#arma3_animation

1 messages Β· Page 19 of 1

crude pendant
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Warning: rapWarning: missing file(s)*****
Warning: Dab_On_Them\config.cpp Line 56: a3\anims_f\data\anim\sdr\dth\pne\stp\ras\rfl\adthppnemstpsraswrfldnon_1.rtm
rapWarning: missing file(s)*****

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yeah

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oh i see what you mean

desert raven
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you have p: drive?

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and you have set it up with Mikeros Arma3P?

crude pendant
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yeah i have p dirve

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i extracted arma 3 data

desert raven
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yourself?

crude pendant
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no with arma 3 tools

desert raven
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its possible those are still broken and dont extract them right

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you should use the Arma3P

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from mikeros tools

crude pendant
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😭

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we are doing this just to see if smt is broken right ?

desert raven
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well do you have that file in you P:\A3?

crude pendant
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no. don't have the anims_f

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only : anims_f_xxx

desert raven
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then it has not unpacked right

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so debuggin will go better if you got your tools set up right

crude pendant
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thx

crude pendant
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Thank you @desert raven for supporting me !

desert raven
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πŸ‘

gusty wagon
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And how to vanish weapons in animation ? πŸ‘€

sterile ice
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You want to hide a weapon?
You have to hide it in the model.cfg, you might find some samples in the a3 samples, it's basically the same as they did with breaking windows etc

desert raven
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hiding a weapon in character aninmation @sterile ice

sterile ice
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oh

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is that even possible? You can't remove the weapon bone, then the weapon will just be stuck in your pelvis / belly.
I guess you could move the weapon bone below surface, but that really wouldn't be a good solution

drowsy nymph
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of course it's possible. Tons of vehicle animations hide weapons

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Though maybe I'm misremembering, and it's a property of the vehicle

sterile ice
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Yea it works with model.cfg animating, but not character anims

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That's HorribleGoat meant

desert raven
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and vehicles have property to hide weapons

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would work

sterile ice
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πŸ€” I guess that could work, worth testing @gusty wagon

gusty wagon
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+1

desert raven
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I think all vanilla animations put the weapon on back when any action is done

torpid star
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tbh i think moving the weapon below surface is not the worst idea, if it needs to be done through character anims. it could also be done with a gesture that has only the weapon bone in the mask, if it needs to be done on existing full body animations. there are some anim class properties for hiding the handgun. maybe there is one for other weapons too

desert raven
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dont think there is unfortunately

torpid star
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there is one along the lines of hideItemInHand but my guess is that it's for binos and similar things

desert raven
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yes

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at least according to documentation

torpid star
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what would be the purpose of hiding the weapon though?

desert raven
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yeah thats what I understood from it

torpid star
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what was the named property again to make a walk animation translate forward?

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nvm. got it. step and xstep for sideways. was trying zstep. made too much sense πŸ˜„

desert raven
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xD

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step right up!

torpid star
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did anyone ever come across an issue where your pelvis bone animates fine before FBX export and also after inside object builder but ingame the pelvis doesn't move at all? i also reimported my rtm and it looked fine again in object builder. never had this issue before with my anim pipeline so i'm thinking maybe the issue is somewhere else.

very confusing. i'm thinking maybe some paramter inside the animation class is missing.

sterile ice
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Yep, had the same problem, couldn't fix it tho

ripe lotus
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So the new UVAnimations have been added. Any Idea how to rotate the UV according to its center not the entire texture center?
Reference pic-I want to rotate around red dot, not blue one)
https://imgur.com/9sCbARg

ripe lotus
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Also it needs to be dynamic becouse the UV square moves on the texture

deft fern
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fill whole uv map and then scale it down

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at least I did something like that for moving map

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uvanimations are stacked and evaluated from top to bottom

ripe lotus
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@deft fern ok will try

desert raven
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oh true it can be used for scrolling maps now!

torpid star
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damn. this keeps happening. the solution comes to me once i asked the question here...nvm for now

desert raven
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πŸ˜„ it happens

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do share the solution though!

torpid star
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i was just missing the curve stuff for weapon IK

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leftHandIKCurve[] = {0};
rightHandIKCurve[] = {1};

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to keep the left hand free.

desert raven
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πŸ‘

torpid star
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does anyone know what these do?

relSpeedMin = 0.7;
relSpeedMax = 1.1;

is that what causes inertia/momentum?

drowsy nymph
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relSpeedMax - maximum of above, max is used for player actions for most of the time. used when player is 0% fatigued.```
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so it's how much the anim slows down when fatigued @torpid star

torpid star
floral oak
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is there a catrig for blender like the a3 catrig for 3ds max ?

zenith token
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does blender even have CAT? pretty sure it doesnt. It's max specific animation system for characters

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there is a blender animation rig for A3, but dont know from whom or where. Just google it.

desert raven
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Macser Armarig is ready for animating @floral oak

subtle needle
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Hey guys, I'm looking into animations, but got stuck on the following and decided to ask it here after multiple tries...
I'm working with toadies catrig in 3DS, but the animation is being centered on 0,0,0.
I think it has to do with using a BodyFull animation, but am quite clueless. I have tried playing with the world root bone position but keeps resulting in some warped result similar to this one:
https://prnt.sc/ksgs51
I have also tried increasing the height after keyframe 0, but the feet keep getting warped to the pelvis' height.
solved: https://discordapp.com/channels/105462288051380224/105781854598094848/488469652696072242

desert raven
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animations should be made so that the toes touch the 0 plane

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in the t-pose the pelvis is at 0,0,0 but animations need to be above ground

subtle needle
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I'm pretty sure I tried that, then again I've been through so much trial and error lately... been 2 days now but I decided that once and for all I wan't to get the hang of A3 animations so am gonne keep trying πŸ˜ƒ Thanks for the suggestion, will nevertheless retry what you said and come back to report the progress. Thx

desert raven
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πŸ‘Œ good luck

subtle needle
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iirc, the feet kept getting warped as if they were connected to the pelvis

desert raven
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I cant say anything about how max works but I would assume the above applies to animations made with it too

subtle needle
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I figured it would, and as I said, pretty sure I tried altering like you said because I assumed 0,0,0 was only needed for T pose. I'll just retry now that I know for sure it's supposed to be raised.

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I found this old post where Uro also reported model being stuck in 0,0,0 because he was using BodyFull mask and that a custom mask solved it.

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But if I can do without and just use BodyFull that'd be better.

waxen jasper
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I export from 3ds to OB with the whole animation at 0,0,0 - and then select the skeleton and raise it in OB for every phase but the first

subtle needle
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lol I actually wanted to do that like 30+ tries ago πŸ˜‚

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But was like "naah that can't be the way"

waxen jasper
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This was just for reload anims, not full body, so not 100% sure

subtle needle
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here I am 8hrs later lol

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Well my guess is reload anims use the proper masks

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so it doesn't really matter for those (my guess though, complete noob)

desert raven
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reload anims only use the hands and fingers

subtle needle
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Just to note: I moved the world root up with the animations as well.

desert raven
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now youll probably need advice from a max user as I dont know the procedure you got going there

subtle needle
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I think I figured it out tbh

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In the rig toadie kindly provides, the 2 toe bones are not classed in the skeleton layer, I export using child selection on the skeleton layer, thus I suspect those 2 bones are missing. I'm trying it out right now. πŸ˜ƒ

desert raven
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that is possible

subtle needle
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As those key entries would be at the origin, it only seems logical. What a way to waste a day though. 🀦

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And even makes more sense considering most use the cat rig for mask anims I suppose

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Or aren't noobs that forget to export 2 bones

desert raven
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πŸ‘Œ

subtle needle
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Thanks for the help HorribleGoat.

desert raven
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πŸ‘

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so wheres the sword?

subtle needle
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πŸ˜‚ yet to be modeled, I don't have to include it in the anim, do I?

desert raven
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no

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but I would like to have seen it

subtle needle
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Ah as I figured then πŸ˜ƒ

desert raven
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I like swords

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Id maybe bend the knees a bit

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unless its unexperienced sword stance

subtle needle
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Just some dumb melee sword fantasy I always wanted to try in A3 lol

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Oh this is just merely getting the hang of it, I hoped to put some hours into actual animation, but struggled importing into A3.

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In hindsight, as with most A3 elements, it's rather straight forward once you get the hang of it, and of course thank god for toadies' rig.

desert raven
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things usually get simpler once you get the hang of it πŸ˜„

subtle needle
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Hey guys! Are there any do's and dont's on creating a weapon holding animation? Seems like I always get 1 distorted arm, checked for twisted bones but don't think it's that...

