#arma3_animation

1 messages ยท Page 18 of 1

desert raven
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quick rigging rarely produces good enoug results on complex characters

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and yes you will need to weight the armor too for it to animate

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think of all wearable equipment as unique characters

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you will just have to tweak the weighting manully

torpid star
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that's why i suggested skin wrap in 3ds max a few days ago. it gives you a really good base to work from, if you aren't experienced with weighting. i think i weighted some halo stuff for someone a long time ago doing it like that. i just copied the weight from the arma character (aka underwear dude) and then corrected the armor parts by hand. seemed to wrok well iirc

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there's no real shortcut though

desert raven
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Yeah I usually start like that in Blender too.

somber grail
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@torpid star ok I'll look at max again. I uninstalled it yesterday due to space on my c drive and not getting familiar with the software. Maya seems a little more intuitive for me to use. That's just my preference.

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Appreciate there's no real short cut, I'm just looking at how it works and what does and doesn't work. With various ways being available to do things, I'm trying to find a way that suits me that I can understand while there's a lack of documentation.

desert raven
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weighting characters is very much documented though and Im sure there are tutorials for that in general

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adapting the general techniques to mach Arma requirements is just a small extra step

somber grail
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Understandably. But there is a lack of documentation in regards to arma anims was what I meant.

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Bit frustrating but it means things take longer to get worked on. Plus finding the time in between real life.

desert raven
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yes the Animation side is rather more tricky and the learning curve from 0 to basic understanding how it works is rather steep

somber grail
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Nail on the head.

desert raven
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I studied it for like a year before I was comfortable enough to start dabbling with it properly

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I may be a couple of steps up from basic understanding but still theres a lot I dont quite get

somber grail
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Tbh, there isn't alot of documentation on creating new arma character from scratch.

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If any at all.

desert raven
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Indeed

somber grail
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It's all retexuring etc.

desert raven
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which is why I poked around configs and compared them to available examples and made tests and connections on how things work

somber grail
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That's kinda how I look at things too.

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I look for comparsions and correlations.

desert raven
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making the model and such is really just trivial part of the whole complex thing that is a full working custom sized/formed character

somber grail
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Well tbh, after playing about with the third model I now have, it will pretty much be a case of rigging it. Then exporting it. If I can at least get it to a point I can use the default anims, i,'ll be happy with that

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I got as far as retexuring an underwear unit in predator colours lol.

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Just looks weird with a human head. Lol

torpid star
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@somber grail i'm pretty sure all major 3d apps can do what the skin wrap modifier does. i just lack the proper terms for those. copying weights from one to another mesh basically

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what is the functionality you are looking for for the predator? if you want all major features of the arma humans then you need to follow that skeleton. you can however also use some trickery, if the functionality is very limited.

for Ruppertle's raptors i did some nasty (probably not optimal) stuff to make things way more easy for me. i basically added all the new bones he has to the main arma skeleton so i could use all the existing config side without RPT spam while using a totally new skeleton. it's a bit hacky but it's much faster to get simple creatures ingame that need all the human engine features but not all the anims and weapon functionality. instead of basing them on the rabbit for example.

in addition i set up my own action set that exists inside the giant spaghetti cluster fuck that is the human animation config but is seperate in terms of anim transitions.

it's hard to explain, if you don't how how stuff is set up.

desert raven
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@torpid star that sounds fun xD

torpid star
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once you know how it works, it's very fast

desert raven
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true. I used the man movesCfg as a base for my custom animations too but I cleaned it up to pretty much bare bones (commented out .rtm paths, removed cutscene stuff etc)

somber grail
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Ideally as it's humanoid. If I can at least get it to default character status first then the rest can follow in time. I'm not too bothered about custom anims atm. As long as the player can use it as a unit to start with. Some custom mission of the predator have some neat menu functions and abilities. But they can be looked at at a later date.

sterile ice
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@desert raven how's your rig working? Just got files from Macser, haven't tried exporting into arma yet but it seems pretty good so far

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Want me to send you the files?

desert raven
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mine seems to work but sure I could compare them!

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Macser might have a lot better insight on what ther face rig needs

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drop me a DM @sterile ice

somber grail
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@torpid star that's pretty much where I want to get too.

deft fern
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is there some safe way to mirror animation?

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so i.e. get in anim would start from left side instead of right

drowsy nymph
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Rotate 180 around the Y axis?

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with pin at 0,0,0

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though that wouldn't swap left/right leg/arm movements

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just the position of approach

sterile ice
deft fern
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wrong sources

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i.e. source "Door_1_rot" doesn't exist

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btw: I would recommend using animateSource instead of animate

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@sterile ice

sterile ice
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Thanks, What's the difference between animate and animateSource? @deft fern

torpid star
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@deft fern how much access to the source do you have?

deft fern
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animation source or source code? ๐Ÿ˜„

torpid star
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source of the anim you want to mirror

deft fern
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I have .rtm

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using mirror in object builder caused inverted faces in anim

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and this caused character shrinking

torpid star
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hm. did you try switching selection names from left to right after mirroring?

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also. is it a static anim?

deft fern
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no, it's get in animation

torpid star
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i was thinking mirroring the model itself and then switching the names. but not sure if that would even be allowed in terms of UI. can you copy one key frame from one p3d file to another?

desert raven
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Id take the animation out of OB into Blender and do it there

fluid lodge
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I can't wait for the bust with expressions...๐Ÿ˜ฉ

desert raven
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Oh yeah the rig @sterile ice got from Macser is great

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I had a made a few errors in recreating mine

sterile ice
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I've talked to him, hes reworking it a bit to make it even better

desert raven
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๐Ÿ‘Œ

fluid lodge
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๐Ÿ‘

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When he has it ready you know if he's going to post it in his BIS fรณrum thread?

ruby hill
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@deft fern What kind of mirroring are you looking for? I presume transforming a getIn from the left side to a getIn from the right side?
Any kind of negative scaling will not solve this, as you're looking for swapping the move. Where the left hand goes, now the right hand goes.

The only way to properly do it is via full sources (.rtm is not a good start for this) and retarget the animation. with swapped target names. That might produce useable results.

sterile ice
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@fluid lodge idk, probably, if not then I'll ask him if I or @desert raven can post it

fluid lodge
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๐Ÿ‘

frozen fable
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Weird question: I have a animation where my char puts his hands up, is there any easy way to keep his hands up (So to just keep displaying the last frame) without making another config and animation to transfer into?

sterile ice
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@frozen fable I don't think so, easiest way to do this would be deleting all frames except for the last one of ur anim and export it as rtm and make a Config with low speed and looped

frozen fable
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@sterile ice Ah okay. Thanks for the enlightening anyway

regal dawn
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Anyone know where I would be able to find a swing animation for an axe/pickaxe?

somber aurora
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DayZ?

crimson granite
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For whatever reason I can't seem to get my weapon's built in bipod properly pivoting around the axis - it's as if the axis doesn't exist. I've defined it with a named selection in the memory LOD, with the right reference in the model.cfg CfgModels definitions for the bipod animation, autocenter=0 set on the memory, geo and visual lods, but for whatever reason it animates as if the axis is about a meter below the ground

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Are there any gotchas that I might've missed first time trying this? model.cfg = https://hastebin.com/ibewocumiv.scala - FIXED - beautifully, after troubleshooting for half a day, it was the difference between "autocenter " and "autocenter"

pastel solstice
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Any one knowws the default hand pistol animation?

ruby hill
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AmovPercMstpSrasWpstDnon

pastel solstice
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anf its route in A3 folder

compact ravine
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P:\a3\anims_f\data\Anim\sdr\mov\erc\stp\ras\pst
of coruse you could always just search for AmovPercMstpSrasWpstDnon.rtm given you are looking for an animation.

pastel solstice
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thanks!

floral oak
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any ideas why i cant edit my fingers anymore in 3ds max with the cat rig ?

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i can still edit the normal Handmovement but not the fingers

floral oak
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-solved / animation layer was Switched but i dont know why

regal dawn
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Im trying to make a pickaxe, the only problem I have is that when I swing the pickaxe it doesn't do the animation, anyone that maybe has a config/model.cfg as example? im really clueless about this

sterile ice
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@regal dawn config modelcfg?

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What has a model.cfg to do with a swing anim?

regal dawn
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I thought that it would maybe have something to do with the skeleton?

sterile ice
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You just need to put an model.cfg with the basic skeleton in the same directory as ur rtm files.

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One sec

regal dawn
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Hmm, for some reason that still doesn't work :/

desert raven
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where have you done the animation?

regal dawn
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I haven't done the animation myself, I took it from an other addon, I guess that might be a problem

desert raven
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most likely.

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ask the maker

regal dawn
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problem is that its from and old mod and no clue who actually did the animation rip

desert raven
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dont use ripped animations.

tawny mango
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lol

zenith token
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if you have no clue who did it, then why the fuck are you using it in the first place?

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no permission -> no use. Simple as that

crimson granite
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Are there any available launcher rtm animation files? I saw a video tutorial referencing the igla.rtm from Arma 2 but not sure how to source it.

ruby hill
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Arma2 source files? They were released as APL-SA

crimson granite
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I downloaded them earlier on and tried to search through them but couldnโ€™t track it down. Will have another go this eve

ruby hill
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Igla doesnt have custom hand anim.

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Looks like only the RPG7V had one.

