anyway thanks again and good luck on oyur project

desert raven
#

Thanks!

ruby hill
#

@desert raven Let me know if you have technical questions or problems with your fem-anim project. I'm sure I can answer most/all questions.

#

Indeed, A3 does not do any retargeting for characters. Your only chance for re-using the anims is by:

  1. Importing an A3 anim onto an OFP2ManSkeleton into MotionBuilder or similar
  2. Retarget this action to your fem-skeleton in motionbuilder
  3. Export this back as .rtm for the fem-skeleton.
desert raven
#

yeah I've thought of that

ruby hill
#

This process can very well be automated, but the issue with retargeting is of course you will always lose fidelity.

desert raven
#

Yeah that exactly was what I've worried about.

#

I fear it wouldnt look good enough so have not explored it further

ruby hill
#

It should be good enough as long as you really just shift the location of joints. Dont mess with hierarchy at all.

#

But thats retargeting basics. ๐Ÿ˜ƒ

desert raven
#

gotta give it a shot then!

ruby hill
#

But then again I've seen people retarget human anims onto dogs in Morpheme... so anything goes, it seems ๐Ÿ˜„

desert raven
#

xD

ruby hill
#

Also .rtm import is not difficult, either.

#

The most poo I've encountered with .rtm importing is in dealing with the DCC's own temper and language.

desert raven
#

Im just a humble Blender user and my access to pro tools is rather limited, but I'll see what I can come up with! And Im sure to pester you with questions when it comes to that! ๐Ÿ˜

ruby hill
#

I did .rtm import in blender, too. But retargeting in blender... honestly no idea.

#

You could link the effectors of your fem-skel to the import of OFP2ManSkel, but it's always super poo and requires lots of hand tweaking.
Using this method I tried importing the original OFP anims and converting them to A3. But quickly I moved on to things more useful ^^

desert raven
#

New stuff to learn I suppose ๐Ÿ˜„

ruby hill
#

The technical stuff is fun. The part thats not fun is how arma just butchers everything.

desert raven
#

The technical stuff is what I need to dwelve deeper into. ๐Ÿ˜ฌ

nimble flare
#

I remember there's been some talk about importing RTMs, and I never gave it any thought... until today - and I realised there's this Blender extension which, in combination with Mikero's deRTM, allows me to import A3 animations: https://github.com/4d4a5852/rtm_import

#

my question now is, generally speaking, am I allowed to import these animations to make slightly altered variations for a mod?

#

(as an example, adjusting the fingers on the right hand of the unarmed walking/running animations)

zenith token
#

to my knowledge BIS has nothing against modifying animations

ruby hill
#

Oh nice. Didn't know this already publically exists. His matrix assembly looks a bit out of order, but this very well may be a specific thing adjusted for the rig it is used with.

#

Ah no, the matrix assembly is correct, he's just using it as a full 4x4. A 3x3 would've been enough, tho. Many ways solve the thing. ๐Ÿ˜ƒ

desert raven
#

Got to take a look!

nimble flare
#

I guess matching existing A3 animations to get rid of ugly transitions won't be a problem anymore...

ruby hill
#

Yes, this is the main use for it: you can directly match your In and out frames

#

HOWEVER

#

This entirely depends on your rig and how accurate it allows to take in the rtm data

#

I.e the shoulder may be moved by the rtm to some extra offset, but the rig forces a connected-bone here, thus creating a nasty artifact.

#

The way I set up the import is by having an entirely unconnected bone skeleton that I use for importing rtm, and then I "retarget" from there onto my rig.

#

It would be best to overlay this via NLA in blender as in and out frame transitions.

#

Hand keying the anim you linked: easily a couple days to a week ๐Ÿ˜„

nimble flare
#

I'm hoping that since it is meant to be used with Macser's ArmARig, the animations will import fine (at least for the most part)

#

I'll try importing and re-exporting an existing A3 anim, so I can stick it into my config and test it out in-game

ruby hill
#

Another tip: Blender looped anim playback looks best if first and last frame are not identical. While for arma they must be

nimble flare
#

if I see any artifacts, I'll rethink this idea lol

#

so far I always animated with the first and last frame being identical, that way if I forget to animate a certain bone it'll definitely transition back to its original position/angle

ruby hill
#

Yeh, so do I. But I then just preview range 1 to target, instead of 0 to target.

nimble flare
#

any specific reason for that?

ruby hill
#

The way it loops is funky.

#

Lets say I have an anim with 100f.

#

so frame 0 to frame 99 in total

#

1sec

#

So once frame 99 is completed it will SKIP to frame 0 instantly, and lerp from there to frame 1

#

i.e this:

f98 -> lerp -> f99 -> skip (new loop begins) -> f0 -> lerp f1

#

While it should lerp from f99 to f0

#

Blender does this nicely.

nimble flare
#

but the last frame gets displayed just as long as any other frame, right? as in, it doesn't skip at the beginning of the frame, but at the end?

ruby hill
#

No

#

Last frame is just the target frame

nimble flare
#

ah, so it doesn't even display it

ruby hill
#

it will always have a frame time of 1.00 if your rtm is correctly exported

#

Thats why first and last frame in loops are clones

nimble flare
#

I see

#

cool, I haven't worked with looping anims yet but this will come in handy when I get to them ๐Ÿ˜ƒ

ruby hill
#

I must admit I havent looked at the macser(?) rig yet. But IMO 90% of the work of animating is already done by just having a nice rig

#

the rest is knowing your tools. Blender is awesome for animating. It simply lacks full body IK to make it perfect. Certainly had less raging with blender than with maya, for sure. ๐Ÿ˜„

#

Beginning with these little things that blender's .py implementation comes with all the nice extras like numpy and scipy, while pyMel... well :/

#

Definitely have a look at Blender's NLA editor and get an understaning of the Take/Action concept. It'll turn your workflow upside down for the better. Equally have a look at basic rigging and understand that the rig (presumably macser's you are using) is not a fixed thing entirely

#

toggle and modify it as you need for each anim. Incluing IK chain length and stiffness.

nimble flare
#

oh, yeah, I've been playing around with the actions in Blender, though at the time I didn't really understand what they were for, so I used them to separate my 4 gun cycle and reload animations (standing and prone) in different actions

#

that way I had all the data in one project file

ruby hill
#

Valid use for it.

#

the NLA editor lets you blend and queue these as needed.