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I've been following Zachs' guide, only using 3 frames; Tpose, 1&2 . 1&2 being the same and am using Toadie's rig.

desert raven
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the weapon hold Inverse kinematics that move the arms can be wonky at certain positions and rotations so avoid twists and odd angles

dull warren
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Not sure if this is technically an animation question or actually a config question...
I've added a manual bolting action to a mod I've made and used one of the vanilla animations to move the hand when the bolt triggers. (namely a3\anims_f\data\anim\sdr\gst\gesturefirelrr.rtm)
The issue I've got is that this animation moves the torso rather unnaturally when in the prone position: https://steamuserimages-a.akamaihd.net/ugc/957468055298905914/0CA4CD8CBDF00472470B600634C35426978287D2/
I was hoping I could reduce or disable the spine movements by using some SpineIKCurve[] type commands but have not had any success. Is what I'm trying even possible or am I stuck with the limitations of the original, vanilla .rtm file?

desert raven
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how do you triggeer your animations? and yes possibly you will need to config a new animation fro the prone where it uses different blend group that does not have spine in it

dull warren
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I'm triggering it using CBA's event handler and a function/script to determine when it should act. (i.e. don't trigger if still holding breath or the triggger.)

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Using SpineIKCurve[] = {1}; or 0 (and includingg Spine1-3 as well) seems to have no effect. I was hoping that either the IK or the FK would have no spine movement so would be able to disable the movement with one of these options. However, I don't know if IKCurve is valid for Spine bones!

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I've only previously made 'static' hand gestures for how weapons are held so animations are all a bit new to me!

desert raven
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so it plays as gesture?

dull warren
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That's my understanding, yes

desert raven
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and where do you use the IK curve?

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whats that about

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in the config?

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what you want ot use is the mask parameter

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mask = "handsWeapon";

dull warren
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Yep - basically just copying the CBA example where they appear to tweak the animations slightly using 'rightHandIKCurve[] = {0, 1, 0.08, 0, 0.92, 0, 1, 1}'. So given the spine bones move considerably in the prone position, I was hoping I'd be able to do something similar. However, reading through BI's wiki for CfgMoves, there's never any reference as to whether the IKCurves can be used for all bones

desert raven
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no I think its only the hands

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the mask is what dictates how much each bone is affected by the animation

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class BlendAnims
        {
            class MaskStart
            {
                weight = 0.85;
            };
            class MaskStartDecreased
            {
                weight = 0.35;
            };
            empty[] = {};
            leftHand[] = {"LeftShoulder", 0.3, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1};
            launcher[] = {"LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 1, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "launcher", 1, "Spine3", 1, "Spine2", 0.75, "Spine1", 0.5, "Spine", 0.25, "weapon", 1};```
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these are the mask groups

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and you can make your own too

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but there are quite a few to begin with

dull warren
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I have to admit that I'm not quite sure how I would use that. Can this be added to the config in a similar way to the IK curve? (I suspect the answer is 'no' and it's much more complicated....) Apologies for my lack of animation knowledge!!!!

desert raven
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ze answer is yes

dull warren
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Ah - great! I'll give this a go. Thanks very much for your speedy replies and help

desert raven
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            class WeaponMagazineReloadStand_g: Default
            {
                file = "\A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\AwopPercMstpSrldWrflDnon";
                looped = 0;
                speed = 0.4;
                mask = "handsWeapon";
                headBobStrength = 0.2;
                headBobMode = 2;
                rightHandIKBeg = 1;
                rightHandIKEnd = 1;
                leftHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};
            };
            class```
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mask is there

dull warren
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Sadly mask = "handsWeapon"; was already part of the CBA_GestureFireLRR class. (From checking in the in-game config browser.) Is the definition of the 'handsWeapon' mask available anywhere? I'd like to check if it contains any spine movements. If it does, your idea of defining a new mask (I think!) would work. But if spine movements are already set to 0 in the 'handsWeapon' mask, it suggests the odd movement I get is a function of the .rtm file.

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Scratch that - I've just found them in the config viewer.

desert raven
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yeah the masks are configured in the class blendAnims

dull warren
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Although they are actually too long to read!

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Ah - but you can copy them and then paste into a text editor....

desert raven
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they are also in the a3\anims_f...

dull warren
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Ah- yes, of course. Interestingly, all bones listed (including spine) are set to 1. So it does suggest that I might be able to make a mask which reduces the spine effect to get rid of the issue I've got.

desert raven
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yes

dull warren
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Just for info, setting up a custom mask does appear to be a good solution for this issue. I'm just tweaking the parameters now but am close to a good result already. Many thanks again.

desert raven
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πŸ‘Œ

delicate belfry
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heyho,

can someone help me to fix this error?

https://img.c0kkie.de/c0kkie_14-09-2018_03-12-13.png

thats the part of the config

class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class AmovPercMstpSnonWnonDnon;
        class CutSceneAnimationBase: AmovPercMstpSnonWnonDnon
        {
            enableDirectControl=1;
            showWeaponAim=0;
            relSpeedMin=1;
            relSpeedMax=1;
            disableWeaponsLong=1;
            disableWeapons=1;
            enableOptics=0;
            head="headNo";
            enableBinocular=0;
            headBobMode=5;
            headBobStrength=-1;
            forceAim=1;
            ConnectTo[]={};
            InterpolateTo[]={};
        };
        class blue_sitdown: CutSceneAnimationBase
        {
            file="\blue_animations\anim\Blue_Sitdown.rtm";
            speed=0.010877;
            actions="";
            ConnectTo[]=
            {
                "AmovPercMstpSnonWnonDnon",
                0.0099999998
            };
            InterpolateTo[]={};
        };
    };
};

crisp berry
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actions="";

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is wrong

delicate belfry
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just remove it or change to what? @crisp berry

ruby hill
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Just remove it. It will inherit what it needs from CutSceneAnimationBase.

delicate belfry
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ok thansk

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*thanks

delicate belfry
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another problem :D

class kka3_phone_head: Default
        {
            file = "\kka3_blue_phone\data\anim\kka3_phone_head.rtm";
            looped=1;
            speed=0.5;
            mask="kka3_UpperBodyNoRArm";
            headBobStrength=0.200000;
            headBobMode=2;
            leftHandIKBeg=0;
            leftHandIKCurve[]={0};
            leftHandIKEnd=0;
            rightHandIKBeg=1;
            rightHandIKCurve[]={1};
            rightHandIKEnd=1; 
        };
        class kka3_phone_hold: kka3_phone_head
        {
            file = "\kka3_blue_phone\data\anim\kka3_phone_hold.rtm";
        };

another problem πŸ˜„ with that settings i cant shoot

sterile ice
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@delicate belfry did you fix it?

delicate belfry
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no its your config πŸ˜„

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and canPullTrigger = 1;

has no effect there

sterile ice
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try disableWeapons = 0;

delicate belfry
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yup

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works!

sterile ice
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πŸ‘Œ

delicate belfry
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ok not fully working πŸ˜„ reloading is buggy now xD

desert raven
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?

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would you elaborate

delicate belfry
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i have this script

 _phone = "kka3_blue_phone_head" createVehicle (position player);
                    _phone attachTo [player, [0, -0.03, -0.025], "LeftHand"];

                    while {true} do {
                        player playAction "kka3_phone_head";
                        if !(player getVariable ["in_call",false]) exitWith {
                            deleteVehicle _phone;
                            player playAction "gesturenod";
                        };
                        if !((vehicle player) isEqualTo player) then {
                            _phone setPos [0,0,0];
                        };
                        uiSleep 3;
                    };

So problem is, if i reload while this loops it removes the magazine from the inventory, but the new magazine is not in the weapon

desert raven
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there might be a animation attribute that prevents reloading

delicate belfry
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is there one?

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i have it i think

canReload = 0;

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hm that dont work πŸ˜„

desert raven
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yeah no dont think theres such

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what is your gesture inheriting its stuff from?

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look into the other gestures

delicate belfry
desert raven
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look into the vanilla gestures and find something that you can use as a base

delicate belfry
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hm you dont know any good one which i can use or? πŸ˜„

desert raven
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nope not off the top of my head

sterile ice
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can Reload doesn't work in the current Arma version, I made a bug tracker a while ago, but nothing has changed yet. Same for the scripting command to disallow reloading.

