#arma3_animation

1 messages · Page 22 of 1

crisp berry
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maybe someone give this guy some advice to do it himself

desert raven
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meh, the information to do that is already available

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just spread around so he would have to look around a bit

solar mesa
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FBX2RTM? 😮

desert raven
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what he is after seems also to be the config side of things. Issue is that pretty much what he wants cant be legally paid for

silk stag
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Is there anyway to have the weapon bone moved in a weapon hand animation? Seeming I've just created a hand animation in blender using Macser's rig, I've set my hands to the correct location as well as the weapon bone (changed location and rotation). I added the 1 keyframe to the Arma Object Properties with the arma toolkit. Exported the animation as an .rtm file with both Static Pose and Clip Frames to [0,1] ticked. I configured the hand animation in the weapons config.cpp and packed and binarized. However, for some reason my animation looks like this: https://gyazo.com/a28dc8db4677eb3a668d3ac4d0ca5dc0

desert raven
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No the weapons position is static

silk stag
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Mhmm

desert raven
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You would have to adjust it in the weapon. Model

silk stag
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I was thinking that you had to just move the weapons position inside of it's p3d but I tried that and it went back to the centre (static position)

desert raven
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The weapon proxy is always on the shoulder

silk stag
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Yeah

desert raven
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You probably did not move it correctly

silk stag
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I thought it was to do with the autocenter named property or what ever, but I don't have that property set

desert raven
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You should

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Compare to the Arma3 sample weapon

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Use same properties

silk stag
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I've been using the samples as a reference and couldn't get it to work. I'll go ahead and copy the exact properties now and check

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yeah, in the samples only the geometry lod has the autocenter property name and it's set to 0. Hopefully this might work, packing now

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@desert raven so the weapon now is able to be moved around, however the hand animation (hands in this case) still are stuck in the same location

desert raven
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Yes you would need to redo them

silk stag
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Yeah thanks, seeming I've imported my weapon mesh into the blender rig (what I'm using to setup create the animation) I'm guessing I will be able to just export the weapon mesh in it's set location so I don't have to fuss about in object builder correct?

desert raven
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if your weapon in the p3d is lower, then when you import it to Blender it would also be below the center

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now the center of your object would go to the weapon bone position and thus be in correct reference position

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the underying animation pose is something like this

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where the weapon is shouldered

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that cant be changed

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so your objects center goes to the weapon bone

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and you move the mesh only in the right position

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do note that these low hold poses are often very badly clipping

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just something to be aware of

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I've done this with the above method

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its a bit clippy at times

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but works well enough

desert wing
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You guys have any idea where I can learn how to apply physx to an object?

desert raven
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looking how physX objects are set up in the vanilla configs.

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you would want object with thingX simulation

silk stag
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@desert raven I didn't realise you replied back sorry, I also didn't expect you to go above and beyond and draw me up some diagrams hahahaha. Thanks mate!

lone cobalt
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small checkup, within a handanim or a reload animation, the trigger finger cant be modified by a rtm, right?

lone cobalt
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basically

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this is my problem

ripe lotus
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So I ve got a problem with weighted vertex animations. I am trying to add moving belt and cable for my minigun model but I dont know if I understand it correctly. Here is selection setup in OB and result(being it just moves like entire cable would have weight of 1)
https://imgur.com/a/sVJA2cW
Setup in model.cfg:

[
    "minigun_base_dir_r", "",
    "minigun_base_elev_r", "minigun_base_dir_r",
    "gatling_2", "minigun_base_elev_r",
    "zasleh_1", "gatling_2",
]
class MinigunR_Dir
{
    type="rotation";
    source="mainTurret";
    selection="minigun_base_dir_r";
    axis="axis_minigunR_dir";
    animPeriod=0;
    minValue="rad -360";
    maxValue="rad +360";
    angle0="rad (-360)";
    angle1="rad (+360)";
};
class MinigunR_Elev: MinigunR_Dir
{
    source="mainGun";
    selection="minigun_base_elev_r";
    axis="axis_minigunR_elev";
    angle0="rad (-360)";
    angle1="rad (+360)";
};
class MinigunR_Barrel
{
    type = "rotation";
    selection="gatling_2";
    axis="axis_minigunR_barrels";
    minValue=0
    maxValue=1;
    angle0=0;
    angle1="-1200 * 3.141592654";
    source="gatling_1";
};
desert raven
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This a weapon or vehicle?

ripe lotus
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Turret in vehicle

desert raven
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You need isdiscreet = 0 in your skeleton and you need to build the skeleton with single root bone like characters are made.

safe patrol
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is possible to delete removing weapon from action? i trying make possible to player playActionNow "AfalPercMstpSnonWnonDnon"; with holding weapon

desert raven
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not without creating a new action

safe patrol
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but what parameter i need to disable that?

