#arma3_animation

1 messages Β· Page 20 of 1

lone cobalt
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someone wanna give some feedback?

white juniper
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you plug it in straight. Most animations I've seen rotate the magazine into the holder from the front.

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Like. going with the bend of the mag

lone cobalt
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id love to do that aswell, but how do you implement such a thing into arma?

white juniper
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Well just angle the hand a bit. Maybe, from perspektive of your gif angle it about 5-10Β° clockwards. When you have the magazine, come in slightly from the front, go back till you bump into the magazine compartment, then go up. And angle the hand back suck that the magazine "clicks" in

lone cobalt
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yes but that would mean the magazine wouldnt move with the hand ingame, right?

white juniper
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Don't know if that's realistic. But it seems more dynamic atleast. Not so clunky/straight.
Well I guess you have to animate the magazine too ^^

lone cobalt
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the hand would pretend to hold a magazine until its on the position where it is righ now

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if there is a way to make this happen ingame without the magazine just to pop up in the last few frames, id love to do that

white juniper
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I think I have seen animations where the magazine just pops up in your hand while you are at the ammo pouch on your vest

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You already animate the magazine in your gif. Can't you just animate it further to go with the hand?

lone cobalt
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but the mag is at no point a child of the hand, right?

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well the problem is

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I dont actually implement the animations into arma 3, that I have no god damn clue of πŸ˜„ thats why I work with someone else together. that person explained to me that every piece of the weapon that wants to be animated has to be made with configs

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how do you animate the weapon using a config if you want the magazine already pop up at the ammo pouch?

white juniper
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There are some ways to make fancy animations with config. Don't know how though ^^

lone cobalt
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ask me about it πŸ˜„

white juniper
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Guess we'll have to wait for a real #animation_maker πŸ˜„

lone cobalt
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do you know someone how does?

white juniper
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The half a dozen people that wrote in this channel yesterday. But they are all offline right now πŸ˜„

lone cobalt
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then I gonna wait for such a person to read all this

ruby hill
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Making the magazine follow the hand is not a trivial task. The mag is part of the weapon, and thus can't be animated via .rtm

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You're left with the possibility of matching the mag to the hand via linear animations configured via model.cfg type configuration.

lone cobalt
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thats what i assumed..

ruby hill
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It's generally tedious and impractical to do, so virtually all addon weapons out there (including official content from arma3) do not animate the proxy along with the hand. Longest I've seen is a mag appearing at the last moment and it's just following straight up, possibly a slight angle.

queen stump
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Pls share eyesyes

ruby hill
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Pls fix proxy simul rate πŸ˜„

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Mag proxies arent simulated at the same frequency as the host weapon, which means you can see it jittering on other characters when they reload.

queen stump
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Nothing I can do personally shrug

ruby hill
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πŸ˜„

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I meant to file a feedback-tracker-issue anyway for this.

queen stump
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Oh yeah, please do

desert raven
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AI/other than local character animations do that in some occasions I've noticed it too.

naive hemlock
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@ruby hill can i haz awesome tool plox

deft fern
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@naive hemlock hope it's not delayed by 1 month every time you ask πŸ˜„

desert raven
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Should we crowd fund it?

naive hemlock
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@deft fern πŸ˜‰

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fair enough

ruby hill
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Its currently not a priority, sorry.

naive hemlock
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yeah man i know, still in awe about it πŸ˜ƒ

white juniper
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I want to make a "static" object with rtm animations. I have the fbx with animations inside it.
I looked at the fbxToRtm tool in Arma3Tools. Do I need to create a bind pose for my object? It doesn't have a skeleton that already exists in game like the humans or animals

thorny anvil
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you need bones to position the model.. static cargo positions are typical of this.

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nothing stopping you creeating your own skeleton with the namedSelections you choose to use.

white juniper
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I see I need to create a skeleton config as xml and will need to write the model.cfg skeleton too. No problem.
What is that bindPose fbx that one can select in the fbxToRtm tool, and do I need it?

desert raven
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@white juniper where did you pick the xml requirement?

white juniper
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from the "fbxtortmgui" tool. It asks for a model config. And the file explorer asks for xml filetype

desert raven
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Oh.

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Well then that's likely right. :D

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Never used that tool.

lone cobalt
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whats the best way to get rid of that?

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re-adjust the animation?

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its probably the head, isnt it?

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footage is coming

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im so frustrated.. πŸ˜„ this is the very final polish for me to finish this g36 project

lone cobalt
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I would like to combine this question with another one: are there any templates aviable that have the exact pose of when the player just stands still with his weapon raised?

sterile ice
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I'm pretty sure toadies rig for max fits perfectly. Haven't tried any for blender.

naive hemlock
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check the FBX provided with the samples or tools - it has all the static poses you would need

white juniper
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Never used that tool. are there other ways to do it that might be simpler?

desert raven
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well I use Blender and armatoolbox so can import directly to .rtm

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in a time long before I've used fbx to transfer the animation into OB and saved the rtm there

white juniper
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I tried that too. And got the animation frames into OB but the animation was not correct. Like instead of turning left/right it turned up/down and parts stretched and bugged into eachother.
Basically it didn't load the animation correctly. Maybe just some fbx export setting

naive hemlock
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i personally didn't get the gist of that fbx2rtm

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and blender feel convulted to work with when i am familiar with another package, but at least it exports rtm directly perfectly

ruby hill
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I use FBX2RTM extensively.

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BI's version however uses an old fbxSDK, so it simply doesnt work with newer fbx file versions.

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I use it to batch convert anims I made.

desert raven
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ah mondy you beautiful butterfly

ruby hill
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Make tons of actions in blender, export those to FBX helper skeleton, (best done via script), and then RMB on that export folder, send to FBX2RTM.bat I made and off it goes converting all my new FFV anims.

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luckily blender spits out old enough FBX for that tool πŸ˜„

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"fixing" rifle/launcher bug

this appears to be an issue with the MoBu rig they are using. Never encountered such a problem.

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Export .rtm via Objectbuilder is possible, however you must use the correct model for it.

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FBXToRTM\skeleton\Male\Male.p3d

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This one is neutrally weighted, meaning each vertex is only skinned to a single bone.

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When exporting .rtm from this model, OB will be able to calculate a fairly accurate bindpose using these to create an .rtm that can be used on other meshes than this.

if you expor an .rtm via OB from your custom character with proper skinning, the resulting rtm will be not universally useable, and only look correct on your model.

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In case of making animals, this way can be used. But it's not correct and will mess up should a different type of animal try to use the same anim with same "t-pose"

lone cobalt
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the Arma 2 Animation samples in the Arma samples folder, are these exclusive arma 2? or are they used in arma 3 aswell?

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I still struggle getting a proper template ready. I think I used an outdated rig from toadie

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I think I definetly need help from someone who is familiar with such things..

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Ive got my hands on a file that may have just what I need. Problem is, I cannot put the main pose from that file into the rig of my animation. The unit scaling is completely different

white juniper
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Export .rtm via Objectbuilder is possible, however you must use the correct model for it. Problem is I have my own skeleton, not the Arma human one or anything that's already there.
I can figure out how to do human animations by using the existing skeleton. But don't know where to start with a custom skeleton.
How do I export RTM from OB? couldn't find the button anywhere ^^

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are these exclusive arma 2? or are they used in arma 3 aswell? Afaik the Arma 3 human skeleton didn't have many changes. You probably have to do some minor converting though to get it to work

ruby hill
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This is how you can export .rtm from OB. Right click into the animations window.

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A2 and A3 anims are compatible.

white juniper
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Wow. Never even thought of right clicking there 🀦
Ah right. Completely forgot about that

ruby hill
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Are you making new character/animal/lifeform anims, or static building destruct .rtms?

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The latter is configured completely differently.

white juniper
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I am making a fox that turns his read left and right πŸ˜„

ruby hill
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ok then my lego sources are good to go. πŸ˜„

white juniper
ruby hill
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Postal 2.

white juniper
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Yeah People already told me that ^^

ruby hill
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Attachments cant have .rtm though.

white juniper
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Yeah. Just example of the model. I have a bigger variant that sits on the ground that I want to use as a Arsenal access point.
Just sitting around, wagging his tail and looking around from time to time.
Can probably do that with model.cfg too, but I don't really wanna go to that effort

ruby hill
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oh genuinly cute

queen stump
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That's nice!

ruby hill
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Let me if you encounter problems with the lego sample man, it should let you do exactly this.

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The sources also contain an .xml for Fbx2RTM. πŸ˜„

regal dawn
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All joking aside, excellent work on the design πŸ‘

vapid cairn
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Will you actually release the foxes as a mod?

white juniper
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Well they are just static objects. Maybe with a wagging tail. So not really that useful I guess?
I might throw it onto the workshop, But it's really just static object that acts as ACE Arsenal and a goofy looking silencer Β―_(ツ)_/Β―

sterile ice
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πŸ‘€

queen stump
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That sounds already worth releasing eyeskang

white juniper
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Btw mondkalb. In a macro in a config.cpp you use scope = ##integer##
But scope = #integer should be enough

white juniper
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Shouldn't be too hard figuring all this out.... Except that I never used blender and don't even have it installed :D
Does the bindpose model have to be cubes on every bone?

Okey Arma toolbox says I need to enable Arma stuff in the object properties.. No Arma stuff there though..
Maybe the toolbox doesn't work with latest blender? I don't have enough time to learn blender just to make some small animations πŸ˜„

lone cobalt
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it works fine for me

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do you use the 2.8 beta?

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addons from 2.7 do not work in 2.8 any more

white juniper
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2.79 I tried. the standalone zip version

lone cobalt
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you sure you took the files into the correct path?

