#arma3_animation

1 messages · Page 16 of 1

desert raven
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but you may be right they dont work exactly like "normal" animations

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what are you trying to do with them?

dense sonnet
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Block players from using them underneath buildings, like the ones on stilts in Tanoa to teleport inside

desert raven
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So its probably related to how the players position is detected between the different stances

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I hope you have made a bug ticket for that too

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you just may be out of luck

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make a script that detects if player is first below the building floor and then magically transfers up and kick him off server if he does that

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possibly warn people on mission description or somesuch about this anti glitch feature

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use eventhandlers for that actually

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theres new ones for bibod usage

dense sonnet
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It was raised back in 2015 as an issue when the video was made

desert raven
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then it may never be officially fixed

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using the bipod change eventhandlers you should be able to create some sort of workaround

bold cape
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how can i import .rtm files in object builder?

desert raven
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you need the animations tab open and right click it to open the menu and use from matrices

bold cape
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okay thanks :D

floral oak
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Is there any Tutorial around for making driver animations ect? Cant really use the vanilla ones because of the slightly different Position of gear stick ect. Or can i change there some details to Not create completly new ones ?

desert raven
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I think there are some simple starter ones either on FHQ toolbox thread or Macsers Armarig thread on BIforums

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cant remember which one had them tho

floral oak
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Ok will a Look at it, thanks

reef hound
desert raven
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dont think anyone uses rtm with static objects

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they could even work but I have not idea how to set that up

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for simple movement like that its far easier to make a model.cfg animation for it

reef hound
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hmhmhm thats not cool..
Hmm Horrible, can you look in Config_Editing? Maybe you have a idea for that 🤔

zealous stone
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you just need to destroy it to have it run the rtm

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so a silent destruction with no particles is best then it will run the rtm

desert raven
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syncing that up with the man drinking/eating animation would be pain in the ass tho

zealous stone
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nah i done it with a dinasoaur egg cracking its easy

desert raven
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do elaborate

zealous stone
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in terms of what exactly ?

desert raven
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how would you synchronize the animations?

zealous stone
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well surely an animation has to be fired in the first instance hasnt it , thats your datum point to sync from , not sure what else you need to sync ?

desert raven
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so you would kill the edible object so it would play the animation when you start the eat/drink animation on the character?

zealous stone
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point A to point B with a animation

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yeah or whenever was apropiate maybe camera interesct the object or a frame of the eating anim who knows the finite detail without substance ?

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if itse reall simple then even a translation anim scripted in steps will do who klnows ?

desert raven
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well just that you said it was easy so I understood you had a solution.

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perhaps what you missed was what marshmallow actually wanted (which he said in configs channel)

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which was a bit more complex than just form A to B 😄

zealous stone
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well i saw the video and understood he would like an item of the opened can or packet to follow to the mouth

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my imediate thought was similar to what i have done because the hand is always in the same pace and thus the object

reef hound
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oO

ruby hill
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Sorry to microwave an old topic:

you just need to destroy it to have it run the rtm
Sadly BI broke this tech and the destruct anims of buildings are framelocked without interpolation. (last time I checked)

regal dawn
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are you animating some bone in the skeleton for the helmet or is that a scripted in object?

ruby hill
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It is an .rtm file 😃

regal dawn
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in the rtm of the soldier or in a standalone rtm that is for a standalone helmet object?

ruby hill
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It is a separate one, as I cannot add extra bones to the anim without confusing binarize.

regal dawn
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👍

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the probelm i see is first person

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it will render pilotview always in front of any other object

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so the helmet will look out of place

ruby hill
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Yep. I did this in march, so not sure how I solved that. I have focused on terrain since then 😄

drowsy nymph
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make it binoculars

ruby hill
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How would that fix anything?

regal dawn
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would render in pilotview

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but not sure if you can animate a binoc

ruby hill
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And it would permanently stay attached to the hand.

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Same as handgun. These are proxies, but not dedicated bones.

drowsy nymph
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binocs still can't be moved in .rtm?

ruby hill
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Nope.

drowsy nymph
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damn

regal dawn
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iirc there is a param in the man class to disable rendering of the pilot view in front of everything

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but it would come with some clipping of weapon into objects and such :S

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@drowsy nymph same with launchers aswell, tried that recently 😦

ruby hill
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What. No. Launchers are bones that you can manipulate with .rtm moves.

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            "launcher","Spine1",```
reef hound
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@ruby hill ... yes i have a animation over the rtm for my item and works. But the speed from the animation is to fast.. can i slow it?

ruby hill
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speed = ; parameter.

reef hound
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what?... in a object rtm?

ruby hill
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Your anim state configuration.

reef hound
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i dont have a anim configuration for a object. the Object animation starts with "setdamage 1". and he is defined in the destruction { }

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also the rtm

ruby hill
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Ah, yes.

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Thats what I mentioned earlier. It is framelocked.

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Bi messed this up somehow. Also in my tests it actually wouldn't interpolate properly between the frames.

reef hound
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uff >.>...

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but your helmet is smoothy on the hands. the helmet rotations looks like good with hand. Whats your trick?^^

zealous stone
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not sure what framelocked is in relation to , the speed of 1 second you mean ?

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we had this converation before Mondkalb when i was in PR

reef hound
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the object. rtm have a max. numbers of frames what the destruction use. I think he mean that

zealous stone
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hmm not so sure about that

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however i still dont understand why you dont make your object a weapon but i confuise easy 😃

reef hound
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i?

zealous stone
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the render problem can be solved with the camera position i had that with my horse and remotecontrol

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it was like the old cargo and attachto the cargo was outside the vehicle in cargo view

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the problem is i think for you the anims play in 1 second and no matter how many frames you add it will always take 1 second

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you can delay the start after destruction and the frame it starts at but not how long it takes unfortunately

regal dawn
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@ruby hill aah ok but not with handanims rtms from what i saw

acoustic oar
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Can you animate?

Unsung mod - is in dire need of a rtm maker for weapon reloadmag fixes over the next few months, but more of a priority is CREW ANIMATIONS. we have nobody in the team who can make these, and some of our doorgunners hands block the gunners view etc. If you can help drop me a pm

If you don't have much time to contribute but can teach me how to do it, even better, as then i will make a youtube tutorial on it for the rest of the team. i can only use O2, not blender, so the other tutorials ive seen are no use to me!

dawn forge
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@Rob (aka Eggbeast)#3291 it would be worth it to learn the controls just to use blender animation plugin, its levels above o2 😛

acoustic oar
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thanks man. i may someday. i've just been taught the basics for crew anims thanks to von knudenberg, so i made my first crew anim today. progress! still yeah i imagine making detailed weapon reload anims o2 is a no-no

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i'm a jack of all trades but mostly a configger

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and model rigger

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but i cant use any 3d art progs. i tend to collaborate with artists for that part

strong monolith
vale otter
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hmm, i think i was able to get the right hand further

drowsy nymph
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weapon position isn't determined by handanim

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if you want the stock out of the shoulder you have to move the whole weapon model forward in its .p3d

sick crest
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good rig for blender or 3ds

desert raven
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are you asking for one or what?

naive hemlock
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@E_50_Panzer#7708 hand anims are relative to the weapon bone, not weapon model

reef hound
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when i make a Handanim in Blender, i export only the handanim for the weapon? or what i need to do?

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if I export the whole rig, it explode

reef hound
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ok its finish

reef hound
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everyone knows the function of "revolving" in model.cfg for a weapon?

i have 30 round magazine and when im on the buldozzer he doesnt work correctly. isnt hide. the bullet at another position

class bullet01
            {
                type = "hide";
                source = "revolving";
                selection = "bullet01";
                minValue= -1;
                maxValue= 0;
                hideValue= 0.03334;
                 };
drowsy nymph
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source goes from 1 to zero, so plays backwards to how you'd expect in Buldozer (same with the reload source)

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there is an "ammo" animation source that can be used as well though

desert raven
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Revolving is what happens after each shot If I recall. It does not take account ammo count.

reef hound
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yeah i think so. My magazine have a "window" with 30 bullets and i want to hide after each shot the bullets

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but i dont know the correctly function (to write) to make it

sleek island
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have a look how A2 G36 did it

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its rather simple but hard to explain 😄

reef hound
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where i can find?

sleek island
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arma 2 samples

reef hound
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hmhm ok thx

sterile ice
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Hey, I have a quick question. I'm working on an animation, it's for a motorcycle, if you go fast you lean down, so the wind doesnt hit your face too hard and you're a tiny bit faster. I'm not really familiar with making animations like this, I need the Hands to be attatched to the steering "bar", just as they are at the beginning. And when I move one of the bones as shown in the gif, the hands should stay where they are and the arms should adjust accordingly. I know that it is possible, I've seen something like this already but can't find it anymore. Any help would be appreciated

desert raven
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that could in theory be possible if you can animate the driver depending on speed. Im not familiar with the program you are using but Id suggest you find some animation tutorials for that

sterile ice
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Alright, I haven't found something yet, but I'll keep looking.

