#arma3_animation

1 messages · Page 15 of 1

torpid star
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play around with the head bob parameters. afaik you can decide, if the 1st person camera follows the head animation or is done procedurally.

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headBobMode = 2;
headBobStrength = -0.5;

this is what i use in my climbing animations. it makes the camera follow the head. couldn't tell you exactly what the strength one does though. iirc it does interpolation between animated head bone adn procedural but i could be totally off. it's literally been years sicne i set up those values.

bronze gorge
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none of these result in the desired effect sadly 😦

zinc wadi
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Anybody knows a "hit with the buttstock" Animation?

naive hemlock
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there is one afaik

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by heart, lol

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did you see the names for these anims?

zinc wadi
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Currently in AnimViewer^^

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Do you have any clue in wich ACategorie it is in? crawling through everything right now (i dislike the AnimViewer a little bit)

ruby hill
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There is one like that in A2.

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should be in the sources

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both cutscene and regular from rifle lowered

zinc wadi
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Need Vanilla 😭

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Oh wait, no.

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😄

nimble flare
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not sure if you found it yet, but in case you haven't: acts_miller_knockout

zinc wadi
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@nimble flare Thx, gonna check it out!

sturdy grove
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Does anyone know what could be the problem?

desert raven
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weapon bone is not in the right place in the animation or its named wrong

sturdy grove
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for AT is "Launcher" correct?

nimble flare
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hm, this looks like that age old "AddonBuilder" issue to me, where it will screw up animations during binarisation

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if you're interested I can binarise the RTM for you using Mikero's tools, then send you the output file, see if that makes a difference?

sturdy grove
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i've like 10/20 hands anims in there. Only this one is affected by this problem

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and i use mikero's tools

nimble flare
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ah, I see

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not sure what's the cause in that case 😕

drowsy nymph
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which one is the launcher proxy in your screenshot? None of them look like they have the correct orientation to be the launcher

sturdy grove
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red one

drowsy nymph
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Yeah, I think the proxy is facing the wrong way so relative position to hands is all off @sturdy grove

sturdy grove
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Trying now!

dawn forge
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anyone know a way to load a rtm to view it as a proxy for positioning seating positions?

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like I have a custom .rtm for a driver pose and I would ideally like to be able to see it on OB and not have to restart the game to see changes

desert raven
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load rtm on a character save it with 1 frame where it is in right position and in something like yourcar\source\proxy\driver.p3d and load that as proxy

dawn forge
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@desert raven if i use male.p3d from samples and try it, then it doesnt recognize it as an actual proxy ingame

desert raven
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proxy needs to be named driver.xxx gunner.xxx etc so that the game recognizes it as proxy for said seat

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so if you use the male.p3d you get a proxy:pathstuff\male.p3d.001 for example

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you can postion it as you want

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and rename it to proxy:driver.001 and It should work

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what model is used is irrelevant as the config determines what animation it uses

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the triangle in the p3d just determines the position and direction

ruby hill
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Yep. Most important is to get the naming correct so the engine will recognize it.

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These are not hardcoded, btw.

dawn forge
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Ah okay

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Cool thanks guys

zinc wadi
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Meh, acts_miller_knockout wasn't the one i was searching for.

sturdy flame
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@bronze gorge did u use in ur cfg LimitGunMovement param? Try to set it to 0 and headbobMODE to 0

bronze gorge
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i just tried it and didnt work

sturdy flame
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for me it helps 😉

drowsy rock
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Damn anim viewer opens config entry if i double click too quickly 🤦

ruby hill
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Have reload anims always been wonky in Arma 3? Specifically, reloading while standing or crouching, then going into prone while still reloading, this results in the characters upper body still using the standing reload anim```

Yes. This is in issue with reloading anims using the gesture layer. Its basically a technical limitation. A fix for this would be possible, but rather complex.
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(From Kiory who posted in model makers, not sure why he thinks this channel is dead :D)

digital steppe
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Oh, sorry, I deleted the original message, the channel looked dead as hell with a few messages here and there

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Oh well, that's good to know, thanks man

ruby hill
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Anims are a rather difficult task that require a lot of knowledge, so the mod making in animation territory is a lot less than say retexturing. 😄

digital steppe
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But, like all the vanilla weapons suffer the same issue

ruby hill
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Yep. Its a conceptual limitation.

digital steppe
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if it was fixable, surely BI.... I may as well not finish that sentence

ruby hill
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The way the anim system works is making this a problem. A fix would be turn the anim system into a system of parallel routes with the same state IDs but with different content. So That when you transition from standing to prone, all your anim layers do this transition

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So this way your reloading while kneeling animation transitions into a reloading while prone animation. That alone may not be artisticaly possible, too. 😄

digital steppe
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the whole thing needs a overhaul to be honest, it's not friendly in the slightest

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appreciate the knowledge bomb though 😄

ruby hill
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Its the only animation system that is modular, though.

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I don't know of any other that does this. 😄

digital steppe
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I'm not sure that makes it better

ruby hill
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Most games that allow for modding rarely expose the animation component. I know that for the Gambryo engines it is kinda possible, but still a massive hack.

digital steppe
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Have you played with UE4 at all?

ruby hill
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Yeh

digital steppe
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I haven't seen anything as easy as that

ruby hill
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I'm talking about support for 3rd party content loaded in runtime

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😉

digital steppe
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I see 😛

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Either way, it's a relief to know that I'm not the one breaking things

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thanks for your time

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I'm definitely going to have to create a new rig though

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Todie's still has some slight issues with the arms

ruby hill
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What tools are you using?

digital steppe
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Mikeros

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3ds max for animation, using Todie's rig but it doesn't seem completely ideal for animation, I'll be making my own again soon

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like a proper one, not a hack job like I did last time

zenith token
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with some fixes your old one served me thus far (ok i only did static poses)

naive hemlock
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@digital steppe do ping me if you do a CAT rig 😃 i have started a couple (bones and CAT) myself, never bothered to finish em

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mainly because of the convulted way of importing a fbx anim into OB

ruby hill
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Why would you need to get your fbx anim into OB?

naive hemlock
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how would i export a rtm file from max otherwise?

ruby hill
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Fbx2Rtm 😃

naive hemlock
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dude, i've tried it, i wasn't able to figure it out

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as i said, convulted

ruby hill
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Everything is convoluted at first.

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The key component to fbx2rtm is adjusting the conversion config to your exported data

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I.e if you have this in there:

<bone name="LeftShoulder" fbxname="eLeftShoulder">

Make sure your exported FBX has an object called eLeftShoulder

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Usually a small cube that copies the transforms of the LeftShoulder bone.

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You can also avoid the export helper dummy objects.

<bone name="LeftShoulder"/>

But then your exported FBX needs to have a skeleton and all that properly exported.

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I personally go with the export helpers out of habit.

naive hemlock
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i'll make sure to ask you next time i wanna export an animation from max @ruby hill, last few times i have used blender's rig by macser because it's just a click away

ruby hill
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A big issue you will have with going through O2 is that your RTM export can become skewed, as the weighting and bone positions are influenced by the object you derive them from. Somewhere in the A3 samples is a neutrally weighted soldier, that should be used for modifying RTM

naive hemlock
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^^noticed

ruby hill
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I believe the FHQ blender thing has a direct .rtm exporter.

naive hemlock
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i'm sure you'll need to hold my hand for a bit, but i'm just as certain you will be a gentleman and do it anyhow 😛

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yeah but i would much rather do everything in max

ruby hill
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If you're into scripting, you can write your own exporter.

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RTM is a rather simple format. The big pain is just linear algebra involving matricies 😄

naive hemlock
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than switch to a software i don't use for anything else and i am not even close to confortable with

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i'm not all that into scripting, especially if i can avoid it, thank you 😛

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and you just volunteered to help me out, so there's that 😉

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i'll play millenial generation for a bit

ruby hill
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Hah, yes. The benefit of FBX2RTM is that you can just batch entire folders. Save out each take as individual FBX (hence why using export helpers is smart, as it makes the file sizes tiny) and then just batch 'em.

digital steppe
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@naive hemlock I won't be using CAT, it'll be built from the ground up, I don't get on with CAT as it is

naive hemlock
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bone system or native max biped?

digital steppe
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Bone system, custom controllers etc

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I want something specifically for Arma

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that works well with it

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or rather, plays ball

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everything so far I've used has been junk

naive hemlock
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i would have told you that biped system doesn't work as it should, bone system should, i also went into making one myself, custom controllers and IK/FK limits

zenith token
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why would bone system not work as it should?

digital steppe
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wait what now?

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so it doesn't work, but should?