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\ca\weapons_E\Data\Anim

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M3 Carl Gustav too, and I think the smaw too. But I cant find that in there

tawny mango
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arma 2 reused a bunch of anim between guns

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if I'm not mistaken te m24 hand anim was used like 6 times

crimson granite
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Nailed it. Downloaded the wrong data. Cheeeers

frozen fable
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Hey maybe this is a dumb question but i started getting into making gestures and play them with "playAction" and usually stopped them with "switchAction ''". However it suddenly stopped working on my 3 frame animation. Config: https://pastebin.com/vx1Kz9mL Tldr: I have a 3 frame animation that works with playAction however when i use switchaction to try and cancell the animation it does nothing (i tried most of the other ones like switchmove playactionnow and more as well)

desert raven
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you might want to share the paste link and not link to pastebin.com

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and how are you using the switchAction?

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have you changed anything else about it?

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does it target right character for example

frozen fable
deft fern
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have you tried making 1 second non looped gesture?

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in editor I'm usually using playAction "gestureNod" to terminate gesture

frozen fable
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@deft fern Your a life saver thanks mate! "gestureNod" worked

stiff obsidian
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hey how would I make a knife hand animation for all the NCOs in Arma?

naive hemlock
strong monolith
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@stiff obsidian The same as any other weapon handAnim? Or do you mean like an attack gesture

stiff obsidian
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just as in an animation, it doesnt do anything

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you know, the knife hand meme

strong monolith
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then just do it the same as a normal weapon handAnim

stiff obsidian
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huh

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noice

strong monolith
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Ive done it before on a mock melee weapon

stiff obsidian
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how hard is it?

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or should I say

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"how much"

strong monolith
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not hard at all with the blender rig

tawny mango
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playing a gesture after every shot takes a bit extra that can't be configged yea?

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scripted

strong monolith
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Yeah probably

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Youll need a fired EH or something I reckon

tawny mango
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yh

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else it's just a gun that shoots like 1-2m distance, unless ur doing it another way

strong monolith
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Anyone here had trouble getting pboProject to binarize .rtm's with a custom skeleton?

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And yet... it packs all the character animations fine

desert raven
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do you have a model.cfg for it next to it/ named yourRTMname.cfg?

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actually that looks a lot like scaling issue

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is the skeleton the animation is made with 1, 1, 1 scale?

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@strong monolith

strong monolith
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You mean, is it made at the same size as the skeleton in blender?

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And no, I have model.cfg next to the rtm animation SplinterRifle.rtm

desert raven
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no is the armature object scaled?

strong monolith
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Yeah, it's 1,1,1

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loc 0 0 0 rot 0 0 0

desert raven
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does the custom skeleton have all the same bones as default Arma sceleton

strong monolith
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Yeah

desert raven
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ok so it default ofp2manSkeleton should work just fine with it

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if you load up the rmt in OB on your character does it look alright?

strong monolith
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Yeah, it does

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I guess I can pack it with the normal man skeleton and just change the pivot model path?

desert raven
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mm no if your model is set to use your custom skeleton

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but you could try naming the model.cfg next to it SplinterRifle.cfg

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do you pack the rtm with the character?

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or separately?

strong monolith
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Its in the weapon pbo in a folder called anim

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It's worked like that on normal man weapons for me before, so I dont think that should be an issue

desert raven
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are there other animations with different skeltons?

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because that wont work I think

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you will need each skeleton rtms separately

strong monolith
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there's only that one rtm in the whole pbo

desert raven
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but other skeletons yes?

strong monolith
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For the rifle yea

desert raven
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you got latest subscriber pboProject?

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what does it say when you pack it?

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it should say something about what skeleton it finds for the RTM

strong monolith
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"Bis binarize failed to binarize some or all rtm. There was no skeleton to be used."

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Ok, thats something

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It also said it was still using OFP2_manskeleton to pack the rtm

desert raven
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try the nameOfRTM.cfg

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but the problem very likely is there when it says it failed to binarize it

strong monolith
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Same issue with model cfg having the rtm name

desert raven
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the rtm is saved directly from Blender?

strong monolith
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yea

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maybe it's defaulting to using OFP2_skeleton for rtms

desert raven
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it should not

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was that the latest sub pboProject?

strong monolith
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The free one

desert raven
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or well yes it should default to the ofp2 if it cant use anything else

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aa the free one does not have the fix I think

strong monolith
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I see

desert raven
strong monolith
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does that NameOfRtm.cfg have any special settings in it?

desert raven
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no

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and mine works just with model.cfg next to the .rtms

snow seal
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how would one go about fixing the odd shifting from reload gesture to hand animation when making a custom reload animation?

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(Look at the last half of that gfy to see what I mean)

strong monolith
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Where the gun pops up and to the left?

snow seal
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yeah

strong monolith
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If you ask me it looks fine, but I would go about it the simple way by animating the end of the reload anim to go closer to the handAnim position

snow seal
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the end of the reload anim is the hand anim

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its not major

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just not sure whats causing it

strong monolith
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I think it's being affected by the main animation for the guy at the end, but I could be wrong.

deft fern
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what are you IK curves?

ruby hill
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Check if you may have the pelvis bone in your reload anim's mask.

sterile ice
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@snow seal I always remove the last few frames, that are not important, so the switch between the reload anim and back to handanim looks normal and more natural. Of course you need to time it correctly.

snow seal
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Ik curves I just yanked from vanilla Weapons

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Is there any documentation on those config values?

snow seal
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            file = "\optre_weapons\sniper\data\anim\srs99c_reload.rtm";
            looped = 0;
            speed = -5; //-4
            mask = "handsWeapon";
            headBobStrength = 0.2;
            headBobMode = 2;
            rightHandIKCurve[] = {};
            leftHandIKCurve[] = {};
            leftHandIKBeg = 0;
            leftHandIKEnd = 0;
            rightHandIKBeg = 0;
            rightHandIKEnd = 0;
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theres my anim config

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i changed the IK stuff to see if it would have a noticeable effect but it did not

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also, does anyone know where one could find a rig to make prone animations?

sterile ice
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Afaik there's a sample in toadies catrig for 3ds max

desert raven
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if you got mikeros subs tools you can deRtm the vanilla ones and import them on Macsers rig

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with that one rtm import plugin on git

nimble flare
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tbf even some of the vanilla reload gestures are not as smooth as they could be, so I wouldn't worry too much about it

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I ended up getting my gestures' transition to look alright by doing a lot of trial and error

supple sable
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Has anybody successfully got a custom gesture animation working on a custom model/skeleton? Its more the smooth transition i have problems with. The model part which got animated via gesture (mask part) starts inside the model and is deformed so its start very tiny and grows to normal size, then starts the gesture anim. I dont have problems with selfmade arma rig gestures for humans.

torpid star
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@supple sable sounds like it could be lack of a pivot model. just guessing by the sound of it

strong monolith
supple sable
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@torpid star @strong monolith i didnt had a pivot model, i now added one but it didnt fix the problem, i checked the mask setting again and looks fine to me (gesture animation is playing fine, its just the transition causing problems), here is how it looks ingame

manic marlin
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@supple sable Maybe a problem with "connectTo[]" or "interpolateTo[]" for that animation.

supple sable
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@manic marlin Gesture animations dont use connectTo / interpolateTo

torpid star
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maybe the gesture system relies on some bone with a unique name. wouldn't make sense but you never know. i'd make sure to have the root and world root ones (or whatever the f they are called) in there to be safe

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@strong monolith is that a custom skeleton? looks like the default one with custom model. just curious

zenith token
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enlarged human essentially - slightly proportionally changed

strong monolith
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@torpid star What KJ said. 7/8 ft tall super soldier, with a way broader chest than a normal man

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@supple sable This is a shot in the dark, but does your ragdoll work fine on that model? It could maybe be related to it somehow.

blazing panther
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Space Marines

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Big dudes

crisp berry
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so seems BI messed up AcinPknlMstpSrasWrflDnon

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for AI they get stuck in it too (at times?) hence people started to use this scripted workaround:

    if (animationState _unit == "acinpknlmstpsraswrfldnon") then {
        _unit playMoveNow "amovppnemstpsraswrfldnon";
    };
    _unit addEventHandler ["AnimChanged",{
        params ["_unit","_anim"];
        if (!isPlayer _unit) then {
            if (_anim == "acinpknlmstpsraswrfldnon") then {
                _unit playMoveNow "amovppnemstpsraswrfldnon";
            };
        };
    }];```
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its probably not correctly rewired from my limited cfgMoves understanding

manic marlin
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@crisp berry This will fix that for players, I haven't tested it on ai though. Just have to add the six tact lines below to the class.

class MoveWithInjuredManDraggerRfl: MoveWithInjuredManDragger    ///add the the 6 lines below to this class
        {
            TactLB = "AcinPknlMwlkSrasWrflDb";
            TactRB = "AcinPknlMwlkSrasWrflDb";
            TactB = "AcinPknlMwlkSrasWrflDb";
            PlayerTactLB = "AcinPknlMwlkSrasWrflDb";
            PlayerTactRB = "AcinPknlMwlkSrasWrflDb";
            PlayerTactB = "AcinPknlMwlkSrasWrflDb";

        };

Here's the pastebin with it added to the right class. it starts on line 46.
https://pastebin.com/a3x46yjP

manic marlin
crisp berry
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@manic marlin thank you! your fix certainly make sense in general as BI forgot to define these actions (and some others). however i cant quite follow if you are actually fixing the said issue, or actually another one

nimble flare
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any blender gurus around who could help me out with Macser's ArmaRig? I've debin'd and imported the default unarmed standing pose (AmovPercMstpSnonWnonDnon) onto the rig, but because I had to disable the IK constraints for it to load, I now can't move/rotate any of the bones

desert raven
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you can, just not with the constraints

nimble flare
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oh? how do I do that?