zealous stone
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name the proxy and rotate it with speed the hands should stayon the bars as its defined to in the cpp left and right hand steering

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rmp source maybe better but see what is best

regal dawn
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that would rotate the feet with it tho

sterile ice
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Let's say I define the basic driver anim. Then I make a gesture only animating the Spine, which is defined in the mask. Would the hands stay on the steering bar?

zealous stone
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it wont rotate the feet you can also define the feet to stay too check the pedal defines in cars

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i did exactly as you are trying to do in my own Motorbike aslo and i think Kiory may have added the feature too , there is also an oportunity to lean the leg out on bends if config correct

sterile ice
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Well, you are actually giving me a little spark of hope

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Thanks, I will try it

zealous stone
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you dont need hope, just intuition to who knows and who sits there saying Nope you cannot but really has no idea 😉

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driverLeftHandAnimName = "drivewheel";
driverRightHandAnimName = "drivewheel";
driverLeftLegAnimName = "";
driverRightLegAnimName = "pedal_thrust";

regal dawn
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👍 didn't knew about the pedals ik

zealous stone
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just define and have a play

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sorry i been out for 2 years but soon i have old HDD back and have my old test vehicles and things back so more acurate info available then

sterile ice
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Thank's alot, it's still a long way until I can actually test all my animations, but I have a start now 😃

zealous stone
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well there are a combo but chek for IK 1 and 0 in rtm configs if you go that route if not try a rotaion and anchor the limb exctemities in the crew animaition for driver

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i think i have a v old tutorial physx bike on armaholic all unbinarised , its not latest dev but good start

sterile ice
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I've got a good physx sample from gachopin, it's the only sample I found yet, that is kind of close to a real bike

zealous stone
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yeah some like the bike to lean but i find it a bit cheesy when it leans when static

sterile ice
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yea, I might have to adjust it a bit, the steering bar turns to much as well, in real life you actually only lean the bar a little bit, it's more pushing and pulling on the bar. But I don't even have my bike fully working yet. So not at the point where I can adjust the physx

zealous stone
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well its a bastard i can tell you that so spare some weeks for headaches , i am still about 30% done on the phsyx but its a nice ride

sterile ice
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😕

sly violet
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Is there any way to edit rtm files? I need a single frame from the movement animations in order to try fixing the janky movement when going from side to side. The alternative would be remaking it from the scratch, but it would have to fit the vanilla.

desert raven
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You can import unbinarized rtm into OB if you have appropriate model open, or there are ways to import them into Blender.

sly violet
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sadly I think all of the unpacked animations are binarized

desert raven
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deRtm in Mikero subscriber tools

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what kind of fix are you trying to make exactly?

sly violet
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the one shitty thing I'm unable to get rid of is this: if you go from left to right (or the other way) you go like this: left > stopped > right. the stopped animation is vastly different from moving and when game interpolates to it you get really sudden jerk. I'm trying to get rid of that
after multiple tests and tries, seems to be to create a new animation that will have a single frame close to the moving animations and set up new interpolation from left and right movement, while removing the transition to spotted from those 2 directions. The result would be this: if you go from left to right, you go through the simple animation with wound be so janky. However this would require new animations for every stance

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I was able to reduce the jerk by deleting the interpolation to stopped stance from left and right movement. What happens in such case you get a brief forward (or backward) step animation and then it goes to stopped from that. It moves you around a bit when you want to stop, but it makes the transition from left to right much smoother

tired needle
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In the unlikely event you have Modo, the Arma plugin for it reads binarized .rtm's; which is handy because you can import multiple animations and compare them.

desert raven
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@sly violet You mean the movement between strafing left and right? I mean kinda think its more realistic that its not smooth as if I tried to swithch strafe directions I would have to stop

sly violet
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@HorribleGoat#7823 Its not the stop, its the sudden jerk caused by switching to completely different animation

sly violet
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How do you make an animation move the soldier forward (or in any direction)?

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What exactly tells the game that the animations moves soldier in a particular direction?

sly violet
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I wonder what exactly tells the game that the animations moves soldier in a particular direction. In blender the animation is having the solider run in same place. There is nothing for this in the animation config, it only has the speed of the animation. There must be some weird setting somewhere, maybe set in o2 or something.

vale otter
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in your animation before exporting as rtm

sly violet
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ok, so I got the blender importer for the RTM format. Any tutorial what to do in order to make an animation ready for the game? Do I need to do any tweaking in o2 or something?

ruby hill
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I wonder what exactly tells the game that the animations moves soldier in a particular direction
Step values

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The vertical step (y step) is nonfunctional, btw.

sly violet
sly violet
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It worked! Kinda... the camera in third person moves down for some reason on my new RTM animation, but it totally works at smoothing out the transition when going from side to side. I just need to fix that weird camera bug

desert raven
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did you have camera bone in your skeleton?

sly violet
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@desert raven Possibly, I used ArmaRig

desert raven
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yeah dont think that has camera bone by default

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I had the same issue with my female animation conversion

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did not have the bone there at first conversion pass and camera went all wonky

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it does not matter for gun animations or proxy poses

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but movement animations need it

sly violet
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So I only need to uncomment it (remove @) or do I need to do more?

desert raven
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if its there then yes removing the @ should do the trick, or if its not there then you will need to add it

sly violet
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@desert raven Damn, there is none. Does it need to be in some particular place or anything? Do you have any working skeleton with the camera?

desert raven
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the A3 samples\TemplateRTM\male.p3d has the position for it in the first LOD, you could import that p3d into Blender and mach the position of a new camera bone in the Armature youre using.

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its the small speck between the knees

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or shins

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and no I dont have a fixed man skeleton at the moment

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been meaning to add it but have forgotten

sly violet
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Hmm, its still a bit hard for me to figure out where should I add the camera stuff. In the vanilla the camera is in the 1st lod and is assigned to the camera vertex group, but it's also in the memory points group as well. How can I fix the ArmaRig so the camera works properly?

desert raven
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add the camera bone

sly violet
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Where exactly should be that new bone placed, in the hierarchy?

desert raven
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hummhumm

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{
    class ManSkeleton
    {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "Pelvis","",
            "Spine","Pelvis",
            "Spine1","Spine",
            "Spine2","Spine1",
            "Spine3","Spine2",
            "Camera","Pelvis",
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soo Pelvis would be its parent

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it likely does not need to be connected tho

sly violet
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If I add it to the skeleton, I can no longer import RTM into blender

desert raven
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oh

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I had not trouble with that

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does it say something

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what import were you using?

sly violet
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just some error message

desert raven
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ok yeah thats what I use

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did you have the skeleton selected in pose mode?

sly violet
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that what I was missing

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RTM got imported fine after I set to pose mode

desert raven
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or selected at all

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good

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in edit mode it wont work

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in object mode it might

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but in pose mode it works sure

sly violet
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ok, fingers crossed that the 3rd person camera is fixed ingame

desert raven
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🤞

sly violet
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IT FUCKING WORKED!

desert raven
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👍

sly violet
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Uploading the preview/comparison video right now

sly violet
desert raven
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seems to work alright

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but I do still think the vanilla clunky represents better real movement where you have to stop your steps get into way and your intertia doesnt instantly change direction

sly violet
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No it does not. Crouch and go from side to side., now tell me, do you take a knee when changing sides?

desert raven
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well no, but its not smooth either

sly violet
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Even with my tweak its not that smooth either, but its massively less jerky than vanilla

desert raven
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indeed it is

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does it affect changing direction to forward or back at all?

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from sideways move

sly violet
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As of now yes, for some reason it goes like this: right>right forward>forward. I need to look at the costs for interpolation, so the game will go to the forward straight from the transition animation

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its just a little thing you don't notice that much and is actually kinda realistic

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I wonder how the interpolation cost is calculated. Is it like this right-forward costs 0.02, transition animation costs 0.05 the game chooses to go for RF. Or is it summed up cost of all interpolation: it costs 0.02 to go from left to left-forward and 0.02 to go from left-forward to forward, in total giving you a total cost of 0.04, whit is still lower than going though the transition animation, so the game decides its better to go through the diagonal animations instead

median crane
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Anyone have found a maximum number of bones in a model? I'm surprisinly discovering that the maximum number of bones I can create is at 209, after that, it behave randomly such as translation or rotation even if there is no link with other bones.

desert raven
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yeah that sounds about right from what I remember

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what are you making that needs that many bones 😄

zealous stone
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it was 100 but IIRC it passed that in A3

desert raven
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I recall 256 been said somewhre

zealous stone
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isdiscrete or not though may make a difference too

desert raven
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but I think 200ish is what I've got to work when I tested it out

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been a while though so might not remember right

zealous stone
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well also "bone","" is two maybe so 100 * "","" was the max IIRC

desert raven
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could well be

zealous stone
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my land tiles scewed in BD after 100 "","" thats was sure

drowsy nymph
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256 bones is the limit, yeah

median crane
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@desert raven I'm doing just an NH90, but It seems I've setup too many bones for the mfd hiding and unhidding custom panels, rotation of non-circled compas etc...