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should work

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But I can confirm that the arma tooblox should work with 2.79

white juniper
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yeah. The plugin worked. I could import/export p3d's. Just the stuff in the object properties panel wasn't showing up

lone cobalt
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idk that should work aswell

desert raven
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I had that happen. Just reinstalled the toolbox and it was fine again.

lone cobalt
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"have you tried turning it on and off?"

desert raven
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that does really help occasionally

lone cobalt
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it also can fix a broken marriage

shadow holly
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How would one start making custom player animations? A google search did not yield much as far as tutorials, which I skimmed. These mainly show how to add triggers and using vanilla animations. Essentially I'm trying to recreate from scratch a mod/script that never got released; a more fluid light saber animation for personal use. Can anyone point me in the right direction?

desert raven
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Animation part should be done with proper tools and compatible Arma skeleton (blender+macsers armarig / max+toadies rig).

Then there is the configs for the animation to play properly in game that has very little documentation. Most of the time it's all about studying the vanilla configs and finding something similar that you can adapt to your use.

And then there is the scripting side for which there is nothing written down for such specific use, but possibly studying the example you want to improve might be a good place to start. The scripting commands and their generic use is documented fairly well in the wiki.

lone cobalt
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I can only help on the part with the raw animation

desert raven
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Also might add that what you want is likely very difficult to achieve so do pack a lot of patience

shadow holly
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I just got "done" learning dialogs... lol that was fun. thank you for the input! I'm surprised of the lack of tutorials on this subject Web side

ruby hill
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@white juniper
sorry, only got back to regular PC+Internet now.

Not sure what config you are referring to, but

scope = MACROVAR;

will work just fine. no need for any #-symbols if no concatenation is needed.

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Single #-symbol just wraps the following in quotation marks, which are not really needed needed in configs at all. (To the horror of many people :D)

white juniper
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ah yeah the stuff from that guy.. Right. He didn't need quotes in the path element at all

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^^

winter fiber
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Does a3 have facial animation? If im making a chin strap is there bones for me to weight it too? Im not finding any facial rigs in the samples

desert raven
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It has and there is a sample bust in there I recall.

sterile ice
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I think the bone was called Llip(double L) , not sure tho.

desert raven
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there are others too

final gull
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Friends. I want to do a simple animation of waving his hand. Tell me what I need to create an animation. Thanks.

desert raven
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2 Most common options would be either using Blender and Macsers Armarig or 3dMax and toadies armarig.

Both Blender and Max have huge amount of tutorials on how to use the animation tools to make the animation ready for exporting.

The method of exporting however differs.

For Blender I would recommend FHQToolbox that allows you to export directly to RTM (Arma animation format) and with 3D max you would export them as FBX and import into Object Builder into one of the Arma Sample P3Ds and export again as RTM

final gull
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@desert raven Thank you! How to create config?

desert raven
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youll have to look how Arma animation configs classes are done and find one that fits your need and make a new version of it

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for animation configs there is not really tutorials available

winter fiber
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@desert raven Where are you seeing this bust? Im only able to find the normal body skeleton, none relating to lip bones. Im in Arma 3 Samples\Addons\Test_Character_01

desert raven
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Might have been Sample RTM perhaps

dusk kindle
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Am I right to think that the game's RTMs aren't meant to work with A3_character_example.p3d? (when previewing them with Object Builder/Buldozer)

drowsy nymph
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they're binarised

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there are a couple of unbined ones in \Arma 3 Samples\Addons\Test_Anims

dusk kindle
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bummer, that's what I'd figured :/ I was hoping to preview all the game's RTMs with the tool

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I can probably just script something to do that ingame instead

drowsy nymph
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there's an ingame animation viewer

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though I think there's also one in the debug console now maybe

dusk kindle
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Oh wow those are perfect

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Thanks man, you've saved the day for sure

spice walrus
dusk kindle
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@spice walrus awesome, thanks! Anything that makes looking through the stock anims easier is welcome

digital steppe
desert raven
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soonβ„’ πŸ€”

digital steppe
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Very soon

ruby hill
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wohoooo, fbx2rtm is being used by someone other than me πŸ˜„

digital steppe
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You don't remember helping me set up the Bindpose stuff? @ruby hill XD

ruby hill
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Uhm... errr 😊

digital steppe
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haha, it was a year ago, I'll let it slide πŸ˜›

ruby hill
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πŸ˜„

digital steppe
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A lot of people use max, and there hasn't been a defacto rig that works with FBXtoRTM with it

ruby hill
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some ideas to improve it, as fbx2rtm really makes batchprocessing easy, too.

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first check if rig and bindpose have a camera bone

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you'll need it for prone reload variants.

digital steppe
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oh really?

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I have a camera but it's more for visual stuff, where would it go exactly?

ruby hill
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Otherwise you get a nasty jump in 3rd person when reloading while prone

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Another thing:
I've made a small toRTM.bat in my sendTo folder, it consists of this

#
    echo %%i
    "G:\Steam\steamapps\common\Arma 3 Tools\FBXToRTM\Fbx2Rtm.exe" -cfg p:\animsource\modelbox.xml -skeleton ManSkeleton -bindpose "P:\ANIMSOURCE\bindpose_w_camera.fbx" -fps 30 -scale 1.0000 %%i
)
pause```
digital steppe
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ecamera

ruby hill
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This uses fbx2rtm's command line interface

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yes

digital steppe
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The bindpose is acting as the skeleton in my rig

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it's constrained to the rig

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and then FBXtoRTM is converting them into proper naming

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I guess it's the modelbox.xml that does it

ruby hill
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Yes it is.

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camera bone's parent is "pelvis", but it may need manual repositioning and relying just on the parenting will not always match the other anims.

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resulting in camera jumps in 3rd person

digital steppe
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let me check my hierarchy

ruby hill
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I think BI used a 1.3m offset upwards from pelvis and just bakes that in.

digital steppe
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hmm, it's linked to spine2

ruby hill
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going off memory. In vbs its parented to pelvis πŸ˜„

digital steppe
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Ahh, I think this is based off the old Bindpose they provided us, so I haven't changed the hierarchy

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I don't want to break anything if I change it

ruby hill
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Camera bone should always stay above whatever it's parent is, like a simple addition of the offset to boneposition in modelspace (not bone/local space)

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"Camera","Pelvis",

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from model.cfg of character's base. So its deffo still Pelvis

digital steppe
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Ok I can change that, not a huge deal

ruby hill
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Important: .rtm files contain no hierarchy

digital steppe
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I hadn't really noticed

ruby hill
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So the hierarchy in your rig is really unimportant in regard to arma. You can join your bones in your rig as you see fit

digital steppe
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Oh, well then I don't really need to change anything πŸ˜›

ruby hill
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Yes

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You can also add a shittonne of helper bones and use them with modifiers

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like weapon slots for rifle/launcher on back,

digital steppe
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I think these are meshes that get converted over into bones

ruby hill
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your exporthelpers are. ePelvis for example

digital steppe
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so you can actually animate the camera and have it affect the FPS camera in game?

ruby hill
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Yes.

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Thrid person only.

digital steppe
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oooh I see

ruby hill
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First person is tied to pilot-memorypoint, which is skinned to Head bone

digital steppe
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Oh shit wait

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WAIT

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that means I could make an action cam

ruby hill
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Thats why some of Bi's anims have the head detach and move around

digital steppe
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I guess I'd need to remake all the animations for action cam though XD

ruby hill
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action cam, now here's a massive blast from the past that basically nobody knows about

digital steppe
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I remember it being a big deal in the ghost recon games for console, and gears of war

ruby hill
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All the way up until 3den you could select specific camera maneuvers in a trigger in the editor. Like camera circle around, zoom in, etc.

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These were in fact .rtm controlled.

digital steppe
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interesting

ruby hill
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Which means, if you set up your own small camera animation rig, you can make really awesome nonlinear camera movements and have them play

digital steppe
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What would be nice is if I could overwrite specific bones in an animation, that way I'd only need to animate the camera specifically

ruby hill
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gestures do that

digital steppe
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So I could have an action cam gesture?

ruby hill
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They're layered animations that BI for some reason called gestures πŸ˜„

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Yes you could.

digital steppe
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huh..

ruby hill
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Have it affect camera bone only for some change in 3rd person camera behaviour

digital steppe
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ideas....

ruby hill
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same for head in first person. But there obviously the head will move around πŸ˜„

digital steppe
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yea

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I'll mess with that at a later date, would be nice to have some dynamic movement in the camera

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something subtle

ruby hill
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camera type objects have always been awesome jokers to hack anything

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You could attach vehicles to cameras in arma2 still πŸ˜„

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And then move them around using camera's camSetPos and camCommit.

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With A3's vehicles moving into PhysX simulated scene this stopped being possible 😦

digital steppe
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that's a shame

ruby hill
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It was particularly great for horror/zombie missions. Attach a particleSource to a camera and have it float trough the forest, following players, drawing pentagrams and such

digital steppe
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haha

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sounds fun

ruby hill
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Slow-motion missiles without needing setAccTime πŸ˜„

lone cobalt
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looks great! whats that in his hands? some kind of bullpup xm8?

light pollen
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Would like to try my hand at weapon animation, have a few early beginner questions if anyone is feeling generous with their time;

  1. Haven't yet got my head around when and where per-weapon animations take effect. For instance when switching to my weapon how is the transition interpolated/blended to reach my weapon raised pose?
  2. Related to the above, given several different man rigs around how important is it to have a starting pose which exactly matches the default soldier pose. If it is important how do the different rigs compare in this respect. I guess what I'm asking here is what steps need to be taken to avoid unsightly snaps/jumps?
  3. If I was feeling masochistic, is it possible to do the whole workflow in ObjectBuilder? So far I can import an unbinzarized rtm (from Matrices) over a skeleton p3d and step it but I haven't the foggiest what menu/tool would allow me to manipulate joints.
ruby hill
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  1. No need to worry about this. The configuration of the entire moves setup takes care of fading in and out of weapon hand-animations
  2. Very important to avoid visual artifacts from appearing when transitioning to a new anim (i.e reload prone or reload layered animation)
  3. Yes
light pollen
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Thanks very much. Confess I was still pretty confused as there appeared no concept of bones anywhere in OB but have just found a video by eggbeast which clarifies a lot, skeleton is a mesh?

zenith token
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its just that there is no IK in OB... so you have to move every bone on its own, and they are never attached. So if you move the shoulder, the hand stays where it is. And there is no safeguard. So you can create spaghetti man accidentally easily

desert raven
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its not very efficient animation tool

zenith token
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you can make pure static vehicle sitting animation if you feel like it, but anything dynamic (or anything involving fingers)...

light pollen
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ok, blender it is (though I haven't warmed to it so far, none of the ways of interacting with it i might try intuitively yield expected results) just, you know, you want to spend your time making rather than learning yet another new tool

desert raven
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but you cant do stuff if you dont know how to use the tools

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it applies to everything

zenith token
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you dont need to know how to model to animate though

light pollen
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sure, just a question of how differently it works to what you already know

zenith token
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so you dont have to learn the full skillset

light pollen
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for instance still haven't found the key/mouse combo that will let me pan the view in blender, normally expect some combination of ctrl/shft/alt and LMB/RMB

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just slow when you have to google every little thing

light pollen
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ta

desert raven
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learning the tools is necessary evil.