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Last I checked, my last rig I made worked pretty well, but the controllers sucked really bad for it

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so I relied on Todie's for a while

naive hemlock
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let me rephrase - bone system works, max biped doesn't, it needs some end bones

digital steppe
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Oooh I see

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yea I figured as much, biped has a history of being trash

zenith token
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its for when you are too lazy to import a proper human with skeleton for scale posing in WIP renders^^

digital steppe
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true

naive hemlock
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neah biped work quite well tbh

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as long as you don't need to export it or alike

digital steppe
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To be fair, I never really used it all that much

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just stories and rumors

naive hemlock
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i have used it quite a bit

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that said, CAT has anim layers which allows a lot more flexibility and blending between limbs

digital steppe
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Well, I'm not sure what's going on with the rig I'm using, but I'm getting all sorts of weird popping issues on the arms etc, could be I'm missing something, but either way I don't get on with the rig, I'd rather make my own that just works, which is going to be a pain....

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Pre configure it up with correct poses that matches Arma's base ones as close as possible to avoid issues

zenith token
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a finger controller/dependency would be nice, that bends both finger joints equally -> less efford in creating something that doesnt look like some alien limb

digital steppe
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Yes I'm thinking about setting up sliders for that

naive hemlock
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yeah it is, hence i never actually finished it, plus the fact that fbx2rtm is something that elluded me

digital steppe
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I don't bother using that

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Just straight FBX to OB

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then export matrices

ruby hill
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weird popping issues
Are your rotations euler angles or quaternions?

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Eueler Angle Triplets will give you the old friend of Gimbal lock type issues.

digital steppe
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euler I believe

ruby hill
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Switch to Quats

digital steppe
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I'll be honest though, I'm completely out of touch when it comes to that stuff, wouldn't even know how to switch to Quaternions

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didn't even know Arma supported it, and I only know it through skinning, Dual Quaternion

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didn't realize it was for rotation

ruby hill
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Arma doesnt care about this at all.

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RTM is literally just a dump of world matrix transforms

digital steppe
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That's where I'm having the issues

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Not max itself

ruby hill
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Thats why you can use as many bones as you want, in whatever hierarchy you like

digital steppe
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For some reason, the anims are not 1-1 when it reaches arma

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bones scale slightly, they pop, look generally weird

ruby hill
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Yeh, thats due to skinning of the character meshes

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and wierd postprocessing influencing it, such as leg adjustment to surface normals

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weighted blending betweeen the anim and your aiming

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And that arma linearly interpolates between keyframes, but thats a really minor issue

digital steppe
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Yea there's a lot of blending going on which I assumed was causing some of the issues, but I'm convinced it's mostly down to this rig as well, something isn't set up right

ruby hill
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the biggest problem I see in arma, and other games suffer this too, is the floating point inaccuracies with transformations that are minimally small

digital steppe
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there's other factors as well, like trying to keep the exact same poses as base arma

ruby hill
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resulting in object stuttering, kinda parkinson's like shaking

naive hemlock
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@ruby hill yeah that pisses me off

digital steppe
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well you're clearly well more versed about it than I am, would you mind if I picked your brain sometime?

naive hemlock
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and tbh, i haven't see it anywhere else bar arma

ruby hill
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I definitely have seen it somewhere else, but I'm hard pressed for a title name

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@digital steppe, sure

digital steppe
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Appreciate it

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a lot of that went over my head so I'll be doing my research in the coming days

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I'm just a lowly modeler XD

ruby hill
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Yeh. Anims are a super tough topic. Not many anims out there.

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And then theres definitely many levels to it. Hand anims for rifles being the easiest

digital steppe
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Reload anims are fairly simple as well, aside from the issues I'm having, I have the workflow down, I just need the perfect (or close to) rig to work with

naive hemlock
digital steppe
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oo nice one, thanks man

ruby hill
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a.k.a. Computer Graphics 101 😄

digital steppe
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yay math

ruby hill
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I absolutely loathed maths in school. But now... holy eff. its so amazing

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But yeh, feel free to ask away. I definitely monitor this channel here, the others not so much.

digital steppe
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maybe there's hope for me then XD

ruby hill
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Before you dive into this more advanced topic, you absolutely have to get an understanding of vector math

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luckily, its simple. 😃

digital steppe
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is it... uhhh... linear?

ruby hill
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two of them always are coplanar, too 😛

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Luckily for this all we need is matrices.

naive hemlock
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for me it took a while to understand quaternion vs euler (which is a lot simpler to visualize)

ruby hill
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Tensors are the next level.

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😛

naive hemlock
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vector math ftw

digital steppe
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my head already hurts

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I'm too simple XD

waxen jasper
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You are not alone 😛

ruby hill
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Yes, eulers are more... graspable.

digital steppe
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Anyway, got a release to put out today, thanks for your time lads

ruby hill
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and I frequently go back to euler angles when I debug stuff

fluid breach
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@digital steppe before you run off, did you make any headway with OB interface foo?

digital steppe
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Talked to Ivan about it, but I'm not really at liberty to say, waiting to see what happens

fluid breach
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all good, hopefully something beneficial.

digital steppe
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hope so

median crane
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Not related with this but vector, but I'm more poynting vector fan 🙃

reef hound
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Guys, i have a Mocap System. Can i make animation in arma with mocap?

naive hemlock
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o'rly? you have a mocap system?

ruby hill
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Please do elaborate. 😄

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Is it just a rig of Kinect or actually some proper system in a Uni that you have access to.

reef hound
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my english is not the best but i try it.

also... I have a Kinect with IPI Mocap Studio 3. I can load a rig from Arma 3. But this riggs a complicated with normal riggs. That is my problem.
http://www.armaholic.com/page.php?id=24138 this rigg is to complicated.. to many Shoulder bones and the sames at the head and soo..
http://www.armaholic.com/page.php?id=23432 this rigg is a littlebit better. But i cant load it on the BVhacker. To change a llittlebit on animation.

first try https://cdn.discordapp.com/attachments/307570455890624513/318060095437012992/GIF.gif

Animation with Arma rigg : https://cdn.discordapp.com/attachments/293362141879074819/320496835439493131/GIF.gif
I want work on it to make smooth and more - test

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in unity works great. I export that rig from IPI Studio and load it on the Charakter rigg from my Charakter in Unity. And this is rdy 😄

ruby hill
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Kinect mocap is very crude. you'll need at least 2 or better more sensons. The Brekel suite will let you do that. But I havent looked at IPI in over year

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Either way, you'll have to do mocap cleanup

reef hound
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this works ok... but this is not the questions... the question is: How to Arma rigg on Mocap... I dont think this works great with arma riggs...

ruby hill
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Do you understand how to create a rig?

reef hound
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yes...

icy crane
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Anyone knows an Animation to play some Helicopter-start-engine-and-take-off?

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Or a way to search all of them

desert raven
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Like pilot hand animation?

cursive mulch
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@naive hemlock https://youtu.be/znt4xx5FhvM got a better animation then this 😉 ? "rhs_Metis_Gunner" Is this something you'd want? Even if just turn in without shooting? Could save lot's of static gunner's lives.

naive hemlock
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@Gunther.S#1326 there isn't a better one, but yeah good thinking there, i would have it without shooting because 3nd person view...in any case, check it with @deft fern

icy crane
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@desert raven Yea the ground crew giving signals for the Helicopter to take off.

desert raven
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@icy crane Oh ground crew, I thought you asked about the pilot doing stuff. In any case the in game animation viewer is your friend to see what animations are available.

icy crane
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@desert raven Any Tip where to look for? I checked pretty much all of the somehow related categories but didn't find one.

desert raven
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if there are any then most likely in the cutscenes

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though now that I think of it im not sure if there is a actualy category for those

icy crane
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@desert raven and barely any of those are working for me, neither with playMove, animate or ambientAnim

desert raven
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have you tried switchmove?

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or playaction or playmove

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theres many commands for running man animations

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oh playmove you mentioned

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anyhow some of the others might work

icy crane
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I tried switchMove to turn them off, I at least become unable to move.

desert raven
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dunno what to say, I've succesfully ran animations with these commands.

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how are you trying to run them?

icy crane
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Instead of changing the init of a certain item I just used the ingame-console from the Editor.

desert raven
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switchmove needed to be run after initialization at least, but console should work

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are you targeting player or another character

icy crane
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YES

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switchMove works

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whyever playMove doesn't

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I always used switchMove to return to being able to walk again.

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Oh sorry, I was targeting a player.

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One Problem still remains tho... How do I find out the name of the Animation for the Data-Terminal?

desert raven
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whats is a Data-Terminal? is it suppose to have animations? animationNames command could work with it

icy crane
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The Data-Terminal is this weird box with a satellite, screens and a keyboard.

desert raven
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if it has moving parts animationNames should give you a list of them

icy crane
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I searched my pbo-directory and ended up with this: sqf _unit = _this select 1; _unit setUnitPos "KNEEL"; _unit switchMove "Acts_TerminalOpen"; sleep 1; [dataterm, 3] call BIS_fnc_DataTerminalAnimate; sleep 5.166; _unit switchMove ""; _unit setUnitPos "UP"; [dataterm, 0] call BIS_fnc_DataTerminalAnimate; _unit connectTerminalToUAV ru_drone;

THis is the Terminal: http://i.imgur.com/6EhHSlk.jpg

With the Proper Delays it looks like he would actually be opening it and typing stuff in there.