#

Then just hit space, type in "bake action" and done: you have all your pieces merged into a new extra action that combines all these and their blends. Its pretty awesome. ๐Ÿ˜ƒ

nimble flare
#

while I imagine this is useful for cutscene animations or even 3D movies, I'll admit I don't see the use for Arma, since all the animation blending is done by the engine - especially with masked animations such as gestures

#

but maybe I'm just blind and I'm missing something completely obvious ๐Ÿ˜›

ruby hill
#

Come think, the only real BAD thing I have to say about blender is that they use effing COMIC SANS on their badges for the yearly blender conferences... ๐Ÿ˜„

nimble flare
#

hah, now that is a major flaw

ruby hill
#

Arma is uniquiely... backward in how it deals with anims. BLending and layering is essentially moved to data.

#

Want locomotion with a machinegun instead of a rifle? Instead of sandwiching on top a "walking with machinegun" layer, you'll esentially have to define the ENTIRE data for walking with machinegun in the same way currently the walks between Rifle and Launcher are separate sets.

nimble flare
#

oh yes, and that is a nightmare to work with

ruby hill
#

Thats where the layering and baking would come in handy. You take the A3 locomotion anims (AmovPercMwlk / Mrun / Mspr / Mstp), import them, and then sandwich your context on top.

#

That is, if you don't want to hack it horribly with the gestures layer ingame...

nimble flare
#

ah, I understand

#

no, that's a great idea actually

#

I was thinking of making variations of the unarmed animations set to support a different kind of weapon holding type (such as swords, tools, etc)

desert raven
#

soo one could make a new moveset for a special weapon? ๐Ÿ˜ฎ

ruby hill
#

Kinda.

nimble flare
#

yes, I tried that

#

and gave up after realising just how many animation classes you need to clone and tweak

ruby hill
#

You'll still be fighting the engine anim logic on all fronts.

#

Because all the engine knows is: Rifle, Launcher, Pistol, Unarmed, Binocular

nimble flare
#

well, if you define your own animation action set, it's actually not that bad since the engine then drives the animations

ruby hill
#

This ties into the deep level animation configuration, action maps and the whole shebang.

#

And that is a largely undocumented and unknown area to the community.

nimble flare
#

I imagine all you really need is a flawlessly set-up action set (no gaps, no animations left unedited), and then you tell the game to enter that action set somehow (via scripts, possibly weapon EH)

ruby hill
#

It should be possible. I.e configure your sword as rifle, and then make use of the rifle upDegree IDs. Then everything should stay fine and engine-side-native without problems.

desert raven
#

well as long as its not completely ruled out its something worth exploring.

nimble flare
#

exactly!

ruby hill
#

I'd say its very well possible with a 10% chance of unexpected poo.

nimble flare
#

but trust me, the config side of things is absolutely horrible

desert raven
ruby hill
#

The config side is not horrible, its just slightly complex.

#

What would make it horrible is a lack of structure in the configs. ๐Ÿ˜›

desert raven
#

yeah it is :L

nimble flare
#

well, to give you some insight on why I think it's horrible:

#

every animation has an action set associated to it, right?

ruby hill
#

Ah... I see where you're going. ๐Ÿ˜„

nimble flare
#

the game determines which action set you are in based on the animation you are currently using

#

and from there it determines which animation to play next based on your keyboard inputs

ruby hill
#

Ok, lets first set terms so we all talk the same lingo:

nimble flare
#

so in effect, you have to go through a maze of animations, redefining their associated action and the animations they connect to ๐Ÿค•

ruby hill
#

animation states = stuff like AmovPercMwlkSnonWnonDf (moves >> "states")
manActions = stuff like "walkF" "die" and "put"
action map = the class that does walkF = AmovPercMwlkSnonWnonDf

#

Each action map has an upDegree value that tells the engine what "kind" of set of moves this this. The upDegree tells it that this set if rifle standing or pistol kneeling.

#

Then, each action map has a manAction called "default", this is the one it is in if the character is not doing anything and the upDegree matches what the charcter is supposed to do.

#

So if you want an anim where the unit remains in a loop of smoking cigarettes, you'll need a dedicated smokingCigs action map where "default = yourSmokingAnim"

#

Lets say this smoking action map has the upDegree for unarmed standing. (Civilian having a smoke)

#

If you then give this char an rifle, the target upDegree will change from unarmed standing to rifle lowered standing.

#

It now goes into your smokingCigs action map, looks at the "stand" or "combat" manAction (possibly a different one. manActs are seldom named sensible)

#

it picks the animation state from this manAction in your ActionMap (:D) as target. and will essentially do a playMove to this animationState

#

If the target animation state does not specify the correct action map with a correct upDegree (say: it is still in an unarmed upDegree) it will triger "stand" or "combat" or whatever ONCE again

#

until it reached an action map with an upDegree that it wants

#

IMO, a pretty genious system, but oh boy has it been neglected and deformed. ๐Ÿ˜ฆ

#

The other side of this complex is the A* animation linking system. Again, a UNIQUE thing that arma does. I havent seen any other middleware that assigns cost values to transitions

desert raven
#

It is certainly build on logic. Its just hard to follow whats connecting to where sometimes.

ruby hill
#

Yes, the complexity will turn this into massive spaghetti if your structure is bad.

#

Especially since each state can define connectTO, connectFROM and connectWITH. (Also for interpolations)

#

And then there is class Interpolations, too.

#

So that gives each anim state a possible 7 config location where it is enabled to transition

#

Working tidy here is the only solution

nimble flare
#

while it seems relatively clear and manageable, what scares me is the amount of work that goes into adding just one (basic) action map

ruby hill
#

Of a new move type?

nimble flare
#

when ArmA 3 introduced the limping animations, they introduced maybe... 50-60 new animations?

#

and yet

#

1sec

#

I see 1135 results for "Mlmp" in the animatons config

#

and that is just a scary amount

ruby hill
#

I havent looked at how they did limping. possibly in a more complex way then they should have

#

What we did was give each anim state a limping equivalent for limping left and limping right

nimble flare
#

think of a new set of movement (8 directions) similar to walking, and it exists for both standing and crouching, and for 4 weapon states (rifle, pistol, launcher and unarmed)

ruby hill
#

Yup.

#

~300 anims for an entire new set. I did the calcs and estimations ๐Ÿ˜„

#

Or about roughly half a day of mocap ๐Ÿ˜›

nimble flare
#

well, let's look at something simpler then, the panic animations that were introduced with ArmA

#

there are 8 running animations, 8 walking (not sure on this), 3 sprinting, 2x for erect and crouch, + 8 prone animations + 1 prone sprint

#

so 47 animations, provided I remembered them all and didn't screw up somewhere

#

and again, 852 results for "APan" (panic) in the config

#

this is the main reason I gave up on trying to add a new action map, because you have to go through hundreds of animations, editing small details just so that the engine doesn't leave the action map via an obscure path

#

and it just feels like there is a way to automate this somehow, which makes this entire process feel very pointless

#

almost like trying to sum up all numbers from 1 to 1000 by hand, without formulas...

ruby hill
#

You can have manActions point at empty string to block the transition.