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and its only evil if you think it is

light pollen
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so macser's rig is the way to go?

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and let's say i was animating a new launcher, is there a place i can find an existing launcher pose so I only need to tweak the hands?

desert raven
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you would need Mikeros subscriber tools for DeRtm tool so you can convert the animations back to readable format

light pollen
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roger, get from the game release

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any advice on bringing the debinned rtm into blender?

desert raven
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you will want the rtmimporter addon

light pollen
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thx

desert raven
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its on github

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the link might be around this channel somewhere too

light pollen
desert raven
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thats the one yeah

light pollen
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sigh python, oh, right python runtime is built-in to blender

desert raven
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indeed it is

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and the addon will just add an import button into the import menu

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you dont have to do anything special

light pollen
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thank you chaps, seems i have everything i can think of now, time to watch some videos

ruby hill
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So if you move the shoulder, the hand stays where it is.

The sample skeleton unit should have hierachical bone selections that let you work around this. But you shouldn't be animating in O2 in the first place

drowsy nymph
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The Arma 2 sample skeleton was better, sadly. At least that one had automated positioning of the local axis

light pollen
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Do you know then why in this video eggbeast is apparently able to move just hands and have the arms move automatically via IK?

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I think he says the RTMs he's working with are from A2.

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@acoustic oar

naive hemlock
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@light pollen it is a handanim, not a reload anim

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basically it is the pose

light pollen
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right, and the case here is that the engine only incorporates the hand positions relative to the weapon? (i think i read somewhere)

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"RTM of handgrip is configured in the weapon config and engine uses only hand bones position relative to weapon bone." - Armored_Sheep

desert raven
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in weapon animation only the hand and finger positions are read in their relation to the weapon bone on the character

ripe lotus
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I have flaps in a jet (obviously). How can I make them accesible with two sources that dont add to each other? I mean I want to hook flaps to source rpm and flap. But for both the angle is the same and they add so it effectively makes it double maximum angle of rotation

zenith token
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thats the only way. there is no formula driven thing

digital steppe
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https://gum.co/KAOLj Alright, I finally got to releasing the rig, don't be scared, it's free, just put in 0.

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Enjoy, let me know how it goes.

sterile ice
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You're a legendπŸ™Œ

ruby hill
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Bad form. No credits given to the people whose work you built on AND asking for donations. 0/10

digital steppe
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I had help from a lot of people, which is why I thanked everyone

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I'll make amendments if you want your name specifically on the document

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The truth of the matter is that I shouldn't of had to build this rig and introduce the ability to use FbxtoRtm in the first place, if there's bad form anywhere it's on BI's part.

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And I'm not sure what you mean by the work I built on, I can't credit anyone really because I made all of that by hand, no one else did anything @ruby hill that includes needing to edit the broken bindpose and modelbox.xml, which belong to BI, who I credited

#

Other than the original mesh, bones (come to think of it, I re did those as well, in a way that would retain the original skinning of the mesh) and the inclusion of the bindpose stuff, it's all mine baby.

#

And building it took time and effort, as well as making the guide, I see nothing wrong with asking for donations

lone cobalt
#

I wish I could take a look right now. but its valentines day. A mans gotta do what he must do

light pollen
#

@drowsy nymph The Arma 2 sample skeleton was better, sadly. At least that one had automated positioning of the local axis By this do you mean that the A2 sample had selections defined with a local axis for each joint (and its whole descendant mesh)? If so should I assume from your comment that neither BI nor anyone else has ever released the same for A3? EDIT: Nevermind after fossicking through the A3 samples I found a combination of source files that more or less explain what I was asking.

light pollen
#

Also can somebody confirm my understanding of 'weighting' a model? If I had to guess I'd suppose it controls how completely a vertex conforms to movement of the bone/selection it's linked to? If that's correct would it then be right to say it's largely a matter for clothing and the base (naked) character mesh typically conforms 100% to skeletal movement?

ruby hill
#

Replace "weighting" with "influence", then that concept should be easier to understand.

#

Note that there is a limit: A vertex can only be influenced by up to four bones (not named selections, these are different)

#

Not sure what you mean by 100% conforming to skeletal movement. There is no other source but skeletal for characters.

light pollen
#

Thanks very much, everything I needed to know.

regal dawn
#

can someone give me the name of a vanilla "talking on radio" animation please?

light pollen
#

Thanks to those who have helped with my questions, making progress. To set context, I'm still exploring OB as an animation tool. Appreciate this ignores your expert advice but I have no ambitions as a modeller/animator - just looking to extend my ability to put stuff in game (with small tweaks and/or new hand pose) and OB is v. convenient (at this stage I think worth putting up with lack of skeletal constraints).

#

Am I right in supposing that the source for matrix export is all vertices in the named selection resolved to some sort of average vector (in lieu of a 'bone') which is compared (translation/rotation-wise) with the same selection/vector in the T-Pose?

naive hemlock
#

rephrase the question plox

light pollen
#

I'd like to see if I can assemble an OB 'rig' that combines a poseable skeleton with the actual a3 character mesh. I'm hoping I can bring the mesh in as 'work selections' (prefix '-') so they'll be (AFAIK) ignored when it comes to exporting matrices and then have a very simple 'triangle man' skeleton beneath (plus work selections which include a local axis for descednant nodes). So I'm just trying to get my head around what is/need-be weighted, what won't/shouldn't-be and which bits will actually be the source for matrix export.

#

AFAIK the matrices represent translation/rotation when compared to the t-pose but in a conventional workflow i expect these would be simple bones (origin, direction, magnitude) where OB seems to use an actual mesh comprising many vertices. So, specifically my question is how is the mesh associated with each named selection converted to DX matrices (being more complex, by virtue of having many more data points than a bone).

naive hemlock
#

OB doesn't use skeleton per see

#

there is a Tpose someplace in your samples or tools, but that is just a simple representation

#

what you'd want is a base mesh in Tpose where you could transfer weights from the base mesh to a new mesh

#

i for one haven't tried that myself, but afaik, you cannot transfer weight from mesh to mesh B like you can with other software out there

#

there are 2 tools i haven't tried and i am not sure how they work

#

tools - copy weights
and
tools - weight automation

that you might wanna look into

light pollen
#

thanks, sounds like i need to start with the a3 character sample as the initial model (with weights intact)

#

and bring simple 'skeleton' to that

naive hemlock
#

SteamLibrary\steamapps\common\Arma 3 Samples\Addons\Test_Character_01\A3_character_example.p3d is in Tpose

#

again, you need to get your head around how the skeleton works in A3

#

there isn't one

#

not in the general sense anyways

#

SteamLibrary\steamapps\common\Arma 3 Tools\FBXToRTM\Skeleton\Male\male.p3d

light pollen
#

no ('skeleton in general sense), hence my question/assumption about how it generates matrices from a mesh rather than a bone. i'm guessing the collection of points can be resolved to a vector (probably similar to OB direction-from-faces) and then compared with the same thing for the same selection in the anim frame.

naive hemlock
#

the animation matrices for rtm

#

is nothing more but a set of translations/rotations/scale anims

#

based on a set of β€œorigin” points which are the joints

#

you can indeed set a new custom skeleton if needed, but then again, all the existing rtms won’t work

#

can i ask what you intent doing?

#

might be easier to answer things more acurate

light pollen
#

nothing special/particular just my first foray into anims and still doing 'tool selection' for my purposes it is most convenient to use OB so I'd like to generate the most accurate/useful base model.

#

probably the first thing i'd actually want to produce is a full set of jump anims (there's only the rifle raised variant in the base game)

naive hemlock
#

my 2 cents here

#

you are gonna hammer some nails into your own foot

#

trying to use ob to create an animation from scratch

#

the entire point of a proper keyframe animation is to get manually do the least amount of manual keys

#

and let the rest β€œinterpolate” on its own

#

with adjustements when/where needed

#

and that is something ob cannot do. so you’ll be forced to do a single frame at a time for all the frames needed

#

this is why everyone suggests you use a proper 3d software

#

for that sort of thing

light pollen
#

roger, appreciate (all) the advice, animation from scratch isn't something i'm planning to get into, just a few adjustments to existing anims

drowsy nymph
#

If you're not satisfied with it the current skele and are wasting time trying to make an pose-able skinned character model, logic would suggest that in fact it is not the "convenient" workflow you think it is

naive hemlock
#

if that comes from monkey

#

who is more OB savy than myself

#

and doesn't have a inner hate towards it

#

says it all

drowsy nymph
#

I've used OB to animate things before, but accepted that if i want to see it on a skinned model I need to export the .rtm and import it to another instance of OB

#

but nowadays i just use Blender with Macser's rig and Alwarren's exporter

light pollen
#

my thinking was effort now, convenience thereafter (from matrices, export matrices)

naive hemlock
#

does macser rig/alwarren exporter importer combo

#

allow RTM import as well?