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i can make it on my addon, but don't know what i need to change

desert raven
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that I dont remember.

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the movescfg BI wiki page might have it

slow frigate
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I don't think it is possible but I would like to double check. There are character models that uses a type of skeleton structure to create animations. Would there be any chance that you could create animations for a vehicle in blender and apply it into arma

desert raven
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not in the way you are thinking

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and most of the vehicle animations that are run by the engine sources are might not be compatible

slow frigate
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i do know there is a method through the model config after looking at the mech mods

desert raven
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yes model.cfg is what you have to use

slow frigate
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i still think somehow there could be a way to create full animations for something other than the man. In technicality there is no real difference to the two. Just that man has a skeleton to work off of. If the vehicle could possibly get a proper bone structure configured correctly and create the rtm file and create the config for it. I don't see why you can't make the vehicle walk as an example.

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It is also kinda like thinking of the dog how it has its own animations

desert raven
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ok so technically you can use rtm with any type of object

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but you cant make a vehicle move with that rtm

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it would still be confined to the simulation type it has, so wheeled, tank, helo, plane, boat

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and on top of that you would have to run the rtm with a more scripted solution to actually get the animation running at the same time

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only man type unit moves with rtm as far as I know

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and has the rudimentary inversekinematic-ish leg posing on terrain surfaces

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so if you are thinking of making mechs/robots in Arma you are not the first 😄

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the most common approach has been to use tank as a base which works to certain degree and then often has certain limits and sillyness to it that cant really be avoided

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another approach what I've been using is to use new man type character as either the legs of the new machine or as the whole machine itself

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again certain limits and problems apply

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@slow frigate

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for example how far I've gotten my tests

deft garden
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Hi everyone,

A beginner animation question (or not even):

I want to have units to run back and forth in a straight line. I can get them to run with "AmovPercMrunSnonWnonDf", no problem. But I did not find an animation to stop in place and turn around.

Right now I use SetDir, but this makes them snap to a new direction and looks buggy.

Any advice?

desert raven
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use move commands

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or lookAt command at the ends of the run line

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if you dont have a fully dedicated animation for the whole run loop it will be very difficult to try to piece it together form separate animations

deft garden
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@desert raven Thank you! Making a "fully dedicated animation" sounds intimidating. I was doing fine with just an init switchmove command to start the animation, then using area triggers to make them turn at specified location.

... Is there an easier way of sequencing existing animations (eg by time, distance)?

desert raven
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not really

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is there any reson you can just give them commands to move to certain points?

deft garden
desert raven
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well as said it is very difficult to set that up with just animations

deft garden
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@desert raven True. In what way would you do it?

desert raven
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probably with dedicated animation sequence for the whole loop like how cutscene/etc animations are usually made

deft garden
ripe lotus
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So I am having a problem and I srsly dont know why. I have a turret, have elevation axis and direction axis. I wanted to rotate turret 90 degrees in model so it will be eassier to add rtm animation. I rotated turret, and then rotated memory points. When I rotated elevation axis, suddenly I cant move move turret camera ingame in vertical axis. Why is that?

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Turret has to point forward?