#

So you dont have to have all them.

#

count (configFile >> "cfgMovesMaleSdr" >> "states")

Run this in A3. Im curious to see how many exist. ๐Ÿ˜„

nimble flare
#

hm, I suppose I won't need to add any transitions from existing anims to my action set if I intend on using a script to enter it

ruby hill
#

Just a basic locomotion set is easy

#

All you need as framework is a stopped anim and 8 directionals.

#

So 9 anims:

Multiply this by each stance: Stand, Crouch Kneel

9 * 3

Multiply this by three speed modes: Walk, run and all out sprint

9 * 3 * 3 = 81 Dedicated anims.

#

But you can cheat. The anims you need to make/mocap are only the four directions and idle. Diagonals can be composed in your tool. ๐Ÿ˜ƒ

nimble flare
#

and suddenly, what seemed like a trivial feat now sounds like a dauting task ๐Ÿ˜„

ruby hill
#

So 5 * 3 * 3, just 45 unique anims. ๐Ÿ˜ƒ

#

As for the manActs you'll need in your action map:

stop
idle
die

walkF 
walkLF
walkRF
walkB 
walkLB
walkRB
walkL 
walkR 

slowF 
slowLF
slowRF
slowB 
slowLB
slowRB
slowL 
slowR 

fastF 
fastLF
fastRF
fastB 
fastLB
fastRB
fastL 
fastR 
#

For Death anims; you're saved by ragdoll ๐Ÿ˜›

nimble flare
#

to be fair, with what I have in mind, I'd only need to edit the arms of the character on existing A3 animations, meaning I could just make one "action" in Blender and layer that ontop of the existing anims

#

which would make it even easier

ruby hill
#

Yep.

#

But do start only with the walk set, see where you are, try it ingame, then proceed

nimble flare
#

ofcourse, I'm not going to sink days of my time into something only to realise it doesn't work ๐Ÿ˜ƒ

ruby hill
#

I have the feeling something that would really be useful to the community would be a dedicated anim workshop.

nimble flare
#

(especially since I'm taking exams next week, so time is my most valuable resource)

ruby hill
#

haha ๐Ÿ˜„

nimble flare
#

oh, and since you asked: 5078 ๐Ÿ˜ฑ

ruby hill
#

ha, thats impressive. But I reckon half of that is the stance adjust. ๐Ÿ˜„

#

WHICH SHOULD HAVE BEEN DONE WITH BLENDING/FBIK

nimble flare
#

haha

ruby hill
#

but hell no, gotta bake data transforms ^^

#

But yeh, if you go ahead with your project. let me know. I may be able to help out. ๐Ÿ˜ƒ

nimble flare
#

yeah, once I have more time (in ~2 weeks) I'll give it a shot

ruby hill
#

The beauty is, all your weapon equip EH would need to do is _unit playAction "switchToHeavyWeapon" ๐Ÿ˜„

#

and it will work nicely

desert raven
#

@ruby hill thanks man! you're a treasure to the community!

ruby hill
#

Thanks!

#

I am actually thinking about doing a machinegun carry walk thing today. Just to see where it would go. ๐Ÿ˜ƒ

zenith token
#

a possibility for a different handanim for prone would be an alternative. Ok it doesnt solve the issue that the eyeball for ironsights goes to hip heigth for carried machineguns when going into optic mode...

ruby hill
#

Dedicated prone handanim is generally possible, but hacky

#

Currently browsing the files for a heavy weapon walk... its a lot of work ๐Ÿ˜ฎ and requires some hacky BS :/

zenith token
#

youd be a hero though .. to the handfull of people who can appreciate that at least ^^

ruby hill
#

Patience. It will be done. ๐Ÿ˜„

ruby hill
zinc wadi
#

Rambo! \o/

torpid star
#

yes! keep it up! i love where this is going

#

how's 1st person. is the weapon totally out of view?

zenith token
#

the camera just transitions down to it propably

#

which can be problematic...

ruby hill
#

Almost. But I deliberatly disabled iron-sights as well. Cant aim properly until prone ๐Ÿ˜„

torpid star
#

you mean for iron sights? should be possible to disable iron sights unless you are prone/crouch or resting/deployed

#

nice

ruby hill
#

if you have crosshairs disabled too, then you gotta aim by tracers ๐Ÿ˜„

zenith token
#

disabled it? you a wizard?

ruby hill
#

Animwizard, yes.

#

its a simple config param ๐Ÿ˜›

#

enableOptics = 0;

zenith token
#

in animations?

ruby hill
#

yep

torpid star
#

wait so why do civ anims have ironsights? or did they fix that? i remember getting weirdly stuck until i realised my imaginary sights were up when unarmed

zenith token
#

ok. well, to the peasants the professionals appear like wizards^^

ruby hill
#

I had a look at the A3 anim configs, and there is a lot of funky stuff going on. It feels like the configs were automated by a tool and some stuff slipped through.

zenith token
#

i cant imagine that they wouldnt use automation... the sheer amount of it is insane

ruby hill
#

Theres a graph tool, but its not as nice. A proper template works wonders.

torpid star
#

i once saw a screenshot of the spaghetti stuff visualised in a sitrep or whatever. looked like FSM editor

ruby hill
#

But either way, I'll prod this project a bit further. Expect a release soon (tm).

torpid star
#

yea that

ruby hill
#

Right now I am busy walking my M60 through the jungle while on on allowDamage = False...

torpid star
#

hey btw. any way to make prone rotation slower like in battlefield?

ruby hill
#

yeh

#

adjust the speed param. ๐Ÿ˜„

torpid star
#

hm

#

does that really work? seemed like it's all mouse input. but haven't looked at it closely for while

ruby hill
#

The movement speed is directly linked to the playback speed of the animation file. Mouse input for turning is linked to the actionmap configs params turnspeed

torpid star
#

i'll have to check again but last time i tested it felt like turnspeed was ignored. i thought it worked in arma 2 but didn't anymore in arma 3. but all goign by cloudy memory

ruby hill
#

actually yes, now I believe turnspeed is only for AI and when you rotate using the turn left and turn right keys. (which nobody does)

#

so it'll be linked directly to mouse input

desert raven
#

@ruby hill Loving this!!