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@drowsy nymph I'm hitting 209 when It start to blowing up, I supposed there is no fixed limit..

drowsy nymph
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Our MiG-29 has 254 bones and reyhard wrote in the model.cfg that that means we have two left

zealous stone
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254 unique bones or shared anchors ?

drowsy nymph
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254 total

zealous stone
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like "spine1","" , "spine2","spine1" ,

drowsy nymph
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yes, but for a plane obviously

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e.g. "airbrake_t","", "airbrake_t_sup","", "airbrake_t_pneumo","airbrake_t_sup",

zealous stone
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hmm thats good news then , i was resticted before ill have to back and try for more

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at 100 *"","" before my model just curled up and UV twisted

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in bullldozer i hasten to add

ruby hill
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Bone limit is simulation-type specific.

zealous stone
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yeh we said isdiscrete and non

sly violet
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I have a trouble with my transition animation causing me to go from kneel to standing tactical pace. It happens if I quickly press froward when the transition animation is playing. It doesn't happen if you press reverse key. There is no interpolation to the standing animation in my config

sly violet
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Why on earth is it doing that? More importantly, how do I stop it from doing this. It is really annoying to lose control like that and the loss of control is something I'm actually trying to fix.

zealous stone
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are there varaintsplayer ?

sly violet
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no, not even in base class

polar sphinx
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Hey, is there any way to replace default player animations without making an addon ?
Already asked that in #arma3_scripting, but no response so far

desert raven
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no

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you can make a character play animations with various scripting commands but replacing them would require addon

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why do people so often want to add/modify stuff without addons?

polar sphinx
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Well i don't know, trying to make it as simple as it could be, but yes addon best solution for this kind of things

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Also a lot of new guys to Arma just don't want to download something. Click then run and gun

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Thanks for reply btw

sterile ice
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Hey, does anyone know how to fix this? I want the fishingpole (Weapon) to move with the right hand. I've tried to set "rightHandIKCurve" to 1, but then the Hand is on the fishingpole, but doesn't move as it should in the animation.

zealous stone
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strange you sure then handik is 1 in the anim and the fishing rod has handanim ofp2 skeleton set ?

sterile ice
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Yep

zealous stone
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i just this second am trying to do the oposite lol

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ill trade ya

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my gun is sticking to right hand when i do a gesture but i want i stay in the left lol

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mask isnt effecting it is it ? cant be cause the arm moves ok i guess

sterile ice
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gimme a sec

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I just changed the rightHandIKCurve in the Default class

zealous stone
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hmm mine is 1 1 in default then i changed in the new class to left 0 and right 1

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maybe try leave default and change the new anim

sterile ice
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does the same, already tried that, but I think I know what the issue is😕

zealous stone
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does the weapon have to have a named selection ?

sterile ice
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I have no Weapon Bone in the Gesture anim

zealous stone
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ah

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yeah weapon proxy would be right but thats a quick fix in macser armarig huh ?

sterile ice
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Idk, I always have at least one, but I don't think that one is required

zealous stone
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i wonder if you can trick by adding the weappon bone but weigh it to right hand before exporting out of OB ?

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quick fix maybe ?

sterile ice
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Ye, that's what I thought, I'm gonna try it later

zealous stone
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ya need a good skeleton to export though mind beciuse pivots skew otherwise ?

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anyway i think ya solved ya own prob with weapon bone poss

sterile ice
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I think I'll get it done with the rig I have, I hope it will work, thanks

sturdy grove
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hey guys! We've created some custom crew position for our statics but we have a problem. The gunner cannot be hit & killed. I've set the proxy in the fire geo but it doesn't work...any idea?

desert raven
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is it a tank?

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do you have whatsitcalled

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"crewVulnerable" or something in config

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cant recall the exact parameter, but I would guess its off by default

sturdy grove
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static mg

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inherit from StaticMGWeapon

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if i use the A3 standard gunnerAction = "gunner_standup01";

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it works

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not sure if it's cfg related or rtm related

desert raven
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Id check the cfg stuff first

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if you already have proxy in fire geo it should work

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make sure you got it named right

sturdy grove
zenith token
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interpolate to - are you sure "unconcious" is enough?

sturdy grove
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well, it ejects the dead gunner, so i don't think it matters

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but i tried to add a proper KIA anim

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still the same issue

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i've checked with diag_exe, in A3 static you can see gunner's hitpoints, in my static i can't

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but i can kill the gunner if i aim around the upper chest

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not sure why

vale otter
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@sturdy grove Do you have "ejectDeadGunner = false;" in the config?

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I had the same problem, "ejectDeadGunner =false;" was in the wrong part of the config. Once i moved it to class turrets, it worked. But i used true instead of false, so the gunner would fall out when killed.

sturdy grove
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yes, ejectDeadGunner = 1

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i think it's rtm related, not sure what is it tho

drowsy nymph
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There is some collisionShape parameter for static weapon gunner cfgMoves, but I dunno if that affects when the gunner is shot, or just object collisions

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e.g. collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wrfl.p3d";

sturdy grove
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tried that too

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no luck

sly violet
#

Is there any logging script that would neatly log all the animations that were played on my character during the last X seconds? I would love to be able to pinpoint some of the animations that cause issues for me and my smoother animation project.

crisp berry
#

while {true} do {diag_log [animationState]; sleep 0.01;};

#

sth along these lines

hexed hornet
ruby hill
#

In dev build version: diag_toggle "LogAnimPaths"

#

then use dbgView to track the output.

#

It should work still in A3.

#

Possibly also "LogAnimQueue"

sturdy grove
#

i've fixed my problem thanks to reyhard. I've added boundingSphere & collisionShape in the rtm config

naive hemlock
#

is there a way to export an RTM (static gun holding anim) from O2 to blender for adjust them?

naive hemlock
#

@meager oar ?

crisp berry
meager oar
#

@naive hemlock not yet but I plan to add that

naive hemlock
#

@meager oar aye cheers man

meager oar
crisp berry
#

@hexed hornet is that yours?

hexed hornet
#

@crisp berry yes, it's mine

crisp berry
#

@hexed hornet nice and thank you. see question above from Alwarren 😃

desert raven
#

I've used that to convert A3 animations to female skeleton

#

@crisp berry

#

so yes

naive hemlock
#

@meager oar yeah torndeco al;ready linked that in PM 😃

meager oar
#

Ah hehe

desert raven
#

Oh right it was Pufu who asked. Sorry Kju for the tag. xP

drowsy rock
#

@regal dawn Ripping any content from arma 3 in use outside of arma is illegal

desert raven
#

gets you thrown out quite fast. :L why dont you make one yourself?

drowsy rock
#

Video data?

desert raven
#

pictures?

drowsy rock
#

You may be out of the scope of possibility here

desert raven
#

You might also want to tone done the attitude a bit. Also if you want BI anwer your best bet is to email them

dawn forge
#

^that attitude

buoyant kernel
#

Everyone here who helps you is doing it for nothing, so if you want to have an attitude that's fine but you may be asked to take your questions elsewhere. @regal dawn

#

It's hardly slander when you are literally validating our arguments with attitude.

#

I'll pass

#

I was just giving you some friendly advice, but I suppose this is what the block function was created for vOv

drowsy rock
#

That's just asking for a fight SuperNode Anyone Else?

#

What everyone here is trying to point out is that, it's entirely illegal until you get written permission from BI

buoyant kernel
#

Some people can't handle criticism, this is a pretty good example of why parents should hit their children

buoyant kernel
#

Someone found a thesaurus

crisp berry
#

@HighAdmiral#3632 leave it be finally

hearty fractal
#

He's been removed 🔨

desert raven
zenith token
#

it looks quite choppy (apruptly stopping after foot is put on ground)

#

but i guess with this leg design thats inevitable

desert raven
#

a bit yes

#

there is a little jerk forward and then the rear leg goes up

zenith token
#

the torso bit is not moving - if it should look less jerky then maybe give that some motion as well, unless thats technically not practical

desert raven
#

Thats still in the untested region as the legs are the only bit animated by RTM and the torso is animated with model.cfg

#

I could put a slight movement on the bone the torso is attached to but it may not translate so well in arma

#

I may be able to put a little bit of torso sway into the movement with model.cfg but not yet sure

drowsy nymph
#

I'd maybe add some compression to the leg that's planted on the floor, when the other leg lifts. Some suggestion of the trailing leg bearing the weight of the mech alone when the other leg is off the ground

desert raven
#

good idea

crisp berry
#

@hearty fractal you banned the wrong one

buoyant kernel
#

I don't think anyone deserved a ban from that

#

That just seems like a massive over reaction

hearty fractal
#

Ripping content no, thats a perma ban

buoyant kernel
#

Ah

#

I wasn't thinking about that, makes sense

crisp berry
#

welcome to the new ban wave..

buoyant kernel
#

I find it strange that you'd ban for explaining a community to someone

hearty fractal
#

Let’s be honest about why he was banned:

buoyant kernel
#

I didn't mean you

#

Kju indicated I should've caught a ban for what I said

#

But this is a day old now so I'm just going to leave it

sterile ice
#

Hey, I still have the problem, that the Weapon Bone is not moving in my gesture. (Ingame)

#

Anybody know why? There's a selection for the Bone in O2 and it's moving exactly how I want it to. (in O2)

desert raven
#

is your gesture movesCfg class configured right

sterile ice
sick crest
#

any way to exit a looped playaction sequence?

desert raven
#

do the other animations work @sterile ice ?