This bug is a common bug when it comes to gestures, there's no easy fix afaik, I'm currently working on a workaround, I'll share my scripts with you once it's done @delicate belfry

umbral niche
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Hey guys, how do I preview an animation in Object Builder? I did it before years ago but I can't figure out how to do it now

desert raven
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either load the animation into buldozer via the buldozer menu. Set rtm or something like that or load it into the animation dialog with from matrices

umbral niche
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So I click that, and I choose some rtm I got from the arma files, but there's nothing in the animation window. Is that normal?

desert raven
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Arma3 animations are binarized so they dont load

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you can use the few in the samples

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or if you have paid mikeros tools you can convert the rtm

umbral niche
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I'll just use the examples. That worked, thanks!

desert raven
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πŸ‘

fast canopy
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Hi, sorry if this is offtopic, is anyone can handle rtms for setMimic?

ruby hill
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You need to add new mimic animations to the head configuration. It is doable.

fast canopy
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Yes, everything I know is modify CfgHeads to add new mimics is possible

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All I need is proper animations to apply. This might useful for making some artworks

desert raven
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Macser recreated a head rig for us a while back that should work. @sterile ice was doing stuff with it already if I remember right.

sterile ice
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@fast canopy I'll send you a PM with the Download link to the rig. I don't know if Macser want's it public, I think he's fine with it, but I rather ask first^^

tired depot
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Do what ever you want with the rig. πŸ™‚

sterile ice
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Oh, alright. Thank you :)
Maybe you can post it? Or I'll finish the version I was working on based on yours and publish it later on.

tired depot
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Sure. If you've made some improvements, go ahead and share it.

analog star
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So how dose one make car skins?

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@analog star Because I won't know if you tell me.

gusty wagon
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Hey do you know how to hide weapons and other in animation rtm ? (exemple a restrain animation without gun) i don't know how do it ..

tardy knoll
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does anyone have a good tutorial or walk through for the basics of making vehicle animations for A3?

sterile ice
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@gusty wagon I'm not sure if you can hide stuff, but iirc we had such a discussion before and it turned out to be somewhat possible. Why do you want to hide a gun when restrained? Maybe theres a workaround.

@tardy knoll its basically the same as all other animations. You can find such tutorials for Blender on youtube. All that's different is the Config, but you may find a sample somewhere on the internet, or I can send you what I use, once I'm home.

ruby hill
gusty wagon
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@sterile ice Hummmm and force gun in the back ? for a restrain i don't know anybody can help me ? ....

sterile ice
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Do It by script and don't animate the weapon bone in the mask of the animation. Create your own mask and only animate the upper body without the spines.
I'll send you some samples as well when I wake up later

blazing panther
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@ruby hill So what new stuff would this allows modders to achieve? I've never done animation but I've always been curiouys about it

deft fern
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@ruby hill that's export thing?

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really nice!

ruby hill
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It allows for more detailed weapon animations using keyframes.

deft fern
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so it's transformed to model.cfg or whole weapon is using rtm?

naive hemlock
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@ruby hill duude, i want that

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same question as @deft fern - so it converts that rtm to model.cfg or ?

ruby hill
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It writes keyframes straight to model.cfg

blazing panther
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Could this in theory also work for vehicles?

ruby hill
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yes, in practise, too

blazing panther
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So you could animate a vehicle in Blender, export rtm, then do whatever magic you've done to convert to .cfg?

ripe lotus
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Is there a way to make a scale animation in model.cfg ?

drowsy nymph
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Don't think so. You can scale things to zero towards the model's centre using the hide animation. It'll scale to a percentage of its original size if the selection weight is not 100% hidden

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but still it's towards the model centre, rather than the selection centre

gusty wagon
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okay thx @sterile ice i wait

torpid star
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@ruby hill that's amazing. i hope it inspires some talented animators to make some stylish reload animations

ruby hill
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Thats the plan. It completely changes the feel of reload anims viewed from first person

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its like Arma is any other game πŸ˜„

zenith token
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arma without robot animation is not arma anymore...

ripe lotus
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@ruby hill that looks amazing. Cant wait to test it πŸ™‚

frank mica
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Looking foward to it πŸ˜›

ruby hill
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☺

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it needs some polishing, still.

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Aslo launchers are rotated by an additional 90Β° in modelspace, that complicates the export by one extra annoying step πŸ˜„

desert raven
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@ruby hill that is absolutely fantastic!

ruby hill
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I can imagine what this means for the Mechs of the Lost Dragon πŸ˜„

blazing panther
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So we getting Insurgency level animations in Arma?

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haha

desert raven
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Still someone needs to make them. 😜

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but yeah I bet I can make use of it for a lot of things for mechs and other things πŸ˜„

naive hemlock
#

@ruby hill i am actually in the process of making SCAR-H anims πŸ˜‰ πŸ˜‰

ripe lotus
#

So I am having an issue. I am making simple Nozzle animation, I have two nozzles. And want to animate each one of them, when I animate one of them everything works, fine. I add skeletonBones of second nozzles animations goes crazy. These two nozzles are separate and have different names

sterile ice
#

It could help if you include your model.cfg.

#

@ripe lotus

ripe lotus
#

@sterile ice I fixed it, I dont know if that was the issue, but I reduced skeletonBones and it works. Is there a limit?

sterile ice
#

Not afaik

naive hemlock
#

there is a limit yes

#

but it's 256 or something

ripe lotus
#

Hmm than it must have been something else. Also, does position in skeletonBones array matter? (bones arent related)

naive hemlock
#

no idea what you mean

ripe lotus
#

I mean if it matters if bone is at the first posittion in skeletonBones array or at last

#

It should in my understanding

sterile ice
#

This way you link the bones together. That might have been your issue.
If you want bones to be seperate, then leave the last quotes empty

#

"bone1", "",
"bone2", ""

vs

"bone", "bone 2"

Is that what you meant?

ripe lotus
#

I know that, but nevermind about that, just a thought

ruby hill
#

Location in the skeletonBones array does not matter.

#

Only the tuple of <bone>,<parent> counts.

inland bramble
#

Hey Guys,
I'm trying to learn how to create animations. Sadly I could not find a tutorial and trying to look at Arma's Sample animations failed, becouse I've got no clue how to open them. Could somebody help me?

sterile ice
#

@inland bramble

#

All tutorials are for either Blender or 3ds max, but basically you can use whatever software you want, just convert the files from the tutorial to whatever your program can read. (mostly fbx)

#

And to open Arma's animation, you need the mikero premium tools, but looking at an animation itself won't really help you learning it

inland bramble
#

Okay thanks, maybe my googling was to specific. Only one of those videos was shown to me.

Okay that's good to know.

nimble flare
#

@ruby hill aren't you worried about hitting an animation classes limit (in the model.cfg)? iirc they stopped working altogether with more than 256 classes, if I'm not mistaken

#

either way, amazing work so far, hope you don't hit any major issues with it πŸ˜‰

ruby hill
#

You may be thinking of the bone limit. πŸ˜ƒ

nimble flare
#

ah, maybe that's it

#

let's hope there's no animation limit that we're not yet aware of, then πŸ˜„

dull warren
#

Not sure if this is technically an animation question or script question but... If you're using the CBA event handler to add manual bolting animations to a weapon, is there a way to force the camera to stay looking down the weapon sight / optic when the bolting action occurs? (Not sure if it's relevant but I'm just using the CBA supplied CBA_GestureFireLRR animation at the moment.)
RHS and 3CB manage to stay in optic mode when bolting but was unsure whether this was specific to their scripts/event handlers or the animations themselves.

desert raven
#

I think you can lock animation to to use the camera movement saved into the animation. If it is made with camrea movement in mind that is

#

oh wait you were talking about the sight

#

that might not be possible

#

there is this variable but not sure if it would apply to a gesture

#

Do I assume correctly that currently your animation forces the view out of the optics view?

dull warren
#

Yes, that's correct.

desert raven
#

you might want to check the config for the gesture you are using if it has enalbeOptics = 0

dull warren
#

Thanks. I'll take a look at that!

#

Yes, it does indeed have enableOptics = 0!

#

I'll give that a tweak and see what happens...

dull warren
#

Bingo! That's got it. Thanks @desert raven !!!

desert raven
#

πŸ‘Œ Splendid!

blazing panther
#

@ruby hill I was thinking just then, would this new system of yours allow more customised and fluid bolt action animations? (I presume so) but I wanted to ask anyway

ruby hill
#

Yep

naive hemlock
#

my only question is when can i get my dirty hands on it πŸ˜›

tardy knoll
#

Ok so ive created a walking animation for a mech in blender and have expoprted it as an .rtm file. Whats the next step, (i believe its oxygen maybe)?

desert raven
#

ooh youve taken up my method then?