#

Also thanks for the prod to test the rtm import to blender

#

just set up the female rig and it seems to import the rtms just fine

ruby hill
#

๐Ÿ˜„

desert raven
#

without even retargeting

#

ok some weird finger stuff is going on xD but other than that this is very promising

#

hmm ok doing something wrong with the DeRTM. but anyways not a total failure either!

ruby hill
#

The problem I had with mine is that it expects bone names to be 100% matching. Its case sensitive. Could very well be that yours is having the same issue

desert raven
#

yeah gotta double check

nimble flare
#

damnit @ruby hill, stop being so awesome! how do you expect us to keep up with you?! ๐Ÿ˜…

#

I wonder, how many animation states, and/or action maps did you have to edit/clone?

#

I'm assuming you have 8 new animations for walking, 8 for running and 1 for the idle pose, so 17 total?

ruby hill
#

correct!

#

I duplicated all action maps for rifle wlk and run. Replaced relevant anims.

#

But yeh, still a lot to do. All the connection anims and then all again for kneel.

#

Oh, and evasive, too. Then the stance adjusts, ooofff

nimble flare
#

yeahhhh, I'll probably skip those when I get to making my melee animations

#

not like you'd really need to adjust stances when using a sword... ๐Ÿ˜„

ruby hill
#

The last great melee combat game system I played was in mount and blade. I heard chivalry is awesome too, but never got to it.

#

And the shitty hand-to-hand combat system is the reason I never played skyrim further than the first cave... ๐Ÿ˜ณ

desert raven
#

@ruby hill you got to check out Mordhau if you like melee! Its spiritual successor for Chivalry and from the looks of it many times greater!

#

haha no wonder I kept importing single standing frame as I constantly opened the same wrong file

#

walking animation came through! except the fingers

torpid star
#

@desert raven oh thx for the tip. game looks great

desert raven
#

@badbenson#0154 Youre welcome!

On the subject of rtm import. I think I got the fingers fixed too. Problem seemed to be that there were no actual connecting bones between hand bone and the finger bones.

desert raven
#

Wuha!

torpid star
#

oh wow. seems to work great. do one with the silly dance too pls ๐Ÿ˜„

compact ravine
#

lol

desert raven
#

Couldn't find it in A3 anims

compact ravine
#

its a2 iic

desert raven
#

that explains it ๐Ÿ˜„

torpid star
#

oh. this one is in arma 3?

desert raven
#

I found only a single dancing .rtm but its 4kb and single frame.

compact ravine
#

there was an addon that had all the a2 anims ported to a3 iirc

desert raven
#

I got the released A2 files and the animations in there are already unbinarized

#

Should be able to convert those too

#

just need to remember to fix that one ring finger bone that got renamed

torpid star
#

this is important! get on it! i need the silly finger pointing dance

desert raven
#

or add it to the rig

#

xD

torpid star
#

๐Ÿ˜„

desert raven
#

ok just for you this once

torpid star
#

i'm surprised the model deforms this well dude. good job. good testing anim too actually

desert raven
#

yep me too! the weights came out pretty well!

desert raven
#

takes ages to import large animations ๐Ÿ˜„

torpid star
#

noice

#

๐Ÿ˜„

desert raven
compact ravine
#

๐Ÿ‘

regal dawn
#

@desert raven there is one ๐Ÿ˜›

desert raven
#

Nice! Couldnt spot it anywhere though. The A2 dance is good enough for proving the import works tho!

torpid star
#

@desert raven what are your plans with the female model? is it for lost dragons or jsut for research?

desert raven
#

I wanted the project to be a community effort and pretty much started it as practice. The initial aim was to provide a config and model base where everyone could contribute and build up to a proper working animation set. But now I think I can provide much better working base set of animations to people to build on.

blissful forge
#

@desert raven What tool flow are you now using exactly?

desert raven
#

I got the Macsers Armarig fitted to my new skeleton (Though I did end up having to edit it a lot as it pretty much broke with the smaller skeleton and the import did not like floating bones) that I import DeBinned RTMs from A3 on to and those I export via FHQ Toolbox back to resized .RTMs.

#

thee importer I got from aaa lets see where did I put the link

#

I recon my original skeleton would have worked too since the bone names and structure is what is important

#

but in any case its working

ruby hill
#

The import is always depending on how your rig is. RTM itself really is just the world transformation matrix of each joint. How you set up your rig determines how you apply this data.

desert raven
#

@ruby hill Top of the day to you sir! And thanks again for prodding me to this direction!

ruby hill
#

ha ๐Ÿ˜„

#

What I do: I have an import skeleton where the joints are all disconnected and just in bindpose/respose locations. There are no other constraints or relations. I import the RTM onto this, and then I have my actual rig copy transforms from the import skeleton. I found that this gives me an extra level of control as the import is not directly applied to my rig, but with a step once removed.

#

Added bonus: I can easily toggle between original and imported and control the copy influences of each bone/(bonegroups) per frame.

desert raven
#

That should import the man animations in man scale right?

ruby hill
#

What do you mean? Man scale? Scaling shouldnt be an issue at all.

desert raven
#

I mean that in the female rig I first didnt have fingers connected to the hand and the imported all deformed but when I connected them to the rest of the rig they imported fine

#

so I thought maybe they imported in the original man skeleton scale

ruby hill
#

No, that sounds like a issue specific to the import/rig constellation

desert raven
#

alrigth

ruby hill
#

RTM stores a relative transformation matrix to the implied restpose. the data doesnt know what it's origin is supposed to be. it just takes it and applies itself to it

desert raven
#

aa ok thats probably what I've been confused about

ruby hill
#

you can see how this effs up your character when you move the bones in rest pose (bone edit mode) from where they are supposed to be and then import RTM onto it

#

each frame assumes the bone is at XYZ, then rotates it by for example 20ยฐ on X axis

#

but if your bone is... say at ZYX: rotation of 20ยฐ around X is actually a 20ยฐ rotation around Z, and thus the horrors begin ๐Ÿ˜„

#

The same happens with the armature modifier in bloender. Move your character mesh away from the rig in model space (edit mode) and see it eff up

#

thats 1:1 the same issue

desert raven
#

that Im familiar with

ruby hill
#

there you go ๐Ÿ˜„

desert raven
#

thanks for the explanation!

ruby hill
desert raven
#

Yeah I've been trying to read those to figure out a way to calculate import rotations for Terrain builder but have got nowhere. That article looks more understandable so I may have been looking at the wrong places.

ruby hill
#

Yeh, its a good writeup.

#

NEVER go to wikiderpia for math related stuff.

#

Its usually some sad professors with too much time writing the technical math stufffs.

desert raven
#

Heh I tried asking our friend google, but that also got me nowhere.

ruby hill
#

Numberphile on YT is a great place, tho. The profs involved there have their own channels and cover awesome useful advanced maths.