#

@sick crest switchmove ""; could work

sick crest
desert raven
#

what are you trying to do exactly

#

that might help

sick crest
#

Well I have the starting animation fine but I want to playAction the looped animation then exit it but it doesn't seem to work which baffels me. Quite new to anims

desert raven
#

how do you loop it?

#

and what else happens

#

pls dont be vague about what you want to do

dawn forge
#

Thing with animations

#

stuff

sick crest
#

well I use looped = 1; to loop it so it continues the same static anim from there whenever i want to exit said animation period. I tried just doing player playaction ""; player switchMove ""; etc.. and it didn't work. Goal. Animate a looped animation and run a command to exit it which has failed so far.

desert raven
#

have you tried playing some other animation to cancel the looped one

dawn forge
#

Lookin pretty sick

#

I love transformers

sterile ice
#

@desert raven sry for the late answer. Yes they do. But they don't have a weapon Bone at all, because it's not needed

zealous stone
#

for switchmove clas it as a crew

sterile ice
#

And "playGesture" doesn't work somehow....

zealous stone
#

playactionnow still a command or playaction ?

#

i think your problem is if i understand you have no weapon bone and the rod is a weapon and so will not move ?

sterile ice
#

I have a weapon Bone, but there's something wrong with it

#

PlayActionNow works fine

zealous stone
#

well maybe you need to look what mask your anim uses and rename a bone so it picks up your dodgey weapon bone ?

#

make the Rod a Pistol class maybe have you tried it ?

sterile ice
#

I need a custom handanim for the rod, so I cant make it a pistol. Let me have a look at my mask

zealous stone
#

player playaction "Whistle"; i think for mine i used playAction

#

lemme see how i configged it

#

thats my whistle anim and uses Playaction

sterile ice
#

@zealous stone I just........ I love you so much

zealous stone
#

you are alone i think 😃

sterile ice
#

xD

#

It works now, I just forgot to add the weapon bone to the mask. I've redone the animation several times over 2 weeks. Just to realise that I forgot to add the bone to the mask -.-

zealous stone
#

well sometimes just talking makes the solution appear 😉

#

remember : Not to MASK the problem in future 😉

sterile ice
#

😁

desert raven
#

@zealous stone 👌 Good that you got it working @sterile ice

grand minnow
#

How can you make an animation loop? I've set sourceAddress="loop" but it doesn't.

#

I want something that you can start from script such as pylon animate ["wheel_l_1_rot", 1]; and that doesn't stop after 1 wheel turn

#

or pylon animateSource ["wheel_l_source", 1];

grand minnow
#

right now my wheels turn once a 360 and then they stop

grand minnow
#

if i use source = time then they keep on running as expected but I have no control on stopping them via script....

grand minnow
#

cannot use AnimDone event because that is for units only

zealous stone
#

have one that is static and one that turns and unhide the one you wish to show 😮

grand minnow
#

i was trying that but how you’d hide the time based one?

#

anyway got a solution from reyhard

#

put a very large number in animationsource will loop the animation if you specify it to be a loop

#

fyi

zealous stone
#

and you swiych it on and off how ?

#

to answer the hide unhide you simple have two res wheels one calle turning and one called stopped and you unhide the one you wish to be seen when you wish

grand minnow
#

you cannot hide something that is not of type hide, and you need the rotation wheel to be type rotation.

#

hence the solution here above

drowsy nymph
#

you can have more than one animation for each bone

grand minnow
#

oh interesting

#

then indeed, that can also be done

#

i took the other approach now, I guess both are fine.

zealous stone
#

damn giving some idea ort advice is like handing out aids on here sometimes isnt it ?

silk stag
#

Do model.cfg animations like rotation and hide animations work on weapons such as a pistol?

sleek island
#

of course

silk stag
#

Weird, I thought it would too. But when I do it for my pistol it doesn't seem to work. Even though that the animations work fine in object builder and when I spawn the model using createSimpleObject the animations seem to work.

drowsy nymph
#

Are you using valid animation sources?

silk stag
#

Yes

drowsy nymph
#

Which ones?

silk stag
#
{
    source="user";
    initPhase=0;
    animPeriod=1;
        sound={};
};```
drowsy nymph
#

You can't make your own user anim sources in config for weapons. You're limited to the ones coded in the engine for weapons

silk stag
#

Ahh

#

Thank you

#

I'll look into it

#

So that means, I don't have to config a source in my config if I just use one such as IsEmptyNoReload?

drowsy nymph
#

no you don't

silk stag
#

Okay, thank you.

drowsy nymph
#

config is just for creating custom ones for vehicles

silk stag
#

Yer, I'm currently looking at that

#

and yes, I thought so just wanted to double check.

#

😃

#

However, regarding adding custom sounds to the animations could I config IsEmptyNoReload in my config to add a sound?

#

or will that not work?

#

such as```
class IsEmptyNoReloa
sound={blah blah};
};

#

Will that work, too add a custom sound to a pre-defined source?

drowsy nymph
#

I don't know, but I don't think so

silk stag
#

Yer alright, anyway thanks for the helpful information 😃

frank yoke
#

Another quite simple question before I get my workflow set up:
I saw people animating characters in blender (I guess it's exported as .rtm file this way), but those were reload animations. Guy there did all the process of taking the mag out of rifle and putting it into the bag, then loading another. Therefore it makes me think if it's possible to make the bolt-action rifle operation possible this way (the animation of moving the bolt after the shot)?

#

Or do I have to animate the weapon thru model.cfg and then synchronise it with .rtm made in blender?

drowsy nymph
#

the latter

#

weapons, vehicles etc. aren't animated with .rtm

frank yoke
#

but weapon movement can be determined in rtm?

#

not parts of weapon, but whole model

drowsy nymph
#

oh, yes

#

that's what the 'weapon' bone in the character model is for

frank yoke
#

and where can I get a skeleton to animate in blender?

#

will ArmArig for blender work?

desert raven
#

yes

#

Id recommend using it

frank yoke
#

I have this issue: despite moving the weapon in blender animation, it gets positioned back to this, glitched position

#

I export from blender as rtm

drowsy nymph
#

weapon position relative to the origin of the weapon bone is determined in the .p3d file. Handanim only places the position of the hands relative to the weapon bone

#

you need to move your weapon forward inside the model and then move the hands forward by the same amount in the .rtm

frank yoke
#

allright, roger that 😃

#

does it also work for the reload animations?

#

I mean, does it only affect the hands too?

drowsy nymph
#

no, reload anims will alloy you to move the weapon bone if you're using the right gesture mask

frank yoke
#

okay, will look for some info on the mask, thx m8!

frank mica
#

😃

desert raven
#
  1. could be easier to use angle0 = "rad 90" etc
#
  1. is there reason why your angle 0 is not 0
#
  1. if the issue is that the rotation is into the wrong direction you will need to flip the axis points
frank mica
#

1- yeah, I'll change it. 2-the 0 position is in safe position, I'll use it with RHS safe mode. 3- In bulldozer it's working fine, but when I try it in game the angle is diferent 😄 thx

frank mica
#

Nevermind, one guy have helped me in the post. Thank you

drowsy nymph
#

@frank mica the safety mode script in RHS uses weaponMuzzle, not weaponmode

frank mica
#

@drowsy nymph yep, i've seen that in their website. Thanks! 😄

crisp berry
#

are there good tutorials about model.cfg and learning animating a weapon (text ones - not videos)

frank yoke
#

I can help you on that @crisp berry, lemme know what you need 😃

crisp berry
#

@frank yoke thanks. see your discord 😉

frank yoke
#

Just a quick question here: how do I un-parent weapon bone from the right hand in A3rig for blender? It's been giving me headache for some time now

dawn forge
#

Can any sitting animation be a FFV animation? All FFV seats look to be locked in place by the legs but the upper body moves

marsh mulch
#

https://gyazo.com/2a708ab2b888942072d0f53a508fcc39
Gyazo
Gyazo
https://gyazo.com/6fbb9c58695a3baf7bd480b7784c092f
Gyazo
Gyazo

https://gyazo.com/975ba4db2f5390306deadcfc251a6a06
Gyazo
Gyazo
these are the animations im talking about
https://gyazo.com/2690fef2b43543e50a7ce1063c99538a
Gyazo
Gyazo
https://gyazo.com/489f97c621b388dbb2212b65cde312a2
Gyazo
Gyazo
https://gyazo.com/e2932299fd0c7973f6392f41990a8e16
Gyazo
Gyazo
would it be possable to make them apart of the mod to make walking with a rifle look more natural?