#

@light pollen what i am trying to say is that OB is simply not worth the effort for some stuff

#

i personally use it just for setting up some things

#

there are way way faster ways to achieve anything with a proper 3d software than it is with OB

drowsy nymph
#

@naive hemlock AFAIK the manipulators don't work right after importing .rtm

#

but the rig itself would make recreating poses somewhat less of a hassle anyway

#

or building the new pose from scratch

#

or maybe just animating the parts you want and doing the "paste over selection" crap in OB to add it to an existing .rtm

light pollen
#

beyond ease of rtm import/export i also wondered if the original a3 mesh over the original a3 pivots would yield more accuracy, a video series i watched on using blender suggested nobody's rig is really super accurate when it comes to finger placement (meaning repeated trial exports to game are required to refine this).

drowsy nymph
#

super accuracy of the fingers will go out of the window on some models anyway because the gloves etc aren't always weighed the same as the bare hands, and have different scale/geometry

light pollen
#

well i expect i will throw in the towel and swim with the tide eventually but i'm going have a go at this, might potentially turn into a useful resource and certainly will be a good learning exercise. i very much appreciate you all sharing your advice/experience.

desert raven
#

With some trickery Blender rig can be made to use the imported RTM with constraints.

#

The constraints just have to be enabled and perhaps tweaked a bit after RTM import.

tired depot
#

By default, importing with the addon is going to disable the ik constraints. The widgets, and ik targets won't have any keys in the rtms. But the standard bones do. You'd get a right old mess as the ik solvers conflict with existing keys. If you wanted to use ik on an existing animation, I'd suggest removing the keys for the limbs you want, then switch the ik constraint back on. Animate. You can do this from the dope sheet. Same window used to store and edit all your actions.

desert raven
#

Usually ppl might need a single frame from one of the vanilla anims to match transition between them which makes that a little easier

light pollen
#

don't suppose anyone has (or knows of someone who has) explored facial animation?

naive hemlock
#

i have rigged / weighted a head once

#

it has been a pain

#

have not made a facial anim myself though

desert raven
#

I've done some tinkering in that regard

#

You can search this channel for that

#

We have recreated facial rig for Blender floating around somewhere around here.

ruby hill
#

Biggest issue here is playing face anims. There's not exactly a switchmove equivalent. You can use setMimic and thats about it.

light pollen
#

In a surprise to nobody (even me), experiment is a bust. Having a weighted mesh in bone selections queers the exported matrices (somewhat predictably given BI only gave us Michelin Man). And if the mesh only exists in work selections then it doesn't animate with the bones. Blender it is then.

ruby hill
#

Yes, you cannot derive an rtm from a non-discretely weighted skeleton in O2. πŸ˜„

#

The bone center caluclation that O2 does to "guess" the bindpose gets all screwed up

light pollen
#

Actually I'm now thinking it might not be such a deal-breaker as I have a work selection just for the weighted mesh which I can delete immediately prior to export (leaving only the 'bones').

desert raven
#

sounds quite complicated to produce simple animations

light pollen
desert raven
light pollen
#

Thanks, got that and the toolbox and the importer.

desert raven
#

I would argue that "quick tweaking" in OB is not as quick as doing it externally

#

of course it might depend on what one is used to use

naive hemlock
#

there is nothing quick about object builder / oxygen

light pollen
#

Unless you're standing at the foot of the Blender learning curve. πŸ˜‰

queen stump
#

@naive hemlock Don't hate πŸ˜› You just didn't master it yet LULW

naive hemlock
#

@queen stump πŸ˜„ i wanna see you do a full reload animation in it, since you've master the inner workings of dis blyatiful software

zenith token
#

whenever you do a full install you get to appreciate the blyatifulness of it in all its glory... UI efficiency 3%

queen stump
#

NO LULW

ripe lotus
#

Is there any source for vehicle model cfg that will go 0-1 and repeat ? (Constant loop)

digital steppe
ruby hill
#

ClockMinute for seamless movement, clockSecond for discrete steps.

slow inlet
#

So I made a gesture where it puts your hands up. However for people to be able to see the gesture I need to remotexec it on the mission. Is there a good way to handle that in the mod instead?

desert raven
#

I think thats just how you have to do it in MP

slow inlet
#

Ahh I see, cheers for the info

ruby hill
#

No

#

Ah wait, no. BI broke the MP synch of playAction

#

so yeh, you'll have to RExec it.

naive hemlock
#

gets his hope high each time he sees Mondkalb posting in the animation channel

ruby hill
#

πŸ’©

naive hemlock
#

Β―_(ツ)_/Β―

lone cobalt
#

quick question

#

the shoulder bones are not affected by a default stance for a weapon, right?

drowsy nymph
#

the weapon handanim?

lone cobalt
#

uh yes

#

whatever its called idk

zenith token
#

stance -> prone, crouch, stand, anything inbetween. Yes stance affects shoulder bones.
weapon holding animation (handanim) doesnt

#

unfortunately, because the default shoulder positions are awefull -> they change position for every stance, so that if the weapon is properly placed in the shoulder in standing, it will look off in low stand, high crouch etc. (clipping)

lone cobalt
#

I noticed that and expected this answer

#

thank you tho

#

finally going to try out kiorys rig

digital steppe
#

Might want to hold off @lone cobalt I'll be releasing an update later today

#

Less bone popping, much less

desert raven
#

I could use a bit less bone popping on my ragdolls xD

digital steppe
#

Wtf is going on there?

#

Ah custom rig?

desert raven
#

yeah

#

so far have had no luck setting up the ragdoll config

#

as far as I know the bone/skeleton/selection setup, memorylod, pivotmodel setup, ragdoll and moveset config, are identical to ArmaMan except for the different shape of the character

#

and few classname changes

#

but the joints go wild when it ragdolls

#

no errors/warnings anywhere and no documentation to go on about it. Except Mondkalbs BlockMan, but so far I have not been able to gleam any apparent differences with my setup

#

I also dont think the ragdoll joints would still be using the ArmaMan points as they seem to blow way past the man ragdolls dimensions

digital steppe
#

Wonder if it's as simple as missing an autocenter entry somewhere, probably not

desert raven
#

hmm

#

that would be the character or the pivots p3d

#

pivots p3d as far as I know only contains memory lod

#

and character is a copy of the sample character p3d

#

tweaked to fit the new rig

digital steppe
#

I know it's weird, but I've seen autocenter placed in BI's mem lods as well, whether it's accidental, oversight, I don't know

#

particularly character related stuff

#

my only guess as to why this is happening though? It's probably defaulting to the old rig for ragdoll

#

although, it's weird the arms are stretched but not the legs

#

actually, if anything, it looks like the pivots for the joints are off

#

so it's defaulting the pivots rather than the bones

desert raven
#

yeah It might be some sort of config issue too. But since theres absolutely no documentation for ragdoll congif, I have no started messign with it at all yet

#

for me it looks like the joints actually break

digital steppe
#

well we're made of hard stuff when it comes to config shit, I'm sure you'll find it eventually

#

like they aren't actually connected?

desert raven
#

yes

#

but the mesh distortion hides that

digital steppe
#

Do they like fall apart and start rolling around on the floor etc?

desert raven
#

they dont move far but yeah it looks more like that

#

I might be wrong about that too though

digital steppe
#

there must be a config for how the physics behave on the ragdoll then, even UE4 does this without a proper setup

desert raven
#

oh yeah the ragdoll config is quite big package

digital steppe
#

where is it located?

desert raven
#

class CfgRagDollSkeletons

digital steppe
#

which folder/file XD

desert raven
#

ummmm not sure. I took mine from the AllConfig dump

digital steppe
#

I'll do a search with VSC

#

it should find all the entries in all configs

desert raven
#

was in data_f\config.cpp

#

I do have some ideas what to poke at

#

but swinging blind gets a bit frustrating at times

lone cobalt
#

@digital steppe alright, gonna put my animations on hold then

digital steppe
#

There are two entries, one of them has an idle animation applied to it

#
{
    class BaseRagdoll;
    class Soldier: BaseRagdoll
    {
        idleAnim = "A3\anims_f\data\Anim\sdr\ragdoll_fingers.rtm";
    };
};```
#

I doubt that is it, but it's something to look at

#

The rest of it is setting up the physics and behaviour, so if you're extending from this, it should work

#

that's assuming you've named everything exactly the same

desert raven
#

I've duplicated the soldier ragdoll class and renamed it

#

so I have everything in it visible

#

and tweak-able

lone cobalt
#

@digital steppe about that update

#

anything new

#

?

digital steppe
#

I'm remaking it again

#

if you need animations absolutely right now, the current version will work fine

lone cobalt
#

nah its not immediate

#

i wish you the best of luck

digital steppe
#

It's honestly me not being satisfied with how the CAT rig is positioned

#

I'm also trying to make it IK/FK and MoCap friendly

lone cobalt
#

perfectionism strikes back πŸ˜‰

digital steppe
#

no use half assing it

sinful dragon
#

When trying to run the bulldozer - I can not see any of the animations. Pressing enter only writes "anim" on the top left corner. Could I know just with that if the issue is in the p3d or in the model.cfg?

desert raven
#

your model and model.cfg do not seem to connect

#

so likely you have issue in modle.cfg

#

like for example the name of the class for the model is not named the same as the .p3d

sinful dragon
#

which of the classes should be the same name? the one in class CfgSkeletons or CfgModels?

desert raven
#

the one inside the cfgModels

sinful dragon
#

Thanks, will try that

sinful dragon
#

does in need to be the full "name.p3d" or just "name" ?