desert raven
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in pose mode select bone and move/rotate it. This is of course more prone to strange poses

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the import however makes each frame a keyframe

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which in turn makes editing an exsisting animation pain in the buttocks

nimble flare
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hmmyeah, I gathered as much

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the problem I'm having atm is I can now rotate the bones that I can see, such as the spine ones or the fingers, but not the upper/lower arms or legs

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which I guess is because those bones are hidden?

desert raven
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macsers rig has custom shapes enabled on the rig

strong monolith
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I would think so

desert raven
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you can turn those off to see the default shapes

nimble flare
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I'm still struggling with this interface - where could I do that? ๐Ÿ˜…

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nevermind, found it!

desert raven
nimble flare
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yeah, just found it ๐Ÿ˜„

desert raven
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๐Ÿ‘Œ

nimble flare
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now to figure out the keybinding to select all bones, so I don't have to do this for every single one, heh

desert raven
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a

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though cant rememeber if that property can be copied to all selected

nimble flare
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doesn't look like it

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oh well, I'll do it manually

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some shapes aren't bad, such as the spine ones

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regardless, thanks for the help ๐Ÿ‘

desert raven
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good luck xP

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the rig or the animations are not really import friendly xD

nimble flare
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yeeaaaaah... I'm not going to do this work again anytime soon, lol

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I'll probably make a template for a couple base animations, like the default idle stances, and go from there

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at this point I'm not sure whether it'd be more work to apply the RTM onto the template A3 soldier and load some gun and launcher proxies onto it, then use that as a reference model inside Blender (which I've done before)

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the animation transition wouldn't be 100% perfect but at least I'd have IK

desert raven
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you could have a second armature with no import and constraints intact and match that with the imported pose on the first armature

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would ge a lot closer perhaps

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or when youre done with your animation copy if from the constrained one to the unconstrained one so that the firsrt frame is kept intact

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since the bones are the same their positions should transfer

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or keyframe new constraints on the import armature to follow the constrained armature after frame 2

nimble flare
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how exactly does that work though? wouldn't it break the constraints of the 2nd armature (which still uses IK)?

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because the IK handle thingies, those dummy bones, they won't move anywhere right?

desert raven
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Ik and such are just limits how much teh bones rotate/move

nimble flare
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hmm

desert raven
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so if it moves to X

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the X is same on unconstrained armature too

nimble flare
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I see

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well, sounds like it'd be worth a shot

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now to figure out how to do any of what you described, lol

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(mostly the "transfering animations from one armature to the other" part)

desert raven
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๐Ÿ˜„

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magic

nimble flare
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damnit, I knew I shouldn't've sold my last goat

manic marlin
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@crisp berry Just thought I'd try and see if i could fix the issue after i seen you post about it.

fluid lodge
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@desert raven Do you know if Macser is already working on the bones of the face?

desert raven
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I believe @sterile ice has it

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seemed to work fine when I tested it

fluid lodge
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๐Ÿ‘

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I could try some test?

desert raven
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if @sterile ice cant find his I'll pack it up when I get a chance.

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right now. I just want my map to pack so I can go to sleep

fluid lodge
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Ok. No prob, thanks man

crisp berry
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@torpid star would you please check the said anim stuck issue above and give your advice. ty! (starts at "kju - Last Sunday at 11:28 AM")

sterile ice
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@fluid lodge I can send you the files once I'm home. 7 hours to go :)
Maybe @desert raven is faster...

fluid lodge
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would be great @sterile ice

sterile ice
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Just came home, gimme a few minutes

fluid lodge
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@sterile ice, @desert raven Apparently it is not possible to apply expressions on the faces because of the limitations of the Arma3 engine, macser said for pm.

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"The engine will probably not see the face animation. As it's a different class. Much like hand anims. The bones would be there in the rtm. But the engine would likely not use them"

sterile ice
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Not sure how to understand this, I have to try around myself, but I don't think it's impossible

fluid lodge
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ok, no prob.

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It's a shame.

desert raven
fluid lodge
#

๐Ÿค”

desert raven
#

also depends on what kind of facial animations the goal is

tired depot
#

I don't see why not. But facial animations are more likely defined in CfgHeads. As in, the ones that use rtms. Mimics are config based from what I know of them.

#

So the values would be manually entered in the config for your custom class. Then be called via setmimic.

#

Although I've never tried it myself, I assume the face animations would be called by the same commands used for other rtms.

fluid lodge
#

someone has cfgheads config?

desert raven
#

its in the unpacked arma3 data

tired depot
#

But how would it be called? Presumably switchmove would run on the full character. But would running the facial animation then override that? And cause a mess?

zenith token
tired depot
#

Does that mean Max users finally have a decent solution for getting animations into the game? I understand it's been fairly awkward so far.

tired depot
#

Regarding importing rtms in Blender. What ever rig you use is going to be fiddly, if you want to edit the sequences. It might be better to try setting up a rigify rig, as it's got IK/FK switching built in. But you'd probably have to remove some keys in any case. Using either the dope sheet or the curve editor. What you're dealing with essentially is mocap.

zenith token
#

cat rig is just functionality in max to do rigs. Not anything to do with exporting

tired depot
#

Ok. I see.

tired depot
#

If people are to help they'll need to know what you're doing. And what you've tried. The image doesn't tell people much. For anyone reading, it's an rtm being called via setmimic. Not something I thought would work personally. Mimics appear to be config based procedural animations. ๐Ÿ™‚

desert raven
#

animations can go wrong in so many places. Pretty much you have to now explain exactly what you have done so we might debug the process.

fluid lodge
#

Oh, forget to write, in fact I did but I did not send lol

desert raven
#

and

#

the whole process from this to the pic above pls ๐Ÿ˜›

fluid lodge
#

In that I am, I am with the phone and I have to translate everything. If you allow me, I come home and explain well.

#

Sorry for my very bad English

desert raven
#

its not bad at all. but yeah sure take your time

fluid lodge
#

๐Ÿ‘

fluid lodge
#

The first thing I did was export in .rtm from blender and then package with Addon Builder from Arma 3 tools with their respective config.cpp
I have created a folder "@test", inside it create another one called "Addon", copy the .pbo to the latter and launch the game. that is all

desert raven
#

a first mistake

#

addon builder

#

breaks rtm

fluid lodge
#

ohhh

#

but I never had problems, I made several static animations without any problem.

#

Maybe the bones of the face are more complex?

desert raven
#

dunno

#

all I know .rtm pack badly with AB

fluid lodge
#

I am very new in this.

#

and what do you advise using to pack .rtm?

desert raven
#

xD got to applaude your enthusiasm going for something really hard like this

#

pboProject

#

actually

#

make sure your stuff is set up right so we are on the same page

fluid lodge
#

Thanks, I like to do things well. There are many users who use static animations for photos, and they would really look good with expressions on their faces.

#

interesting configuration just to make expressions. I think I'll put it aside for a while.๐Ÿ˜…

zinc hound
#

Deleting the Anims_F folder from the P:/ drive helped solve the RTM issues with AB for me.

torpid star
#

@crisp berry is that the civilian panic stuff?

crisp berry
#

do you refer with "that" to the stuck in anim issue discussed a few days ago?

torpid star
#

yea

torpid star
#

oh. is that the old issue? pretty sure i made a fix for the frontline mod. you should ask them for it

#

it's half addon half script though since you need to switchmove iirc

austere orbit
#

(hope this is the right place)
Anyone here know how RHS got those hands on their doorguns on the CH-47?

gusty wagon
#

RTM

#

You can create with blender

austere orbit
#

Aah oke,

tired depot
#

You can do rough static rtms with the official BI tools too. But it's not exactly user friendly.

gusty wagon
#

Hi i make some animation (fix and not fix) but for a cargo rtm and driver rtm is the same things for a fix animation ?

#

Thx

desert raven
#

what is this fix animation?

sterile ice
#

He probably means a static anim

minor valley
#

Hey, looking for someone to make a reload animation for a weapon. DM if interested.

frozen fable
#

Is there any way to only allow a pistol to be showed in a animation without extensive scripting?

desert raven
#

what kind of animation?

#

cutscene?