#

if it was possable i was wondering if there would be a way to implment these animations

desert raven
#

you would need to make a new movesCfg config for your character. You just may need much more animations to replace but should be possible.

frank mica
#

anyone has a armarig sample with the character in prone position? whatever i try it gets deformed

desert raven
#

What are you trying to do exactly?

crisp berry
#

@frank mica

frank mica
#

@desert raven reload animation

desert raven
#

how does it get deformed?

frank mica
#

he is him in normal position

#

i need it in the prone position

#

i've tried to put it in the correct position but i can't make it close enough to the arma position

#

@desert raven 😃

desert raven
#

you could probably blend you animation on the character from vaist up so the legs would not have to be exact

frank mica
#

yep, but someone probably has done right, so i thought in ask here if someone can share it,,

ivory bobcat
#

How to add sound when playing an animation over soundOverride? Please, help

desert raven
#

@ivory bobcat playing animation how and on what

#

@frank mica I menat blend animation in the moves config so that it only picks up hand and upper body movement so you would not need exacty pose to make it

ivory bobcat
#

@desert raven

class choke  : AmovPercMstpSnonWnonDnon_falling {
    file = "\test\animation\choke.rtm";
    speed = 1;
    looped = 1;
    disableWeapons = 0;
    enableOptics = 0;
    enableMissile = 0;
    enableBinocular = 0;
    soundEnabled = 1;
    soundOverride = "choke_sound";
    interpolateFrom[] = {};
    interpolateTo[] = {};
};
class choke_sound {
    name = "choke_sound";
    sound[] = {"\test\music\drowning_01.wss",1,1.0,150};
    titles[] = {};
};
#

Sound "choke_sound" not work when the animation plays

frank mica
#

@desert raven you're right, thx!

desert raven
#

@ivory bobcat does the sound work if played from script?

ivory bobcat
#

@desert raven player say3D "choke_sound" play sound

desert raven
#

are you playing with the character the animation plays?

#

it might be played only for the animated character

ivory bobcat
#

Thank you

reef vortex
#

Hi guys.. anyone can help me and say to me what difference (config wise) i need to make an animation (rtm) to be compatible with playmovenow ? my actual animation only works with switchmove.

regal dawn
#

look at the configs, check out connectTo / InterpolateTo

#

depending on what your animation is doing, using a playAction might be easier todo

reef vortex
#

will do, thanks

cinder idol
#

is there anyone that can lead me to a tutorial on importing things to 3DS Max.. because all I can really find is importing to Blender and I don't use blender

desert raven
#

what do you want to import into 3DSmax

#

oh right animation makers channel xD

#

so id suppose skeleton or animations?

cinder idol
#

skeleton yeah

desert raven
#

there should be one in the samples I think

#

but as Blender user cant help you much there

#

I think there is a animation rig for max too out there

#

for the ArmaMan that is

cinder idol
#

alright

zenith token
#

the samples are useless, unless you want to create your own skeleton. The sample files import as dummy points, not as bones - which are useless unless you retrace them

#

toadie and @digital steppe created rigs for max in the past. Kiory wanted to make an updated rig a while ago, not sure about the status

desert raven
#

one can project weights from the sample character

zenith token
#

not without a skeleton 😃

desert raven
#

what sure you can

#

In blender at least

zenith token
#

ble

desert raven
#

it copies the weights and vertex groups

#

😜

#

did not know max could not do that

digital steppe
#

I should get that ready for release at some point

#

@zenith token thanks for reminding me

#

@desert raven Max can do that

#

Not that it's needed with my new rig, it retains BI's original skinning.

desert raven
#

good I got a bit worried 😄

zenith token
#

max can do weighttransfer but it doesnt work with "bones" that are not actual bones in max, iirc.

digital steppe
#

You really don't need bones, just a skinned model

desert raven
#

For animations you do need the bones tho.

digital steppe
#

right but you said you can't transfer skin weights without bones

#

which you can

#

no wait

#

never mind. X3KJ said that, my mistake

desert raven
#

😋

digital steppe
#

that's why I made this

desert raven
#

👌

cinder idol
#

can I have? pls xd

#

I really need to find a skeleton/rig so I can start animating for arma

digital steppe
#

You'll have to wait until I've done some extensive testing

#

but it's looks good so far

#

note, I am not an animator and these aren't 100% finished

cinder idol
#

it looks pretty easy to use

blazing panther
#

Makes me want to get into animation now

sleek island
#

finally i would be able to do hand anims properly 😛

crisp berry
#

^ @frank mica

naive hemlock
#

@digital steppe - nice, what workflow do you follow to get anims from max to o2? simple .fbx export?

#

looking real good, looking forward to get my hand on that CAT rig 😛

digital steppe
#

@naive hemlock I use a mix of VBS tools unfortunately, so it's way simpler for me, but otherwise you can just import the FBX into O2, autotime 1.0, then export back out and job done

naive hemlock
#

yeah i have these VBS tools as well, didn't get to dick about with anims with them

#

@digital steppe will bug you if/when you release the rig i guess 😉

#

asking because afaik @rare peak skips that shitty BI anim tool altogether

digital steppe
#

Uhh, I don't think there's any other way of doing it other than using O2 or the VBS fbx converter, only two ways I know of doing it, not everyone will have access to the VBS one though so I'll do a short writeup on how to do it the ol fassioned way.

#

But yea man, I'll be releasing it as soon as I'm done with my latest project

drowsy nymph
#

@naive hemlock if you import the anim and scale the resulting model by 50% relative to the 0,0,0 coord in every frame, logically the displacement of each joint point will be 50% of what it was originally in x/y/z space. So if you then exported the rescaled model as a new set of .rtm they should match a skeleton that is 50% of the size

naive hemlock
#

yeah but that is just for proportional rescales

#

i am also not sure how that anim gets imported

#

as what?

#

because most software i am familiar which, import an animation directly to a skeleton (be it custom old school bone based skeleton, biped, CAT, whatever)

drowsy nymph
#

indeed, but I think that's all that people are doing to these particular skeletons in most cases. Not e.g. making longer forearms or longer necks

naive hemlock
#

but do correct me if i am wrong, but RTM files are simply transforms (rotations and movements) around certain world space points, nothing more

drowsy nymph
#

if one did that, I think you'd have to do some kind of script to transpose the joint point the same amount along a vector in each frame

vale otter
drowsy nymph
#

imagine you need to adjust the x-step, y-step etc. property values in proportion too?

naive hemlock
#

😃 very nice, but that skeleton is a 50% scale of the default skeleton, or some magic is involved, or i miss something about rtm in general

#

@ruby hill please do explain it to me 😉

drowsy nymph
#

nah, I think you're on the right train of thought mate. If one is using a skeleton where not all bones are proportional to the original Arma skele, then it would be a much more complicated process to generate an animation set from the existing .rtms

#

I imagine that handanim and other IK-based anims would also be an issue

#

even on just a proportionally scaled model

naive hemlock
#

ahh yeah forgot about that one

#

i know i had asked a direct question to one of BIS senior animators about the possibility setting up a skeletong so i can get kids in arma - and his reply was - not possible

vale otter
#

isn't the ik anims based on the memory points?

naive hemlock
#

that is how you define it yes, not how it works though

#

as previously said, RTM anims are not moving a skeleton but some named selection parts in relation to some world space points - the joints

ruby hill
#

"VBS fbx converter" You mean the tool called FBX2RTM. This is also included with the regular arma3 tools.

#

RTM file format is very simple and it only stores relative transformations (Postion, Rotation,Scale) per bone.

#

This information is stored per bone per frame, and is relative to the bindpose. The bindpose is what you create your characters to look like without any animations applied. (For Arma games this is a simple A-Pose)

#

There is also no hierarchy inside the rtm or the data in any way.

#

The children in VBS use the exact same skeleton naming as adults. In fact, the animations for children are from the same data as for adults, but they are simply shrunk by 75%, similar to the linked gif above.

#

@naive hemlock That person you asked about children was - i am afraid - wrong.

#

I imagine that handanim and other IK-based anims would also be an issue
No it wont.

#

You will just need to configure the new character moves accordingly, and also provide a correct skeletonPivots file. The skeletonpivots file is a simple p3d with joint locations in the memorylod. The selections are named for their corresponding bones.

This file is required for the IK to establish a frame of reference that it cant get from the bindpose. (Bindpose is completely empty animation, an undeformed character.) In there, all bone transformation are in their identity matrix, so even their position vectors will be 0,0,0. For IK to work, you need to know the length of bones (joints are the locations, bones are the "vectors" in a way)

vale otter
#

i ran into one problem i wasn't able to figure out. If i had the arm and leg roll bones selections in my model, the mesh would break open and look like this.

https://i.imgur.com/nR4M7DU.jpg

It would then go all over the place when an animation played.