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However, I don't know how to connect a BLUFOR UAV Operator to an OPFOR Drone via Script.

desert raven
torpid star
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can i somehow rename bone names inside an rtm?

reef hound
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no, the bones are weighted with the model. you need to change the name in the model.cfg from the character. When you doing this, give a problem with the standart character from Arma

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only use it on the new character ( monster with new rigg) and animation is only for this. The Monster or whatever have a custom model.cfg..

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can anyone tell me, where is the config for the normal walk animation? When i press "w" i can move. I search the config from this

hexed hornet
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@torpid star what do you want to achieve exactly?

ruby hill
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.rtm is a fixed thing. Don't mess with the data inside.

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You can hexedit the names of bones in unbinned .rtm files. But not sure why this would help anyone.

reef hound
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i cant with my config walk.. but i need it^^

waxen jasper
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Hi all, wondering if you can help me with a reload animation problem

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For some reason on my latest version of the reload I've done, the fingers on the left hand have become warped and completely broken

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The left hand looks perfect in max and object builder, and I haven't changed anything in my export process (to my knowledge)

reef hound
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anyone give me a HOW TO for Gesture animations?

drowsy nymph
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Don't you just make one under CfgGesturesMale>>>States and choose an appropriate bone mask and IKCurve?

reef hound
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i dont know what im doing with that... I have a surrender animation and he dont doing that... i need all bone from spine to head... Bone mask is "ReloadMask" but i dont know what need it in IKCurve..

drowsy nymph
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I'd imagine you'd want the curve to fall off quickly since you are animating the hands in to a new surrender position too

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I wrote something about them in here on 05/07/2017

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if you can scroll up to find it in search

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in short, the numbers are in pairs that indicate keyframe times for blending between handanim IK for your current weapon and the hand pose of the base gesture or animation. To be on (value 1) or off (value 0)

reef hound
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ok... another ask. Can i make a animation and he has the Hand instantly up? with 1 keyframe or max. 2 Keyframes?
My Weapon is on the back

IKCurve is when 0?

drowsy nymph
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well if you don't need the transition you probably don't need to have IK curves, just inherit from Default, where ###HandIKCurve[] = {};

reef hound
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ok but which mask is right for that?

drowsy nymph
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for the whole upper body? I'm not sure. I haven't looked what masks are available

reef hound
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hm... i test it. Thats so confuse

drowsy nymph
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mask = "upperTorso"; maybe

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is used in class GestureAgonyCargo

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            class GestureAgonyCargo: Default //inherits 43 parameters from bin\config.bin/CfgGesturesMale/Default, sources - ["A3_Anims_F_Config_Sdr"]
            {
                speed = 0.080863;
                file = "\A3\anims_f\Data\Anim\Sdr\inj\agony\agonyCargo";
                mask = "upperTorso";
                leftHandIKCurve[] = {};
                rightHandIKCurve[] = {};
            };
waxen jasper
reef hound
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ok, i make a new animation and he has the hands instantly up. with max 1 keyframe. And i make the IkCurves {}; and i use the gestureAgonyCargo...

ah sounds good

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i think i need the mask with NO WEAPON bone

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i dont know^^

reef hound
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ok works 😃 thx @da12thMonkey#2096 😃 i can run with a surrender animation ❤

waxen jasper
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Looks good

drowsy nymph
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lol, the running/sprinting with hands up reminds me of a not-so-smart kid like they're over-excitedly going to run in to a tree or something

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but it looks good man

waxen jasper
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Just to avoid it getting swamped, gonna repost a problem I'm having with the hand on my reload animation, not sure why it's doing it this when it hasn't before: https://cdn.pbrd.co/images/g4Pg9OxzJ.png

reef hound
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thx 😃 with your help @drowsy nymph ^^

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MrBagel, sorry. Im noob in this^^

vivid onyx
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Hi. I posted this in config_editing, but maybe it belongs here..

I tried making my own .rtm pose for my gunner positions, but the hands wont follow the guns movements. it works when using .rtm files made by other people, but not my own. Any ideas?

dark hawk
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Greetings Animation wizards, Dose anyoen happen to know/have a line on (or knows how) to achieve ARMA 3 character animations (weapon holding, reloads, driving etc) with Maya ?
A member of our team uses maya and is finding geting/figureing out the workflow / skeleton .... fun. So I am searching for any assistance I can pass on to him !

ruby hill
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Could you be more precise about "Achieve A3 Character Animations with Maya"? What exactly are you looking to do? Create animations for A3 in general or explicitly reuse A3 anims in maya?

dark hawk
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Create animations for A3 in Maya. apologies for the unclear statement.

ruby hill
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Ah. Yes, that is possible. But you will require the apropriate rig to do this. There's one for 3DS out there, you could import it and see what sticks, or make one yourself. That would require indepth knowledge of the subject matter.

drowsy nymph
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IIRC you need both Max and Maya to perform the operation that transfers Max' CAT rig to Maya/MotionBuilder's HumanIK type rigs

atomic shadow
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Good day! I apologize in advance for my English . I have been creating models of mutants for modification , and at the stage of animation I had a lot of difficulties . I would like to know where to animate the character in blender, or 3D max , and how to be with rig, to take the standard rig ARMA and edit it or you can create your own? I have tried to do animation in both programs , but in both cases, after exporting the animation in the mesh ОБ2 mutant strongly deformed, exported as FBX and RTM . I would be very grateful if someone help me with advice, the basics of animations for ARMA , in the Internet information about only animating a standard character.

naive hemlock
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if the mutants don't fit the arma skeleton

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you'll need to create your new custom rig, and weight yout mesh to that

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you'll also need to define your new skeleton and have the configs point to it

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you'll also have to create all the new animations for all stance etc from scratch yourself

atomic shadow
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I have prepared a mutant, and did a few rigs , CAT , Biped , normal skeleton , and of course everywhere customized weight points . But still the mesh is deformed

naive hemlock
#

image

#

of your issue

#

and skeleton and config

atomic shadow
ruby hill
atomic shadow
#

@ruby hill Very interesting and cool, thanks, it is strange why I not found this before! You have there the model is broken into pieces, head , torso, legs - is it necessary? Just when I studied RTM scripts for max, it said that the skeleton should be split into some 25+ lods etc , because when you create a simple skeleton of all the centers of the pivot points scattered across the model, and should be in one place, this also applies to work in blender? And you did rig themselves , not regify addon?

ruby hill
#

I used blender here. I split them all into components as this is how arma does vests, helmets and backpacks.

atomic shadow
#

I got it, thanks , I will study

atomic shadow
desert raven
#

theyre not weighted or skeleton/bone name is not matching

vivid onyx
#

An idea just suddenly popped into my head, and I want to hear with you guys if its even possible to do.

If I make a physX prop, is it possible to make it move(without it being some sort of man or vehicle)? Lets say if I make a box with 4 legs, and make walking animations. Can the walking animations in itself (of the Geometry and Roadway LODS) make it move forward? or would it just stay still?

ruby hill
#

I dont think it will work, as the friction needed for any kind of locomotion will not be working as intended.

vivid onyx
#

lets say you make a box with a lid, and place it upside down

#

opening the lid would flip the box around correct?

#

hence making it move using only geometry?

#

what if you tried something simpler. just a sphere that randomly rolls forward and sideways

#

wouldnt it roll all over the place?

#

in that way you could in theory make your own car right?

torpid star
#

on the topic of pivot models. how would i got about generating a pivot model from let's say the arma 2 rabbit or dog? meaning, not having the full FBX source at my disposal. any experience with exporting FBX from o2 and getting something usable?

i remember having problems with that. can't check myself atm

ruby hill
#

These cases are very problematic, because you do not exactly know the bindpose.

#

Here you would have to just guess.

desert raven
#

what does the pivot model do exactly?

#

I read somewhere its only physx related

ruby hill
#

Just yesterday I answered that in the forums. 😄

#

1sec

desert raven
#

x3

umbral niche
#

Can someone point me to a tutorial on how to make a reload and firing animation?