#

live game?

white juniper
#

What is the minimum I need to make a model.cfg animation work?
I'm trying to let a "static" object rotate around it's own Z axis constantly.
currently I have this in model.cfg

    class wolflogo_small_rotating: wolflogo_big {
        class Animations {
            class rotatyThing {
                type = "rotationZ";
                selection = "Shape1";
                source = "time";
                
                axis = "";
                memory = 1;
                minValue = 0;
                maxValue = 1;
                sourceAddress = "loop";
                angle0 = 0;
                angle1 = "rad -360";
            };
        };
    };

I tried letting the CfgVehicles class inherit from ThingX, Thing, Car_F. but they don't rotate.
I used the ACE tripod as example which has SQF controlled animation and it inherits from ThingX.

zealous stone
#

memory = 0 ; for no axis this will rotate to model center

white juniper
#

No change for Thing and Car_F

#

I copied that memory=1 and axis="" like that from biki/bisim wiki

desert raven
#

theres bone for the "Shape1"?

white juniper
#

nope.

desert raven
#

needs bone in the skeleton

#
class CfgSkeletons
{
    class thingySkeleton
    {
        isDiscrete = 1;
        skeletonBones[]=
        {
            "Shape1",""
        };
    };
};```
#
class CfgModels
{
    class yourRotatingThingy
    {
        sectionsInherit = "";
        sections[] = {};
        skeletonName = "thingySkeleton";
        class Animations {};
    };
};
white juniper
#

yeiii ๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘ the empty bone at the end was important ^^

#

Is there an easy way to lower the speed of the animation? Like right now I'm using time source. Is there a simple way to make it slower?
Like for faster I just double angle1 so that it will make 2 rotations instead of one.

desert raven
#

yeah adjusting the angle should work

white juniper
#

But as expected if I halve the angle.. It rotates half with same speed as before. and then snaps back

desert raven
#

ah true

#

soo you will need to adjust the phase

#

or actually the maxValue

#

try 0.5 and 2

white juniper
#

yep maxValue 4 worked fine

desert raven
#

๐Ÿ‘Œ

crimson granite
#

If I then export matricies, save the RTM and then re-import it on to a regular template file I have set up for hand poses it looks obviously whacked like it's a scaling error or something (but it's not as they both appear at the same size) https://i.imgur.com/V9ovyhB.png

#

And it looks totally messed up in game

#

Like spaghetti fingers

#

I'm quite stumped. Any ideas?

#

also noticing it's only affecting the left hand for some reason

desert raven
#

something in your rig is not scaled right possibly

zenith token
#

dont know much about cat rig, but i know that you can mirror skeleton bones from left to right and vice versa. So Maybe test to copy right to left to fix the issue with the rig and then redo the left arm animation? Or maybe you can even save the anim of the left arm from the CAT dialog - i know cat rig lets you do some stuff like that

torpid star
glacial charm
#

Hello guys,somebody can help me with animation?

sterile ice
#

I guess that's what this channel is for. Just ask your question ^^

white juniper
zenith token
#

^is for a life server...

sterile ice
#

Why always so negative about life servers? At least it seems like their are doing something themselves and not just steal it.

naive hemlock
#

yeah, they are doing configs themselves

#

because that needs to be done in order to get the mesh that (i think) is not theirs ingame

sterile ice
#

Yea, of course we don't know if the model is stolen... But you don't have to be negative about them all the time. How would you know that PuFu? Did you ask him? If not then you don't have the right to say that.

white juniper
#

Well. Let's take a step back and look at the context in other channels.

sterile ice
#

I can totally understand that there's hate against life servers, I know most of them are just stealing, but if there's nothing that indicates that this guy is a bad guy, why be negative? There are also alot of life servers who are doing "everything" themselves

naive hemlock
#

ok let me rephrase - i am (personally) 100% confident that model is not make by this particular bloke

sterile ice
#

Aight

white juniper
#

If you go around a full day. And have everytime you meet someone doing something life being someone who is stealing stuff..
It's easy to just not care anymore.

naive hemlock
#

@sterile ice so while you are right to say that i cannot 100% sure that he is using someone's elses model, i am also pretty confident that he is

#

in any case, you are free to help him figure out his animations, just like i am free to ignore all these people

#

and yes, i have yet to see a single fucking life server that does everything by themselves, from scratch

#

prove me wrong

white juniper
#

Vanilla ser... no wait.. Life Framework is from tonic

sterile ice
#

Alright, look up DustyRoadsRPG and RealLifeRPG, those are the only life server I've worked with, both seem to be Completly legit so far

#

DustyRoads isn't using Tonics framework.

naive hemlock
white juniper
#

Depends on how you take PuFu's "everything". ReallifeRPG is using mods made by other people.

naive hemlock
#

yeah, 100% certain these meshes are made in house

sterile ice
#

I should be more specific, I don't know if all of them did everything from scratch, but they have permission

naive hemlock
#

ahhhahahhahahhahahahahhhhaa

sterile ice
#

Afaik...

naive hemlock
#

yeah, "permission"

white juniper
#

They didn't ask me for permission. But they also don't need to.

sterile ice
#

So it's fine, isn't it?

naive hemlock
#

do tell me all these car meshes are made in house

[3:44 PM] PuFu: prove me wrong```
white juniper
#

But even like.. "You have a nice car model. Can we get permission to use that"
"yeah sure"

#

But that guy stole the model. you just didn't know

#

So no proof shown yet ^^

sterile ice
#

Idk, not gonna back them. All I can tell, is that those ppl behind the server seem to be very competent and they indeed did models themselves which I've seen in a livestream. But I cant tell for all of them

naive hemlock
#

i am also well aware of dusty roads, yes, they do a lore more stuff inhouse than other

#

yet, not everything

#

show me such a stream

white juniper
#

Same for RealLifeRPG. I know there are doing way more in house than others. But still... way more than 0 isn't that hard

naive hemlock
#

where they create 3d meshes

sterile ice
#

I've seen one, so far. I don't work with them atm

naive hemlock
#

you are either very very optimistic, or simply don't wanna admit certain facts

#

in any case, this went really oftopic for this channel

white juniper
sterile ice
#

I don't think this discussion will end... Imo you shouldn't be instantly that negative and spread hate against them without proof.

white juniper
#

But yeah. No need to go into this further. There are very few life server's that don't steal stuff. That alone is enough to just assume the average right from the start.

sterile ice
#

I totally agree, but spreading hate isn't the solution

naive hemlock
#

let me put it this way -there are no life servers that involve cars that have made these cars themselves

#

as in NONE

white juniper
#

like you assume everyone around you committed a crime while you are in a prison.
If you are in a police department meeting you assume no one commited a crime. Simple.

Same with life servers. Most people steal. So you assume by default that everyone does. Unless proven otherwise.

naive hemlock
#

so please spare me the politically corectness. again, feel free to help with info anyone you like

#

i will not

sterile ice
#

Aight

grand escarp
#

hi guys, i have a rather "out there" question
is it possible to have a unit animated in such a waay that he could be standing on the side of a vehicle and able to use a PDW of sorts?

sterile ice
#

@grand escarp You mean Firing from Vehicles?

somber aurora
#

@grand escarp you could use attachTo, but you would be stuck in one direction

desert raven
#

FFV could work for that

drowsy nymph
#

Not sure it FFV can work the way he wants, which I assume is one hand holding on the vehicle and the other operating the weapon. Since FFV uses the normal weapon anims for the upper body

ruby hill
#

it is doable and possible

#

but it requires custom FFV anims

drowsy nymph
#

They're zero fun to make. Even with pasting over

zenith token
#

talking about FFV - when using the vanilla FFV anims, is there something else i need to do? I have a normal weapon turret, and when the gunner turns out he should use FFV.
That works, but when i exit the vehicle he is stuck in the ground in the FFV pose for some reason. Config snippet:
https://pastebin.com/b6mzGNBF

ruby hill
#

Making the FFV anims for the Mog truck was rather fun actually, just tedious if you want to cover all weapons and seats.

drowsy nymph
#

I did some for our Cougar MRAP just the other week. Simply loading one dertm'd anim, straightened the legs to reach the seat then copying and pasting over the now static legs to every frame of all the other FFV anims in the set

#

pain in the backside

floral oak
#

any chance to get the cfgmoves of the M320 Reload animation ?

grand escarp
#

mmmm ok, well something to look into later down the track

desert raven
#

@floral oak they are in the vanilla animation configs

floral oak
#

Ok thanks but i fixed my problem with help of mond already, but still thanks.

desert raven
#

๐Ÿ‘Œ

tawdry merlin
#

struggling to create a simple primary weapon gun holding pose

desert raven
#

what programs are you using

#

and what are you packing the rtm with

tawdry merlin
#

blender, armarig_v6_2, steams arma tools

desert raven
#

addonbuilder?

#

that does not do rtms very well

zinc hound
#

Looks like they're doing the thriller

#

Rename or move your Anims_F folder from your P:\A3 drive see if that helps

tawdry merlin
#

how would removing it from pbo packing be helpful?

zinc hound
#

It was in a bugtracker. And I tested it and it worked for me.

#

I was having the same exact issue

desert raven
#

would still advice using mikero tools (free ones are enough)

zinc hound
#

^ This. However, Mikero's tools are not quick and dirty like AB. So be prepared to encounter tons of errors if you haven't been too careful with your configs and such. Which is actually helpful in the long run.

tawdry merlin
#

why would there be a official arma modding toolkit if it cant work with animations?

#

this makes no sense

desert raven
#

they can but you got to get all conditions right

#

and it does not tell you anything

#

witch is why its simpler to point people to use mikeros tools that work easier

#

because no one has time to explain what all has to go right with AddonBuilder

#

also mikeros tools have documentation how to set up rtm packing right

#

you dont want to use it thats your call

crisp berry
#

possible to disable/replace the flinching anim or is this some engine hardcoded behavior?

#

seems only PhysXParams tweaking possible

regal dawn
#

Hey guys, Anyone familiar with importing FBX Animations into O2/Object Builder I am having an issue with the animation it seems to be distorting and forcing the model into the ground. I Think its correctly rigged, Ive never done this before for Arma and finding info on the porting process seems to be scarce.

desert raven
#

upload some screenshots in imgur or somewhere else you can link here

#

both of what they look like in game and in OB

#

also what do you make the animations with?

#

and what do you pack them with?