desert raven
#

name

#

find chapter 4.4

#

in the above document

sinful dragon
#

Thanks, will read througth all of it just incase

desert raven
#

πŸ‘Œ

dull warren
#

Am I correct in thinking that animation types (e.g. for reloading weapons) are limited to translations, rotations and hide/unhide? From the Wiki that seems to be the case but I was curious as to whether it is possible to scale as well.

desert raven
#

yes there is no scaling animation in model.cfg as far as I know

#

you would have to animate points with multiple bones to achieve scaling effect

drowsy nymph
#

You can sort of scale with a hide animation if you have the object weighed to multiple bones

#

but it's more a case of exploiting a bug than an actual scale anim

desert raven
#

πŸ˜„

#

I tried to not to mention that

drowsy nymph
#

Yeah, it shouldn't really happen and it's not like it's useful since it only scaled relative to [0,0,0] instead of a user-defined coordinate

dull warren
#

Thanks. I was in the process of converting some of my weapons to use magazine proxies but discovered a major issue. The external width of a mag well on one rifle is exactly 26mm (assuming 1 Arma unit =1m) which is slightly too thin in reality but should still be thick enough to hide any 556 mag inside it. (I think the widest part of an ar15 mag well is 24.7mm)
Sadly, both BI and RHS proxy mags are wider than this so poke out the side of the mag well slightly.
I was trying to work a sneaky way where I could still use them...

deft fern
#

@dull warren both bi and RHS magazines will be changed

dull warren
#

Fantastic!

sinful dragon
#

My weapon model's holding animation is correct, but the handgun is not held between the 2 hands but instead is inside the right hand's fingers

queen stump
#

Well, that's correct? But I'm not sure, if I understand correctly.

sinful dragon
#

the pistol grip is inside the right hand, inside the skin, bone etc, instead of being between the right and left hands

queen stump
#

Then offset the weapon bone in anim or weapon itself

sinful dragon
#

Not really sure how to do that - I copied the animation code from Arma 3 Samples and didn't change much other than the paths to things

queen stump
#

Open the pistol model and move it around in model space

#

If you are using vanilla animations and not your own

sinful dragon
#

Ok gotcha, just wasn't sure if I needed to fix that in the model or somewhere in the code! Using vanilla animations btw

ripe lotus
#

Speed of anims with vanilla sources can't be adjusted, correct?

#

I just found out they can. Damn

desert raven
#

πŸ‘

ripe lotus
#

Sorry

ripe lotus
#

Although no I dont think I found a way, tried with AnimationSources

#

and since animPeriod works only with user sources then Idk

desert raven
#

you can overwrite a engine source and alter its parameters

#

theres how-to in the model.cfg wikipage

#

cant quarantee it works though

ripe lotus
#

But I wanted to have different speeds for two anims using same source so that might be tricky

desert raven
#

that might not be possible

#

what are you exactly trying to do

ripe lotus
#

The flaps anim in F18, minor detail but outer flaps move faster in real jet

#

Kinda did it just by setting minValue to 0.2 and maxValue to 0.8

zenith token
#

you can animate the same bone twice btw... overlaying multiple animations on the same bone can give some nonlinearity. Its not particularly efficient...

desert raven
#

min and maxValues would be good way to do it

tardy hound
#

Is it possible to do a delay in model.cfg animation for something like a door? I'm trying to create an elevator door where the second piece doesnt start to close until the first piece is mostly inside it already.

desert raven
#

1st piece minvalue = 0 maxvalue = 1, 2nd pieces minvalue = 0.5 maxvalue = 1

tardy hound
#

Thanks!

sinful dragon
#

I have a reload animation - this is how it is supposed to go:
"exctractor" goes out, "bullets" still in, after a bit they disapear. After another bit "bullets" re-appear and "extractor" goes back in.

#
              class bulletsOut
            {
                type = "hide";
                source = "reload";
                selection = "bullets";
                minValue = 0.8;
                maxValue = 1;
                hideValue = 0.9;
            };
              class bulletsIn : bulletsOut
            {
                minValue = 0.35;
                maxValue = 0.8;
                unHideValue = 0.9;
            };
            class cylinderOut
            {
                type = "rotation";
                source = "reload";
                selection = "extractor";
                axis = "extractor_axis";
                minValue = 0.9;
                maxValue = 1;
                angle0 = rad 0;
                angle1 = rad 110;
            };
            class cylinderIn : cylinderOut
            {
                minValue = 0;
                maxValue = 0.2 ;
                angle0 = rad 0;
                angle1 = - rad 110;
            };```
#

but there is 1 problem - bullets are out from the first frame.
Everything else works as intended

#

Any idea what could be causing it? I tried giving the "bulletsOut"'s min and maxValues different values, but to no vane

desert raven
#

possibly the bullets area part of another animating selection

sinful dragon
#

Nope, only this animation in the code so far

#

or do you mean something else by that?

desert raven
#

you have multiple bones yes?

#

does the bullet belong to any other bone selection

sinful dragon
#

yes

#

"trigger","",
"extractor","",
"cylinder","extractor",
"bullets","cylinder",
"hammer",""

#

yes, cylinder

desert raven
#

so in OB teh bullet is part of "bullet" and "cylinder" selections?

#

if so that would be the problem

sinful dragon
#

not in OB, they are separete

#

I can select "cylinder" in the selection and drag it wihtout the bullets moving, and wise wersa

zenith token
#

would it be possible to limit FFV to one axis and have regular turretmovement on the other?Say the FFV axis is vertical, and turret is horizontal.
It would enable AI to use small windows in buildings by occupying an invisible turret with that property. Up and down they move their upper body, left right their entire body is moved around an axis that is close to the wall (as opposed to their body center), like in case of a bipod

deft fern
#

@sinful dragon what the hell are those radians in hideValue

sinful dragon
#

@deft fern ehh I noticed that too after posting, just a copy-paste issue )

#

removing them didn't solve the issue througth

deft fern
#

HideValue range is 0 - 1

#

Where 0 = minValue & 1 = maxvalue

sinful dragon
#

Not sure what that means
does it mean that I can only use values 1 and 0 in hideValue, and nothign in-between?

desert raven
#

sure in betweem but not over

#

rad 0.9 does not give you desired results though xD

sinful dragon
#

indeed, and I tried switching around those numbers a couple of times - with no good effects

deft fern
#

If you minValue = 5 & maxvalue = 10 then I. E. HideValue = 0.5 means that selection will be hidden when source value is at 7.5

sinful dragon
#

Ok, I understood that so far

#

But shouldnt that mean then that
minValue = 0.8;
maxValue = 0.801;
hideValue = 1;
gets the "bullets" hidden at 0.8? Because in my case - they are hidden at 1.0, even througth my values are set to that right now

deft fern
#

No it will be hidden at 0.801

sinful dragon
#

meant that, but still - the bullets are hidden when they shouldn't be. I will try a solution I just came up with, but most likely it wont work

deft fern
#

Also, having hide and unhide at same value doesn't make sense

#

(bulletsin )

sinful dragon
#

doesn't the value in hideValue and unHideValue get affected by the min and max vallues?

deft fern
#

?

sinful dragon
#

not sure what you mean that same value for hide/unHideValue make no sence

deft fern
#

You have same values for hide and unhide in bulletsin class

sinful dragon
#

Ok I think I got what you meant, will try ajusting and see if it works

#
            class bulletsIn
            {
                type = "hide";
                source = "reload";
                selection = "bullets";
                minValue = 0.3;
                maxValue = 0.4;
                hideValue = 0.5;
            };
            class bulletsOut : bulletsIn
            {
                minValue = 0.7;
                maxValue = 0.8;
                unHideValue = 1;
            };```
#

tried this, but still same issue

#

"bullets" doesn't unHide at any point after it gets hiden at 0.35

desert raven
#

why dont you just do 1 hide animation wiht minValue 0 maxValue 1 and hideValue 0.35 and unhideValue 0.75?

sinful dragon
#

I didn't know I could have mutliple parameters in 1 class, will try taht out!
edit - it's late, going to sleep will come back at you if it worked !

deft fern
#

@sinful dragon also don't forget that reload is going from 1 to 0

sinful dragon
#
            {
                type = "hide";
                source = "reload";
                selection = "bullets";
                minValue = 0;
                maxValue = 1;
                hideValue = 0.4;
                unHideValue = 0.8;
            };```
#

@desert raven finally came around to trying that - but to no effect

#

the bullets still don't get unHiden at 0.8, or at all after 0.4

drowsy nymph
#

ingame, or in buldozer?

sinful dragon
#

bulldozer so far

drowsy nymph
#

because as reyhard said above, ingame the reload source runs 1 to 0, so you have to play it backwards in Buldozer

sinful dragon
#

Yeah I knew that, I go over to the end (1) and scroll back to 0

#

bullets are hidden all the way down to 0.4, but I wanted them to be unHiden from 1 to 0.8 and then again unhiden from 0.4 to 0

deft fern
#

can you paste whole model.cfG?

sinful dragon
#

1 sec

#

" Your message could not be delivered because you don't share a server with the recipient or you disabled direct messages on your shared server, recipient is only accepting direct messages from friends, or you were blocked by the recipient. "

#

thanks discord, I'll upload it to pasteBin or smth

deft fern
#

yeah, pastebin is fine

sinful dragon
#

the "reload" didn't work even before adding all the other animations, I just did those while ignoring reload for a couple days. Also it's only the bullets part, rest of "reload" works as intended

deft fern
#

so you want to hide bullets between 0.4 - 0.8, right?

sinful dragon
#

Yes

#

when cylinder goes out - bullets gets removed, and added back right before cylinder goes back in

sinful dragon
#

What about this - could the issue be that I am using Oxygen 2 (ArmA 2), while in the biki it says "unHideValue (A3 only)" ?

desert raven
#

@sinful dragon you have installed arma 3 tools and run the Object BuildeR?

sinful dragon
#

Yes

desert raven
#

thats not Oxygen 2

sinful dragon
#

I know, I preffer Oxygen 2, I will try opening up the model in the Arma Tools one instead

desert raven
#

dafug

#

do you have the old tools installed too?

sinful dragon
#

Yes, separetly

desert raven
#

dont

sinful dragon
#

Why not? Does it fuck with some settings/configurations etc?