#

It could really help me because I can focus on other area of a project I'm currently working on

torpid star
#

main problem i have currently is the head turning on the dogs. i moved the "head_axis" mem point already but it didn't help. so since you mentioned gestures and since head turning seems to work in a similar way i thought a pivotmodel could fix that. might be still the model set up itself

atomic shadow
ruby hill
#

Add 2-3 more spine bones

naive hemlock
umbral niche
#

Thanks PuFu! I'll save this youtube video in my favorites and study it when I'm ready to do my animations.

atomic shadow
desert raven
#

connect your thigh bones to the pelvis bone

dire tree
#

Single white female looking for help on creating and exporting reload anims from max to arma

#

realised there's a video above

dawn forge
#

Its a trap ^

zenith token
#

"text her, only 19ct per character"

prime heart
#

Hello guys, i have a bit animation ( i think ) problem thats why i pick this channel. What the point. I made a weapon, where animation of weapon change on it state (Single, Burst) I can see animation, on 1st and 3rd camera. But when one of my fellas have this weapon, and he switch mode, there is no animation. Is there any way to force game to animate LOD's for other ppl?

desert raven
#

@prime heart are you talking about a weapon animation or animation for the man whos holding the weapon?

prime heart
#

Weapon animation holded in hands

desert raven
#

so a part of the weapon moves

prime heart
#

weapon animate properly in my hands

#

or in my 3rd person camera

#

and same for my mate

#

but when i look on his weapon, there are no animations

#

on it.

desert raven
#

what animation source you use?

prime heart
#

source = "weaponMode";

desert raven
#

some of them might be just for local animations and will not transfer over multiplayer

prime heart
#

and i need this source

desert raven
#

but also you cant access the weapon animations with scripts

prime heart
#

hide magazine works fine

#

weaponMode wont transfer over mp like u said i think..

#

and there is no way to fix it

#

omggggg

desert raven
#

if it does not transfer then no

#

is it really that important though?

prime heart
#

For thing i do , yeah

#

i have to workaround it now

#

with script

desert raven
#

I dont think you can animate held weapons with scripts

#

as they are proxies on the man

prime heart
#

Well i will animate this thing with magazine inside weapon / outside

#

i can via script put magazine and take it off

#

so animation will turn on / off

desert raven
#

that could work

#

👌

thick karma
#

Any body got links to documention/tutorials on making animations for static objects like the data terminal ?, I've got a brief case i'd like to be able to open and close.

thick karma
#

Thanks 😃

dawn forge
#

To put it simple what you want to do is pretty easy- need a selection for the top of the case, an axis to rotate on and a model cfg to support it

thick karma
#

Im sure its pretty easy once you know how but there problem is knowing, ill see if i can find an example i can play around with somewhere.

atomic shadow
ruby hill
#

Looks like weighting is not precise enough.

sick crest
torpid star
#

@atomic shadow if your weighting is right and this still happens, it might be an issue with FBX import. i remember this vaguely from when i played around with it. you need to import skeleton/anims seperately from the mesh i think. there's no need to have them both at the same time inside OB anyways i think.

just going by that picture though and what i remember. maybe you got some more info?

#

@sick crest does that happen when you play your custom animation? if so, iirc, you need to animate the camera bone inside that animation. looks like the camera is in default/t-pose position

sick crest
#

how would i fix that then and yes

ruby hill
#

Import the anim only from the bone mesh, not the entire skinned character

#

Exporting .rtm from a skinned character will cause distorted rtm data that is specific to this one character, but what you want is "neutral" weighting for all rtm derived from the same import that is identical to the original animation files.

#

It has to do with the logic behind the animation data being relative transforms only. If the initial pose they are relative to is offset/distorted, your entire .rtm will be.

torpid star
#

@sick crest as i said. animate the camera bone. that's how i used to do it. but been a while. maybe there's an automated fancier way.

sick crest
#

what rig did you use?

sick crest
#

@ruby hill I can't seem to find how to animate the camera bond

sick crest
#

@badbenson#0154 ^

desert raven
#

what rig are you using

sick crest
#

this

torpid star
#

that one has no camera bone? if not, just add one. you can also get somewhat of an idea where the camera bone needs to be by opening the sample character in OB, adding like a cube or vertex or whatever, making it a named selection called "camera" and then importing one of the exampel rtms.

#

is what i did iirc. not perfect but better than having it in the ground. i'm wondering how others go about the camera bone though. any good methods?

desert raven
#

also @sick crest are you exporting your .rtm with the FBX toolbox?

torpid star
#

anyone got an idea how i would enable weaponik on the launcher bone for a gesture?
tried weaponik = 4; from some launcher related animation class. didn't work so far

sturdy flame
#

@torpid star what u need to do?

#

all in rtm file going good, but not in game 😦

ruby hill
#

@torpid star

What exactly are you trying? Check the used mask of your gesture if it influences the launcher bone.

sturdy flame
#

@ruby hill thank u for ur answer 😃

vale otter
#

I'm having problems with my weapon not being in the right position for custom hand animation. It's in the previous animation original spot as shown below in the first pic. The weapon should be lower than where it is now as shown in the object builder pic.

(wrong position)
http://i.imgur.com/Po3KYHb.jpg

(right position)
http://i.imgur.com/5uOz8Ss.png

I was using armarig in blender to make the hand anim, I also changed the bone name of "Weapon" to "weapon"

Also not sure if it matters but when i imported the weapon into object builder, then rotating the weapon and importing the animation. I had to move the gun to get it into the right position with the hand animation.

torpid star
#

@ruby hill yea the launcher is in there. i realised it will use the weaponik on the currently used weapon, i think atleast. i thought you could just make it use whatever weapon you want.

#

like lets say. have a gesture that plays when you are unarmed that uses launcher weapon ik

drowsy nymph
#

@vale otter moving the weapon bone in the handanim doesn't do anything. You'd have to re-position the weapon model in the weapon's .p3d file to have it as low as you want it, then adjust the handanim .rtm according to that

vale otter
#

@da12thMonkey#2096 Ok, thank you.

torpid star
#

i'm doing some translation and rotation model.cfg anims on my weapon (launcher) but for some reason the weaponik (handanim) is not following. is that normal or is there a way to make it happen? i already tried naming my main weapon bone "launcher" inside the model.cfg. no luck 😦

#

hm. not sure if this belongs in the model channel now that i think of it.

ruby hill
#

It makes perfect sense that it is not following.

#

Your model.cfg stuff is just a transform in modelspace of your weapon.

#

To the handIK, the weapon bone of the character is relevant.

#

It does not care about any bone in the weapon proxy.

#

Ah seen. Modelchat covered it.

torpid star
#

yer sucks but makes sense. doing the weapon anim via keyframe anim now. gesture. works great. thx for the answer though.

rigid dust
#

What defines man alignment by surface under them? Move config property? Something in the animation file itself?

#

How it is even called in the engine?

#

Looking for a way to counter this or understand better

desert raven
#

Legs at least follow terrain surface/ roadway LOD through inverse kinematics that are configured in the movescfg

rigid dust
#

Is there a name for this feature so I can search more?

desert raven
#

humm humm @ruby hill would probably know from memory xD But lets see if I can find it

#

If I recall right its the class BlendAnims and its child classes that control how much IK affected the legs of my mech

#

each animation is given one of the blend classes

zinc wadi
#

@rigid dust afaik hardcoded/Ragdoll stuff.

ruby hill
#

legs = ;

#

Inside each animation state points to a blendAnims array that defines the bones and their influence to match to the surface normal

rigid dust
#

Aha, thanks for the info

vernal cape
torpid star
#

so the problem is those bones sticking out to the left? looks like some finger bones have no key frames maybe but really hard to say from the picture

desert raven
#

@Basher#0855 I would guess that you have wronglly named bone there. I would suggest you use Macsers Arma Rig for animations as it has everything set up ready for Arma.

vernal cape
#

@desert raven thanks, I will try.

reef hound
#

Yes @vernal cape , i have the problem too. I use that Rig and my Handanim doesn´t work. When i try manual with cfgGesture over "Player playActionNow "MyAnim"; when works perfectly. I dont know why

desert raven
#

wrongly configured animation class?

reef hound
#

need my HANDANIM a config definition?

desert raven
#

hm true

#

it should not

#

it is a handanim for a weapon?

reef hound
#

for a axe

desert raven
#

yeah those are tricky because how the hand placement with weapons work

#

thats just how it is

#

you only have control over the hands and fingers

#

the engine calculates the arm positions

reef hound
#

hmm.... for example: The Handanim use only the finger and hands?

desert raven
#

pretty much

reef hound
#

yes ok. but why works with gesture and playActionNow? thats so crazy

desert raven
#

2 totally different things

reef hound
#

yes i know.

desert raven
#

then thats why it works differently

reef hound
#

but what i need to change in the anim or in config?

desert raven
#

to do what?

reef hound
#

the animation in the axe config - Handanim

desert raven
#

all you can do is find good position and angle for the hand bones

#

so that the engine aligns the arms

#

though it probably never will be perfect

#

as its not meant for holding melee weapons

wispy glade
#

his problem is that the hands and fingers are being horribly distorted

#

i think it's an IK problem but i read that 2 years ago, i have no clue how to fix it

desert raven
#

whose problem?

wispy glade
#

marshmallows

desert raven
#

thats usually just bad weighting

#

or bad animation rig

#

well could maybe be the IK too.