#

@regal dawn

desert raven
#

and what do you create the animation with?

regal dawn
#

It was A Mocap then opened Motionbuilder using the FBX template in samples then rigged to that.

desert raven
#

uuf dont know anything about transferring mocap data into RTM

#

it kinda looks like scale and or bone axis are transferring all wrong

#

what do you pack the rtm with?

regal dawn
#

addon builder and what is the best import method to import full animation into RTM? Might just scrap it and start over.

desert raven
#

well I use solely Blender to animate my stuff. It has a addon called FHQtoolbox that exports directly to RTM and has not failed me once

#

also addon builder has trouble with RTMs

#

so it for that (and everything else addon packing related) I would suggest using Mikeros toolset and PBOproject in there to pack PBOs

#

the toolset also contains a pretty good info documentation about rtm packing with the tools

regal dawn
#

Thanks for the info, Really appreciate it I will look into doing it blender

desert raven
#

theres FHQ toolbox thread on BI forums and also Macsers Armarig for Blender that many use for creating and exporting animations

#

the Armarig also has BIforum thread and one or the other had some YT tutorials on how the process goes

regal dawn
desert raven
#

yeah dont think I've heard anyone using that

regal dawn
#

Yeah the tool didnt work at all for me. so yeah alright thanks again appreciate it.

desert raven
#

good luck!

ruby hill
#

I use FBX2RTM exclusively and it works

#

The key note on that wiki page outlines the problems everyone is having with it:
Use MoBu 2009. Other versions probably work too, but they are not tested. However, Mobu 2015 has been tested and does not work with FBXtoRTM.

#

This line however only mentions the issue indirectly. The exact cause for this is that FBX2RTM was not updated to use newer FBX libraries

#

Older MoBu versions spit out older FBX versions still compatible with the FBX2RTM

#

Blender is able to export these, too.

#

The issue you are seeing with deformed treeple is that you derive your RTM from a bad skleleton. If you export the .rtm from that it will not construct the .rtm file correctly, as it assumes a wrong bindpose (Difficult to explain, it does a "guesswork" on your mesh for bone centers that arent correct)

#

Since that is generally more hassle than use, FBX2RTM is the way to go.

#

You can also export you animation as FBX on a mesh of uniformly sized cubes with explicit single bone weighting. That will also allow O2 to generate correct .rtm files.

desert raven
#

Mondkalb to the rescue! Now that I read that I rember you mentioning you use it xD

ruby hill
sterile ice
#

@regal dawn ^ Sorry if you read the above already, I thought pinging you is a good idea as you haven't replied yet

ruby hill
#

Haha, I love that half of Vespa's HowTo is on how to deal with MoBu's shitty constraint stack ๐Ÿ˜„

sterile ice
#

Wait, what's Mobu?

regal dawn
#

@ruby hill Thanks I looks like ill need to get a copy of Motionbuilder 2009 if want to use this method then I did try converting the fbx to a older version but is made things much much worse for me.

ruby hill
#

What MoBu version are you on?

regal dawn
#

2012

ruby hill
#

Up until ~2015 i think there is an FBXConverter from Autodesk that lets you convert FBX

#

Convert it to FBX 2009 or 2007 and it will work

regal dawn
#

Yeah just tried that it made the fbxtortm.exe crash

ruby hill
#

Make sure input and bindpose are of same type

regal dawn
#

Ill try again. see if i can get it working

regal dawn
#

My just Fbx2Rtm.exe seems to crash every-time not sure whats going on. ill take another crack at it tomorrow at least I know its possible now. Thanks for the info @ruby hill

tired needle
#

Rawr-Tech: You wouldn't happen to have access to Modo would you?

topaz robin
#

Hello, need some assistance if anyone is available. Working on a custom weapon for the first time and have run into some problems with the handanim. I've looked through the channel and seen a couple of cases of this happening and it sounded like it was related to it either using the wrong skeleton or something wrong with scaling? But I'm not really sure how to go about fixing it.
Skeleton should be "OFP2_ManSkeleton", model.cfg was taken from the A3 samples and is sitting next to the rtm. Pbo Project says it's using the correct skeleton. I originally exported the rtm from object builder and had the same problem, the current rtm was exported from blender and looks fine when I open the sample male.p3d in OB and select the rtm. Anyone have any ideas or suggestions? https://imgur.com/a/utqK0Sj

#

disregard I'm a dumbass

#

path to the file was typoed

desert raven
#

@topaz robin ๐Ÿ‘ ๐Ÿ˜„ It happens

topaz robin
#

Would anyone have any idea why an animation would look different between bulldozer and in game? Having trouble with animating the charging handle on my weapon, it animates back, up to lock, back down again and forward. It rotates around an axis inside the bolt but the problem is it looks fine in bulldozer but in game it's like the axis is somewhere completely different (maybe even at the origin?). Not really sure what's going on https://cdn.discordapp.com/attachments/190842789980798977/468480305498423306/unknown.png
https://cdn.discordapp.com/attachments/190842789980798977/468479749388238859/unknown.png

            {
                type="rotationX";
                source="reloadMagazine";
                axis="charging_handle_axis";
                selection="charging_handle";
                memory=true;
                minValue=0.25;
                maxValue=0.3;
                angle0=0;
                angle1=-0.7;
            };
            class charging_handle_down:charging_handle_up
            {
                minValue=0.8;
                maxValue=0.85;
                angle0=0;
                angle1=0.7;
            };```
compact ravine
#

do you have autocenter = 0 set in the model? named properties panel

topaz robin
#

don't believe so

compact ravine
#

set it, rebin and check ๐Ÿ˜ƒ

topaz robin
#

in the geometry lod?

compact ravine
#

yea it will be ok there ๐Ÿ˜ƒ

topaz robin
#

hey that worked!

#

what exactly does autocenter = 0 do? why did that fix it?

compact ravine
#
autocenter=0
some model classes are placed according to automatic object centre (cars)
this property sets that position to 0.0.0 from .p3d file will be used. It is often used for proxies. 
topaz robin
#

tyvm

compact ravine
#

np

topaz robin
#

probably never would have worked that out lol

compact ravine
#

yeah it is not obvious unless you have came across it before,. autocenter or the lack of has no doubt been the loss of many a hair follicle over the years

#

i set it as a default param in my models

minor valley
#

Hello, does anyone have the old ArmaRig for Blender (BVH Version ? )

#

not the v6 version

compact ravine
#

@minor valley have you tried sending macser a pm on the BI Forums? I am fairly sure he will still have a copy someplace.

desert raven
#

@tired depot is here too

#

;D

tired depot
#

I saw no point in keeping them. I won't tell you not to try it. But I doubt it'll solve your issue. ๐Ÿ™‚

regal dawn
#

Hi does anyone know if using modified vanilla .rtm in a mod is allowed?

#

im trying to trim walking animations but don't wanna run into licencing issues

sterile ice
#

@regal dawn Arma 3 Eula:


As a Subject to the Grant of License herein above, you may not, in whole or in part, copy, duplicate, reproduce, translate, reverse-engineer, modify, disassemble, decompile, derive source code, create derivative works based on the Program.... ```
#

So it's now allowed, but I'm not sure if there's no exception for stuff like this. You could send an email to the Support and ask politely :)

regal dawn
#

@sterile ice thanks!

nimble arch
#

is there any good tutorials out there for creating custom hand animations for weapons in object builder ?

desert raven
#

no

#

there are some for Blender with Armatoolbox

nimble arch
#

then i am fucked i don't use blender ๐Ÿ˜›

desert raven
#

well you can use OB sure

#

the RTMsamples contain a p3d with a character dummy that can be used for animations

nimble arch
#

ok well the only animation i have manged to do so far look messed up what do think it could be that i made wrong ?

desert raven
#

possibly

nimble arch
#

its 3 phases the normal t-stance and then the idle animation for the hands while holding it

desert raven
#

do you have the weapon bone there?

nimble arch
#

that i don't have

#

and i have never heard of that bone ๐Ÿ˜„

#

do i create that bone inside OB with an proxy ?

desert raven
#

well the hands in the handanim go relative to the weapon bone

#

in game that is

nimble arch
#

ok so how do i set the weapon bone for my weapon then is part of the memory to show where all the points is

desert raven
#

the weapon bone start point is the 0,0,0 of the weapon model

nimble arch
#

ok

nimble arch
#

got it working thanks HorribleGoat ๐Ÿ˜ƒ

desert raven
#

๐Ÿ‘Œ

compact ravine
#

Is their a special position requirement for gesture animations? I have my A/T pose set as first frame, animation when rigged as CfgMovesBasic plays fine player on surface. When they are configured as CfgGesturesMale it moves to the 0,0,0 local coordinates and goes into the ground. Probably something daft I'm overlooking, if anyone can shed some light that'd be sweet.

desert raven
#

what BlendAnims group do you gestures use?