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(When I move my mouse vertically the turret moves but camera not)

zenith token
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always model turret forward, even if its a turret that aims to the back. then offset via min/max angle in config

ripe lotus
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Thats what I thought. It is a doorgun turret so I thought it could be possible to model it pointing to the side

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Anyway thanks

desert raven
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You model it pointing to side

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then you turn it to point forward

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and then apply the rigth offset angle in config

ripe lotus
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Well the issue is with the animations, I cant add offset gunner animation

desert raven
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no you animate it like its pointing to the side

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you just turn the turret model to point forward before you put it into pbo

ripe lotus
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Oh I forgot to mention that I wanted to have IK working

desert raven
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yeah you can do that

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If I recall right you just keep the gunner proxy looking sideways and when the vehicle is initialized the turret will point side too

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and the proxy follows it

ripe lotus
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Oh ok thanks Ill try it now :)

safe mortar
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Are pictures using animations (static) ok to post here or is there a specific channel for that?

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Basically showing artwork.

zenith token
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of course

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wait do you mean you animating in your 3d package? Or do you mean making screenshots of static poses ingame... the later, no. There is photography or some similar channel. #screenshots_arma

ripe lotus
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What could be the issue, I rotate part and it scales down at the same time?

zenith token
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if the part is child of another part strange things like this can happen

ripe lotus
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Ok thank you X3KJ that was the issue

wooden sonnet
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am i the only one that thinks that crew chiefs and air crew look like total Bit^%es when they sit on the door gunner with their hands on their laps?

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is there any mod or animation out there to have them actually holding the gun?

desert raven
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No don't think so.

flat minnow
deft fern
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@flat minnow this looks like unbinarized rtm

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try to pack it properly and make sure there is model.cfg with ofp2man skeleton next to it

flat minnow
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Packing with pboProject fixed it, thanks.

viscid forge
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Does anybody know of any documentation on how to make door gunners have their hands on the turret like how RHS did it with the CH53 and CH47. I know it was something that was promised for A3 about 2 years ago but it never happened so any examples on how to do it would be great, if you know anything please @burnt linden or dm me. http://i.imgur.com/p080PVB.png

spring bone
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what's the animation called when driving a car, and stationary?

inland harbor
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Would love to do a simple holding animation for a flashlight I made. Any up to date tutorials/info out there that could make starting with animations easier? (Blender user)

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Found a rig. Made a test pose of the character holding the flashlight. Using two frames, 0 for the T pose, 1 and 2 for my pose. Exporting it with Alwarren's Toolbox. In game the character looks more like a spider.

desert raven
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Pboproject packed?

inland harbor
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using makepbo

desert raven
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Perhaps that has trouble with rtms.

inland harbor
desert raven
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Tree man thing can be from unbinarized rtms I think. Addon builder has similar issues with rtm if I remember right

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So far I've got proper results only with pboproject. Mikero even made it better for custom skeleton use for me.

inland harbor
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Bis binarise failed to binarise some or all rtm files.
There was no skeleton that could be used.

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is the output of pboProject

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🤔

desert raven
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You'll need a model. Cfg with the man skeleton in the folder with the rtm

inland harbor
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ah ok. Is there somewhere I can copy it from?

desert raven
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Mm samples have one

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The character examples model.Cfg should work

inland harbor
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rgr will try

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pboproject build was successfull but the result still not that correct 😄

desert raven
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did you use Macsers Armarig?

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That as far as I know should work.

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Oh and is this from Blender 2.8 or 2.79

inland harbor
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Macsers Armarig

The rig I used was linked in the video description above. Blender 2.8

desert raven
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hmm looks ok so far

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the "Weapon" bone should be named "weapon"

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that might be the issue

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youre using it for weapon hand rtm right?

inland harbor
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does it need to be lowercase?

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youre using it for weapon hand rtm right?
yes

desert raven
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yes

inland harbor
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I've added the keyframes
i know, weapon bone is still at the wrong position (the pose is just a test to get it to work eventually)

desert raven
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the bone name in the rtm is case sensitive to whats in the model.cfg Skeleton

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the hand animation is played in relation to the bone position

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and in the game when weapon is drawn the weapon bone is on the shoulder

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(rifle type that is)

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so when making a weapon pose the weapon bone needs to be in the right place

inland harbor
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rgr, will try 🙂

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(thx for the drawing, i like it)

deft fern
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flashlight is a pistol, right?

inland harbor
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correct

desert raven
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that plays a little different didnt it?

deft fern
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there is no weapon bone for pistols

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they are glued to right hand