#

many things to go wrong

wispy glade
#

the weighting is BI, he used Macsers Armarig so i would exclude those two

#

looks like an IK problem to me but i don't know where to fix it

desert raven
#

nope its not that

#

for some reasont he rtms bones are scaled too big

#

so something wrong with the export process

#

macsers righ should be in 1,1,1 blender scale by default but its easy to mess up too.

wispy glade
#

afaik he exported to FBX

#

perhaps that's the problem

desert raven
#

yeah I would think so

#

when using blender I would advice usin FHQ Toolbox and export directly from blender to rtm

#

makes things a lot easier

vale otter
#

i have the same problem when using macsers armarig, i export using the toolbox but i havn't really looked into or tried fixing the problem. I just made my hand animation in object builder... Will probably try to find a fix for it sometime soon.

#

probably something to do with my model.cfg

desert raven
#

¯_(ツ)_/¯

#

for me it works perfectly

reef hound
#

i dont port it to fbx. I port it directly from blender to RTM...

desert raven
#

still the "tree hands" is result of wrong skeleton scale when exporting.

reef hound
#

And that makes a difference between"gesture" and "Handanim" ? BI-animbullshit

desert raven
#

oh yeah forgot about that one

#

dunno man

#

im out of ideas.

desert raven
#

ah yeah thats the IK

#

you guys need to get your questions straight

#

@Skyllio#5776 showed this

#

whichs is result of scaled skeleton

#

would be better if only single person provides info on a question asked.

#

this is result of how the weapon holding inverse kinematics work

#

on there probably is no workaround

#

its not supposed to be used this way

#

hmm except maybe new moves set

#

but I dont quite know what that requires

reef hound
#

but how to change ? where is the path ?

desert raven
#

you cant change it

reef hound
#

lel

desert raven
#

it is how the engine works with weapons

#

its not meant for melee weapons like that

reef hound
#

i cant overwrite the cfgmovebasic?

desert raven
#

you can.

#

but no quarantees theres anything there to help you

reef hound
#

but exile axe works perfectly with IDLE animation... confused

desert raven
#

ask them then.

reef hound
#

no Helpful information

desert raven
#

from exile makers?

dawn forge
#

You didnt even ask in their discord

#

Im pretty sure its a gesture though, I could look in a little bit

violet barn
#

nope, the handanim/idle of an axe is not a gesture

#

its an actual "normal" handanim

#

if you need reference just look at any launcher handanim

#

the twisted arms might be that your launcher bone is twisted

desert raven
#

is the axe in exile a pistol, rifle or launcher

violet barn
#

idk how they did it.
I configured it as a launcher, because there wont be launchers in my mod and for the sake of haveing a melee and a primary equipped at the same time

#

the fact that most launcher animations are designed similar comes in pretty handy

#

the easiest to to the anim is to import the axe model into blender attach it to the bone and then wrap the fingers around it

reef hound
#

@dawn forge: i have a contact with the exile maker... i have information, but not the right information.

in exile is the axe a launcher with IDLE animation. And the Swing animation is a Gesture. But the handanim of a launcher or something fucked up in arma. Thats not funny and make me really mad. Gesture works fine with IDLE animation. i dont unterstand the crap of BI.

desert raven
#

The IK system is build for different kind of holding. It works as intented.

#

Sure it limits what can be done easily

#

@violet barn could be onto something with the weapon bone being twisted, that would break the IK even more.

#

and the gesture animation would ignore it

dawn forge
#

@reef hound you have info but not the right info? Maybe post your configs and we can look and see

reef hound
#

i test my anims and models in exile

#

i use that configs for tests

torpid star
#

in the second pic it looks like the axe needs to be rotated first of all

#

the old dayz kind of way that most melee systems use lay the weapon on the shoulder because that is closest to the default full body launcher anim

#

rotate your axe and redo the hand anim for hte rotated one. that should make it into a good base atleast

#

just imagine a normal launcher as teh handle of a melee weapon. that should give you all you need to set things up right

reef hound
#

I've rotated the ax more often. Problem: It ALWAYS looks like in the last image

#

axe*

torpid star
#

rotated where? inside its p3d?

#

take a look at some sample launchers if you can find some. basically put the axe blade where the back of the launcher is. should be a no brainer

#

to make things more clear hopefully.

#

the launcher bone has a fixed position inside the launcher movement animations. that is where the origin of the launcher p3d will be. same goes for orientation.

#

so if you want the axe to be angled you will have to rotate it inside the model and stuff. it's hacky

#

and make the handanim once you have everything in proper position and rotation or you'll confuse yourself about what is what. i've been through the same thing recently

reef hound
torpid star
#

you need to read up on handanims and how they work. i've been trying to explain but i know it's confusing. it's very limited. what you have there is very hard if not impossible to make work with default handanims

#

again, that is the reason why the classic dayZ method has the axe resting on the shoulder exactly liek a launcher. it's a workaround

desert raven
#

I was thinking that maybe just moving the launcher bone around and flipping it to different directons would work to find out if any positon for it works with the arms. As its not the model of the weapon that is the issue but the placement/rotation of the launcher bone?

torpid star
#

nah. as i said, unless you want to make a whole new s3et of animations for walking and running for just that axe you will have to work with the launcher bone position and rotation inside the default animations

#

i tried having the model rotated and stuff the other day. it works but it was too hacky for me. gets complicated down the line

desert raven
#

thats what I meant

#

moving it around in the animation

torpid star
#

i'm working on a melee system right now and i resorted to using gestures. it's not ideal but atleast it allows for a modular system without having to find weird angles inside the model for each new weapon

#

i wish you could set a mask for the handanim for each weapon like you can for gestures but i guess that wouldn't look as good as IK

reef hound
#

oh =/

torpid star
#

yes sadly that is the appropriate face to make

zenith token
#

-> why i wouldnt even poke melee with a long stick

#

bayonett stab would be the maximum for me

torpid star
#

@reef hound you should go with traditional dayZ way like i described for now so you have something playable. you can always play aroun with more hacky ways

reef hound
#

yes show in the next time

vale otter
#

How do you get a characters hands to follow the handles of a custom turret when it rotates? can't seem to figure it out, was able to get them to follow the rotation of the vehicle's steering wheel but not the turret. At the moment the character doesnt move when rotating the turrent.

here's my model.cfg https://pastebin.com/qxz4fwrR
and here's the config.cpp https://pastebin.com/kkZTpGwa

and here's a pic of my memory points and lod 1 selections if it helps.
http://i.imgur.com/UWvL6FO.png
http://i.imgur.com/c32xN4U.png

drowsy nymph
#

gunnerLeft/RightHandAnimName should be one of the bones defined in the model.cfg

#

selection Gun in your case by the looks

vale otter
#

@drowsy nymph Thanks, i got that working. How do i get the character to bend down when rotating the gun upwards?

drowsy nymph
#

that's a bit trickier, need an invisible bone/selection that has a translation animation that uses the same animation source as your gun, and apply gunnerLeft/RightLegAnimName to that bone

#

when the invisible bone translates, it'll move the feet with it, so if the feet are moving in a vertical axis, the legs will bend/compress or extend

#

gunner proxy needs to be influenced by the gun animation source as well to some degree else the feet just start to levitate

vale otter
#

Ok i think i know what you mean. Is the invisible bone just an empy selection that has no points?

drowsy nymph
#

no, it needs some vertex at least

ripe lotus
#

Is anyone active in here?

torpid star
#

sup?

ripe lotus
#

hello, I am really starting with animating. I need to do a "fake turret". I got this code from John Spartan : //TURRET ANIMS [ATFLIR POD]
class pilotCamaraX_main
{
type = "rotationY";
source = "pilotCameraRotX";
selection = "pilotCamaraX_main";
axis = "axis_pilotCamaraX_main";
memory = 1;
sourceAddress = "loop";
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};

        class pilotCamaraY_maingun 
        {
            type = "rotationX";
            source = "pilotCameraRotY";
            selection = "pilotCamaraY_maingun";
            axis = "axis_pilotCamaraY_maingun";
            memory = 1;
            minValue = "rad -360";
            maxValue = "rad +360";
            angle0 = "rad +360";
            angle1 = "rad -360";
        };

        //END OF TURRET ANIMS [ATFLIR POD] that I put in models.cfg. In the same file I added these : ...    
"pilotCamaraX_main", "",
   "pilotCamaraY_maingun", "pilotCamaraX_main", 
"flir_pos", "pilotCamaraY_maingun", 
"flir_dir", "pilotCamaraY_maingun"

... in cfgskeleton . In the p3d file I got two memory points specified: flir_pos and flir_dir. John said I have to build the turret/camera memory points in model of this jet. Which points except flir_dir and flir_pos did he mean?