#

if pelvis is in it, that would move the whole character

#

as thats the skeletons first bone

compact ravine
#

ahh yeah that could be it, was just using BodyFull til i got it rigged

desert raven
#

that would be my guess yeah

compact ravine
#

I'll give it a bash and report back

desert raven
#

๐Ÿ‘

compact ravine
#

probs just make my own blend class till i sort it out

#

yep that seems to have fixed it, thanks a bunch ๐Ÿ‘

desert raven
#

๐Ÿ‘Œ Splendidos!!

glacial charm
#

Zdravรญm je tu nฤ›jakรฝ ฤŒech kdo se vyznรก v animacรญch,pล™edem dฤ›kuji)

sterile ice
#

@glacial charm you might want to learn English, otherwise you'll have a hard time doing anything modding related.
But to answer your question, I personally don't know any Czech guy who could help you. What you could do if you don't speak English is, just translate your question via Google translator and hope it does its job halfway decent and post it in here.

glacial charm
#

@sterile ice sorry for that but my english so really bad,its strange i know so many languages bhut no english((( so about my guesstion,i want find some peoples who making animation,i want help how to start what software use and another) thank u guys for ur help

sterile ice
#

What software do you use? Blender, 3ds Max, Maya or Cinema 4d?

slow raptor
#

hello, where can i found any links or docs to get starting with animation making ?

desert raven
#

have you chosen what program you want to use? basically there are not much in the way of Arma specific animations so you will have to first choose a program to use (Blender for example) and find tutorials on how skeletal animations are made in it and then apply that knowledge into the Arma specifics

slow raptor
#

im used to C4D but i can try Blender, but the lack of docs fear me lol

desert raven
#

I have no idea if C4D could do and cant remember anyone saying they use if to make animatios for Arma. Blender has huge amount of generic tutorials on many topics, animations included

white juniper
#

it should be able to export fbx animations just like 3ds max

desert raven
#

then sure why not

white juniper
#

I know it can. But i never actually tried it out

desert raven
#

then startingpoint should be "how does C4D animation tools work"

slow raptor
#

definitively

naive hemlock
#

lol c4d

blazing panther
#

Do Arma 3 reload animations with mocap

desert raven
#

reload them how?

drowsy nymph
#

I think he means using mocap to create animations for reloading magazines on weapons

desert raven
#

aaa possibly possibly

naive hemlock
#

another lol

zenith token
#

mocap with kinect propably even so that's +1 lol ^^

blazing panther
#

Yea, I'm sure its possible somehow haha

ruby hill
#

Possible: yes? Practical: Not at all

zenith token
#

you are quicker doing it by hand than trying to clean up all the jittering from the data...

ruby hill
#

the posture of your reload anims will have to match those of the A3 ones anyway.

#

That alone means a lot of post mocap fudging that you might as well skip it

noble urchin
#

it doesn't look like that in Oxygen or Blender so im kinda confused :p

#

the keyframes show up in oxygen/object builder but nothing happens to him ingame, he just has spaghetti arms. I noticed the duration doesn't match whats in the config either

zenith token
#

handanim hand positions are relative to weapon bone. If you leave weapon bone at default position, this happens.

drowsy nymph
#

I didn't think it was intended as a handanim because he's loading it in the animationviewer?

zenith token
#

it may not, but certainly something related to handanim is interfering because this is clearly hands beeing placed relative to default weapon bone position

noble urchin
#

ah ok maybe that has something to do with it

#

why is only one hand screwed up then and not both? xd

#

ah ok maybe that has something to do with it

#

the gun is on the left side and the launcher is on the right in object builder

#

the gun is on the left side and the launcher is on the right in object builder

#

this animation is literally just making the guy move his arms up and down

#

its sloppy but getting something in at the moment is more important than making it look good

#

wonder if it has to do with the dotted outline of where his arms were to start with in blender...

drowsy nymph
#

does the anim have left/rightHandIKCurve turned off?

noble urchin
#

i believe so

#

its not a hand anim at all

#

im also blender noob so that might be my problem, testing theory at the moment

drowsy nymph
#

yeah, but if IK isn't turned off, the game might still try to use handanim

#

depending on what kind of animation it is

noble urchin
#

there is no IK stuff in my config for it

drowsy nymph
#

doesn't mean you haven't inherited it

noble urchin
#

right

#

will try disabling it and see if that fixes

#

is this the parameter i'm looking for? rightHandIKCurve[] = {1};

#

leftHandIKCurve[] = {1};

#

ok some progress now, that fixed my spaghetti arms problem, thanks @drowsy nymph

grand escarp
#

hey guys, anyone able to help me understand WTH is going on with my anim? ive attempted to animate the rear side door on a C-130, problem ive got is getting the rotation to work correctly with the translation and not spinning out like a spin top

desert raven
#

drop your model.cfg into pastebin and link here

grand escarp
#

rodgy

#

commented where the doors are, line 918

desert raven
#

this is from A2?

grand escarp
#

think so, in the process of udating and fixing it

#

yep definatly the one from arma 2

desert raven
#

well then the config should work

#

what seems to be the problem?

grand escarp
#

ive added that in, none of the doors infact a lot of it didnt work. im trying to have that door translate in, then translate up and rotate at the same time

#

it is doing that but the rotation is doing laps of the hull between the tranlate up

desert raven
#

i dont quite understand

#

do you mean the rotation animation plays at the same time the door 2 translation?

#

and where exactly does it do it?

#

in buldozer?

grand escarp
#

in bulldozer

#

finding a clip of it to upload

desert raven
#

ok you got something really weird going on with it

#

ah

grand escarp
#

haha yeah, ive tried all sorts of different combos but nothing

desert raven
#

actually its the both door2_2 animations

#

because they are now affecting the same selection

#

and they are running at the same time because they have the same source

#

but

#

the setup is wrong

#

only 1 animation should be affecting 1 selection

#

and if there needs to be chained animations like this

#

only the last animation in the chain will use the selection of the part you want to animate

#

in this case door_2_2

#
"door_2_2","",
"door_2_2_slide","door_2_2",
"door_2_2_rotate","door_2_2_slide",
"door_2_2_damagehide","door_2_2",```
#

this is the skeleton setup of your door

#

door_2_2 bone moves everything connected to it

#

and same goes for each bone in the hierarchy

#

so you animate the slide bit with selection door_2_2_slide

grand escarp
#

ahhh so rotate should be directly connected to door_2_2 instead of slide

desert raven
#

no

#

you should have door_2_2_rotate selection in the model

#

so that each of these bones would affect it

#

the slide animation will use the slide selection

#

and rotation animation uses the rotate selection

#

and they all work together

grand escarp
#

ok that makes sence, ill slap that together and see how it works out

desert raven
#

you should also give this a read

grand escarp
#

eh never really did learn by reading but will have a look anyway

grand escarp
#

hmm dont know if that worked, certainly seperated the selections but still spining like a nut job, will have a read of that link and see if it sheds any light

desert raven
#

too much to write at 5am to explain it more throughoutly. ๐Ÿ˜›

#

think about the turret for example

#

there is a animation for both the turret

#

and the gun

#

and the turret animation moves the gun part too

#

but the gun does not move the turret when it moves up and down

#

so the bones and animations are chained

#

but if you remove the turret selection the gun will still move

#

with the turret animation

#

so there can be animations without selections

#

and the last one in the chain can be the visible one

#

the skeleton you define in the cfgSkeletons is what enables this

#

the first bone moves all others connected to it

#

the next bone all that come after it

#

and so on

#

but each bone must have only 1 animation

#

which means each selection must have only 1 animation affecting them

#

but you can have multiple animations affecting visible part of the model if they are all chained

#

@grand escarp if that makes any more sense to you xD

grand escarp
#

yep makes absolute sence, think i need to go through everything again and try again ๐Ÿ˜ƒ fun times

desert raven
#

you can separate each animation to have its own source first

#

so you can adjust each move separately

#

and when they all work as you want you can put them under 1 source so they animate together

grand escarp
#

thats a damn good plan actually

#

thank you for your help

desert raven
#

๐Ÿ‘Œ good luck

regal dawn
#

When a unit gets in as a passenger of a vehicle I note their animation does not change. Is that an intentional feature or a bug?

desert raven
#

does not change how?

#

what animation?

#

what vehicle

regal dawn
#

All vehicles I have tested (jackals, ifrits etc) and in the animation event handler I attached to the unit.

#

Specifically AnimChanged

desert raven
#

So animations do work they just dont fire eventhadlers?

regal dawn
#

They definitely sit in the vehicle, but the animation reported to the animChanged handler didn't change, was what it was as they got in (walking, standing, running etc)

desert raven
#

possibly getIn action does not trigger animChanged as getIn/out has its own eventhandlers

regal dawn
#

So I should listen to those as well then. OK that makes some sense. Oddly though the driver does get an animChanged update.

desert raven
#

might you tell the reason why you need it?

regal dawn
#

I use it in CF_woodland to ascertain the stance, speed and other attributes of the movement to determine how loud the wood cracks should be. I fixed a bug last week where they were playing in vehicles and tracked it to the passengers and found the the animChanged wasn't being called so my exclusions didn't work. I will likely add the sounds to vehicles but when I do it I'll want the sound to be placed at the wheels not the passengers.

zenith token
torpid star
#

๐Ÿ‘๐Ÿป

green grail
#

Sorry if this is an over-asked problem, but I did some research on it and haven't been able to find any clear answers. Recently ive been trying to get into custom weapon/reload animations. Ive been using ARMAtools for Blender. I followed a guide series by Hope Johnson on youtube (https://www.youtube.com/watch?v=RxdLKuGFJoA). Im pretty confident I followed it to a T. However, upon exporting the animation to .rtm, placing within the asset folder, and binarizing, I get some interesting results in game (shown below). I was wondering if anyone could offer any help. Thank you in advance! https://gyazo.com/267c702a02f9e53ac673538a6d093cc4

green grail
green grail
green grail
desert raven
#

@green grail what do you binarize it with?

green grail
#

As in what do i use? or what model.cfg is binarized with it?

#

im using addon builder at the moment

desert raven
#

the whole pbo with the rtm yes

#

addon builder is notorious of getting rtm binarization wrong

green grail
#

should i try mikeros stuff?

desert raven
#

not just try but use always is my recommendation

green grail
#

lets try then, one moment

green grail
#

going to have to try again tomorrow, but i will get back to you

desert raven
#

good luck

green grail
#

@desert raven So I went and binarized with Mikeros stuff. No more strange positioning / artifacting.