#

I absolutely hated math in school, and it nearly killed my A-levels, but nowadays, on my own pace and curiosity I cant get enough of it ^^

desert raven
#

Exactly! Im slowly worming my way into more advanced maths too.

ruby hill
#

Netflix should have internationally available all the recent documentary by Marcus du Sautoy. Definitely watch them!

#

Given, its pretty nerdy stuff. But nobody cares that it is ๐Ÿ˜„

regal dawn
nimble flare
#

damn, I wish mocap was more affordable

ruby hill
#

It actually is... ๐Ÿ˜„

#

Well... mocap itself.

nimble flare
#

what about the equipment, all the cameras and the software?

#

surely that would add up to at least a few hundred, if not thousands of dollars

regal dawn
#

I think you can mocap with some pretty cheap gear, the qualtiy might suffer tho

#

Wasnt there some software that can mocap with 2 cinect cams?

dawn forge
#

Was the question really answered above, does bi allow modifications of their anims?

#

I saw a they dont care but

desert raven
#

In theory they could shut you down if you did something like that but would they is highly inprobable. Probably.

desert raven
#

My conversion of man animations to the new skeleton assummes they wont shut me down.

dawn forge
#

Might be what you are talking about

#

@desert raven thanks

#

Ill take a look at them

regal dawn
#

Probably yea, just remember some video i saw

ruby hill
#

Kinect mocap is shit. dont do it

#

I'd say .rtm modding is the same as retexing. APL-SA license

ruby hill
#

If you feel adventurous, have a go at the inertia tracking sensors like the Perception neuron type of things.

torpid star
#

yea i read that the kinect method produces really noisy data that will need way too much work to clean up. it depends on what you need generally. there is actually more free mocap data out there than one thinks. mostly in biped format. or whatever that old rig was called

ruby hill
#

biped just means two-legged. Quadruped is forlegged, like dogs and cows ๐Ÿ˜„

torpid star
#

i know but there was this premade rig in 3ds max some years ago. let me dig up a picture

#

when i was playing around with my arma 3 rig i added a layer that had that connected to my rig so i could import mocap data in that format

#

seems like the format is *.bip

ruby hill
#

ah ^^

granite bay
zinc wadi
#

@granite bay

blazing panther
#

Does anyone have a good basic animation tutorial for me? I wish to animate an exhaust nozzle of an aircraft.

torpid star
#

also check the samples

blazing panther
#

@badbenson#0154 Thankyou mate I'll have a look

dawn forge
#

animations dont translate positions do they?

#

if I start at pos x and end at pos y, the player isn't moved there at the end of the animation correct?

drowsy nymph
#

you have to do stuff with the xstep/ystep properties to make them move AFAIK

dawn forge
#

@da12thMonkey#2096 thx

desert raven
#

dont forget zstep if you want it to move up

dawn forge
#

thx @desert raven

ruby hill
#

yStep does not work in the game as directly as the others

#

ah, srry. Y step *

#

If you import an rtm into o2, the step values appear as

step (should be zStep) and xStep

yStep as such does not directly exist. The space for yStep component is present in the .rtm, however.

#

But not even the ladder animations use it. ๐Ÿ˜„

#

Fwds movement is "step", sideways is "xStep" and upwards should be "yStep" then.

dawn forge
#

@ruby hill how would one make someone move up on something? Like climb up the side of a building, like how enhanced movement mod does it

#

If the ystep doesnt work

ruby hill
#

It'll be scripted.

dawn forge
#

Ah okay, thanks

ruby hill
#

While on the topic: these step values are used linearly

If your anim has step = 10; and is 10f long, it will mean that for every frame played the character will move 1m through the world. (measureable via getPos). Your anim itself would need to look like walking on the spot (modelspace)

#

if transitioning from frame 1 to frame 2 takes 10 seconds, then the character will still smoothly interpolate through the world at 10cm per seconds.

#

This means if your animation contains changes in speeds, you'll have to split the files up, else you risk sliding feet if not made purposely for this. Its all a bit funky. :&

torpid star
#

yer it's a bummer. a curve like for IK stuff would be much better. that and upwards movement would allow me to do literal climbs. but then again. none of it would be dynamic. so not really totally solving the problem.

ruby hill
#

yep, the correct way would be to just have a dedicated extra bone that handles world translation in all axises using delta-change per frame ๐Ÿ˜„

torpid star
#

yea. the other day i had this idea of scripting the climb by jsut smoothly lerping the position epr frame. but good luck syncing the animation in a way that it looks good. it's just not hte engine to do this proper

ruby hill
#

Heres hoping Enfusion will solve this ๐Ÿ˜„

desert raven
#

๐Ÿคž

ruby hill
#

You could try this: Keyframe the camera bone to be your Y step curve. Then read the position of this bone via selectionposition. No matter when you start, it'll be always in synch as you read the output on a per-frame basis anyway.

#

And it shouldn't be an issue visually, as the camera bone has to get over the obstacle nicely, too.

#

Plus all character models have a "camera" memory point anyway.

#

Certainly worth a try. ๐Ÿ˜ƒ

#

modelToWorld would take care of setpos/getpos mess, too.

sturdy grove
#

Hey guys! I've some noob questions about animations!
When doing the reloading animations for prone, does one just need to make the hand animations like the Charakter is already in prone, or bring the whole character in blender into a prone animation.
Thanks in advance for any help!

ruby hill
#

Whole character as prone.

sturdy grove
#

Thank you Mondkalb ๐Ÿ˜ƒ

ruby hill
#

It really depends on how you intend to use it. Generally having the character in prone position will yield better visual results. Next step is to decide whether the prone reloading animation should be done via layered animations ("Gesture") or as proper animation state. I prefer doing the proper animation state to prevent movement while reloading prone, but I found that A3's configs make setting up such a prone reloading state more problematic. Thats why many go with the gesture approach.

#

So technically, for the gesture approach, you could animate with an upright character, but the visual fidelity will suffer.

proud bay
#

Just saw your heavy weapon anim mondkalb, very nice ! :O too bad a3 never implemented this.

#

Is there any full workflow video tutorial about how to animate hands to a specific weapon with blender ?