#

Also unHide still doesn't work OB from Arma Tools, so has to be something else

desert raven
#

ok so right now I have no idea if you have your tools set up correctly at all

#

so debug is pretty much obsolete

#

and yes the old tools should not be installed at the same time

#

and they definitely should not be used for Arma3

sinful dragon
#

I don't have the old tools installed, only oxygen 2. I used Arma 3 Tools before downloading oxygen 2, so it should be installed correctly, I haven't ran in too any other problems so far

#

Ok gotcha, will double check if it is all installed correctly

desert raven
#

There is 0 reason ot use O2

#

Object Builder is pretty much the same with likely few fixed things

#

and its possibly you are not running the right engine as buldozer

sinful dragon
#

For some reason OB doesn't "save" my layout, every time I open it I have to manually re-open every tab and window and reposition them all again aswell which gets annoying when I open and close it fairly often

desert raven
#

well you dont have your tools set up right then

#

start here

sinful dragon
#

Yeah, I'll check if my tools are installed correctly now just in case, even througth I haven't had issues with other "arma 3 exclusive" functions before

desert raven
#

yeah thats not right

#

it is how its supposed to work

#

but using the Arma Tools Launcher causes more trouble than good

#

so quite possibly why yout layout does not save is because you run it from the launcher

sinful dragon
#

Well shit, I guess I'll have to do the PMC one, and link it to everybody else who for some reason asked me "how 2 install tools fast?"

lone cobalt
#

question:
im sitting on some mg animations atm and Im struggling like probably so many before me with the left hand clipping through the ammunitionbox. My goto solution is to grab the mg at the ammunitionbox, but im playing around with the idea holding the entire mg at stomach height. How many things need to be considered if I want to have a weapon be hold at stomach height?

desert raven
#

a lot

#

also it will not work in prone if its at hip

#

I've done one like this

lone cobalt
#

is it possible to have handanims only for the prone stance?

#

next to the default handanims I mean

desert raven
#

No

#

1 handanim /weapon

#

If you made a custom move set fot hip fire weapons you could possibly alter prone stance for it

#

But that is quite unknown waters.

#

And a lot of work

ruby hill
#

And not easily trackable. The solution here would be weapon specific action maps that automatically trigger.

#

I've made a prototype set of animations for MGs held at hips, and it requires a massive amount of scripted tracking to ensure the character stays in that stance, as there quite a lot of cases that will "snap out" the character from using that set of animations.

lone cobalt
#

I guess I gonna stick with grabbing ammunition boxes then πŸ’

sinful dragon
#

Got my P drive re-installed and animations done (I just went with another animation), but now I have this ingame :

#

any idea what is causing it & how to fix it?

desert raven
#

you mean the offset?

sinful dragon
#

The cylinder being on top of the gun

desert raven
#

your animations are not set up right

#

likely

#

something is moving the cylinder on top

sinful dragon
#

Guessed so, but what is it that is doing that?
& should I post my model.cfg ?

desert raven
#

is there any animation that moves the cylinder to that position?

sinful dragon
#

shouldnt be

#

all animations are rotations

#
            class cylinderRot
            {
                type = "rotation";
                source = "fire";
                selection = "cylinder";
                axis = "cylinder_axis";
                minValue = 0.5;
                maxValue = 1;
                angle0 = 0;
                angle1 = - rad 60;
            };```
for rotating 60 degrees when firing
desert raven
#

did you test all animations in buldozer?

sinful dragon
#

yes

#

they all work correctly in bulldozer

#

I also noticed then I was trying to fix it by renaming the source to something else - the cylinder wasn't right above the python anymore, but still not where it was supposed to be

drowsy nymph
#

does the weapon model's geometry LOD have autocenter 0?

sinful dragon
#

No idea what that means, do you mean the LOD called 0.000 ?

desert raven
#

no

#

geometrly lod

#

good call @drowsy nymph

#

is better btw

sinful dragon
#

Thx, will check that out

desert raven
#

also this

sinful dragon
#

but first - am I supposed to have autocenter 0? or disable it?

desert raven
#

autocenter 0

drowsy nymph
#

you're supposed to have it on weapons

desert raven
#

compare to the sample rifle

drowsy nymph
#

and gear items

#

but not vehicles

sinful dragon
#

Ok, will try that out now. and I basicly copied the code from sample rifle so idk why I didn't have autocenter there /

drowsy nymph
#

it's in the model itself, not the config

#

you can only copy named properties in to another model by physically pasting geometry from one .p3d to another

desert raven
sinful dragon
#

Since I haven't done any other propertynames - are there any other super required ones like this one?

desert raven
#

not for weapons

#

each sample has the commonly required ones for the type of object

sinful dragon
#

Ok, will keep that in mind

fossil sun
#

How can I get custom animations into arma? Is there a mod or addon of lots of animations for civillian tasks?

sinful dragon
#

Static or moving animations @fossil sun ?

fossil sun
#

moving

#

to go with voice acting

desert raven
#

character animations?

sinful dragon
#

No mods for that, but there are scripts I believe

desert raven
#

do you mean like how to make new animations?

#

or how to use animations in game?

#

and no, there are no animation packs

#

animations are quite time consuming to make and get into Arma

sinful dragon
#

these are your best bet at something "easy"

#

Also most fancy mods add their own animations to list, but you'd have to find them manually, and probably none of them are for "Civilian voice acting"

fossil sun
#

Well I jsut need civillian things like. animations for working and animations for speaking and just normal things we do day today. Answer a cell phone and stuff.

sinful dragon
#

My 2 links is the best you gonna go without spending >ALOT< of hours on creating animations yourself. You can also view those animations ingame in the animation viewer, saves some time

desert raven
#

yeah there are no such animations as far as I know

fossil sun
#

Ah, oh welll.

#

If i got a bunch of 3d Max/Blender/Maya animations how easy could it be to import it into arma?

desert raven
#

not easy

#

you would have to figure a way to project them onto the Arma skeleton

#

and then export that out into Arma animation format .RTM

#

and then build configs for each animation

sinful dragon
#

(akward having having a channel for animations with disabled image imbeding imo)

#

so new issue, my "reload" animation plays when I fire, I guess thats an easy fix - I just put the "fire" source to be "reload" instead

hasty anvil
#

πŸ€”

sinful dragon
#

but what do I name the old "reload" source for it to animate on reload of weapon?

#

found it I think, I guess it's "reloadMagazine" based on BIKI/Model_Config

#

is there any description somewhere on what each individual source= does?

drowsy nymph
#

The middle column on the biki page describes what the sources do

sinful dragon
#

Thanks,somehow didn't realize that fore some reason until now

hazy plaza
#

After the Arma 3 update, which appeared a few days ago. All my Custom Animations are broke can someone help me ?

#

For Example all Driver sit on the hood etc.

#

at version 1.88 all animations work

desert raven
#

odd, never heard such happening

#

do they still use the correct animation?

#

how many animations are affected?

#

have you repacked them?

hazy plaza
#

my arma is the problem after the update dont work any animations :C

regal dawn
#

what about vehicle wheelbase realistic demage animations in game?who have mod or something like this?

naive hemlock
#

no idea what you are talking about

#

besides this is not the place to ask for mods or find me a mod sort of questions

desert raven
#

@regal dawn unless you explain what you are after we can't help you.

regal dawn
#

i mean more nice animation for game ,demage system with more nice animations

naive hemlock
#

lol

desert raven
#

@regal dawn thing like that can't really be modded.

ripe lotus
#

Trying to animate wheel, with simple rotationX it will rotate ok, but also scale itself, why?

drowsy nymph
#

Bone is probably sharing verts with other selections

ripe lotus
#

You are correct, thank you

harsh jacinth
#

Hello, guys, does enableBinocular = class even works?

#

i have managed to make gesture not stopping from using rifle optics with the enableOptics = 1; parameter, but enableBinocular = 1; and enableMissile = 1; cant do the same

#

Ha ha, you know what? Ive got it to work with -1

#

This makes no sense

sterile ice
#

Lol

#

There are alot of settings for animations which are not working properly, or I'm too dumb.
Gotta try setting these values to - 1 to see if it works πŸ™ƒ

harsh jacinth
#

Comrades, have anyone got the idea how i can estimate weapon reload animation time?

drowsy nymph
#

why estimate it when it's in the config?

harsh jacinth
#

where?

#

afaik there is only the reload animation name and its speed

#

magazinereloadtime is only for launchers

drowsy nymph
#

no it's not

#

defined in the gesture speed IIRC. Time = 1/speed

#

.rtm and model.cfg both run 0 to 1

harsh jacinth
#

hmm

#

Thank you! It works for most of non rhs weapons

#

rhs reloading lasts exactly like the speed parameter in seconds

#

and the srifle_GM6_F have 0 speed)

desert raven
#

out of curiosity, why does the reload time matter?

harsh jacinth
#

im making workaround reloadstart handler

#

i though i had already, but suddenly reload speed method of rhs is completely different

drowsy nymph
#

my advise would be not to bother with workarounds @harsh jacinth

harsh jacinth
#

Yep i heard about that

#

but our community already uses the kola's cool radio animation mod

#

and i build some serous mess for it)

#

for some unfourtunate reason i have tested only on guns with rhs reload time method

dull warren
#

I'm in the process off trying to convert some of my mods over to using magazine proxies. I'm running into two issues and can't seem to make progress despite going through the biki info etc.
The first issue is that I don't seem to be able to get the magazine to move/animate on reloading. I assumed that I'd just need to add the magazine proxy to my skeletonBones list and either make it a child of the old magazine (which already has animations setup) or add new animations for the magazine proxy. However neither of these seem to work making me wonder if I'm not naming the proxy correctly in the model.cfg file. (I'm using A3\Data_f\proxies\weapon_slots\MAGAZINESLOT.p3d as the proxy that I've inserted in my weapon and am referencing this as 'MAGAZINESLOT' in my model.cfg)

The second issue I suspect I can't fix and my only hope is that BI make further tweaks to their 5.56x45 stanag models as we've already discussed the fact that scaling is not possible during animations.
BI and RHS have both now changed their 5.56x45 magazine to be the correct width (THANK YOU, guys!) so they don't poke through my magwells anymore. However, BI's stanag magazine looks to be significantly too long so can be see where the bolt necks down: https://cdn.discordapp.com/attachments/383593050900791297/556139434710401038/unknown.png

#

I've already positioned the magazine proxy about 2-3mm too low so don't really want to lower it further...
If anyone has any help/suggestions for these two problems, I'd be most grateful!

drowsy nymph
#

You shouldn’t need to make a new bone or anim for the mag to move. Just name the proxy what ever the mag bone was before you changed it to a proxy

dull warren
#

I had noticed the example in the wiki was just called 'magazine' but when I attempt to re-name the proxy in Object Builder, it wants to change the name of the file/proxy it points to. (I.e. the whole A3\Data_f....)