#

But. My animation still isnt there.

#

Its just him holding the rifle in a slightly different way that he does compared to the default MX animation i was using.

#

when in the animation hes clearly holding the middle finger out

#

Let me try to mess with it a little bit

#

Got it to work!!!

#

Thanks a ton @desert raven

#

Now to figure out reload animations lol

desert raven
#

๐Ÿ‘Œ

safe sleet
#

Is it possible to use an RTM for an ammo belt on a weapon?

ruby hill
#

No

sterile ice
#

I'm having some trouble in my Animation, in Blender my Animation works just fine, I animated the bones (rotations) and I "moved" the Pelvis (transition). Sometimes only the transitions is used when imported into Object Builder and sometimes only the rotations are used. Any idea why and how I can make both work?

ruby hill
#

How are you generating your .rtm?

#

Or do you import an entire .fbx straight to O2 with anims?

sterile ice
#

I'm not even generating an rtm, I import the animation via bvh into o2. I also tried importing the fbx, but I had the same issue

desert raven
#

@sterile ice get the Blender Toolbox and export directly to .rtm

sterile ice
#

Alright, I'll try, thanks

desert raven
#

saves you a lot of trouble

sterile ice
#

I'm not animating in Blender, I just used it to concert fbx to bvh as I had trouble with other methods before. Probably not the most efficient way :P

desert raven
#

yah no

#

and .fbx should transfer to OB alright too

sterile ice
#

Nope, when I load the fbx, then only the translation is used, but no rotation of the bones. When loading the exact same fbx back into my 3D software, then the animation works just fine.

desert raven
#

what do you create the fbx with?

#

possibly your skeleton is constructed wrong

sterile ice
#

I've been trying to import this animation from a different skeleton.

#

So possible

#

I'm gonna try around a bit more, maybe I can get this to work somehow.

desert raven
#

what kind of different skeleton

sterile ice
#

I uploaded the skeleton on a website and they applied an animation to it.

#

It basically is the A3 Skeleton

desert raven
#

well you use unconventional methods so hard to say where it goes wrong

#

Blender .RTM export could work for your favor

sterile ice
#

yep, exactly. I can't try the blender method rn, will try this tomorrow.

desert raven
#

good luck

sterile ice
#

thank you

pastel solstice
#

:3

sterile ice
#

Is there a way I can attach the Weapon Bone to the Right Hand and it moves along without actually animating the weapon bone itself?

desert raven
#

in Blender?

#

yes

#

look up bone constraints

#

there are quite a few different methods how to do it

sterile ice
#

Alright, thank you.

desert raven
#

just about everything can be keyframed too in Blender

#

so you can activate and deactivate different constraints at different stages of the sequence

#

Blender got pretty nice animation tools imo

#

or at least they have started to make sense to me xD

sterile ice
#

Well, I'd say it's absolutely user unfriendly lol

#

I'm trying to rotate my weapon bone, pressed R, moving my mouse. What the heck is going on? That's not how I'd like to rotate my gun, is there an axis rotate tool in Blender?

#

Only used it for converting formats

#

Okay, I somehow managed to rotate it like I wanted it to be, I'm good now ๐Ÿ˜›

desert raven
#

yeah there are but they might not open up right away for a someone who is accustomed to other programs ๐Ÿ˜„

tired depot
#

Use the rotation widget if you're just gettng used to it. You shouldn't need to specify a pivot point though, if you're using a skeleton. Those are inherent in the bones. Are you usng FK, or IK?

sterile ice
#

HorribleGoat helped me already in pm :) Thanks tho

sterile ice
#

Anyone any idea why the animation loops? By loops I mean it does my animation and returns back to standard pose and then does the animation again and returns again.
It should do the animation and stay like this.
These are my config params

            actions = "NoActions";
            canPullTrigger = 0;
            connectAs = "";
            connectFrom[] = {};
            connectTo[] = {};
            disableWeapons = 1;
            enableBinocular = 0;
            enableMissile = 0;
            enableOptics = 0;
            equivalentTo = "";
            forceAim = 0;
            headBobMode = 0;
            headBobStrength = 0;
            interpolateFrom[] = {};
            interpolateTo[] = {};
            interpolateWith[] = {};
            interpolationRestart = 0;
            interpolationSpeed = 1;
            looped = 1;
            mask = kka3_UpperBodyNoRArm;
            minPlayTime = 0.5;
            preload = 0;
            ragdoll = 0;
            relSpeedMax = 1;
            relSpeedMin = 1;
            showHandGun = 1;
            showItemInHand = 1;
            showItemInRightHand = 1;
            showWeaponAim = 0;
            soundEdge[] = {0.5,1};
            soundEnabled = 1;
            soundOverride = "";
            speed = 1;
            static = 0;
            terminal = 0;
            Walkcycles = 0;
            weaponIK = 1;

            leftHandIKBeg = 1;
            leftHandIKCurve[] = {0, 1, 0.1, 0, 0.8, 0, 1, 1};
            leftHandIKEnd = 1;

            rightHandIKBeg = 1;
            rightHandIKCurve[] = {1};
            rightHandIKEnd = 1;```
#

It's a Gesture btw

deft fern
#

because of looped = 1; ?

sterile ice
#

nope, if set to 1 then the animation will loop, if set to 0 then it only plays once.
I want it to be played and stay there, so loop 1 is correct. It works perfectly like this for my other Gestures.
But for these Gestures the hands are attached to the rifle and won't go off

drowsy nymph
#

if the hands are attached to the rifle, it's because of the IK curve

deft fern
#

Not sure if gestures supports transition to another anim but you could try to split anim in 2 parts

#
        class RHS_D6_Pilot_Init: Crew
        {
            file = AnimP2\rhs_para_d6_init.rtm;
            interpolationSpeed=1;
            speed = -3.5;
            looped = 0;
            connectTo[] = {"RHS_D6_Pilot",1};
            interpolateTo[] = {"RHS_KIA_D6_Pilot",1};
            variantsAI[] = {"RHS_D6_Pilot",1};
            variantsPlayer[] = {"RHS_D6_Pilot",1};
            variantAfter[] = {1.5,1.5,1.5};
            useIdles = 0;
            leftHandIKCurve[] = {0};
            rightHandIKCurve[] = {0};
        };
        class RHS_D6_Pilot: Crew
        {
            file = AnimP2\rhs_para_d6.rtm;
            interpolateTo[] = {"RHS_KIA_D6_Pilot",1};

            speed = 0.066519;
        };``` I have done something like that for parachutes
sterile ice
#

I'm gonna try around with the IK curves.
The transition in my Gesture isn't even in the animation, it seems like Arma plays the animation then stops and plays it again

sterile ice
#

I can't seem to fix it, still the same issue.
I need my animation to loop, but it also loops the transition, which isn't in the rtm itself.
I either cannot detach the left hand from the weapon but it loops like I want to, without constant transitioning between hands on weapon and my animation, or I enable WeaponIK and the hand goes off perfectly but then transitions back to the weapon and back to the animation.

torpid star
#

@sterile ice you need to take a close look at interpolateTo, interpolateFrom, connectTo, connectFrom. last two might be more important

#

it's been a while but those arrays determine how your animation is connected to the animation tree or more like maze

sterile ice
#

@torpid star theres nothing in there, still the same issue

gusty wagon
#

Hi i know how to make basic animation with blender (reload, gesture etc) but i dont know how to create a animation for moving ? Can you help me please ? Thanks ๐Ÿ˜ƒ

torpid star
#

@sterile ice you should try with something in there then ๐Ÿ˜‰

#

i think if you put the same animation into connectTo that could help with looping

sterile ice
#

๐Ÿค”

#

I'll have a look at it thanks

#

@gusty wagon what do you mean by moving? Isn't a reload animation also a "moving animation"?

torpid star
#

"same" animation meaning the animation itself. so it connects to itself. it's been a while i've been messing with anim configs though. generally it's good to look for a vanilla example that has the desired behavior. there are some anims that even have loop in their name in the cutscene category. look at the config of those.

sterile ice
#

Alright, I'll try around a bit and let you know if I fixed it with this

gusty wagon
#

@sterile ice moving animation is how the player move, running etc

drowsy nymph
#

Such animations require xStep yStep etc. named properties to tell the game how far the units moves

sterile ice
#

And you probably want to do this with Motion Capturing to make it look smooth.

desert raven
#

wellll... its not necessary per se. And requires investment in equipment. One can do fluid movement animations manully too.

#

its another thing if you already got access to whats needed

torpid star
#

what's the latest on editing vanilla animations? would it be allowed to edit them to make them usable for a custom melee system or are they all still off limits?

desert raven
#

Im counting no-one will strike my conversion process down so hopefully in Arma use is ok

torpid star
#

hm. i don't get it. i mean they are of zero use in other games pretty much. but i guess it's still a reupload of data. pretty crippling approach though in terms of modding. i kind of get it with weapons since they are "easy" to throw into other games and create value. but this is a bit much. anyways. will have to think about it before i invest time.

desert raven
#

dont think theres could even be an official answer ยฏ_(ใƒ„)_/ยฏ

torpid star
#

to quote a great statesman: "...sad"

ruby hill
#

I'd say reusing them within arma is no issue.

#

The animation data stored within .rtm could definitely be reused in other games. But its mostly stopping at the question: "Why?"