#

@tardy knoll what kind of an mech? :3

tardy knoll
#

one that will hopefully walk when im done with it lol. its like a squat little singular weapon platform

#

but im iust trying to figure out what the next step in the process is before i start worrying about refining the actual model

desert raven
#

well when you got an animation for it you need to import the model same way as any character

#

and pack the .rtm with it using the same model,cfg

#

and then build a new movesCfg class for it that uses your new animations

#

mine looks like this

tardy knoll
#

so i import into oxygen? or into object builder

desert raven
#

since you work in Blender you can use the FHQtoolbox to export into p3d so you dont necessarily need OB inbetween

#

you can however test that the rtm works in it

tardy knoll
#

so i pack the p3d or the .rtm with the model.cfg

desert raven
#

both

#

I put my .rtms into mything\animations

#

and copy the model.cfg to sit next to them

tardy knoll
#

sorry this is one of my first approaches to this type of animation, so basically you export out of blender as a p3d, pack both the p3d and the rtm with the model.cfg. and then build a new movescfg?

desert raven
#

yes

tardy knoll
#

and then pack that all as a pbo

desert raven
#

well you can include the movescfg in your config.cpp for the mech

#

yes

#

and us Mikeros tools

tardy knoll
#

ok

desert raven
#

for packing

tardy knoll
#

and could this same style be used for like a 4 legged walker?

desert raven
#

possibly

#

have not tested it

#

not quite sure if the leg IK works with 4 legs for example

#

thats actaully a good question

#

@ruby hill would you happen to know if leg/terrain IK can be set up for multiple legs?

ruby hill
#

there is no leg ik for the terrain in a3 to my knowledge

#

it simply uses a blend anim to match the terrain slope

desert raven
#

oh

#

so it was

#

had already forgotten about that

tardy knoll
#

so it would work

#

il start figuring out model.cfg stuff il be back if i run into problems

desert raven
#

is this your first model for Arma?

#

I mean how familiar are you with config.cpp and model.cfg

tardy knoll
#

mmmm not really but i play with a couple ppl who are good with that stuff

desert raven
#

well a new character will definitely be a dive in the deep dark and cold end of the pool

#

πŸ˜„

#

the character and animal samples could get you started

#

and also the Mondkalbs Legoman

blazing panther
#

Is that/this possible in Arma?

#

The front idler wheel is connected to the first road wheel, thus when the road wheel extends upwards, the front idler wheel comes down to keep track tension

#

I would like to know now rather than later as I have to model the front suspension arm in a certain way

drowsy nymph
#

possible to animate it yea, you just parent the idler and the front wheel to the same bone and animate the parent to rotate

blazing panther
#

What about the track? This isnt going to stuff up the track or anything? (I heard somewhere that only wheels that touch the ground can 'move' the track)

drowsy nymph
#

track verts are usually weighed to the wheel above them

#

I didn't say it wont look like shit if you try and animate it like that. Just that it's entirely possible to move the idler with the front road wheel

blazing panther
#

Awesome, cheers for that mate, I'll take that info and use it haha

deft fern
#

just a note: you will need to do new AnimationSource entry to get custom damper sources like

        class AnimationSources: AnimationSources
        {
            class Wheel_2_2_source    {source = wheel; wheel = RR;};
        };```
#

(obviously source wheel need to be replaced with damper)

light nexus
#

Why might my Bulldozer have suddenly stopped showing the animations in the visual LOD, but still shows them in the shadow LOD? I haven't touched the selections and have double and triple checked they're the same and correct, and can't figure out why the animations suddenly don't show except in shadows.

desert raven
#

do you have the animation loaded?

#

have you restarted buldozer?

light nexus
#

If by that you mean the text at the top of the screen says, e.g. "cabin" (which is the canopy) and I'm scrolling on it and the values on it are changing, but the only thing happening is the shadow of the canopy selection is moving but not the physical canopy itself

#

I've restarted Bulldozer and Object Builder, same result

desert raven
#

do you have some other animated selection on it in the other lod

#

try copying the shadow part into the vis lod and move it a little offset and then see if it moves

#

offset is for easier selection/deletion

light nexus
#

Same result

light nexus
#

Man this is annoying

desert raven
#

odd behavior indeed. does the vis lod somehow specially complex model?

light nexus
#

Not sure I understand

desert raven
#

how many verticles/tris is the model?

light nexus
#

Around 32k. T-100 is around 27k so I've been trying to stay in that range. Have been messing with it for weeks no with the same count and this is the first time I've seen this issue, so I wouldn't think that's the problem.

desert raven
#

yeah probably should not be. cant really say. perhaps you got some error in model.cfg

#

does the parts animate in game?

light nexus
#

Have not checked. Guess I'll have to.

desert raven
#

that would be a good way to know if its just OB/BZ or something with your model/model.cfg

deft fern
#

I guess bone in visual lod is part of 2 (or more) selections

#

right click on selection name and check weights @light nexus

light nexus
#

Sorry @deft fern I'm not sure I follow. The problem applies to every part of the visual lod. Nothing will animate except the corresponding shadow parts.

#

OK so I just loaded it up again to test it today and it's all working

#

wtf

#

but ok

#

Reyhard and HorribleGoat, you did it

desert raven
#

magic

tardy knoll
#

arma works in mysertious ways

restive hearth
#

does the regular arma 3 character template automatically retarget animations for you?

floral basalt
#

Hi all. I need help with weapon handAnim. I am trying to make an animation for a weapon, however, it breaks in the game. I use Blender Rig to create animation. I read here that I dont need to move the bone of the weapon and only need to move the arms. I unlink the bone of the weapon in a blender, however, in the game the animation is still broken. What is the problem? https://pp.userapi.com/c831309/v831309372/19a559/UwgnRQ0pJUI.jpg

sterile ice
#

Do you have a model.cfg in the same location where the rtm file is?

desert raven
#

@restive hearth ne Arma animations have no retargeting

#

if the character does not work with the vanilla skeleton then it will need fully new animations

#

@floral basalt looks like your animation may scale wrong. check the scale of the rig and tell us what is your binarization process

ruby hill
coarse scaffold
#

@ruby hill LOL! Too cool! :D

desert raven
#

@ruby hill showoff!! ❀

ruby hill
#

Its really just a joke taken too far πŸ˜„

desert raven
#

xD brilliant

#

utilizes your model.cfg exporter am I right??

ruby hill
#

ye

naive hemlock
#

@ruby hill duuude!!! dis is a game changer

#

anything that circumvents model.cfg is a godsend

cyan ivy
#

oh tell me its usable

zinc hound
#

Shut up and take my money!

crisp berry
#

its:
Shut up and take my animations!

frank mica
#

its a miracle

clever rock
#

can anyone explain how use fbx2rtm pls?

desert raven
#

I dont think anyone uses that anymore

clever rock
#

and how can i export fbx to rtm

desert raven
#

or at least cant remember anyone mentioning it for ages

#

am I to assume you work wiht 3DSMax?

clever rock
#

blender

#

i will use 3dsmax if i can export fbx to rtm haha

#

i am noob at animation process

desert raven
#

if you use Blender you should get FHQtoolbox blender addon and just export directly to .rtm

clever rock
#

ok, will try

desert raven
#

saves you a lot of hassel between intermediary formats

clever rock
#

ok, thanks will try

desert raven
#

it also exports .p3d if you do models

clever rock
#

fhq

#

its arma toolbox for blender?

#

right

#

?

desert raven
#

yes

clever rock
#

from here?

desert raven
#

no

#

or well perhaps but not sure if armaholic is up to date

#

I think the BI forums thread had latest version

clever rock
#

1.5 its the latest version

desert raven
#

no

desert raven
#

yes and in the last page there is new stuff

#

πŸ˜›

clever rock
#

in armaholic is up to date think..

desert raven
#

possibly Β―_(ツ)_/Β―

clever rock
#

rtm export it blocked

#

@desert raven

desert raven
#

you have to enable the armature objects Arma properties

#

look through the BI forum thread

#

I recall alwarren made a short video of how it works

clever rock
#

Is there any video explaining it?