#

What I want overall is to have a PIP screen that shows where the pilotcamera is pointing

#

Now it just points forward

torpid star
#

not 100% sure but i think the model channel is better for this question. usually they discuss a lot of model.cfg stuff there. or maybe post it there too for better coverage since it overlaps

ripe lotus
#

ok then, thank you

torpid star
#

those two anims don't reference the flir_pos and flir_dir mempoints though

#

ah i see they are child bones

drowsy nymph
#

he's trying to add them as childs of the skeleton

#

which isn't really necessary - you can just select both mem points and make the pilotCamaraY_maingun selection

torpid star
#

oh it sounds like he doesn't have teh parent ones inside hte model

drowsy nymph
#

but are you trying to add this camera to the gunner's turret or the pilot turret?

torpid star
#

sorry but it's so hard to read in that format lol

ripe lotus
#

to the pilot turret. The TGP

#

sorry

drowsy nymph
#

okay

ripe lotus
#

I can post it again

torpid star
#

"Which points except flir_dir and flir_pos did he mean?" you need the parent ones too

ripe lotus
#

which are...? 😄

torpid star
#

"pilotCamaraX_main", "",
"pilotCamaraY_maingun", "pilotCamaraX_main",
"flir_pos", "pilotCamaraY_maingun",
"flir_dir", "pilotCamaraY_maingun"

#

that is the skeleton

drowsy nymph
#

as I said, you don't need flir_pos and flir_dir in the skeleton really. It'll be easier if you just make another selection that contains both points and call that one pilotCamaraY_maingun

ripe lotus
#

hmm, than skeleton, how does it work?

#

@da12thMonkey#2096 and how to do that?

drowsy nymph
#

same way you named them flir_pos and Flir_dir in the first place

ripe lotus
#

and how it will correspond to the model?

torpid star
#

do interpolation arrays work on gestures? i've never seen it but i thoguht maybe it's like accidentally still in there as a functionality

ruby hill
#

Don't think so. It took us extra work to make it work.

#

The gesture tech was left half finished as it was for A2.

#

Afaik A3 still doesnt have a gestureState script command.

torpid star
#

yup sadly

grim escarp
#

Is it possible to have an rtm animation play on a vehicle?

dawn forge
#

why not just a regular animation with a model.cfg

ruby hill
#

No. .rtm on vehicles is not directly possible.

violet barn
#

what do I need to make an animation which leaves the player in a certain position

#

I want to make an anim where the player holds his weapon infront of him as long as he doesnt move

violet barn
#

nvm just found out

regal dawn
#

is there some list of "actions" -> gunnerAction= "";
i need crouaching/kneeling animation

torpid hemlock
#

can anyone tell me why my bipod isn't rotating on the specified axis? Note: if i set type="rotationZ" i get the same result

#

{
type="rotation";
source="bipod";
sourceAddress="loop";
selection="Bipod";
axis="BipodAxis";
memory=1;
minValue=0;
maxValue=1;
angle0="rad 0";
angle1="rad +60";
};

sleek island
#

@torpid hemlock probably you missing the autocenter = 0 in your geometry lod

#

also you dont need the sourceadress and memory in your animation

torpid hemlock
#

ok thanks will give that a try

#

Yes thanks, all good now

sleek island
#

👍

stoic marsh
#

Hello is there a free available Animation for "Attention" i don't find this animation in the default animations of Arma 3.

desert raven
#

testing out conversion for different sized characters

#

works quite well

#

in editor at least xP

zenith token
#

this man deserves a medal...

ruby hill
desert raven
#

naive hemlock
#

@desert raven great fucking work man

#

kids incoming 😃

desert raven
#

kids that move like soldiers x9

#

but yah possible

naive hemlock
#

i'll PM you when i have more time on the subject, i already have a couple of kids modeled 😉

desert raven
#

Right-o

zenith token
#

pufu this is not how you create kids...

desert raven
#

xD

naive hemlock
#

@zenith token i did say modeled

#

😛

desert raven
#

you dont sculpt them from clay and strike them with lighting?

zenith token
#

ok, in arma world it makes sense... there are no women, so thats the appropriate way i guess

naive hemlock
#

i also have at least one woman modeled

#

😛

zenith token
#

poor girl

naive hemlock
#

skirt included

#

😛

#

but it is man size

#

and moves like one of course

desert raven
#

I got a ~160cm skeleton for you

naive hemlock
#

#

ahh blender 😦

#

does that translate as it should ingame?

desert raven
#

yep

#

just need to get all the animations converted

#

and it will work

#

then the some/most of the animations need to be adjusted a bit

#

for it to work great

#

but it will work

ruby hill
#

Fun fact: The children in VBS use regular anims scaled to 75%.

dawn forge
#

I can't wait to be a child or a female in my favorite lifemods!!1 /s

#

Serious though, work is coming along nice 😄

blazing panther
#

Women smaller targets to hit haha

#

160cm seems so small

#

@desert raven How does weapon scaling go? Does an M4 looks extra big?

blazing panther
#

Doesnt look too bad at all

#

Keen to see this in game!

desert raven
#

😄 I've heard now that quite many people are.

dawn forge
#

I WANT IT NOW there have been no updates on this womans project in a few hours, is it dead? Dead mod!

#

/s

#

😄

desert raven
#

@dawn forge Yes in the past couple of hours I decided not to do it because so many people wanted it.

dawn forge
#

@desert raven knew it, I am going to now get angry at the fact that something someone else is creating and putting their time into, is not in my hands this very second

desert raven
#

Maybe I will continue on the project and release images but never actually release it

#

I will keep it all to myself

sleek island
#

you know how arma can justify having kids ? just name them dwarfs or gnomes 😄

dawn forge
#

Thats the arma way

#

But yokes aside here, awesome work @desert raven 😃

desert raven
#

🐫

torpid star
#

awesome stuff!

#

i'm wondering though, if only scaling anims wouldn't be a more modular way of doing things. that way all the male vests and stuff should work but just be smaller right?

#

i'm thinking by making a new skeleton and all that you limit yourself needlessly since you use all the same animations anyways. just thinking out loud here. probably missing something

desert raven
#

@badbenson#0154 I dont know if scaling would work, but wouldn't it mean that the original model would have to be created very deformed to scale into right size

#

and that would not even guarantee vests would scale appropriately

#

especially if the dimensions of the newly scaled model are not the same

#

like broader or narrower shoulders

#

if the height scales to say 0.8 and the width to 0.6 it would start to look bad

torpid star
#

yea if you are doing broader shoulders. thought you were just scaling overall. i guess you could make a workflow that allows it but not worth it probably.

desert raven
#

yeah I guess so

torpid star
#

this will allow different body types though with just anim scaling. that'll be interesting too. i could swear i saw that in VBS or something. do you think the additional adjustments you werre talking about could be somewhat automated too? like having a UI for each bone with offsets or something?

desert raven
#

yeah vbs has a body type/height scaling

#

probably made with scale factor applied to the bones

torpid hemlock
naive hemlock
#

static hand pose is in direct relation with the weapons bone

#

not sure you moved that bone up, or just the mesh you imported yourself

drowsy nymph
#

I think it's been explained about a dozen times that this isn't how handanim works.

#

Handanim only uses the pose of the hands and their position relative to the weapon bone

#

they will not move the weapon ingame

torpid hemlock
#

@drowsy nymph I don't want the weapon to move I want it to stay where it is, I need the hands to move down to be placed properly on the rifle but when i try to move it vertically in the .rtm it's fixed at that location.

torpid hemlock
#

@naive hemlock weapon mesh is unselectable and i did move the weapon bone

drowsy nymph
#

move the weapon bone in the imported .rtm, upwards a little

hearty oar
#

Hello, I need help with my animations, I need help making a model config and the bind pose, Im new to modding anyhelp would be appreciated

torpid star
#

@hearty oar as i said. ask specific questions and you will be helped. what do you have so far? what character are we talking about functionality wise? human (using weapons and all stances) or animal...etc...etc...etc

robust prism
#

I-Is she flipping us off?

desert raven
#

Yes. Although it is really just a bad animation transformation I think it is also meant to be.

desert raven
torpid star
#

wow. good work man

desert raven
#

Thanks! @badbenson#0154 some kinks still remain

#

and its possible some I cant solve without BIs involvement

#

but I'll try to get it as far as possible

torpid star
#

you mean the sunken hands when crawling?

desert raven
#

those are result of the conversion to different sized skeleton yes

#

but clipping like that is a minor issue

torpid star
#

not a deal breaker though. i can't imagine this beign much of a thing outside prone anims, right?

desert raven
#

what I meant is more weapon and vehicle related

torpid star
#

ah

desert raven
#

but thats a bridge to cross a bit later

ruby hill
#

What issues are you facing that may need BI's fixes? They solved the skeleton-mismatch CTD when sharing equipment.

zenith token
#

he was hypothetically speaking - if there was one there may be more

desert raven
#

The weapon holding is one for now. Since they are loaded straight from file I cant change that and the hand positions do not translate properly and the hand skeleton scale is off compared to the smaller hand of the new skeleton

torpid star
#

ah. that makes sense.

and interesting to ehar about the CTD fix. i remember me and rupprt having that issue with the raptors. good to know for updates

zenith token
#

the CTD fix was for when you enter vehicles with a non-malehuman skeleton iirc

regal dawn
#

i think the fix mond is talking about is when a char with a diffrent skeleton tries to wear a standard vest/uniform which caused a CTD