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so position of the weapon bone doesn't matter

inland harbor
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yeah, even with the "spider" fingers, the flashlight seems to be at the "right" position

desert raven
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that is true

deft fern
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for me its looking like unbinarized rtm

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or missing rtm

inland harbor
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pboProject seems happy with the rtm

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I assume if the rtm starts with BMTR it's binarized

desert raven
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looks as it should yeah

inland harbor
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Made some progress by making sure that frame 2 on the timeline had a keyframe and exporting the rtm again

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(and in model.cfg renamed weapon to Weapon)
=>(reverted that and it made no difference)

desert raven
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no no dont change the model.cfg

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thats what All Arma chars use

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so the Armature Bone name in the Blend would need to be "weapon"

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Do you set the exported frame range in the Arma toolbox settings?

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the bone name in this case is probably not the issue though

inland harbor
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It was the proverbial shot in the dark 🙂

desert raven
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all of that looks right too.

inland harbor
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in the screenshot above the thumb and index finger of the right hand look like they are in the right position.

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am I working with an outdated rig? I'm really not sure 🙂

desert raven
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well the bones did look alright

inland harbor
desert raven
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What version of pboProject do you have

inland harbor
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Free version currently on mikero‘s page

proud fossil
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It might have something to do with your model.cfg or config. Maybe upload them pastbin and post the links here.

inland harbor
desert raven
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Have you tried with path without the macro?

inland harbor
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Do you happen to have a very simple rtm and model.cfg I could throw in there and try just to eliminate if it's the build process or my rtm?

desert raven
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I'll PM you a rtm that works on my end

inland harbor
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So, in conclusion it seems to be so that it is not possible to do handAnim for pistols.

deft fern
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nah, thats defienietly not the thing

inland harbor
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I would love to take a look at it.

inland harbor
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thank you 😗

inland harbor
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interesting, i can get the janta.rtm to work with a pistol handAnim

deft fern
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do you have model.cfg next to the rtm?

inland harbor
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I do. The difference between the janta and mine is that it only has one keyframe (minus the T pose) as compared to mine which has 3 keyframes (as written as required in the bi forum post linked above)

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And that seems to be the culprit. With only one keyframe the pose is actually played

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need to find a way to move the flashlight a bit

desert raven
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you prbably need to move it in the lights p3d

white juniper
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yes that ^

inland harbor
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reyhard and HorribleGoat thank you for your help. very much appreciated.

daring sundial
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Alright guys, I know that I’m a pain in the rear but I am so close to release of the HH-60G

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The last main issue is the cargo animations

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I have two guys on each side with their feet hanging off the side and have two inside sitting with their legs flat

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I need to define two separate animation actions but don’t understand It

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Any direction would be great

desert raven
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CargoActions[] is an array that you define the cargo animations in. The action order corresponds to the P3d cargo proxy index numbers.

daring sundial
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Awesome, thanks. Eventually I want to create custom poses but have had some weird issues with the rig.

frank scaffold
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are there any tutorials for creating weapon hand position rtms using 3ds max?

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I tried using toadie's CAT rig but I don't think I did it quite right, when I made the game use my rtm it seemed like it just used the default hand position

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and toadie's files are more set up for making reload animations so the character position doesn't seem right

desert raven
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Toadies stuff probably is most up to date.

frank scaffold
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well then I have no idea how to go from that to a hand position rtm

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following toadie's video for reload animations didn't quite work

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or actually I think I might have realized my mistake

frank scaffold
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or not, the hand position just comes out looking totally different in-game when I export from toadie's rig

sick pagoda
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Does anyone know how to do weapon hands animation?
cauuuse I am lost.

desert raven
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Many do but you may need to provide more info on where you're stuck.

Also @frank scaffold link some pics of what goes wrong.

sick pagoda
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I didn't even start cause I don't know what I am doing for animations.

desert raven
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Well there are couple of threads about it on the BI forums. Macsers Armarig and FHQ toolbox threads might be a good stating point.

cyan ivy
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am I crazy ot there was an animation for leaning on a wall with arms crossed

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in the cutscenes I mean

desert raven
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Can't remember but you van always check the in game animation viewer.

cyan ivy
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yeah I did, couldn't find it
wanted to make sure I hadn't missed it

frank yoke
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Hey guys, what causes a magazine reload animation to pause for a brief moment after it's been played, before the weapon is operational again?