#

Or is it being done?

desert raven
#

what I said above πŸ‘†

clever rock
#

aham

#

i don't find anything in blender related with armature objects

#

will wait for the video i think... haha

desert raven
#

did you look through the pages of the BI forum thread?

clever rock
#

yep

#

but no the whole 19 pages

#

haha

desert raven
#

so you did not look through it?

clever rock
#

i search it let me a minute

#

i don't know how to open properties screen

#

where appear the arma 3 toolbox settings

desert raven
#

It is also possible he posted it on Macsers armaRig BI forum thread

#

dont remember which

clever rock
#

ok i am searching

#

to open is letter "N"

desert raven
#

Good now you are on the right path of finding stuff out

#

and it was the Armarig thread on BIforums that had the video

clever rock
#

to open the rtm on object builder says error to open it

#

so... haha

desert raven
#

how are you trying to open it?

clever rock
desert raven
#

did you export any frames

#

did you find the video?

clever rock
#

nope, i don't find the video

#

only export like this

desert raven
#

ok go find the video

clever rock
#

ok

#

haha

desert raven
#

because right now you are the monkey bashing on the keyboard

clever rock
#

do u think its in the beginning or in the last part of the thread?

desert raven
#

trying to write shakespeare

#

first post of the thread

desert raven
#

no....

clever rock
#

ok

desert raven
#

your google-fu is not very strong today

#

but this is important learning experience

clever rock
#

3:45am at the moment 😦

#

this?

desert raven
#

I guess you are getting closer

clever rock
#

hahahahaha

desert raven
#

type in Armarig Blender BiForums

#

on google

desert raven
#

yes

#

good luck

clever rock
#

hahahahah

#

maybe tomorrow i will pay u to teach me

#

Kappa

desert raven
#

nah I dont have time to hold anyones hand. πŸ˜›

ruby hill
#

I use FBX2RTM

#

The problem with the version in the A3 tools is that it hasn|t had its FBXSDK updated, so it only works with fairly old FBX file versions

#

Luckily Blender spits out old enough FBX for it work

desert raven
#

heh you have mentioned that now I recall. πŸ˜„

#

but Mondy youre a wizard who does whatever you want.

vivid onyx
#

can I use rotation, translation and hide animations on gear?

naive hemlock
#

if by gear you mean stuff that is driven by character animations (RTMs), afaik no you cannot

vivid onyx
#

okey, yeah I wanted to do stuff with the backpack

#

Im trying to animate a flame on a jetpack. Since I cant use animations to rotate it, I was thinking of using sections and setObjectTexture

#

how can I get the backpack object from the player?

#

this returns a string only

#

"backpack _player"

desert raven
#

could be it

vivid onyx
#

damn I feel so blind. I swear I was looking in the arma 3 commands list πŸ˜‚

#

thanks

#

worked like a charm πŸ‘

desert raven
#

things that never make it into game models.

naive hemlock
#

πŸ˜„

#

in fact i would defo go EFT way if i could get away from doing model.cfg and export that anim directly

desert raven
#

its just 2 bones so super simple transformation

naive hemlock
#

i got that entire thing done on that scar

#

minus the spring

desert raven
#

adn that tool Monkalb sits on should make things easier πŸ˜„

naive hemlock
#

i have the damn bolt lock as well, not that you actually see it but well πŸ˜„

desert raven
#

me too xD but its more just to try to figure out how fictional weapon could work

naive hemlock
#

πŸ˜„

#

anyway you wanna basically

#

not too fictional that one though

desert raven
#

true

#

but at least could not find much of any reference on what really goes on inside the gun

#

so had to piece it together from what I know of guns

#

Its fun to do though so Im not complaining

naive hemlock
desert raven
#

oh yeh I have that installed xD

#

been meaning to fire it up at some point

#

seen few videos though and those are indeed what have inspired me to create stuff with more accurate internal desgings in mind

blazing panther
#

I presume a bolter would work just as any normal firearm would

desert raven
#

yes

#

its just the shape of it is not exactly conventional

#

had to fix some odd artistic interpetations on it already

#

but all in all Im pretty pleased how its coming along

sly violet
#

anyone here with deRTM tool from mikero? i need to dertm a couple of vanilla animations for rigging purposes

sterile ice
#

@sly violet DM me

thorny anvil
#

for any conversion back to plain jane rtm you need to supply the skeleton of that rtm. this skeleton is present in any model that uses that skeleton, or, directly, from the model.cfg

#

the most used skeleton is of course ofp2manskeleton for human animations and cargo positions. thus, any arma THREE human p3d can be used for arma THREE binarised rtms.

#

same comment for arma TWO rtms and Arma TWO human.p3ds (the skeletons are actually different)

#

a small wrinkle exists when porting arma2 rtms (binarised or otherwise) to arma three. those rtms require their head bones to be stripped

#

all of which would have been un-necessary if bis used the (to them) novel approach of calling skeletons for arma3 ofp3manskeleton. It was too logical.

floral oak
#

hey guys so how i have to do it when i want that the guy moves his hands with the MG on the gun turret on my vehicle if i move it up and down.

floral oak
#

Hm tried this yesterday already but i think i made something wrong and dont know whatπŸ€”

inland bramble
#

Hey guys, does somebody have some good tipps on how to best do a animation in the kneeling stance?

ripe lotus
#

Can I animate MarkerLights?

drowsy nymph
#

You can hide them. You can't move them

#

See things like the UCAV in Jets DLC - the collision lights don't use markerlights because of the folding wings

ripe lotus
#

Hmm that's what I thought. Big thanks for clarification

regal dawn
#

I'm looking for old-style C-130's pilot pose (two hands on yoke). Are there any available in A3?

desert raven
#

sounds very specific

#

so probably no

#

normal driving stance could work

regal dawn
#

Those from trucks/cars aren't what I'm looking g for cause they have hands too high or twistd

desert raven
#

best fitting passenger pose you get by making one yourself though

regal dawn
#

There's old A2 C-130 pilot pose, will it work with IK hands & feet anims? Yeah, if I don't find one that fits I will have to learn new thing, sure, but it takes time...

desert raven
#

it wont work properly

#

the A2 skeleton is different

#

everything in Arma modding takes time πŸ˜„

regal dawn
#

Well, true. I just found ArmaRig for Blender so already started to work on my own pilot pose. Thanks HG!

desert raven
#

πŸ‘Œ

thorny anvil
#

it wont work properly

If you use DeRtm it will strip the offending headbones so that it does work in a3

#

alll human animations from a1, 2 and arrowhead 'work' in a3 providing deRtm gets a sniff at them. The rtms themsevles can be binarised or plain jane. makes no difference.

desert raven
#

arma2 has different bone name at least on one of the fingers

#

well that wont make it not work

thorny anvil
#

i am not aware of that

desert raven
#

hmm I wonder have I dreamed or did they fix that at some point

#

as now that I look it up I cant find where I picked it up

#

aaa now I know

#

it was actually part of the female animation conversion thing

#

where the female skeleton has left-/rightINhandring bone and male skeleton has left-/righthandring bone

#

you were right @thorny anvil OFP2_ManSkeleton is the same

thorny anvil
#

the only other differences i am aware of are some extra leg bones in arma1 (which I remove) and Camera vs camera which i can do nothing about. (only affects anims in O/B)

bold cape
drowsy nymph
#

did you include the character model.cfg?

#

other than that, pack the .pbo with mikero's pboProject instead of AddonBuilder, if you're not already doing so

bold cape
#

yes i included the characters model.cfg

#

i will try the mikero tool

drowsy nymph
#

but anyway, the part of your animation where the launcher bone is tilted, wont work

#

handanim only animates the hands

#

not the position of the weapon

bold cape
#

oh okay, how would i do that? or is it even possible`

#

?

drowsy nymph
#

either modify the weapon model to be positioned that way permanently or animate the weapon model to change position with the isSelected animation source and then make the hand animation accordingly

bold cape
#

is there an tutorial or detailed explanation of that on the forums?

desert raven
#

not really

crisp berry
#

are the video tutorials of El Tyranos covering that?

bold cape
#

so using the model.cfg and translation?

desert raven
#

basically

crisp berry
#

@bold cape may wanna check them. he has added very detailed list of topics

bold cape
#

thanks i will watch it. btw do you know how i can active obfuscation in mikero? do i need to buy the full version?

desert raven
#

yes

#

but also obfuscation is not a foolproof protection just so you knwo

bold cape
#

i dont know why the baton is still on his shoulder

#

Do i need to add the .rtm or something in class CfgModels in model.cfg?

drowsy nymph
#

the baton will always be at the shoulder

#

as I said, handanim .rtm will not move it from where ever the standard launcher anim places it

bold cape
#

yeah the position is alright at that place

#

I'm just wondering why the animation is so weird

drowsy nymph
#

looks like the hand bones aren't near the launcher bone

desert raven
#

if your weapon/launcher bone is not correct in the animation your hands will be offset

bold cape
#

it works now. thanks for the help. the bone was not close enough :D

slate condor
#

looking for some help, iv tried to create a custom driver proxy, pbo crunches everything fine, when i put the vehicle in game the driver is invisable and its seem to disabled my vehicles animations, anyone know where there hell i should start to figure this out?

desert raven
#

for a custom driver animationa you need .rtm file of the pose and you need to set that up as cargo animation in movesCfg and then use that animation class with the driverAction = "MyNewAnimationClass" parameter in the config of the vehicle

#

the proxy in the p3d just defines the position of the character and using a proxy that has the same pose as your used cargo animation makes positioning it more simple

slate condor
#

thats where iv tried to config it

#

and assigned the driver action

desert raven
#

what type of vehicle is it?