#

when he released the lego mod BI fixed that

zenith token
#

ok i guess i should just shut up then 😄 i do not belong here

regal dawn
#

😄 me neither i don't understand animations

torpid hemlock
#

Can anyone direct me to tutorials for bolt action rifle animations and using a reload animation for the cycling of the bolt?

dawn forge
#

There aren't tutorials for stuff like that I don't think (google = friend here), just need to make the animation and use the reload source to move components on the weapon

torpid hemlock
#

thanks i've had a look but i could really find much of use

nimble flare
#

and yes, I do know that this is not a "good" way of doing it, as the empty shell's animation will still follow the weapon bone even after ejecting, but it'll only be visible for a split second

#

besides, it's this or no shell at all - I certainly know which one I'm picking 😛

desert raven
#

cant use particle effect shellcasing like vanilla weapons?

nimble flare
#

nope, I sank more than a few days into testing that, and it's just not possible to do it in a reliable way

#

not to my knowledge anyway

#

I tried firing a dummy muzzle with a delay so as to match the bolt cycling animation, which is set to have the bullet casing eject at that time, and while the concept works, it comes at a price

desert raven
#

how do did you fire the dummy muzzle?

nimble flare
#

it means you get a muzzle flash effect (as in, the dynamic light - I was able to remove the muzzle flash effect itself), the ground dust effect, and the gun smoke effect at the end of the barrel

desert raven
#

you tied it to fire eventhandler?

nimble flare
#

oh, the other problem I ran into is that while there is a setWeaponReloadingTime, there isn't a getWeaponReloadingTime, which would have been really useful

#

indirectly, yes

desert raven
#

cant you just create particle?

nimble flare
#

I tied it into a script I made that itself triggers on the fire eventhandler, which is intended to only start the cycling process after I let go of the firing key

#

you can create particles, yes, but the bottleneck with that idea is you can't get the exact position/direction of the bolt

#

there aren't enough scripting commands to calculate the direction of flight of the particles, let alone the position of the ejection port

desert raven
#

does it matter? it spins out anyway? if you animate it on the weapon to the point its pushed out and then hide that and do the rest with particle?

nimble flare
#

the transition between the two would be pretty bad

#

using both an animated casing AND the particle effect would be especially problematic, imo

#

if anything I'd like to fire the casing particle directly from the ejection port, which isn't possible because I can't determine the direction vector nor the position vector of the ejection port

#

it comes down to the fact that we cannot get the up(), right() and forward() directions of a character's bone

desert raven
#

you can get weapon direction

nimble flare
#

that's not enough though

desert raven
#

and players up direction

nimble flare
#

that will not take into account things like leaning, or lying on the side

#

and if it doesn't take that into account, you already can't determine a 100% correct origin position for the particles that works in all cases

#

from what I can see, it's all or nothing

#

so I went for "nothing" and found another way

desert raven
#

the engine creates the default shell particle into the right position

#

you could perhaps steal that position

nimble flare
#

I already looked into it, there's no way to access it with scripting commands unfortunately

#

it's one of these things that is just hardcoded

#

which is why I later tried to use a dummy muzzle to trick the engine into firing the casing when I wanted to, but like I stated earlier that comes with its own set of problems

#

either way, I'm happy with what I have now 😛

desert raven
#

Would the particle show up in near objects?

#

also you could maybe calulate the postion from weapon direction and weapon position (from player selectionPosition ["weapon","firegeometry"]) and known offset for the right position for the particle to fly out

nimble flare
#

perhaps, but even if I could - if I'm going to use the engine-generated particle, I won't need to know the direction or position of the ejection port any longer

#

since the engine already handles that when spawning the particle

#

but to reiterate, the reason why I decided against using a dummy muzzle was because the engine will also do things I don't want it to do - such as spawning the gun smoke and ground dust effects, aswell as illuminating a small area around the weapon's muzzle (especially visible at night)

#

which in turns means I won't be using the engine generated particle

desert raven
#

no I mean you ccould create just the particle with drop command

nimble flare
#

right, but then I'd have two particles?

desert raven
#

why?

#

you would not use the second muzzle

#

just the drop command timed the same

nimble flare
#

but the second muzzle would have to drop a particle for me to use the nearObjects command to find it and then determine the position/direction of the ejection* port from it

#

and that is if the particle even shows up in that command's return list - which I doubt

desert raven
#

well you could maybe calulate the direction to the side of the gun from the weapon direction and weapon position

nimble flare
#

I'm not sure how I'd go about doing that with the scripting commands that are available

desert raven
#

lets see

#

ok first the weapon direction

#

this seems to work

nimble flare
#

mkay, now I need either the weapon's up or right direction

#

doesn't matter which one, as you can determine the 3rd missing axis via cross product

desert raven
#

yep im looking into that right now

#

trying to get a hold on the idea I feel lurking in the back of my head

nimble flare
#

(while I appreciate your help, don't put too much effort into it on my behalf, as if it turns out that this doesn't work - as I am expecting - I can always go back to using my animation-driven shell ejection 😉 )

#

besides, I've said it before that there are other fish to fry than just getting the position/direction of the ejection, and they're no minor problems either

#

let's just say that we're dealing with orca-sized fish here 😄

desert raven
#

no no its somethinh I may need anyway

#

I feel like I've done this before too

#

just cant place where and for what

#

some test some time ago

nimble flare
#

most likely we've ran into the same issues

#

the last time I attempted this was less than a month ago

#

and I'd be using that system if it worked

desert raven
#

my test with this was couple of years ago

#

involved swords I think

#

and Im pretty sure it worked

#

never built anything on it tho

nimble flare
waxen jasper
#

Yeah looks really good

#

any chance we can see the first person view?

nimble flare
#

sure

#

from previous testings I can already say it looks convincing enough

#

the shell disappears outside of the screen, so you get the illusion that it does in fact physically fly out

nimble flare
desert raven
nimble flare
#

well I'll be damned, that looks very consistent - how did you obtain the 2nd vector?

#

ah, I think I see the magic - your vectors are calculated based on both hands' position in relation to one another, correct? 😛

#

reason I'm asking is because I saw the shovel rotate around its own axis towards the end when you were saluting

desert raven
#

thats actually fixed

#

I was using pistol proxy selection and the weapon selection from fireGeometry but realized the pistol is attached to ther right hand and wont work

#

there is a bit of magic number calculation there but the vectros are pretty close to the real even now

#

I switched to weapon selection from memory and weapon selection from memory LOD and firegeometery and altered my magic numbers a bit and now its allll related to the weapon selection and moves only with the weapon bone.

#

no if only BI ran 4 named memory points into their models 😄 or actually 8 so we get both hands

#

hand point + 3 axis directions from it

#

I may just do that for my own models

nimble flare
#

sweet!

#

I'll have to check that out in the future, but for the time being I think I'll use my animation driven system, simply because it looks flawless in slow motion... 😄

regal dawn
#

@desert raven can you beat someone into ragdolls with that shovel? 😛

desert raven
#

xD yep go for it

#

@regal dawn oh didnt try.

#

lets see

regal dawn
#

i think as long as it is a thingX it would work

#

how to do you move the shovel? setPos setVectorUpAndDir or some setvelocity or even addForce 😮

desert raven
#

setposATL and vectordirandup for now

#

attach to semi worked but it rotated in double speed

regal dawn
#

yea attachto is wonky

desert raven
#

I suspect the attach to already added direction and I added on top of that

#

the shovel isnt X object

#

but I'll try with something else

#

oh wait it should be

#

hmm hmm

#

xD set the shovel mass to 10000 and now it pushes the player xD

regal dawn
#

😄

#

can you beat him into ragdolls tho?

desert raven
#

no

#

I've done that with at hand attached tank tho

#

in my previous test long time ago

#

everything weightinh a lot ends up pushing the player behind

#

and fast

#

attach to would negate that

#

attach did stop the pushing

#

but it still doesnt seem to make damage

#

would need that tank attachement

regal dawn
#

i think you need speed or force for damage

#

setVelocity or addForce

desert raven
#

yeah the attached tank doesnt seem to work anymore :C

#

oh wait

#

attached to the man itself it does

#

😄

#

yep

#

tank works

#

I can make melee with this

zealous stone
zenith token
desert raven
#

pretty much yes

tidal copper
#

anyone know names of repairing animations?

desert raven
#

Animation viewer in game is your friend.

desert raven
#

@ruby hill 😑 whyUdotis??