#

I could not find a detailed one.

naive hemlock
#

macser has a video about it afaik

#

for his blender rig

ruby hill
#

Yes, it's a mix of knowing the tool (Blender) and knowing the animation rig you will be using.

proud bay
#

Ok i'll look for it thanks

#

i've always been annoyed by replacing the weapons from the rig blablabla

ruby hill
#

Replacing your weapon in the rig shouldnt be a difficult thing. Simply set your weapon to be the shape of the weapon bone.

desert raven
#

what is important is that your weapon objects origin is in the same position as the weapon bone.

torpid hemlock
#

Does anyone know how to implement an animation for a deployed weapon?

torpid hemlock
sleek island
#

@torpid hemlock you need those bipod parts into sections

torpid hemlock
#

they are in the .p3d file if thats what you mean

#

the issue isn't just the bipod its that no animation defined in model.cfg is working, not even the hide magazine

sleek island
#

do you have the proper name of the model in the model.cfg that happends often

torpid hemlock
#

yeah the model is called BBB_Lewis_MG.p3d

sleek island
#

hmm interesting

torpid hemlock
#

i have no idea why it wouldn't be working

sleek island
#

have you tried if you used the model.cfg from A3 weapon sample and adding your p3d name into it

#

if that works?

torpid hemlock
#

no i'll give that a go

#

actully i remember that i couldn't actully find the model.cfg file

sleek island
#

if you have steam A3 samples from tools

#

it should be there

torpid hemlock
#

cheers found it

torpid hemlock
#

changing BBB_Lewis_MG_01_f to BBB_Lewis_MG didn't fix it either (the origonal file the .p3d is test_weapon_01_f)

desert raven
#

just to make sure your .p3d is named bbb_lewis_mg_bipod_01_F.pd3?

torpid hemlock
#

no its BBB_Lewis_MG.p3d

#

that class would be refering to the bipod.p3d wouldn't it?

desert raven
#

your class name under CfgModels and p3d name must be the same for them to work together

torpid hemlock
#

ok

desert raven
#

was your .p3d named BBB_Lewis_MG.pd3 then?

torpid hemlock
#

yes

desert raven
#

and nothing moved?

torpid hemlock
#

nop, magazine didn't even dissapear when reloading

desert raven
#

there is something missing then. Did you try it in buldozer?

#

ir sometimes gives an error that might help

torpid hemlock
#

no i can't get buldozer to work properly

desert raven
#

well that is unfortunate. It is the fastest way to test if model.cfg is set up correctly

#

cant see any obvious errors in there either

torpid hemlock
#

it actully was working until I had someone else edit my config

#

but they don't directly reference each other do they?

desert raven
#

no, model.cfg is only related to the .p3d

#

they are in the same folder?

torpid hemlock
#

yes

desert raven
#

just making sure

torpid hemlock
#

haha easy mistakes

desert raven
#

it usually is something very small

proud bay
zinc wadi
#

DAB went wrong?

dawn forge
#

is the addon binarized?

flat fractal
zinc wadi
#

๐Ÿคฆ why?

proud bay
#

@zinc wadi DAB ?
@dawn forge Yes it is

sleek island
#

thats a issue of hand anim , at least from the looks of it

#

you might typo in the config or the actual anim isnt properly defined in model.cfg

drowsy nymph
#

you don't need to define the anim in the model.cfg

#

looks like either it's not binarising correctly (addonbuilder) or the weapon bone wasn't moved when you positioned the gun to make your handanim

#

since the handanim IK is calculated from the position of the hands relative to the weapon bone, which is moved by the base character animations for running, aiming etc.

flat fractal
#

Hey guys, little question : if i create a new vehicle and i want to have a custom animation for the passenger. What do i have to do ? Only define my .rtm as an action in ManActions class, and use the name of this action in cargoAction[] = { } in the vehicle class ?

drowsy nymph
#

yes

zenith token
#

@proud bay handanim only cares about the bones of the hand and places them in relation to the weapon bone. Everything else of the handanim rtm gets discarded/ignored. So change position of weapon bone in the animation to be exact same as your guns model of origin (in p3d).

proud bay
#

ok thans for your advices

flat fractal
#

My passenger animation is not working :/

#

the animation is correct if i use player playAction "test";
i have this in the vehicle class
transportSoldier = 1;
cargoProxyIndexes[] = {1};
cargoAction[] = {"test"};
the proxy is on the vehicle http://prntscr.com/ew3b0e

i don't know what's missing..

zinc wadi
#

Hint:
```cpp
ConfigCodeStuff
```

Also: search for "getInAction" (or something similar, cba to search for it myself atm)

flat fractal
#

problem solved, i was using CfgGesturesMale instead of CfgMovesMaleSdr

#

thanks to @drowsy nymph

sturdy grove
#

Hey there! Is there any A3 rig in prone position or anyone has one? Struggling with reloand prone animation

ruby hill
#

Just animate the person into a prone positon. It has nothing to do with the rig.

sturdy grove
somber grail
#

Anyone got any idea how to combine two rotations together on aircraft undercarriage?

I've got the undercarriage in the raised position, with the wheel further forward than the top of the leg. If i rotate this 90 degrees, it ends up being offset in the vertical position.

I'm trying to work out how I get the wheel to rotate 90 degrees to the vertical lowered position but also to rotate about 45 degrees to the rear so that the whole gear is fully vertical and straight.

Anyone any ideas on how I can work this out?

drowsy nymph
#

picture would help

#

but in short you'll probably need to divide the thin in to two bones and have the part you want to rotate back, as a child of the main bone. So in skeleton it'd be defined as C "part1","", "part2","part1"

#

the axis you want to rotate part2 around in the second animation should be named part2_axis or whatever, and also named part1 so that it animates with the first rotation

somber grail
#

@da12thMonkey#2096 thanks dude, I'll give it a try tomorrow, I've switched off now. Heads a bit config wrecked.

#

Been trying to get my head round how the values work so I can understand how the + and - values are defined. Be a little easier if it were written like, + 90 or - 45 from point of origin for example.

zenith token
#

spooky you can do that with "rad 90" for example

#

look at the plane sample.

#

minValue and maxValue only define "when" the animation is played during the "active animation phase"

#

angle0 and angle1 define amount of rotation. (or offset0 and offset1 for translation)

#

you can overlay animations without problems (e.g. two rotation animations on the same selection)

somber grail
#

That's good to know. I had an idea rotating two animations was possible, I've seen it on an aircraft before, but can't remember which one.

I've noticed now though that the wheels are stuck in the raised position in game. Is there a common mistake I have made here to see this?

#

I should say the rear carriage. The nose wheel is fine.

#

@zenith token Penny has dropped on the minvalue and max value.

#

๐Ÿ‘

somber grail
#

right I worked my animation issue on the rear carriage, but I have now discovered I can't for the l;ife of me work out how to get the airbrake to work as a custom user action from the UI. I have the animation working in model viewer under its own source, but actually having it as a user action and having a vital effect on the airframe in flight is beyond me atm.