#

Had to remove them to get my model to work

ruby hill
#

Roll bones

#

delete them from your rig

#

Use a dummy-export rig with the correct amount of bones and have them copy/follow/imitate the moves from your rig.

#

The roll bones in the skeleton are also a very... uniquely BI thing.

#

Ingame the bones are very much required. But for making the animation in your tool, they are just a hindrance.

desert raven
#

way ahead of you @Skyllio#5776 ;D

#

nice that others are working on this stuff too though

#

last I counted Arma 3 has 5305 animations, including cargo and weapon .rtms

#

out of those I have about 3000 converted

naive hemlock
#

lol fucking christ 😃

#

@desert raven awesome

desert raven
#

thanks

#

basically Ive automated the same thing Skyllio there uses

#

just got to run the rest of the .rtms

#

last run statistics : 3244 .RTMs / ~4GBs of data converted in ~18 hours

#

likely the process could be more efficient too but its not supposed to be run very many times and I dont possess the skills to make it better.

#

So its good enough

#

it is likely some tweaking will be required but it has produced quite well working animations so far

vale otter
#

Very nice. I'm only planning to use the animations for the erect, crouched and non moving animations, but still alot to do.

white juniper
#

There is no AnimationSource for the IR laser being on is there? I want to animate something on a SIDE weapon attachment depending on the IR laser state.
And I guess maybe the Nightvision state too :/
I can't do that via script because I can't reference the weapon/attachment object.. So I guess just not possible?
Seems like there are only two sources that even work on attachments. And that's bipod stuff

drowsy nymph
#

yep, not possible to animate other attachments

white juniper
#

Do you know if the bipod animation source would work on a side attachment?

#

The wiki page just says "weapon attachment"

#

If it's theoretically possible I could just create my own animationSource

drowsy nymph
#

no idea

#

but the control value would still come from the deployed state

desert raven
#

animating weapons in use is pretty limited. What kind of animation youre planning on @white juniper

white juniper
#

I want to turn on a light on the side attachment

#

based on Laser and Nightvision state

#

As long as the side attachment can use animationSources at all I can make my own and that should work I guess

desert raven
#

Not sure if they can because as far as I know you cant pick the weapon model youre carrying via script

white juniper
#

yeah you can't use animate script commands

#

Bipod attachments can animate via animationSource. So I guess Side attachments might also be able to

desert raven
#

but can you control the animation source somehow

white juniper
#

I can just create my own. #Intercept

desert raven
#

aaa

#

that could indeed work

#

could be very interesting

#

and have other uses too

white juniper
#

I think.. Didn't try yet. But some models just cannot animate at all. So they probably miss the code that checks if any animation should be done. And if side attachment is one of those then I guess I'm out of luck

#

Which was what I tried to ask ^^

desert raven
#

yeah that might be true

#

dont think seen any other attachment animate in any way but the bipod

#

I guess adding bidod soured animation to the other attachments could work as a test

white juniper
#

The only thing you can do right now is use the time animation sources. To maybe make a blinking light or something like that

#

Not much use for that

#

although a blinking light on a electric Scope would be neat i guess

desert raven
#

if it works though then that would indicate you could get your idea to work too

deft fern
#

btw: there is bipod_mounting & bipod_pos animation source too

#

no idea what it does. up: it does nothing

sleek island
#

only if there was a way to animate the other weapon attachments

#

like on some scopes

desert raven
#

and control weapon animations at all 😵

deft fern
#

I did some funky experiments with multiple fake muzzles to make some animations

desert raven
#

xD

deft fern
#

using sources like ammo.2, ammo.3, etc

white juniper
#

Scriptable global animation sources.
Problem is you can't make per-object because you can't set on the weapon anyway

desert raven
#

its per object if it has unique name?

white juniper
#

I didn't look how anim sources are implemented in the engine

#

If I have per-model anim sources and I know the name of the model then you could control them seperately I guess

#

Ah well.. Has to I think. There can't be a global bipod state. As that's different per unit

desert raven
#

true

digital steppe
#

@ruby hill thanks for bringing Fbx2Rtm to my attention, I never knew it existed for arma.

ruby hill
#

I use it exclusively. It gets the job done and does batch processing easily.

digital steppe
#

I'm getting an error when trying to export

#

and it's not specfic, it's just a generic error

#

I could just use the drag and drop method but I'm not sure that's the right way of doing things

ruby hill
#

No it wont work

#

FBX2RTM needs to be set up correctly to work. I guess that is the big problem why it is not used widely.

digital steppe
#

Care to share what you know? It's speed things up again for me 😃

ruby hill
#

You will require an undeformed pose of your character for reference. (Again, RTM is just relative transforms to this pose, I mentioned it earlier)

digital steppe
#

This is how I have it set up currently

ruby hill
#

the bindpose from the tools will very very very very likely not correspond to the one in your animation fbx, unless you used BI's rig in motionbuilder/max/maya

digital steppe
#

it's in max

#

well, not their original rig obviously

#

original bones etc

#

new rig

ruby hill
#

Yep, then the bindpose will likely not yield the results you like, as the relative offsets to it will be off

digital steppe
#

So I should export the t pose from my rig?

ruby hill
#

Do you have the export helpers in your rig/exported file?

digital steppe
#

Max doesn't seem to like helpers when exporting for arma etc, so I had to convert them all to bones and then bind them to a new rig

ruby hill
#

those export helpers need to be volumetric objects

digital steppe
#

i.e, arma didn't recognize them

ruby hill
#

You can also work without using export helpers and have it derive the rtm straight from the joints. But for that you will need to modify the modelbox.xml

#

In that file there are several skeletondefs. Duplicate the entire "ManSkeleton" part and call it manskeleton2

#

in that definition remove all fbxname entries

#

Make sure the definition matches the spelling of the bones in your rig. Watch for case sensitivity

digital steppe
#

it'd be the same as BI's

#

so no worries there

ruby hill
#

Yes, it will have to be if you do not use the fbxnames

digital steppe
#

so remove all this stuff: fbxname="eWPN_launcher"

#

etc

#

but keep: name="launcher" for example

ruby hill
#

Then export the undeformed state of your rig as fbx with a duraion of 1 or 2 frames. This will be your new bindpose

#

Correct.

digital steppe
#

righto

#

Sounds simple enough, I'll give that a shot, thanks man

ruby hill
#

Then export a take in the exact same setup with desired duration.

#

These two files + ManSkeleton2 -> .rtm

digital steppe
#

roger, thanks, I'll try that now

ruby hill
#

once you exported a move, preview it on a character model in objectbuilder.

#

Depending on your project file in max you may need to adjust scale to 100 or 0.01

digital steppe
#

Oh yea I know all about that XD

#

my main reason for trying out the FBX to RTM is to see if I can mitigate that spine/pelvis popping issue I'm getting

ruby hill
#

And this is where the fun begins that touches on the subject from yesterday:

digital steppe
#

the VBS version works if I drag and drop weirdly enough

ruby hill
#

Export a bindpose with a different scale and use it your input

#

The results should be scaled characters animations that arent broken that match the posture of your scaled bindpose

digital steppe
#

Well, it's a shame but I can't seem to get it to work, just tried everything you suggested

#

Tried removing all the fbx names, exported out the t-pose/bindpose for 2 frames from the rig I'll be using, still not working, even tried remaming the FBX bones to the original names, still nothing

#

I wonder if removing all the bones that aren't present will help

#

like these <bone name="SLOT_BackPack" fbxname="SLOT_BackPack"/>
<bone name="SLOT_BackWpnR" fbxname="SLOT_BackWpnR"/>
<bone name="SLOT_BackWpnL" fbxname="SLOT_BackWpnL"/>

#

and this, whatever THIS is: SLOT_ButtPack

#

ugh 😩

naive hemlock
#

😄 i'll let you figure it out first, then just profit

digital steppe
#

uh huh

naive hemlock
#

last time i tried what you are trying now i wasted half of day that ended in frustration

#

not doing it again

digital steppe
#

what's strange is that the drag and drop version doesn't work here, but does on the VBS version

#

how does one explain that?

naive hemlock
#

¯_(ツ)_/¯

digital steppe
#

well, there are nub bones I had to add, I wonder if they're fucking with it

ruby hill
#

Bones that dont exist in the input/bindpose will simply not be exported to rtm. You dont need to have them.

#

To get it to surely to work I would suggest using the variant with export helpers. Thats how I am using it.