#

we at Armaverse will never get that

dawn forge
#

Its basically like, hey I have cake but you can't have any

#

😄

desert raven
#

Yeah! Why no cake for us!?!?!

hidden raptor
#

it's ok, soon we'll get neural network animations

#

...

desert raven
#

@hidden raptor not in arma we wont ;D youre just as bad cakeTease as Mondkalb 😛

zenith token
torpid star
#

that stuff is crazy. haven't even finished watching

drowsy nymph
#

Max is better so long as you have an animation rig for the A3 character

nimble flare
#

character animations can be done in 3DS Max or Blender, whereas weapon/vehicle animations (bolt movement, doors opening/closing) are done in a text editor and previewed in Object Builder

sick crest
#

Anyone have a clue how to fix my issue im having

desert raven
#

your axis is not in the center of the wheel

zenith token
#

i dont see the issue... its a trademark of Life mods...

sick crest
#

@zenith token Some of us actually want to make a better name for the life mod scene. It's hard though when there are pedofiles, constant content stealers though

broken tendon
#

wait there is paedophilies culture in altis life servers?

sick crest
#

I don't wanna get into it, but yes. Apparently the young children of life mods are a good target for those dirty predators.

torpid star
#

"Some of us actually want to make a better name for the life mod scene" you just did the opposite times 1000 by educating us all that there are ALSO pedos next to the content stealers...lol

dawn forge
#

yea.. stealing doesn't exactly help a mods cause

sick crest
#

well yeh there is that. @torpid star , doesn't help at all really

icy dome
#

Hey guys sorry if this is the incorrect place, I am working on a short film project for my Milsim and I am trying to use the breaching animation for a particular scene. However I am having difficulty properly lining up the units, I was wondering if someone knew how to properly align them so when the animation begins they are all aligned properly and are not clipping through buildings or each other?

subtle needle
#

Good morning everyone o7
I'm looking to start making my own character animations, is Kiory's tutorial still relevant?
Also can we use a skeleton provided in A3Samples?
Any push in the right direction will suffice and be mostly appreciated!

#

Also, is there a reason why A3 character animations are hard to find any recent documentation of?

desert raven
#

@subtle needle there is about no documentation for arma animations probably because its tedious to write down. You can use the skeleton in the samples yes, but I dare say simplest way and fastest results are achieved with Macsers Armarig for Blender and FHQ Armatoolbox for Blender. Config vise there is the wiki page for cfgAnimations that explains some of how the animation classes work and studying the animation configs should get you started.

subtle needle
#

Thanks for confirming atleast 😃 Will give it a try and go through the usual A3proces of learning something 👌 !

desert raven
#

Im certain that for the actual "creating animations in your selected 3D/animating software" there are loads of software specifc tutorials. The getting them to run right in Arma part may be the more tricky part, but there are stuff written down too if you go through MacsersRig and FHQ toolbox threads on BIforums

regal dawn
#

Hey! Anyone know if its possible to use animations on a proxy item?

zenith token
#

define "use on". You can move/rotate/hide the entire proxy but thats it

desert raven
#

👆

#

each animated part needs its own proxy

drowsy nymph
#

bipods and dynamic loadouts magazine/pylon proxy objects can be animated. Others, no

regal dawn
#

Ahh its for a machine gun on a tank

drowsy nymph
#

might be able to do it with one set up as a dynamic loadouts gunpod, but I don't know if anyone has seen whether it works on tanks yet

regal dawn
#

👍

desert raven
#

megadeth if both models are made by you, you can put the MG mesh on the tank model

#

poly limits are flexible enough for such

zenith token
#

you can put a lowpoly version via proxy on the tank in exterior LOD, but a highpoly mesh inside the first person/ gunner LOD

#

thats how i did mine

regal dawn
#

Yeah both models are mine. that will probably work fine i was just thinking i might be stretching the limit

desert raven
#

technical limits are in millions of polygons

#

OB may have issues after few100k

#

but make good resolution LODding and you should be fine

subtle needle
desert raven
#

in principle yes I suppose its sound. Dont use 3dsmax so can comment on the procedure

#

what was it you wanted to do again?

#

whats the goal

subtle needle
#

I do, so I'll give it a try! I actually just wanted to create a character animation, but after seeing monds lego-men I want to try out a bit more. From what I understand, I need a rig in 3DS for the animation.

#

So the short term goal is to make my own animation; something silly like a wave. But I'll probably try more.

desert raven
#

for Arma man animation I would not recommend your own rig

#

a lot can go wrong

#

for more custom stuff then yes

#

but for just the arma man stick with the sample skeleton

waxen jasper
#

@subtle needle For 3DS, I'd reccomend looking at Toadie's rig

#

and the rig is linked in the description

tawny mango
#

Anybody know how the animation catagories are defined in animation viewer?

subtle needle
#

thx @waxen jasper & @desert raven , I am having so much fun with this 🙂

waxen jasper
#

Yeah, no problem 😄 I agree getting animations into game can be pretty satisfying

subtle needle
#

does anyone here use the kinect setup? cuz I'm planning to for some basic work...

#

Seems really handy to be able to quickly register movement in MB and adapt where needed, seems to work very well with CAT rigs.

torpid star
#

@tawny mango i think it could be done through the name conventions in the actual animation class name

#

but just guessing. might be using some other config parameters to determine the type. look inside class default inside states inside cfgmoves. it has all possible animation properties i think. maybe you find something

rocky remnant
#

Can anyone explain to me how offsets work

#

For rotation animations

#

Have no idea how they work or what they do

hidden raptor
#

the only offset related to a rotation/axis is axisOffset, so an offset along a rotation axis i guess

drowsy rock
#

For custom animations, do you all manually keyframe in something like 3ds max?

ruby hill
#

Yes

rocky remnant
#

so im trying to do a door garage

#

with different panels

#

but im having issues with animations

hidden raptor
#

is it possible to delay animations in a model.cfg ?

hexed hornet
#

by using minValue and maxValue you can somehow "delay" an animation

thin temple
#

@rocky remnant offsets aren't used in rotation animations.
You should have minValue, maxValue, angle0 and angle1.
offsets are used in translation animations
The distance moved = distance between axis memory points x offset value
A good way is to set offset0=0 and offset1=1 then adjust the separation between memory points to be the translation you require.

rocky remnant
#

@thin temple I'm trying to create a sectional door garage and I'm trying to get the panel to go up, rotate 90 degrees, then move back

thin temple
#

So you'll need a translation animation, then a rotation, then maybe another translation (or reversal of the first if it follows the exact same path)

#

put in two memory points for the translation, one at the start, one at the end - name them both something like door1_move_axis

rocky remnant
#

cant I just rotate the translation memory points

#

?

thin temple
#

yes probably

rocky remnant
#

by selecting it

#

as a rotation?

#

rotation selection

thin temple
#

if you include the translation axis memory points in the door bone named selection that gets rotated, that should work

rocky remnant
#

so bone the translation memory points with the door

#

and rotate the whole door 90 degrees; this will rotate the translation points as well

thin temple
#

"door1", "" in skeleton to define the bone
include translation points in door1 named selection

#

when door1 gets rotated, so will the translation points

rocky remnant
#

"door1","",
"door1","door1_translate"

thin temple
#

that doesn't look right

#

perhaps better go to pm if it needs more detail?

rocky remnant
#

can you get an animation to work between another animation?

desert raven
#

if you time it right with min /max value or script then yes

rocky remnant
#

Getting a little bit of progress. If I call two animations with the same source, and that define that one source in config.cpp, would it work?

desert raven
#

yes

#

that would be best way to do it

dawn forge
#

Can you move the body in armarig w/o moving arms? would like to move them on keyframes individually

regal dawn
#

how we can stop the ai from a animation loop witch command?

#

oh sry wrong channel

dawn forge
#

anyone know the config value or a method via script to stop players being able to spin around when in a looped animation?

dawn forge
#

ideally not disable input 😛

#

i figured it out - now to see which config value did it

desert raven
#

👌

dawn forge
#

forceAim=1;

#

is it - will not allow spinning of character while in looped/any animation

#

would require overwrite of baseclass or inherit default arma anim if needed for that

bold cape
#

Hi, which .p3d file should i use to create my own animation in blender with the rig system ?

drowsy nymph
#

Use Macser's rig instead

bold cape
#

What is this ? sry im new to animation making ^^

#

@drowsy nymph

dawn forge
bold cape
#

nice thanks :D

dawn forge
#

You also need arma 3 blender toolbox

bold cape
#

yeah i have that already installed

dense sonnet
#

Is there an animation name for when a unit deploys their bipod?

orchid crest
#

hello! whats the max no of bones per vertex?

ruby hill
#

4

patent jetty
#

How hard is it to animate that c-clamp ?

glacial hatch
#

I would actually be impressed if someone made that into a character animation ^

acoustic oar
#

@dense sonnet "animation name for when a unit deploys their bipod?" well the source used in the weapon is "bipod"

dense sonnet
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I don't think there is a name for the action though

desert raven
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where have you looked?

dense sonnet
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everywhere! I think bipod deploying is done with item positions rather than a traditional animation

bold cape
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How can i create custom holding positions for my weapons ? With a animation or can i just copy a proxie and change the position ?

desert raven
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@bold cape check out FHQtoolbox and Macsers Blender rig threads at BIforums

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@dense sonnet I think deployment animation RTMs and configs are in P:\a3\anims_f_mark\deployment if you have A3 data unpacked

dense sonnet
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Thanks buddy, I will have a look