#

car, tank?

slate condor
#

Supacat ATMP

#

6x6 buggy thing

desert raven
#

so a car

slate condor
#

aye

desert raven
#

do you have a model.cfg with the ofpmanskeleton defined in it next to the .rtm?

#

and do you pack it with PboProject?

slate condor
#

yeah otherwise pboproject would have a fit

#

aye

desert raven
#

ok so the movesCfg looks fine

#
        class driver_Opfor_E_Walker_01_state: Crew
        {
            file="LoDR_Proxy\LoDR_Opfor_E_Walker_01_driver_01\LoDR_E_Walker_01_driver_01.rtm";
            //speed=0.066519;
            interpolateTo[] = {"KIA_driver_Opfor_E_Walker_01_state", 1};
        };```
#

you could debug it by using a vanilla driverAction

slate condor
#

what does the interpolateTo mean?

desert raven
#

it means it can blend to an animation defined in the list

#

so if my driver there dies

#

the driver animation smoothly transitions into this state

slate condor
#

so technically i could have a custom death state?

desert raven
#

yes

slate condor
#

in the vehicle

desert raven
#

like mine there

slate condor
#

gotcha

#

il try a vanilla rtm

desert raven
#

that would help to tell if the problem is with the .rtm or the moves config or somewhere else

slate condor
#

same issue

#

with a a3 driver rtm

#

that was using this

#

want me to pastebin my entire config?

desert raven
#

how about if you use vanlla action class?

slate condor
#

as in driverAction = "atmp_driver";?

desert raven
#

yes

slate condor
#

so changing to that still didnt work

#

and made my vehicle unable to bve driven

#

or got into

drowsy nymph
#

Why not use one of the BIS driver proxies?

desert raven
#

that was just tried

#

the problem seems to be elsewhere

#

pastebin the whole config

drowsy nymph
#

he said he used the A3 .rtm, not the proxy

desert raven
#

yeah that was to test if it was problem with custom rtm

slate condor
slate condor
#

right using a bis proxy its workign again

#

so currently using bi proxy and driver action

#

gunna try it again with my custom moves class with bi rtm

desert raven
#

and BI proxy?

slate condor
#

aye

desert raven
#

good idea πŸ‘

slate condor
#

bi proxy + bi driver action

#

although my vehicle animations still dont work, it drives but its like its conflicting somewhere

desert raven
#

well if BI proxy and action work then next up is to test BI proxy and your action

#

and then your proxy and BI action

#

oh whats your proxy named!

#

thats actually important

slate condor
#

atmp_driver

desert raven
#

name it just driver

#

the name of the proxy is important so that it connects to right action in the config

slate condor
#

ok iv changed that

desert raven
#

remember to change the path in the vehicle p3d too

slate condor
#

will do im still using the bi proxy to eliminate

slate condor
#

right my rtm works!!! however in 3rd person the driver dosnt show and the vehicle animations dont work, however in 1st person the driver is visable and anims work

bold cape
slate condor
#

something catostrophically is wrong here, iv commented out all the changes i added for the custom anim and my vehicle animations are all broke in 3rd person

#

but they were working before

drowsy nymph
#

did you rename the proxy in all LODs?

#

@bold cape the weapon bone in your anim is not oriented correctly

#

seems it's rotated 90 degrees to how it should be

slate condor
#

@drowsy nymph im not using my proxy just yet

bold cape
#

Where should i rename the proxy?

#

Oh no it was to me xD

drowsy nymph
#

renaming the proxy was w/r/t Mike's problem

bold cape
#

yeah

#

so i should rotate the weapon or launcher bone?

slate condor
#

this is well odd, never seen this issue before

#

the anims even dont work in buldoser

#

but they do in 1st person in game

drowsy nymph
#

you should rotate the launcher bone. Launcher anims rotate the proxy 90 degrees through the Z-axis from the original T-pose position https://i.imgur.com/SNyoIe6.png

bold cape
#

oh okay thx

slate condor
#

infact no proxys show in my model now

#

nor do the anims in buldoser

#

anyone got any ideas

#

never seen this before

#

its something in the p3d

#

i copied my 0 lod to a fresh file

#

proxies still didnt show

#

copied the proxys on there own to a fresh file and they show

#

im baffled

desert raven
#

what do you mean the proxy does not show?

slate condor
#

do u have time for a discord call? so i can share my screen

desert raven
#

sorry no Im just about to go watch tv

slate condor
#

ok

#

so i put bi driver proxies into my model, they do not show in buldoser

#

also my animations ie wheel/dampers ect no longer work

#

something has happened to my p3d file

desert raven
#

have you changed its name?

#

does it match the class in model.cfg?

slate condor
#

as when i put the same driver proxies in a fresh p3d they show in buldoser

#

nothing has changed in my model cfg

desert raven
#

but has the vehicle p3d name changed?

slate condor
#

nope

desert raven
#

have you restarted OB and buldozer?

bold cape
#

@drowsy nymph Which model do you use? I don't have those proxies i only have the launcher selection

slate condor
#

yes and my pc twice

#

deleted temp folder

#

pbos everything i can think of

desert raven
#

alright

slate condor
#

iv removed all the changes i did for the custom driver proxy

desert raven
#

its possible for P3D to get corrupt

slate condor
#

basically tryed to go back over

desert raven
#

and then you need to make a new file and copy lods into it

slate condor
#

tried that

#

il try it again

desert raven
#

do you make the proxy from the "create" menu?

slate condor
#

aye

desert raven
#

ok is all good

slate condor
#

so copied 0 lod into new p3d

#

see what hgappens ^^^

desert raven
#

yeh no proxy in it

#

whats the proxy path?

drowsy nymph
#

@bold cape I just pasted them in from a character model for demonstration purposes

bold cape
#

oh okay

slate condor
#

\A3\data_f\proxies\passenger_low01\Cargo01

drowsy nymph
#

the proxies don't necessarily show in buldozer

#

they can just be empty models

slate condor
#

they did before

drowsy nymph
#

oh

slate condor
#

something is abnormally wrong

desert raven
#

should work

drowsy nymph
#

you don't have View\Viewer\Hide Proxies ticked?

slate condor
#

not ticked

#

first thing i checked

desert raven
#

where do you run the buldozer from?

#

you have that skybox there

#

and the lighting is oddly nice

slate condor
#

yeah somebody hooked me up with something that did that

#

cant remember who it was tho

desert raven
#

one can affect buldozer config

#

but do you run it from Arma exe in the Arma installation folder or P:\buldozer

slate condor
#

p:/buldoser

#

it was all working fine till i tried to do this driver proxy

desert raven
#

hmm yeah tha should not cause this

slate condor
#

blank p3d + same proxys

#

i just dont get it

desert raven
#

Ok so if you copy your car into this do they still show?

slate condor
#

no

#

its weird

desert raven
#

do you copy any of the proxy triangles with the car?

slate condor
#

same proxys copied into a tank of mine

#

hmmm get this right

#

so i removed the textures/rvmats off the model clutching at straws

#

and the anims are workign and proxys showing

#

wtf?

desert raven
#

wut

#

Β―_(ツ)_/Β―

#

ok so if you put those back on it what happens?

slate condor
#

go figure this? im ........speechless

desert raven
#

ArmaThingsβ„’

slate condor
#

yeah .....that lol, thx for your help, you too da12th

#

now to go back see if my rtm /proxy fully works ahha

#

Well the rtm works sort of

#

what the hell have i done wrong now?

desert raven
#

hmm

#

can you zoom in to see what finger/fingers are messed up?

slate condor
#

end two on both hands

desert raven
#

whats the animation made in?

slate condor
#

3ds max

desert raven
#

you might be missing a bone there

slate condor
#

this is what it looked like when i imported from max

desert raven
#

the bone names are case sensitive in the engine

#

so if animation has Weapon and model.cfg/character has weapon they wont match

slate condor
desert raven
#

so you may need to check if your skeleton in max matches the model.cfg bone list

#

ah but you export it from OB to .rtm yes?

slate condor
#

yes

#

3ds > 02 > rtm

desert raven
#

yeah ok the max skeleton does not matter then as long as it imports into OB right

#

do you have the same ringfinger bones in your model.cfg as you have there

#

as it looks like its the left-/rightHandRing bones that get messed up

slate condor
#

lefthandring shares two bones

#

is that right?