#

But I'm just giving that a go now

queen stump
#

Don't change path to proxy, just select the proxy in viewport and then in selection list right click and create new selection

dull warren
#

Ah - thanks, I'll try that (as re-naming the proxy did not work as expected/predicted!)

dull warren
#

Brilliant! That's fixed problem no.1. Many thanks. Do we think the chances of BI tweaking their model again are close to zero? (I.e. do I still need to find a solution for issue 2?) For info, I'm fairly sure all my dimensions are pretty accurate and this does tie up with RHS's mag position/dimensions as well. So other mod makers may have a similar issue at some point.

queen stump
#

@deft fern πŸ‘€ ?

deft fern
#

well, they have correct length according to factory drawings

#

so I guess magazine proxy is too deep in your weapon? @dull warren

dull warren
#

Probably easiest to ping you a DM with an image if that's OK?

deft fern
#

well, you have sent same image as here so I think there is no point in DMing it πŸ˜‰

dull warren
#

Ah - I thought you'd not seen that. Sorry!

deft fern
#

just experiment with mag proxy position till it fits

dull warren
#

The mag will sit far too low in order to do that so I'm very keen not to!

#

So this proxy position looks to be pretty much spot on

deft fern
#

pmag doesn't have correct size yet

#

it's old model

#

only USGI & magpull magazines were adjusted

dull warren
#

Yeah - my magwell dimensions is from that second link. I'll just check my original mag against that first link (very handy - thanks!)

#

For info, the lower edge of my original mag overlays the bottom edge of the BI one with the proxy in that position. But I'd be delighted to discover my mag being too short and lower the proxy - especially if there's a chance RHS will update their mag models in time....πŸ˜‰

#

So my original mag is actually 3mm longer/deeper than that CAD drawing

drowsy nymph
#

@deft fern BIS mag could be placed a little high. I know when we introduced Pufu's new STANAG mag to RHS, it was the correct length but aligned such that the top of the mag was where the feed lips on the original oversized mag was. This made it sit too high. I lowered the whole magazine model a bit so now the cutout detent lines up with the mag-release latch on our M4/M16s and the feed lips don't go as far beyond the base of the bolt-carrier

deft fern
drowsy nymph
#

That Pufu's new one? I thought it had more bullets and the follower?

deft fern
#

ah, might be the old one then

drowsy nymph
#

yeah, I open the old one by accident a lot because they're named the same save for a n somewhere to indicate it's the new one πŸ˜„

dull warren
#

As you can see, they line up almost perfectly with the BI mag sitting may be 1mm lower than my mag

#

My mag is about 3mm too deep when compared to the CAD drawing and the feed lips sit just below the bolt carrier. So this suggests the BI mag is about 10-15mm longer than my mag/the CAD drawing

#

πŸ˜•

deft fern
#

alright, I'm try resize it then

dull warren
#

Thank you!!!

naive hemlock
#

@drowsy nymph ideally should have just replaced the old one, which i obviously didn't

#

πŸ˜„

drowsy nymph
#

well keeping the textures and mats for the old one is necessary at least. For now

fossil sun
#

What sort of animation can I do with scripting? I learning SQF and I was wondering what can I do with just the scripting? Am I just stuck with all the animations in the editor? I have downloaded quite a few mods but I can't seem to find some more less military more civilian type animations, how hard is it to import custom animations? I haven't done 3D stuff in 10 yeas but I only really learnt the basics , would that be enough?

desert raven
#

no that would unfortunately not be enough

#

you cant do any new animations with scripting

#

only run existing ones

#

and character animations could be said to be advanced level stuff

#

animations have to be basically made from scratch as they need to be made with the same skeleton the Arma man uses

#

so using animations from other sources can be difficult

#

on top of that there is the animation config work that can be simple for simple animations but if you want to do something more advaced like animations sequences that properly blend together it will get more difficult

crisp berry
#

@fossil sun what exactly are you after?

vivid onyx
#

hi guys. is it possible to make an hide animation that will hide on a range of values? for example, can I make it hide when value is lower than 0.33 AND value is higher than 0.66 ?

desert raven
#

I think that would need 2 animations

vivid onyx
#

yeah thats what I thought. I see the vanilla slammer tank dont have 3 stages of damage on its monitors

#

I wanted to add green, orange and red damage levels on my monitor

#

green and orange are working as expected. guess I can just put the red on top of the orange one instead

desert raven
#

you can have have 3 animations from with hide and unhide values 0.0/0.3 0.3/0.7 0.7/1.0

#

hmm actually yeah that does not quite work xD

drowsy nymph
#

Why the 0.3/0.7 anim?

#

should only need 2 anims both with min/maxValue 0/1 and appropriate hide and unhide values

desert raven
#

yeah after I sent that I realized it was not right

zenith token
#

you can also rotate instead of hiding... depends on use case what is better

desert raven
#

uu thats true

toxic tendon
#

someone should make a ceramonial footdrill / rifledrill pose pack πŸ˜‰

fossil sun
#

@crisp berry I was just trying to make a little film sequence and iI was looking for some more civilian style animations.

frozen fable
#

Any way to unbin rtm files?

desert raven
#

Mikeros subscriber tools

frozen fable
#

Which one specifically?

desert raven
#

deRTM

frozen fable
#

Thanks, appreciate it

formal merlin
#

who knows how to correctly calculate the speed if there are animations of different lengths, for example -> there are 90 cars and there are 220, and there are 650 and so on


class GestureReloadM24: GestureReloadAnfield{speed = 0.26;file = "\slm\anims\rtm\reload\GestureReloadStandM24.rtm";};
class GestureReloadProneM24: GestureReloadM24{mask="ReloadMask";file = "\slm\anims\rtm\reload\GestureReloadProneM24.rtm";};

naive hemlock
#

what?

desert raven
#

cars = frames. And how I explained to him in DM that how I see Speed variable working is speed * rtm frame count = fps it plays

#

so for an animation that has 90 frames for example you would set speed to 0.333333 to get approximate 30fps playback

naive hemlock
#

i didn't get cars = frames thing

desert raven
#

90 cars

#

cars being translation error

naive hemlock
#

never heard car = frame before, but whatever

desert raven
#

a mishap Β―_(ツ)_/Β―

zenith token
#

gopnik translator perhaps?

#

i remember cooking recipes translated via google or some other in ~2000 or so... utter train wreck πŸ˜„

frozen fable
#

What rig do you blender users primarily use to animate with?

desert raven
#

Macsers

#

I dont even thing theres any other released

frozen fable
#

I found 3 so far

desert raven
#

Links?

frozen fable
desert raven
#

Macsers is the most advanced unless your friend has made some wizardry of his own

frozen fable
#

No his one is shit

#

that's why im asking

#

xd

desert raven
#

shit how?

frozen fable
#

As in i'm pretty sure it doesn't even work

desert raven
#

ah

#

so you just dont know how to use it πŸ˜›

#

it is also possible you have some older version

frozen fable
#

_>

desert raven
#

but I can assure it works

frozen fable
#

oh

#

no im not talking about macsers one

#

I'm talking about my friends one

desert raven
#

ah

#

that I can understand

frozen fable
#

I used macsers one before and like it but i was just checking if anything new and potentionally better got released in the meantime

desert raven
#

no I think its become pretty much default to use since its readily set up

frozen fable
#

That legit does not even look like arma anymore

#

(Which is a good thing)

zenith token
#

maybe because its rendered in blender? πŸ˜›

desert raven
#

indeed. it does look more like Arma in game

naive hemlock
#

really nais

clear prism
#

thats sick

frozen fable
#

What is a reliable way to position your character relative to the vehicle you want to animate him for? (For example position him in the driverseat) Currently i'm just doing it in a trial and error way.

desert raven
#

The origin of the model will be the origin of the proxy position. So it can be easier to first drag the whole armature in side the vehicle and then pose him

naive hemlock
#

or drag the vehicle around the rig (or whatever, armature or whatever blender calls it)

desert raven
#

Oh true that's an option too :D

lone cobalt
#

about reload animations: how do you make the trigger finger point forwards? Since there are no keyframe informations of the hand that leads the weapon

desert raven
#

trigger finger is controlled by weapons trigger animation as far as I know

#

which activates when you fire

lone cobalt
#

Does that also control the finger within the reload animation? I observed that many other mods also have the issue with their reload animations, that the finger is on the trigger while vanilla animations somehow overcame this issue, this would be likely my last polish to my animations

desert raven
#

It is possible it's set in the reload animations config

lone cobalt
#

how if I may ask?