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It's: <press R> (magazine reload animation plays) (brief pause) (weapon is reloaded, you can fire now)

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Just as if there were some empty frames in rtm

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But there is none

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Oh, actually, that was an export issue

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the rtm exported from 0 to 0.79 phase 🤦🏻‍♂️

desert raven
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😄 This channel is magical

floral swan
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Anyone in here interested in finishing off a reload animation? We have a standing and kneeling reload animation for an L4 Bren Gun, but no prone animation. Would be great to get it finished off. We have a Sten Gun and a requirement for a better L85 reload animation as well if anyone is willing. 🙂

sick pagoda
frank scaffold
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as you can see in-game the left hand ends up being higher up

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I can work around this knowing that but it'd be nice if I could get it so it would match

desert raven
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The weapon bone might not be in correct position. Only the hand positions are used in relation to the real position of the weapon bone that is in the stance animation.

frank scaffold
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I didn't move the weapon node in the rig at all

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but also wouldn't both hands be offset then?

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instead if just the left?

maiden rose
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Is there a stock animation provided by arma for pulling your self up on a ledge? or is that something i have to create?

desert raven
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probably have to create

frank scaffold
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hmm could that offset have something to do with the fact that the body in that rig isn't in the regular rifle stance?

desert raven
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@frank scaffold then its possible your hand is in too unnatural pose and the skeleton cant blend properly to that position

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that can affect it yes

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the arms blend between the "default stance" and the hand positions of the weapon animation

frank scaffold
desert raven
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well the lower body should not matter

frank scaffold
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oh yeah also the t-pose on frame 0 in that rig doesn't appear to be 100% in the default arma t-pose

desert raven
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but if the upper body is not in the same pose as the default rifle stance then it might not work the same

frank scaffold
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does arma look at what that frame 0 t-pose animation look like?

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or does it not matter

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actually yeah I guess it would since the issue I had before was that I was accidentally offseting the t-pose as well and that caused the hand position to change completely

desert raven
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how many frames do you have on it now?

frank scaffold
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just the t-pose 0 frame and the hand pose at frame 1

desert raven
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I recall the t-pose is not required

frank scaffold
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really? every weapon hand position tutorial I've read said that it is

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which is only like 2 of them so they might not be correct

desert raven
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well I do have it too but in the rtm its frame -0.5

frank scaffold
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I could try to just get the t-pose from some blank skeleton p3d

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and then just put my handanim on top of that in object builder

desert raven
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possibly

frank scaffold
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@desert raven well after trying a bunch of things to get a proper t-pose in the first frame I finally managed it and that was indeed a problem, the hand position in-game now looks just like it does in 3ds max

desert raven
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👌

placid hatch
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I asked totally didn't force them one of my friends to make a animation.. Not really a useful one, but kind of a funny one, it is called

desert raven
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Thats nice

lament panther
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0.o

regal dawn
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lol

daring sundial
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@white juniper Do you have a current example of how to implement the FRIES system with custom animations. I have read the documentation and have the rope origins name correctly but don't understand where to reference “extendHookLeft” and “extendHookRight”

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            {
                type="translation";
                source="extendHookLeft";
                selection="fries_l";
                sourceAddress="clamp";
                axis="axis_fries_l";
                minValue=0.000000;
                maxValue=0.800000;
                offset0=0.000000;
                offset1=0.850000;
            };
white juniper
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¯_(ツ)_/¯

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I think it should be a AnimationSources class, with source="user"

daring sundial
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Ok I will try that, thank you

daring sundial
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@white juniper Still not working, the system will prep and deploy ropes from points but no animation

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            {
                source="user";
                animPeriod=1;
                initPhase=0;
            };
            class extendHookRight
            {
                source="user";
                animPeriod=1;
                initPhase=0;
            };
#
            {
                type="translation";
                source="user";
                selection="fries_l";
                sourceAddress="clamp";
                axis="axis_fries_l";
                minValue=0.000000;
                maxValue=0.800000;
                offset0=0.000000;
                offset1=0.850000;
            };
            class extendHookRight
            {
                type="translation";
                source="user";
                selection="fries_r";
                sourceAddress="clamp";
                axis="axis_fries_r";
                minValue=0.000000;
                maxValue=-0.800000;
                offset0=0.000000;
                offset1=-0.850000;
            };
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this is what I did

daring sundial
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So I fixed it kinda