Should I really be asking this in the config channel?

drowsy nymph
#

don't bother making it a user action. There's a keybind for airbrakes coming in the jetsDLC

#

it's separate from throttle now

somber grail
#

aaahh intersting. I might disable it then from the model.cfg until then. I think its having an affect in flight being sourced to the flaps with the anmations.

sturdy grove
ruby hill
#

Check if your rifle-grenade is skinned to some other selection. It should not be.

sturdy grove
#

probably my problem is that i've created two selections:

            "GL_magazine",    "GL",

And i've this:

            {
                type="hide";
                source="weaponMuzzle";
                selection="GL";
                minValue = 0.0;
                maxvalue = 1;
                hideValue = 0.00;
                unhideValue = 0.01;
            };
            class gl_magazine_hide
            {
                type="hide";
                source="revolving.1";
                selection="GL_magazine";
                minValue = 0.0;
                maxvalue = 1;
                hideValue = 0.00;
                unhideValue = 0.01;
            };```
ruby hill
#

GL_magazine should should be the clip thinger

#

Or the other way around... Your grenade cannot be part of two selections

#

via bone parenting you take care of this

sturdy grove
#

basically i've to remove the GL_magazine verts from GL selection?

#

in that case when GL will be hidden, will GL_magazine be hidden aswell?

sleek island
#

yes

sturdy grove
#

Ok thanks ๐Ÿ˜ƒ trying it now!

#

i hate the model.cfg so much...

drowsy nymph
#

if that's not it, try changing the isDiscrete value of the skeleton

#

from 1 to 0 or whatever way it's set now

sturdy grove
#

it works perfectly now! Thank you very much!

sleek island
#

thats the feature of parenting bones ^^ - i did the same mistake before ๐Ÿ˜›

sturdy grove
#

yeah...Now i've to have more fun with vehicles animations ๐Ÿ™ƒ ๐Ÿ”ซ

sleek island
#

haha , have fun with that xD

regal dawn
#

Hey guys, iยดve got a problem where the model is being stretched in the animation phase, any ideas?

desert raven
#

bad weighting or maybe wrong extra selection group that affects it

zinc wadi
#

Unit or ModelAnimation (like a Door)

regal dawn
#

Unit

#

I was thinking selections myself, gotta recheck that one

desert raven
#

vanilla or custom animations?

regal dawn
#

Custom, trying to import a blender animation for a moose

desert raven
#

bad weighting, wrong skeleton setup in model.cfg, wrong selections can cause that

regal dawn
#

Cool will check

desert raven
#

also do you have the model.cfg in the folder with the .rtms?

regal dawn
#

Yep

#

Could very well be the config, gotta check the sample files

#

anyway time for bed, thanks for the help

desert raven
#

np. hope you sort it out

ruby hill
#

Regarding model.cfg for .rtm binarization: It's enough to have the model.cfg defining the skeleton somewhere higher up in the folder structure.

I.e:

mod\model.cfg
mod\addon_01\data\anims\stuff.rtm

See my OBH sources for a working setup.

somber grail
#

Can anyone explain to me why I have the animations working in model viewer for my rear hatch doors for the undercarriage on my aircraft, yet when I go in game they are stuck in the down position? The undercarriage works fine front and back. The front hatch doors open and close as they should, yet, the two main rear doors refuse to move.

drowsy nymph
#

Bones might be overlapping. i.e. the rear hatch selections are also part of another named bone in the skeleton

somber grail
#

the rear hatches are actually attached to the fuselage on the inner spine of the body. Do you think I should lower them down on the model without making it look detached?

torpid hemlock
#

can someone help me with my model.cfg? I'm trying to get my magazine to rotate 13 degrees after every shot but after each animation it transforms back to it's origonal position

regal dawn
torpid hemlock
#

no i'm using reload

#

ah, so I should be using ammo? the idea is that the magazine rotates after each shot

regal dawn
#

ammo should do that

#

you can set it up so that for every round it moves one step which you define how much that is

torpid hemlock
#

oh ok thanks

#

so something like this? class magazineRotate{
type="rotationY";
source="ammo";
selection="magazine";
axis="";
minValue=0.000000;
maxValue=26.000000;
angle0="rad 0";
angle1="rad 360";

#

uhh.... that shrunk my magazine to 1/4 the origonal size

torpid hemlock
#

i fixed the problem but "ammo" isn't causing the magazine to rotate anymore

#

*is

#

*ammo isn't working and the magazine no longer rotates

regal dawn
#

afaik the min and max value can only be within 0 and 1 (didn't do much in model.cfg tho)

#

no idea about the shrinking ๐Ÿ˜„ sounds funny

zinc wadi
#

nah

#

also works:

minValue= -1000;
maxValue= 1000;
#

you can, for example, making a "hidden" Animation, by using -1, instead of 1 (wich is mostly used)

regal dawn
#

i see ^^ but weird about the scaling, is that even a thing in model.cfg animations?

zinc wadi
#

Not rly, was just an example

#

with AnimateSource you can Time some Animations with easier. Like a Crane, for example: 0->4
at 1: crane moved 5m forward
at 2: Crane turned right
at 3 Crane turned left again
at 4 Right moves 5m backwards
(for example)

drowsy nymph
#

@[No.4]B.Conway(bigbangben)#9273 the revolving animation source was designed for exactly this purpose

blazing panther
#

Would anyone know of a quick and efficient way to put memory points on a jet exhaust nozzle for aniamtion purposes?

#

Looks like a cluster fuck having to line everything up around the circumference of the nozzle perfectly etc..

drowsy nymph
#

Use the pin C key to centre on your current selection and Shift+C to activate. then when you press Insert it'll drop a mem point aligned with whatever selection you had

#

you can also use the rotation and scale tools set relative to the pin

blazing panther
#

So I just move the pin along an axis to where I need the mem point, then insert there?

drowsy nymph
#

Well, say you want the axis to run down the exact centre of a cylinder, you'd select the verts at one end of the cylinder, press C to snap the pin there, activate it if it's not already active, go to your mem LOD and Insert to place a memory point, then select the verts at the other end of the cylinder and do the same thing. The resulting axis between the two mem points would then be aligned exactly with the angle of the object

blazing panther
#

Hmm interesting, I'm following

drowsy nymph
#

or if you wanted to mirror the memory points exactly from one side of an object to another, you select two symmetrical objects in the model. Hit C to move the pin to the mid-way point between the two. You can then copy, paste and \Points\Transform 2D\Mirror X or Y to flip the memory points to the other side of the model

blazing panther
#

I'm still quite unfamiliar with O2 so that sounds complex to me, but I'm following the overall process

torpid hemlock
#

@drowsy nymph I've tried that as well but i can't seem to get it to animate either, at the moment only "reload" animates the gun

#

*magazine

#

class magazineRotate{
type="rotationY";
source="revolving";
selection="magazine";
axis="";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad +13.846";
};

sturdy grove
zinc wadi
#

Wich one?!

sturdy grove
#

the gl should be hidden

#

it works when i've it as weapon

#

but as soos as i drop it

#

the GL appears

sleek island
#

do you have that GL as part of the main weapon?