desert raven
#

no idea, was just thinking its a possibility

#

you could compare to vanillar reloads if there is something different

#

also it is possible the finger is actaully animated in the reload animation

proper mist
#

Hi, i have ha problem with sound on a animated object. Its a permanetly spinning fan and i want to add sound on it. model.cfg:
class Animations
{
class spinn
{
type="rotation";
source="time";
memory=1;
selection="rotor";
axis="spinnAxis";
animPeriod=5;
minPhase=0;
maxPhase=1;
minValue="0.0";
maxValue="1.0";
sourceAddress="loop";
angle0="0";
angle1="360";
};
};
config.cpp
class AnimationSources
{
class time
{
source = "user";
sound = "huge_fan_02";
SoundPosition = "spinnAxis";
};
};

whats the default for AnimationSources class time or how do i inherited it right ?

desert raven
#

you want to create a custom source class. like FanSource, and instead of user, have its source as "time"

slim wedge
#

Does anyone knows how I can get custom effects ingame ? I want to do a sort of plasma bullet effect with custom effect for ground impact with particles. But I can't find any tutorial for this

desert raven
#

There are now tutorials for that kind of things. You would have to study how impact effects are configured for ammo, then study how those effects are build in the effects configs and then create your own

crisp berry
#
snow seal
#

I'm having some trouble implementing reload animations. The animation itself plays fine, but when it ends, character goes into a somewhat awkward pose then shifts into the handanim. I want to eliminate this strange behavior. Also, what is the proper method for making prone variants of reload animations so that your character's torso does not lift up off the ground?

chrome perch
#

Hey can someone help me understand the animation configs a bit more? I am trying to create animation config entries which are just used to switch to other random defined animations. However the unit stays at the first animation and does not switch to another one.

here is the config
https://github.com/diwako/ACE3/blob/unconscious_anims/addons/medical_engine/CfgMoves.hpp

Mainly talking about the GVAR(face***) animation entries. startin at line 81

small badge
#

Is there a way to animate a pistol slide firing on the last round? I have a gun here that does not lock the slide back on the last round. I tried having anims on the isempty but it doesn't seem to animate it in-game. it looks like the anim phase ingame goes from 0 to 1 instantly and it doesn't slowly transition.

drowsy nymph
#

There is isEmptyNoReload too

small badge
#

I replaced the isEmpty source with isEmptyNoReload and sadly it remains the same, I looked at the other guns in the game and it looks like the bolt doesn't reciprocate on the last round

drowsy nymph
#

But I think you won’t get it to be non-instantaneous since a mag is either empty or not so it’s a binary 0 or 1 state

snow seal
#

yeah afaik isempty and isemptynoreload are meant to be used in conjunction with reload and reloadmagazine

cyan glen
#

Anyone know if any mad man have mad a custom animation for when you dont use your rifle (so not on the back like it is right now)? Or is "Tactical Weapon Swap" the only one?

desert raven
#

@deft fern you happen to know if zeroing animation source for weapons is not synced in MP?

lone cobalt
#

heyho Ive got a problem with the fingers of the right hand not moving in a reload animation. Is there something that needs to be activated in order for the fingers to move? the left hands fingers are doing just fine

sharp beacon
#

Hi all, im having problems with my custom weapon reload animation, it's related to IK curves as my reload anim in 3ds max doesnt appear the same in game. Can someone explain arma IKCurves and the best way implementing them?

lone cobalt
#

how different are they?

sharp beacon
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@lone cobalt i'm pretty sure that my custom animation is playing just that the blending with the hand anim makes it look wonky, i.e hands not in the correct place when pulling the charging handle and jerking at the start and ends of the anim

lone cobalt
#

can you show a recording?

sharp beacon
#

Sure thing, will do so when I get home

sharp beacon
#

Here's the recording of the animations

desert raven
#

your animation playback speed may be set as faster

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and the IK blend curve might not be optimal

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whats the framerate your animations is exported with?

proud bay
#

I'm discovering crew animations and planning on upgrading all IFA3 crew anims that are still not custom

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I have a question regarding cargo anims

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is it possible, via any mean, to force the camera to look in the direction of the head ?

desert raven
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Like lock the free look?

proud bay
#

reason being on those anims, laid down cargo units are watching horizontally inside themselves

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not necessarly lock it but at least not have the camera facing front but sky

desert raven
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does your animation rig have the camera bone?

proud bay
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or side

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the skeleton itself ?

desert raven
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yes

proud bay
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let me look for the list

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i'm using the blender one from alwarren I think it is

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I guess no

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I don't even have weapon πŸ™„

desert raven
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πŸ˜„

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well most cargoanimations keep the weapons hidden

proud bay
#

until I need one with visible weapon πŸ€“ but yeah

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still camera is a bit annoying for those laid downs guys

desert raven
#

macsers armarig could be useful

desert raven
#

im not 100 sure if the camera bone would be needed though

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it might be related to the 3rd person more

proud bay
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reason I have a static line paradrop plane exit animations (3 secondes freefall before chute deployment)

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and we want people who will fall headfirst (anim is random) to panic a bit πŸ˜„

desert raven
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ye definitely

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mm im not actually sure where thats set, I have similar issue with my getin animation that I have not actually had time to look into yet

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@ruby hill we could use your arcane wisdom in this one. is camera/1st person view movement locked to the animation/head bone movement somewhere in the animation config?

ruby hill
#

headbob=2;

#

Correction

#
            headBobStrength    = -1;```
desert raven
#

hmm I actually have that in my get in animation but since the animation is anchored to the proxy the view does not work/ the head points to the direction the sitting proxy does.

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well its not todays problem but thanks anyway @ruby hill for quick help, perhaps @proud bay will have his problem sorted with this

proud bay
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trying right now

ruby hill
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Those are the settings that give me correct head control for our get in anims.

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head = empty;

proud bay
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empty head ? hey that's me !

desert raven
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πŸ˜„

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hmm I''ll try that "empty", Had "defautlHead" in it

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might as well run pack for it on the background πŸ˜„

proud bay
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I'm still looking "into my neck" with these parameters

#
class LIB_Stretcher_1: Crew
        {
            file = "\WW2\Core_a\IF_Animations_a\Vehicles\Stretcher\stretcher_1.rtm";
            interpolateTo[] = {"KIA_LIB_Stretcher_1",1};
            headBobMode = 4;
            headBobStrength = -1;
        };```
desert raven
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put the head = "empty"; there too

proud bay
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yep just made that and starting the game

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same issue

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probably in issue from viewCargo

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looks ok

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Β―_(ツ)_/Β―

desert raven
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you got it working?

proud bay
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nope

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config dump of the anim configfile >> "CfgMovesMaleSdr" >> "States" >> "LIB_Stretcher_1"

ruby hill
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Might be related to the proxy orientation and view limits

desert raven
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in my case the proxy faces the opposite direction than where the animation begins and the view movement is very limited. I'll look into that

sharp beacon
#

@desert raven Noted, I think it was exported as 30fps

crisp berry
#

can you trigger ragdoll somehow? like if you eject crew from a moving vehicle

desert raven
#

I think so. Doesnt ACE do that?

white juniper
#

setUnconscious apparently does it

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I made a intercept script command once to do it

crisp berry
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ty

deft fern
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cargo anims head direction is overwritten by ViewCargo

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one workaround that I came up was setting up disabled personTurret

desert raven
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For get in?

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Could the cargo proxy be animated to rotate

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Or will that actually mess up the animation

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Probably

deft fern
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FFV turrets on offroad are animated because of that

desert raven
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Animated to do what? Turn after\during get in?

deft fern
#

turn 180 degrees when turn out occurs

desert raven
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Uuh

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Have to check that out!! Thanks @deft fern

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In theory I could have a turned out/stand on the chair and peek out of the hatch position in between the actual seat and getin/out animation

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If its made right it would not even clip into the guy sitting on the seat if someone manages to climb in while there's another character already sitting. XD

proud bay
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I will try too TY

crisp berry
#

how hard is it to either port the jump over animation to pistol/unarmed/binocular or to make a new one from scratch?

config wise it should be pretty much the same as for rifle but just using the other Wxxx classes

desert raven
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Id suppose if you know what you are doing and have right tools blending leg movement from one animationa and upper body movement from another should not be too difficult

crisp berry
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wouldnt you "just" replace the weapon in hand and rather not touch the movement parts?

sharp beacon
#

Alright at the last stretch of animation right now, open bolt weapon.

When in isEmpty state, bolt is forward - reloadmagazine bolt slides back.

However when there is still rounds in magazine, bolt is open (to the rear) - reloadmagazine slides bolt from open position to the back, out of my weapon.

Any reccomendations on a remedy for open bolt reload? ( Sorry if I dont make any sense, it's been a long week )

#

//
class Firing_BoltAssembly
{
type = "translation";
source = "reload";
sourceAddress = "clamp";
selection = "BoltAssembly";
axis = "Bolt_Translate";
minValue = 0;
maxValue = 0.8;
offset0 = 0.5;
offset1 = 0;
};
class Empty: Firing_BoltAssembly
{
source = "isempty";
offset0 = 0;
offset1 = -0.5;
};
class Empty_Bolt
{
type = "translation";
source = "isempty";
sourceAddress = "clamp";
selection = "Bolt";
axis = "Bolt_Translate";
minValue = 0.7;
maxValue = 0.8;
offset0 = -0.01;
offset1 = 0.05;
};

#

What I would like to achieve is that if there is still rounds in the magazine, reloadMagazine would not move "boltAssembly"

desert raven
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Oh @crisp berry I must have misunderstood what you wanted. Id suppose it would not be very hard at all if you only want to swap whats held

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but doesnt the default one already work like that with different items

crisp berry
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i havent tried yet to add it in instead of the regular step over, however playMove results in the unit to switch to rifle first

desert raven
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ah

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could it be used as gesture instead?

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is its purpose to replace th vanilla step over or to be something new?

crisp berry
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yeah its already done by ACE, FL, us, and others

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but only for rifle