desert raven
#

yes its the base bone for both the ringfinger and pinky

#

does your model.cfg have the same

slate condor
#

looks like lefthandring3 and 2/ lefthandpinky3 and 2 on both hands fuck up

desert raven
#

so all in small letters?

slate condor
#

yeah mines the same

#

no

#

im being lazy

#

all the capitols are where they need to be

desert raven
#

alright so if they are identical that should not be an issue

fossil plover
#

is there an animation that has the bipod deploy on certain weapons? for screenshot taking purposes

ripe lotus
#

How to make animation via AnimationSources instant?

desert raven
#

animationSource class parameter animPeriod = 0

ripe lotus
#

@desert raven just tried that, it makes animation incredibly slow

desert raven
#

in config.cpp animatiosources?

ripe lotus
#

yep

desert raven
#

how do you execute the animation?

ripe lotus
#

_FA18 animateSource ["Map_Move_Y", _map_anim_y];

desert raven
#

read the wiki page of the command

ripe lotus
#

workaround seems to be either setting speed of animation in that command to very high values or animPeriod=0.00001;

#

Havent tried setting speed to true

desert raven
#

πŸ˜›

ripe lotus
#

Thanks works great πŸ˜ƒ

desert raven
#

always good to take a close πŸ‘€ at the command descriptions

polar radish
#

Hi Guys
I just posted in the ask-questions-here section, and then I saw this channel. (Sorry, I am new here.:))
We have the png, blend, fbx and tga files for an African elephant, that our mod builder created but he does not know how to do animations. If anyone can help us -or even just point us in the right direction, we will greatly appreciate it.
We're not looking for anything fancy btw. He must just turn his head a bit and walk a few steps...that will suffice.

desert raven
#

Well Blender has a load of animating tutorials so I would tell him to start with learning how to animate characters in Blender

#

how to use armature/skeleton

#

and how to rig/weight a character to it

#

thats the easy part

#

then you need to study how character moves are configured in arma and create a new cfgmoves class config for your elephant

#

also you could clean up your messages from #arma3_questions now that you are in the right channel

polar radish
#

Thanks @desert raven
We are the South African Special Forces Association, and we are creating a challenge series based on actual SF missions. The one that built these is one of 2 mod builders, that is building stuff for us. To be honest, I'm not sure if he is really too busy, or just not up for it. I thought maybe I could learn this myself, but by the looks of it, your answer -albeit very clear -appears that I will not master this sometime soon. I will speak to him and give him your answer. If he is not up for it, we would be willing to pay someone who can do it.

Gonna clean it up right now. Just wanted to answer you first. πŸ˜ƒ

desert raven
#

ye no problem, just helps to keep things tidy

#

animating might take a while to learn but its quite useful skill

polar radish
#

I want to learn it. Right now, I am limited to mission building. It seems I will first need to learn model and texture making before starting with animations?

desert raven
#

knowing how to make models does help with animating in my opinion but its not mandatory

#

using the tools is very similar in both cases at least in Blender so it might not be a bad idea

polar radish
#

Thanks for your guidance @desert raven
If we don't advance with our current mod builders (the series started on the 1st of this month already), would you be able to point us in the direction of someone that would help and/or guide me?

desert raven
#

well I dont know anyone off the top of my head who would have the time to tutor but there are plenty of tutorials for Blender in interwebs

polar radish
#

Cool. Thanks mate.

lone cobalt
#

does anyone have experience with toadies cat rig in 3ds max?

#

I have a deform on my shoulder at a position, where you would scratch your back. I would upload a Picture if I could. In the Blender Rig there is an option to rotate arms and legs along their point of view. my question is, is there something similar 3ds max?

naive hemlock
#

you can upload a pic to imgur or alike

#

and it has norhing to do with toadies rig, from top bar switch move/rotate to local axis

lone cobalt
#

yea tried that already, didnt work out tho. Will post an image later

lone cobalt
#

Im starting to assume that this might be a thing for the arma 3 rig in general. Even though I have more options to rotate things in blender, I didnt manage to get rid of that deform in blender either

#

in blender it still looks somewhat better

naive hemlock
#

ahh lol

#

i am pretty sure the skin weighting is not 100% accurate, the mesh is there give you some visual reference while doing the animations,, you don't export it that way (hence the difference between max and blender)

#

if that is a reload gesture

#

you are a bit out of luck because these affect just the arms

#

because you should animate the shoulder bone as well there wheen you move the hand so far back

lone cobalt
#

yea the shoulder is moved backwards aswell, I was playing a bit around lately. I guess I gonna test it ingame soon. Im curious of the outcome

#

its just, I dont know 3ds max well yet, Ive always been working in blender

naive hemlock
#

then why would you prefer max rig?

#

no matter if you move the shoulder bone back, remember that reload anims do not affect anything but the arms

#

and indeed, it is best to test it ingame to make sure the weights behave decently at least

lone cobalt
#

because my predecessor who did all the default poses used 3ds max, I had trouble reimporting the poses into blender, I didnt want to do everything all over and I use this as some sort of training for future projects in max πŸ’©

naive hemlock
#

ahh fair enough

lone cobalt
#

actually, are there any other rigs for 3ds max besides from toadies cat rig?

naive hemlock
#

yeah, there is/was another made by @digital steppe

lone cobalt
#

you dont happen to have a download link?

naive hemlock
#

nope

lone cobalt
#

still, thank you for your responses

naive hemlock
#

no worries

ruby hill
#

no matter if you move the shoulder bone back, remember that reload anims do not affect anything but the arms
Not true.

Reload gestures can be configured to affect any bones you wish. Only the hand anim (holding anim) is affecting the arms as it reads only the hand's position in relation to the weapon and does the rest via IK (The IK chain goes down to the shoulders)

naive hemlock
#

@ruby hill i thought the limitations were the same

#

thanks for clearing it out

ruby hill
#

Reload anims can also be non gestures (prone reloads ususally aren't), but if you have a non gesture for a reload anim for standing and kneeling you can break FFV and weapon resting

naive hemlock
#

yeah that is something i was aware of πŸ˜‰

deft fern
#

I think it's more about stance adjustment breaking

#

if you are i.e. leaning to left/right when i.e. prone then you will get back to default prone anim

#

or wait, it can be fixed

#

so yeah, ffv & resting most likely

lone cobalt
#

another question: is there any way to re-use IK controllers in Blneder if a rtm is imported?

naive hemlock
#

not really sure what you mean by that tbh

ruby hill
#

Sounds like a Blender or even rig-specific question.

naive hemlock
#

might wanna ask @meager oar directly, since blender p3d tool is a 3rd party plugin

#

otherwise what @ruby hill said, software specific question

meager oar
#

@lone cobalt
another question: is there any way to re-use IK controllers in Blneder if a rtm is imported?

My toolbox doesn't even have an RTM inport. There is an external one, but since, as you probably found out, there is no way to use the IK controllers in an imported RTM, I never bothered implementing one.

#

A proper import could only work for a specific IK rig, and would need to calculate the inverse IK solutions for all controllers... quite frankly, I wouldn't even know where to start.

lone cobalt
#

thx @meager oar
Expected such a thing to be honest. Just heard a rumor about some way of fixing that but expected it to be nothing

ruby hill
#

I doubt it's even possible to recreate the imported .rtm with just IK control, as the IK calc is not deterministic

meager oar
#

Yeah, probably. And even if you can deterministically recreate each key frame, it's still a question how the actual interpolation would look like.

tired depot
#

@lone cobalt I don't know if it's still of interest. But have you tried rolling the shoulder forward and rotating spine 2 back a little. It's still not perfect. But does reduce the collapsing somewhat.

#

You could load rtms onto a rig and proceed to use IK. But it can be very tedious. The relevant bones would need all their keys removed. Otherwise they'll interfere with your edits. It's not something I've done a lot of. It is possible. But as I said. It can be very tedious.

lone cobalt
#

@tired depot yes, this problem with the shoulder ist still around, however I fixed it now by simply not moving the hand to the back of the player :D

#

@tired depot
also, is there some kind of breakdown/workflow that I can look into for re use the rtms? would really really help me a lot

desert raven
#

There is almost nothing written down about Arma animation work. Id guess its expected to anyone wanting to mess with them to have basic/advanced understanding of tools and workflow for such a thing.