#

if yes then thats the arma issue because when the weapon is dropped it ignores the model.cfg anims

sturdy grove
#

Ffs

#

How can i resolve it?

#

Can i define a model for the dropped weapon?

sleek island
#

no , you can only fix that when you make that GL as attachment

#

as a muzzle item

blazing panther
#

Lol Arma engine

sturdy grove
#

@sleek island in that case how the GL would work?

sleek island
#

well best probably way to do it , is to make a special GL variant of the Garand

ruby hill
#

What about modelSpecial without the grenade attachment? (Is modelSpecial even a thing in A3?) ๐Ÿ˜„

sleek island
#

maybe , i dont have a experience with that hehe

#

only thing that i remember in OFP , they used muzzle loaded grenades

ruby hill
#

ModelSpecial used to be the loaded variant of rocket launchers, and one of those showed when dropped on the ground. (even in OFP)

sleek island
#

yes but i meant for the rifle

#

not launcher

ruby hill
#

Should work there, too.

#

As you said, the rifle mortar used it. ๐Ÿ˜„

sleek island
#

it was via modelspecial?

#

are you sure?

ruby hill
#

Not 100%. But I am sure modelSpecial was related to deal with equipped/dropped versions.

sturdy grove
#

in that way i can't use the GL as attachment when "loaded" or am i wrong?

#

the problem is that it's a really "special" case. I want the AI to be able to shoot GL, if i script it i lose this opportunity

ruby hill
#

Best bet here is to depbo OFP and see how the M16 GL was done. Then hoping that it still works.

sleek island
#

then make it like i said above as a GL version

ruby hill
#

Chances are good, as the stupid christmas tree pa_sx.p3d hardcoded thing is also still there.

sleek island
#

loaded muzzle will show the nade in the model

sturdy grove
#

the GL think is already working

#

I just want to not show it when dropped ๐Ÿ˜ƒ

#

having two version is not a solution for this sadly

#

I don't have ofp, i've started with A1 ๐Ÿ˜ฆ

#

too young ๐Ÿ˜›

zinc wadi
#

pff

#

Didn't owned OFP

#

pff

#

Not worthy

drowsy nymph
#

modelSpecial doesn't work with model.cfg anims either AFAIK. I seem to remember people having issues with porting the Javelin from A2

#

so no trigger, bolt movements etc.

#

I believe R3F use a scripted system for their FAMAS to spawn muzzle slot attachments when a grenade is loaded, and remove them when fired

sturdy grove
#

or i can just ignore when weapons are dropped

drowsy nymph
#

yeah

sturdy grove
#

๐Ÿ˜„

zinc wadi
#

halfassed crap

#

I can see ppl complaining already

sturdy grove
#

as long as i don't care it's fine ๐Ÿ˜„

#

another approach could be to script when the weapon is dropped, but imo it's too much for the result i want i guess

sturdy grove
#

Hi everyone! I'm having some issues to make this reload animation working in game.
The cfg should be okay, since it's working with another rtm, but as soon as i switch the rtm to this one, i can see the weapon moving, but the hands are stuck to the weapon bone.
I've checked the rtm in OB and it seems fine.
https://gyazo.com/68fe2bc985827efeef2f4fe7146abe61

brittle isle
#

ts in the CFG

#

clearly

drowsy nymph
#

what mask and HandIKCurve are you using?

brittle isle
#

indeed this /\

sturdy grove
#
        {
            file = "fow\fow_anims\weapons\gestureReloadBoltAction.rtm";
            looped = 0;
             speed=0.15;
            mask = "handsWeapon";
            enableOptics = 0;
            rightHandIKBeg = 0;
            rightHandIKEnd = 0;
            rightHandIKCurve[] = {0};
            leftHandIKBeg = 1;
            leftHandIKEnd = 1;
            leftHandIKCurve[] = {1};
            disableWeapons = 1;
            disableWeaponsLong = 0;
        };        ```
drowsy nymph
#

you need to add timings to the IK curves

#

if it's 1, it'll continually use the handanim IK

#

try something like leftHandIKCurve[] = {0, 1, 0.07, 0, 0.81, 0, 0.86, 1};

sturdy grove
#

so...if the rtm uses both hands for all the duration of the rtm

#

i'll just use 1?

drowsy nymph
#

yea, if one of the hands doesn't move from the weapon you can keep it as 1

sturdy grove
#

oh

drowsy nymph
#

the code I posted is transitioning from the handanim IK for the up until the 0.07 keyframe of the anim, then has 0 IK so it'll move however the gesture .rtm tells it to, until it gets to the 0.81 keyframe where it will start to transition back to having full IK from the handanim again at the 0.86 keyframe

#

so between 0.07 and 0.81 the left hand is animated by the gesture

sturdy grove
#

my question is, since in those rtm the hands are animated for the entire animation, can i just leave 0?

#

what's the pro of having an IKCurve?

drowsy nymph
#

it just creates smoother transition between handanim and the reload gesture

#

means you don't have to have the exact handanim pose at the start and end of your reload anim, and if you're making e.g. grip variants of the weapon you can use the same reload anims

sturdy grove
#

I understand now!

#

So it's always good to have some "sleep" at the beginning and at the end

#

in between if you want some cool transitions too

drowsy nymph
#

yeah, the first two pairs and the last two pairs in the array basically morph/blend the two .rtms together

sturdy grove
#

Thank you very much for your explanation!!

zenith token
drowsy rock
#

Ummm..launching while prone? Does your back hurt a little bit?

zenith token
#

not launching just pulling out

drowsy rock
#

I see

timid loom
#

its perfectly possible to fire a AT weapon when prone, just really really bent in a abt 45* angle from the weapon (this includes the helper, if the weapon require one ( gunner assistant is ofc on oppersit side of the weapon)

#

i belive is was possible in A2 with some mod ?

ruby hill
#

I'll drop a few helpers in that thread.

smoky void
#

hello, I have a gunner animation for a BTR-40 in Unsung that will have the gunner 'levitate' over the map for several seconds when he exits the vehicle. I changed the get in memory points and such, and they work for example with driver_mid01, but the custom animation makes the gunner fly over the map. Any idea what might be off there?

bronze gorge
#

Hey guys

#

even though in Blender the character looks down at the weapon, ingame you can't see them

#

unless ofcourse you use freelook

#

but it would be nice if somehow we could "force" the camera down, looking at the weapon

nimble flare
bronze gorge
#

i dont know nothing about anim cfg sadly

#

so no idea how to include that