#

In your rig create small cubes or spheres or whatever and have them follow each joint's transforms via modifiers

#

Export those as bindpose and animation

digital steppe
#

I was just about to bind the bindpose helpers to the rig actually 😄

#

only thing I could think of

#

this one

#

position and orientation constrains to the bones I have set up should take care of it

ruby hill
#

That looks exactly right

digital steppe
#

awesome

#

hopefully this works, thanks for the info @ruby hill, hopefully I can get this working and better the workflow a bit

digital steppe
#

I can only assume that it doesn't work correctly, because I just used the same pathing and settings on the VBS version, and it worked :/

#

https://gyazo.com/aa3b9f4596710cb8dcefc8e105d0804d the one on the left is BI's FBXtoRTM, on the right is the VBS one, what I have done is used the original bindpose blocks, and constrained them to my rig, the VBS version works fine, no errors, animation works great, but BI's doesn't even convert, just keeps throwing me an error

#

I guess BI's one is broken

#

which is a bummer

#

was hoping to improve the workflow for others

bold cape
#

Hi guys, i wanted toc reate my first animation, but i want the player to move around while the animation is played. i.e. a restrained player can walk around and so on

#

is this possible?

desert raven
#

sounds like a good use for a gesture type animation

#

so yes that should be possible

bold cape
#

Okay, so im going to rig the model in blender and then i convert it to a rtm. But how can i make it a gesture?

ruby hill
#

I guess BI's one is broken
But I am using it it. So I can say for certain it is not.

#

Also, how do you have Fbx2Rtm beta?

#

Are you using binary FBX or ascii?

digital steppe
#

@ruby hill I told you, it's the VBS version so it's coming up as beta, and you're using the internal version of Fbx2Rtm no doubt, it wouldn't be the first time a tool works internally but not for us modders.

#

It's FBX

#

either way, it doesn't explain why the VBS version works, and BI's doesn't

ruby hill
#

Im suprised the VBS version says (Beta)

#

It shouldn't

#

And no, i do not use the vbs tools for my FBX2RTM conversion.

#

Can you send me your anim and bindpose fbx?

digital steppe
#

I meant you're probably using the internal branch of BI's FBX2RTM

#

which would probably be different to what we're using

ruby hill
#

I am not.

digital steppe
#

huh

#

alright give me a sec

ruby hill
#

Tried your data, from the log:

Error returned: 

Cannot load scene f:\downloads\xms_reload_stand_sg_atch.fbx```
#

So, very likely, the FBX version you are exporting your files in is not compatible.

#

It is very likely that BI hasn't updated the FBXSDK in their branch of FBX2RTM

#

that would explain why it works with the VBS version, but not BI's version. (We update FBXSDK regularly) 😄

#

When I go through BI's tools, I use FBX 6.1 ASCII

digital steppe
#

6.1?

#

Jeez I'm on 2012 XD

#

well fbx version

#

so I should roll back?

ruby hill
#

1 sec

#

finding out what the latest is in BI's branch

digital steppe
#

I have FBX version 2006 - 2016 avaiable

#

6.1 isn't an option

ruby hill
#

damn.. BI's version doesnt log the fbxsdk to the export.log file

digital steppe
#

I'm trying all of them out right now

#

the further back I go, the longer it takes to tell me there's an error

#

which is weird

#

yea none of them work

#

I'm assuming they've used it exclusively with motion builder

ruby hill
#

Correct.

digital steppe
#

that would be why then

ruby hill
#

Theres an old autodesk FBXConverter tool around

digital steppe
#

that's just adding more to the worflow 😢

ruby hill
#

Howver, it cant deal with any newer fbx from 2015 onwards I think.

#

Yeh, its complex. Blender however does export old-ass FBX. Which in this case is two wrongs making a right. 😄

digital steppe
#

damn this is annoying

#

so I guess nothing can be done about it now then

ruby hill
#

If you want to go in cool, writing an .rtm exporter is not hard.

#

Tho max doesnt to python, right?

digital steppe
#

max script

#

beyond me

#

Oh ha

#

I think I got it

#

my bindpose doesn't work for some reason

ruby hill
#

check the export.log in the fbx2rtm folder

digital steppe
#

the original one does with an older version of FBX

ruby hill
#

it will tell you why it fails.

digital steppe
#

Cannot load bindpose scene e:\steam\steamapps\common\arma 3 tools\fbxtortm\bindposeman_new.fbx

#

O shit wait, that was made with a new version of FBX too

ruby hill
#

Yep. Make sure your bindpose is of the same format as your anim

digital steppe
#

that'd be why then

#

yea ok all sorted now then, thanks @ruby hill we have a workflow now 😄

ruby hill
#

told you it was possible 😛

digital steppe
#

I didn't realize how old I had to go back though 😢

ruby hill
#

You can mitigate some of the chaos if you like

#

When you dont specify a bindpose file, the tool will use the first frame of your anim-input as bindpose

digital steppe
#

I normally animated with the T-Pose as frame one, but I've also realized the usefulness of a bind pose

#

so, I guess I'll figure that one out eventually

vernal matrix
#

Hello all, i'm Trying to export rtm from object builder to test in maya. Is there a trick to find? thanks

strong monolith
#

Question: is it possible to make a pistol handAnim where you hold it in one hand, like this? I've been trying to get that simple anim to work in-game but the only thing that changes are the fingers on the right hand.

sterile ice
#

@strong monolith you can't make custom handanims for pistols. You could make your pistol a primary gun and then you could change the handanim

#

No idea what BI thought by making pistols not compatible with custom hand animations

strong monolith
#

Ah, that's odd. Well, thanks for letting me know, I'll have to go with the primary route

sterile ice
#

Good luck :)

blazing panther
#

@sterile ice How did NIArms do his custom hand anim and reload for the Pistol then?

sterile ice
#

@blazing panther not sure, you can do custom reload animations but no handanims as far as I've been told. I tried it myself and it didn't work. Maybe there is a workaround that I don't know of.

naive hemlock
#

^^

blazing panther
#

Cause hes got custom hand animations and reload. So its possible

#

I just dont know how

sterile ice
#

I'll ask him :)

frank mica
#

Hi everyone. There's some way to calculate the speed in the CfgGestures for a reload animation? I've found some information in the BIS wiki but it's not clear yet..

drowsy nymph
#

reload gestures use the weapon's magazineReloadTime AFAIK

zealous stone
#

Speed is 1 second by speed =1 so depends how many frame in the animation

frank mica
#

@zealous stone So if I have a 120 frames animation and i want it to run at 30fps the speed should be around 0.4?

zealous stone
#

Yeah

#

1 iirc lol I believe speed 1 is 120fps in that case so 0.25 is 30

sudden socket
#

are there any animations that are fun to mess with. because i once set my character toswim instead of run and that was so much fun.

#

At least new animations

zealous stone
#

You can do if yes override cfgmivesmalesoldier

#

Look for the Actions and change the animation for run etc

sudden socket
#

ok

frank mica
#

thanks!

ruby hill
#

The speed value is best understood as this:

Percentage of the animation played per second.

#

speed = 0.5 means 50% of the animation is done after one second of time

#

Surefire way to calculate the speed value of your animation:

speed = fps\f

That is framerate divided by total amount of frames

I.e an anim take (.rtm) is 125 frames long and was exported at 30fps.
speed = 30\125

crisp berry
#

@frank mica ^

frank mica
#

@ruby hill thank you! That was what i was looking for

tawny mango
#

the Russian arm stalker mod has a custom pistol pose

#

for above conv

zealous stone
#

@frank mica so you havent obtatined 30FPS ?

#

from speed= 0.25 of 120 frame .rtm ?

winter fiber
zealous stone
#

@winter fiber yeah biggest advice is use Maser arma rig , mine was simply a proof of concept method , macser followed it up with a PRO rig and unit and export with Alwarrens tools 😃

winter fiber
#

I actually using it as some ref, im redoing the whole thing in Maya as I personally dont use Blender

zealous stone
#

2nd advice is dont use that thieving piece of junks advioce in the second link

winter fiber
#

Lol

zealous stone
#

stolle all my righ and tiutorial renamed it his own

winter fiber
#

Oh that sucks :/

zealous stone
#

well what suck more is BI mods allowed it knowing full well what he did but hey ho if ya face fiits

#

seriously though Kiory and macser ya best bet

winter fiber
#

Yeah. General idea right now is to have death animations sometimes play. So get shot in face and theres a chance your dude or AI fall and do the a death squirm then ragdoll

zealous stone
#

other than that make ya frames nice and 25-30 fps friendly so i would max out t 25fps

winter fiber
#

General idea already done in H2

zealous stone
#

i think there is already som "pain animations " somewher replicate that

#

maybe just reconfig

winter fiber
#

Possibly. Currently just worried about making the animation first. Quick simple shitty one

zealous stone
#

well there is some very apt info about FPS above so go with that and you do ok

winter fiber
#

Sounds good to me 😃

zealous stone
#

;

#

😃

winter fiber
#

You tried

winter fiber
#

Quick question: When making a animation how does the weapon know follow the character? Do I animate the Weapon proxies as well?

desert raven
#

your skeleton should have a weapon bone

#

the weapon proxy in the character model is tied to that bone

winter fiber
#

As you can see....its working as intended XD

desert raven
#

if you look at the grid at the feet of your rig (3dsmax?) and the grid in OB you notice size difference

#

your animations rig is way larger and thus the animation is upscaled

#

or export units dont match

#

in any case that is likely the problem youre facing

#

also remember Arma needs a reference frame in standard t-pose at the beginning of your animation

winter fiber
#

Hmm I'll have to try a few import/export settings

#

There's a reason it's a test animation :)

#

But thanks I'll try those and figure it out.

frank mica
#

@zealous stone Sorry, just saw your message now

#

Yep, it have worked

winter fiber
winter fiber
vale otter
#

Does the animation look normal in object builder?

winter fiber
#

Yep looks fine in OB @vale otter

desert raven
#

do you have reference frame at the beginning?

ruby hill
#

rtm does not contain such a reference frame. It is only O2 that displays it at -0.5 so you can switch between deformed and bindpose.

winter fiber
#

@desert raven the animation has a Tpose at frame 0 and frames 1 - 50 are the arm animation

desert raven
#

@ruby hill thanks for correcting.