#

reusing rtms especially is something not in any easily used way available with vanilla tools

#

the community member made plugins for Blender do give a startingpoint but to get past that and make something new you pretty much got to be good at blender animating

hybrid field
#

looking for someone to make a sitting animation for RPG's (bench) anyone able to help?

violet shore
#

Hi guys. I read here and there that hand anims only affect the hands. In that case why would the elbow position be so different in these two anims ?
https://imgur.com/a/j3HWQ6g
First one is the default handanim (handAnim[] = {};)
Second one is my custom anim created with ArmaRig for blender by Macser.

naive hemlock
#

because the rest of the skeleton deforms in relation to how the hand is positioned

#

your right hand is rotated more on the horizontal level

#

there is also something really weird with the hand position overall

#

the downside of this system is that, since the hands are IKs, you cannot really tell what the rest of the arms will do, or have direct control over the rest of the upper limbs

violet shore
#

Ok, I'll try to adjust the hand then. Thanks for your time.

drowsy nymph
#

always point the wrist down-ish, and use the ring+pinky bone to alter the grip angle instead of the wrist

violet shore
#

"always point the wrist down-ish" what do you mean ? It seems changing the wrist angle doesn't affect the ingame anim at all.

naive hemlock
#
LeftHandThumb1  RightHandThumb1
LeftHandThumb2  RightHandThumb2
LeftHandThumb3  RightHandThumb3
LeftHandIndex1  RightHandIndex1
LeftHandIndex2  RightHandIndex2
LeftHandIndex3  RightHandIndex3
LeftHandMiddle1 RightHandMiddle1
LeftHandMiddle2 RightHandMiddle2
LeftHandMiddle3 RightHandMiddle3
LeftHandRing    RightHandRing
LeftHandRing1   RightHandRing1
LeftHandRing2   RightHandRing2
LeftHandRing3   RightHandRing3
LeftHandPinky1  RightHandPinky1
LeftHandPinky2  RightHandPinky2
LeftHandPinky3  RightHandPinky3```
these are the only bones you can adjust
#

wrist down means rotating the left/right hand bones

#

there is no wrist bone btw

drowsy nymph
#

Yeah, I meant the part of the hand bone where it would connect to the wrist

violet shore
#

Ok but I'm not sure to undersand. What is the reference for the rotation ? The rifle bone ?
For instance, in the first picture I should adjust toward blue or green relatively to the rifle ?
https://imgur.com/a/xz8dtZs

#

Sorry if this sound dumb. I'm not very experienced with animations.

drowsy nymph
#

Firstly, bear in mind you can completely detach the hand from the rest of the skeleton and it'll still work for IK because the handanim only looks at the way the bones in the hand are posed and their position relative to the weapon bone.

#

From the position the hand is in there, you want to rotate the whole hand so that the index finger initially point upwards at an angle more similar to the pistol grip, rather than being horizontal

#

reposition the hand then so that the thumb is in the right position to hold the grip, and rotate the ring+pinky bone so that those two fingers end up following the contour of the grip as well

#

then you rotate the index and middle fingers back in to a more horizontal position

violet shore
#

Thanks a lot, this is very clear, I'll try that.

void obsidian
#

I'm not too sure whether this is the right section, but I'm trying to get the RHS UGL animation work on a custom gun. I haven't been able to move the GL tube/slide. Is there any known documentation on this?

desert raven
#

not exactly, theres the wiki pages on how to animate a model which explains how model.cfg animations work and then you will need correct animation source for the secondary barrel (GL) of your gun to animate it

#

the barrel related indexing of animationsource is explained in the beginning of that chapter

proud fossil
#

Do animations work in model viewer? Was never able to get them working.

ruby hill
#

they do. use middle mouse button and backspace to select the anim sources

#

then either mousewheel or [ and ] to play the anim

proud fossil
#

Doesn't do anything, just shows anim in the top left.

#

and when i select an rtm the character is all messed up when the animation plays.

ruby hill
#

ah, character rtm

desert raven
#

character rtm can be loaded in from the buldozer viewer tool list

#

supports only unbinarized rtm if I remember right

lone cobalt
#

just happened to get a deform for no visible reason

#

just affects the character referenze

#

any tips?

#

strg+z didnt do anything

#

re opening the file did neither

lone cobalt
#

help q_q

hybrid field
#

need animation for sitting on bench with RPG, anyone help?

lone cobalt
#

uh... I have another 3ds max specific question, this might be an easy way to fix. I just dont know how to google that

desert raven
#

aaaaand what iz ze queztion?

lone cobalt
#

hold on its uploading

#

you see the right hand?

#

it should allign to the grip perfectly

#

but it doesnt

#

well, I kinda fixed it by selecting a different curve setting in the graph editor, but there is still a minor difference

desert raven
#

you wont be able to have perfect remake of the Arma hand IK in any other software

lone cobalt
#

but... but... I want to... :c

#

but actually, isnt that really a thing related to 3ds max? I mean this aint some ingame footage after all

desert raven
#

aa now I see what you mean

#

yeah its not always as simple to make bones follow things

regal dawn
#

Is there any way to skip frames on animations? I want to use the vanilla knockout animation if the player is holding a handgun, but the animation includes the model drawing its handgun

desert raven
#

no I dont think there is such

regal dawn
#

Didn't think so. Too lazy to add custom animations, but I'm using the pistol and rifle knockout animations for smashing a window.

proud fossil
#

Found a bug with injury animations, can anyone else confirm before i put it in the feedback tracker to confirm it's not just on my end.
Unarmed standing and crouching weapon position bugged out when moving while injured.

https://youtu.be/Wu18OrpUD1g

naive hemlock
#

someone forgot about the weapon bone - it is not only on your end, but has nothing to do with this particular thread @proud fossil

naive hemlock
#

hate to be the one, but still waiting on you know what @ruby hill πŸ˜„

frank mica
#

me too πŸ™ƒ

desert raven
#

Soonβ„’

vivid onyx
#

hi guys. what does
sourceAddress="mirror";
in an animation mean?

desert raven
#

If I remebver right it sohould go back and forth between the animation value youre using

#

like rotation of 90 degrees

#

when it hits that it would then go back ot 0 degrees

#

and then back to 90

vivid onyx
#

oh nice to know ^^ ty

vivid onyx
#

hi guys. Can model.cfg animations be cancelled?

desert raven
#

canceled in what sense?

#

when you run a animate/source command it sets the animation to X phase

#

and thats it

#

if you run another command to the same animation when previous animation is running that overrides the first command

vivid onyx
#

so if I give it value 1 with animperiod 10. lets say i wanna cancel it (back to 0 once it reaches 0.5), just make a new animation with 0?

#

didnt think it would immediately run the new one

desert raven
#

are you talking about animations that run with some engine source without animate script commands?

vivid onyx
#

no scripted with user animsource

desert raven
#

then yes new command you play on it should start right away and override the previous one

vivid onyx
#

alright ty

glass cloud
#

Has anyone worked on an animation config to enable firing AT launchers from prone? ACE 1 and 2 did this, and I was sad to see that ACE 3 has not implemented this feature. I attempted to work on this before I went away for work, and have lost my drive and knowledge about the complicated animation configs.

lone cobalt
#

quick question regarding toadies catrig for 3ds max

#

I cannot move the two bones for the Neck

#

is that intendet?

desert raven
#

do they move with the head?

lone cobalt
#

haha perfect question πŸ˜„ problem solved, thanks

#

another question, is it illegal to kill the person responsible for implementing the auto-key function in 3ds max?

desert raven
#

probably

lone cobalt
#

too bad

zenith token
#

why?

lone cobalt
#

@zenith token why I want to kill him?

zenith token
#

y, whats wrong?

lone cobalt
#

@zenith token normally I work with blender, since I know 3ds max not very well yet, I utterly despise the fact that you have to always press a button first on startup to not fuck up every single keyframe. Its really screwing up my workflow

zenith token
#

... so instead of adapting you rather kill somebody. thats an F for efford

desert raven
#

Why don't you use macsers armarig for Blender and export RTM directly with Arma toolbox? @lone cobalt

lone cobalt
#

because Im yet to get my hands on proper reference stances wich are already present in the kit I got for 3ds max

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also my predecessor in the bwmod used that programm, sooooo

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I was kinda lazy at first

tired depot
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If there's already some poses present in toadie's files, wouldn't there be a source rtm for those? If so you can import them into Blender.

desert raven
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with mikeros tools all arma rtms can be loaded into Blender

crisp berry
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is there a way to hide the weapon for crew animations (via anim config class or otherwise)?

drowsy nymph
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hideWeapons params in the vehicle/turret IIRC

lone cobalt
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@tired depot
I only had trouble transfering animations between max and blender, its a pretty big Argument why I decided to stay on one programm at a time

@desert raven
Yes I know that, but however the IK is all broken after importing a rtm and I want to avoid Adjusting per hand

desert raven
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Well if that works for you then it's the way to go.

lone cobalt
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it kinda does

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yet I still have a shitload to learn