#

Also, not many game engines allow for plug and play animation expansion the way arma does.

#

I edited a few vanilla walk anims for my heavy machinegun thing

torpid star
#

oh yea that one. is it released?

ruby hill
#

no

#

Totally forgot about it until just now ๐Ÿ˜„

torpid star
#

it's needed. very much so. please release

#

oh was going to ask. i can't remember which channel it was discussed in. but that issue with uniforms and skeleton mismatch on custom skeletons. is that triggered by missing bones or is already a different skeleton class name enough?

desert raven
#

its fixed

ruby hill
#

No idea what it was, but I assume it was related to a fucky bone index mismatch. BI fixed it a bit after I released the legomen.

torpid star
#

so what happens now, if you pick up an ofpManSkel uniform with a character with another skeleton?

#

nothing at all?

ruby hill
#

No idea, havent tested it since then. I would assume either its not shown or it is added to 0,0,0 of the chracter and doesnt animate.

desert raven
#

mm it did not crash at least

#

on my womanskeleton

#

but I may have lacked the proxy for it so nothing was visible anyway

ruby hill
#

I'll quickly test it with the lego men

desert raven
#

thanks!

ruby hill
#

time to sub to it on the workshop...

desert raven
#

tentacle tree

ruby hill
#

It would be cool if they could flop around

desert raven
#

true and also should post on the #arma3_model channel ๐Ÿ˜„

#

im a noob

ruby hill
#

no

#

its on topic

#

floppy tentacle leaves

desert raven
#

but since these are polyplanes, chances on making them flop are quite low ๐Ÿ˜„

ruby hill
#

You could look into using model.cfg type anims

#

tie it to clockHour24

#

so that at night they fold up or so

desert raven
#

You think it would not be too performance heavy?

#

few 100k+ plants doing such

ruby hill
#

So, I tested the skeleton mismatch. It simply doesnt add the item.

#

So you get a naked dude

#

Trees are instanced, so it shouldn't be an issue

#

frequent=1 takes care of forcing that. But ultimately cold hard data is needed to tell if it does or doesnt ๐Ÿ˜„

desert raven
#

hmm might look into that then!

#

I already got glowing flowers that open up at night ๐Ÿ˜„

ruby hill
#

Thats pretty neat. Also tied to clock anim source?

torpid star
#

sorry for pestering. but are you saying it replaces your lego man with a naked/underwear arma dude?

ruby hill
#

Ah, should've been clearler

#

It replaces it with the default character model defined for that vehicle

#

for A3 humans its the guy in underpants

#

for the lego dude its yellow pants

torpid star
#

cool. thx. i'm asking because i use a method where i add the new skeleton to the existing arma skeleton to get an easy way to avoid rpt spam and keep most functionality. was wondering, if that is bad in anyway. like perhaps too many bones --> performance impact

ruby hill
#

Too many bones do impact the performance.

#

I dont recall the explanation exactly, but it does split too many bones into extra draw calls

#

and the first split happens at 64

torpid star
#

hm. i should go an count then ๐Ÿ˜„

ruby hill
#

next one at 96 total.

#

But it was a bit more complex logic

torpid star
#

because it's a great and easy pipeline without many headaches to get new characters ingame

#

also. @ruby hill are trees instanced, period? like even if created as real entity via createVehicle commands or even createSimpleObject?

ruby hill
#

Createvehicle'd probably not.

#

Simple object simulation I have no idea

torpid star
#

i still have this dream of making trees react to seasons. could be done via replace at mission start. sorry...pretty offtopic now i think

#

k thx

desert raven
#

@torpid star I would say no can do for the seasons

#

if you got like a million trees and try to create those in game

ruby hill
#

we moved that to terrain_makers ๐Ÿ˜›

desert raven
#

xD

#

I'll go play with my tentacles

gusty wagon
#

Hummm and how you animate the player with the gun ? I animate with blender and the toolbox i know how yo create static animation but walk ? In blender its possible ? Or just with Object Builder ? Thx

desert raven
#

these control the movement vector (direction/speed) of an animation

#

they are the same as step and Xstep value that can be given to a animation in OB.

gusty wagon
#

How we use it ?

desert raven
#

well that is a long story that I dont have time to write down right now. So either someone else can pitch in or you look it up on the forums.

#

I dont know any guides to do this so you got to do some research

gusty wagon
#

Okay thanks ๐Ÿ˜‰

tired depot
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If your armature has a master control bone, you would use that to cancel out any motion before you export. You input the distance traveled by the armature into the "Rtm Motion Vector " field, on the appropriate axis. This tells the engine how far to move your character for the duration of the sequence.

gusty wagon
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Hi its me, again ... i search to make an animation (surrender here) who can walk But where we cannot have weapons in hands nor who flies, that it disappears. In the config I managed to be able to work with hands on the head but weapons are always present... here its my config file = "\Edaly_Anims\Edaly_Anime\rtm\Surrender.rtm"; speed = 1; looped = 1; preload = 1; mask = "RightAndLeftArm"; disableWeapons = 1; disableWeaponsLong = 1; showWeaponAim = 0; canPullTrigger = 0; duty = 0.2; limitGunMovement = 0; aiming = "empty"; aimingBody = "empty";

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Thanks you guys !

crude pendant
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Hey. does anyone have a "must do" for different animation ? (can't move, like surrender, or doing animation until keybinds or dies, ...), i'm struggling getting an animation done ๐Ÿ˜›

desert raven
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dont think anyone has written down such a guide

crude pendant
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well, is there any documentation / smt to fix my problem ?รผ

desert raven
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no idea because you have not explained your problem

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and there is about this much -> . of animation documentation

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so its pretty much the hardest thing to do in Arma

crude pendant
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Allright, so my problem is :
My animation, in animation viewer work fine; 4 s clip; long enough, anyway, the problem is, when i try to play it (playMove SwitchMove, or even a loop) the animation is not playing, like my guy is just putting his gun in the back fast, then 0.2 seconds later taking his gun back (like a very rapid switch). Idk why it's not working. any idea ?

desert raven
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what have you packed the animations with

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what did you make it with

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and how did you export it to rtm

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and what kind of config have you made for it

crude pendant
desert raven
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ok so Macsers Armarig and FHQ toolbox. The guy should probably have linked to each individual program instead of reuploading them again.

crude pendant
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should i show you in game what's happening ?

desert raven
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dont think that would help but also cant read that guys comments as they are in french

crude pendant
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i can translate

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basicly, my "animated movement", is the anim_dab_anime

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That's the one who should be moving

desert raven
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                                                                // -10000000000.000000 = Une animation fixe, qui ne bouge pas
                                                                // Si la vitesse est entrรฉe en tant que nombre positif, cela signifie qu'elle ```
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this part im interested in

crude pendant
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that's not the right one, i use anim_dab_anime

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The anim_dab is the fixed one

desert raven
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alright

crude pendant
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class zenyo_anim_dab_anime: CutSceneAnimationBaseSit
{
looped = 1;
file = "Dab_On_Them\rtm\testDavidXD.rtm";
mask = "handsWeapon";
speed = 0.25;
minPlayTime= 0.95;
InterpolateTo[] = {"AmovPercMstpSnonWnonDnon", 2};
};

desert raven
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so is your animation a full body animation?

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or just hands?

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because that animation plays only on the hands

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due to the mask it uses

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mask = "handsWeapon";

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you said theres only some hand movement if I recall right

crude pendant
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Yes, just the hands

desert raven
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in game

crude pendant
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Look :

desert raven
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๐Ÿ‘€

crude pendant
desert raven
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ok so the problem could just be that youre trying to put "dab" into Arma.. ๐Ÿ˜›

crude pendant
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xD yeah, i wanted to try animation, and a friend of mine is pretty boring with dabbing, so i wanted to troll him.

desert raven
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cosmetically you got the arma twisting 360 there

crude pendant
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yeah it is reversed, is this the proble m?

desert raven
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no

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just

crude pendant
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Oh okay xD

desert raven
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looks painful

crude pendant
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yeah the rig was pretty bad, i couldn't move correctly the elbow or stuff like that

desert raven
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no no you dont get to blame the rig

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the rig is awesome

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this is a user error 100% ๐Ÿ˜„

crude pendant
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Oh okay so i'm bad xd

desert raven
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but not what causes the issue in game

crude pendant
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before that i used csgo rig and it was different

desert raven
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yes rigs usually are

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and sure Macsers rig is just one way to constrain it

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but thats another matter

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to rule out your own animation try pathing some vanilla .rtm on there

crude pendant
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๐Ÿ˜… what do you mean by that ๐Ÿ˜…

desert raven
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file = "Dab_On_Them\rtm\testDavidXD.rtm";

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replace this with path to some Arma 3 animation

crude pendant
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oh

desert raven
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and try if that plays with your config

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since youre doing animations

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what are you packing them with?

crude pendant
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file = "a3\anims_f\data\anim\sdr\dth\pne\stp\ras\rfl\adthppnemstpsraswrfldnon_1.rtm";

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packing ? u mean, exporting right ?

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i'll try with the path to see

desert raven
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no when you make it into a pbo

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is called packing or binarization

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Arma toolset offers the Addon Builder

crude pendant
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oh

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i use pboProject

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Mikero's tool

desert raven
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alright good choice

crude pendant
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well can't pbo it bc the files is not in the mod folder, should i copy arma 3 default anim and put it in my mod ?

desert raven
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no you just need the path

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do you have arma 3 data unpacked?