#

wheres you rig from @winter fiber it might be a problem there too

winter fiber
#

Kiore sent it to me

desert raven
#

I would think that should work alright then

#

what do you pack the animation with?

winter fiber
#

Mikero tools

#

Packs with no errors

desert raven
#

do you have a model.cfg in the rtm folder?

#

do you pack anything else with them?

winter fiber
#

I do.

#

And config.cpp animations.hpp in root

#

With a anims folder that contains rtm and moxel.cfg

#

That's it

desert raven
#

ok that should be in order then.

winter fiber
#

I can upload it here in bit when I get into work if you wouldn't mind packing and trying as well?

#

See if it does Mr. Excited hands

zealous stone
#

whats your center bone for that animation @winter fiber

#

look like a possible normalise on the x or z and center bone may not be correct so scaling is happening

winter fiber
#

I brought it directly from a fbx into OB @zealous stone

#

How do I check centerbone in OB

zealous stone
#

its a good question without resetting it it lol

#

i will try and consult my notes but imsure it a right click in the anim window

#

try the normalisation tho first thats wher i had best luck previously

winter fiber
#

What do you mean by "Normalisation" is that another mystery button in OB?

zealous stone
#

yeah

#

sometimes the x and z step also can be neutralised

#

it happens a lot in anims tis scaling its an export problem wi h i knew whatcauses it it like a UV thing

winter fiber
#

Interesting, i will need to try that when I get home thanks 😃

zealous stone
#

well it can be many orther thing like mask and thinsg lol so its not easy to see sometimes the problem

ruby hill
#

How do you generate your .rtm?

#

If you import a mesh into OB and then export the .rtm from there, your animation will very likely be messed up unless you use a neutrally weighted character such as the Arma 3 Samples\Addons\TemplateRTM\male.p3d

#

The "center bone" mentioned can be disabled from OB's settings. File -> Options... -> Center of Animation

#

That setting will automatically remove model-space translation of the animation and stores that information as step-values (visualized in O2 as a workaround in the namedProperties)

winter fiber
#

@ruby hill It was brought Directly into OB, however working with Kiory we found I was doing multiple things wrong from the beginning. Ill be attempting to use the "fixed" animation and we will see if that does anything differently

desert raven
#

👌

regal dawn
#

its prob just config changes etc, it should be fine for mp

frank yoke
#

Can magazines be animated in rtm?

drowsy nymph
#

no, they're part of the weapon model. Animated in model.cfg

frank yoke
#

Ye, I was just wondering if there is any other way

#

It's almost impossible to make the magazines look like they are bieng thrown into the pouch, not just disappear mid-air

desert raven
#

its not really meant for that much accuracy

#

current animation system that is

blazing panther
#

Yea A3 animations are pretty basic

sterile ice
#

Hey, I've made an animation with around 800 keyframes, but when importing it to O2, only the first 250 keyframes will be imported, so I converted my animation down to 250, but this messes up some details, is there a way to import more than 250 keyframes into O2?

zealous stone
#

jesus thats a lot of frames 😃

#

there are two windows for animations IIRC a newer one is itpossible to import via that ?

desert raven
#

@sterile ice how are you importing the frames?

#

and how long animation is that

sterile ice
#

It's just 27 seconds or so and I'm using bvh

zealous stone
#

Carnegie BVH ?

#

try to cull some frames in BVH hacker

sterile ice
#

Okay, gonna try it

ruby hill
#

Use FBX2RTM

naive hemlock
#

@ruby hill the weirdest software i cannot use ^

ruby hill
#

Its just outdated and doesnt do new FBX versions anymore. (BI branch of FBX2RTM)

zealous stone
#

dont use FBX to rtm for a BVH

#

use OB direct after BVH hacker

#

especially not with the un edited Carnegie bvh

ruby hill
#

It wont even take BVH, so yeh. Obvs you'd need an intermediate step through some DCC Tool

zealous stone
#

well OB will do FBX direct but iwouldnt do that either until after Blender or BVH hacker

#

my destrucible buildings from OFP and A1 used BVH its a good thing but i never tried 800 frames anim :0

#

for that maybe Disney software is better

naive hemlock
#

what is the nickname of that very annoying "animator" russian bloke

dawn forge
#

In arma 3 discord?

naive hemlock
#

yeah and in skype as well

#

there is an addon he did with some silent kills anims or alike

fluid breach
#

koly9n?

naive hemlock
#

here we go!

#

can always count on you man

fluid breach
#

👍

dawn forge
#

Thats the guy I was thinking of as well haha

vale otter
#

When working on animations for a custom skeleton do i need to include the facial bones in the animation or do i only use them when working on the facial animation rtm's? Just wondering if i need to go back and redo my rtms and include the facial bones in them.

ruby hill
#

No, the face bones are a separate skeleton added onto the main one via proxy.

zenith token
#

added onto... hmmmm ... custom face skeleton here i come 😄

frank mica
#

Hi👋 anyone know if it's possible to move the memory lod points in model.cfg? translation and rotation

#

what I'm trying to do is do a launcher be under the arms, so I need to move it a little bit down and rotata it around 20 degrees.. but when I do it the memory points don't go with the model, even having the same selection name..

desert raven
#

have you made a weapon holding animation where it is like that?

#

or how are you trying to move it?

frank mica
#

I'm moving it in model.cfg

#
            class pzf_position //position
            {
                type="translation";
                source="isSelected";
                selection="camo";
                sourceAddress="clamp";
                begin="mov_axis1"
                end="mov_axis2"
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=1;
                offset0=0;
                offset1=1;
            };
            class pzf_rotation //rotation
            {
                type="rotationZ";
                source="isSelected";
                selection="camo";
                axis="sight_axis";
                minValue = 0.0;
                maxValue = 1.0;
                angle0 = 0;
                angle1 = "rad 20";
                animPeriod = 0.0;
                initPhase = 0.0;
            };
#

the position is right. The problem is: how can make the memory lod(mainly the sight points) be right.

#

is possible, somehow, apply these transformation on the memory lod as well?

desert raven
#

I think in man held weapons you may not be able animate the weapon direction like that

zenith token
#

Model the pzf how it is held when firing in p3d (at a rotation). Rotate it straight when it is on the back -> doesnt matter if memorypoints follow or not

frank mica
#

I'll try that, thx

zenith token
#

you can also try to create a "rotate_master" bone and make any parent-less bone child of this master bone. Then rotate the master bone.

nimble flare
#

the order in which you execute the animations matters

#

lemme check what my code was...

#

mmmyeah, it's not exactly pretty, but here you go:

            class Cycle_Bullet_Empty_Rotate_1 {    // Cycle (5 / 21)
                type = "rotation";
                source = "reload";
                selection = "bullet_empty";
                axis = "bullet_empty_axis_1";
                minValue = 0.42 * CV_557_CYCLE_MULTIPLIER;
                maxValue = 0.61 * CV_557_CYCLE_MULTIPLIER;
                angle0 = "rad 1800";
                angle1 = 0;
            };

            class Cycle_Bullet_Empty_Rotate_2 {    // Cycle (6 / 21)
                type = "rotation";
                source = "reload";
                selection = "bullet_empty";
                axis = "bullet_empty_axis_2";
                minValue = 0.42 * CV_557_CYCLE_MULTIPLIER;
                maxValue = 0.61 * CV_557_CYCLE_MULTIPLIER;
                angle0 = "rad -35";
                angle1 = 0;
            };

            class Cycle_Bullet_Empty_Rotate_3 {    // Cycle (7 / 21)
                type = "rotation";
                source = "reload";
                selection = "bullet_empty";
                axis = "bullet_empty_axis_3";
                minValue = 0.42 * CV_557_CYCLE_MULTIPLIER;
                maxValue = 0.61 * CV_557_CYCLE_MULTIPLIER;
                angle0 = "rad 35";
                angle1 = 0;
            };```