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I added a user action to extend them and retract

floral swan
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anyone know if animations get turned off by the engine at certain distances? Reason I ask, I have a bicycle and pedal animations. Up to about 100m, the pedals and rider's feet turn (the feet are assigned to move with the pedals using driverLeftLegAnimName and Right). This works great in SP and MP. However, beyond 100m in MP, the pedals continue to turn, but the feet stop moving with them. Everything is named correctly in the vehicle lods, so I was wondering if it is an engine optomization (i.e. it reduces priority / stops distant animations across the clients)?

crisp berry
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reyhard might know but he is on holidays till next year

floral swan
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ok, thanks

desert raven
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Could be yes. The engine has features like that

floral swan
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I figured as much. I understand why, it just looks a bit odd, especially as the pedals keep moving. If they both stopped, then it would be better I suppose. It would just look like the cyclist was free-wheeling.

desert raven
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Characters suffer most from that I think.

floral swan
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that would fit with what I am seeing.

bright swift
#

Question: would having a professional motion capture studio at one's disposal be helpful to Arma 3 animation modders?

solar mesa
#

If available, why not use it.
Problem is most likely costs... Especially since modders don't make money with their content

desert raven
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If its free service then likely yes, if its modder rates then maybe for some, if its pro rates probably not.
Need for custom animation sequences for cutscenes and such is quite low I would say, and general movement animations are rarely redone due to how its difficult to plug them in.

opal nova
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I have a problem with my doors on a building I modeled. All the doors open too fast and when I adjust animPeriod = it does not change anything. I have 3 doors and 4 garage doors and all of them move at the same speed no matter what I do. I have added and removed animPeriod= from model.cfg also with no change. What am I missing to fix this?

desert raven
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animPeriod is animationSource class parameter

opal nova
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So meaning I should set the time for animation in model.cfg?

hasty anvil
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Not in your CfgVehicles definition for the building... cpp class AnimationSources { class lift_lid { source = "user"; animPeriod = 1; initPhase = 0; }; };

opal nova
#

thanks

opal nova
#

ok I am stumped on this still

#

class Animations
{
class Door_1_rot
{
type="rotation";
source="door_1";
selection="Door_1";
axis="Door_1_axis";
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
angle0 = 0.0;//rad 0.0;
angle1 = -2;//rad -85.94367;
animPeriod = 0.0;
initPhase = 0.0;
};

#

class AnimationSources
{
class Door_1_source
{
source = "user";
initPhase = 0;
animPeriod = 1;
sound = "GenericDoorsSound";
soundPosition = "Door_1_trigger";
};

#

first is in my model and second is config. No matter what I do it moves fast.

#

the doors just pop open and the garage doors just shoot up. No matter what I do I can't slow them down at all

desert raven
#

Check what you use as a source in the animation.

#

@opal nova

hasty anvil
#

What is your useraction class definition in the cfgvehicles building definition

compact ravine
#

your animPeriod = 0.0; is zero (set in model.cfg), set it to however many seconds you want the animation to take.

#

I also only use that with translationX/Y/Z animations, for sliding doors.

desert raven
#

The animationSource names don't match. Which is why no changes he makes apply.

compact ravine
#

example:
config.cpp

class AnimationSources
{
  class Door_1_sound_source
  {
    source = user;
    initPhase = 0;
    animPeriod = 1;
    sound = "SomeDoorSound";
    soundPosition = Door_1_trigger;
  };
};

model.cfg

class Animations
{
  class door_1_rot
  {
    type = rotation;
    source = Door_1_sound_source; // Controler defined in class AnimationSources in config.cpp.
    selection = Door_1; // Selection from p3d that also has to be defined as a bone in this model`s skeleton.
    axis = Door_1_axis; // Axis of the rotation.
    initPhase = 0;
    memory = 1;
    minValue = 0; // Value of the controller at which the rotation will be angle0
    maxValue = 1; // Value of the controller at which the rotation will be angle1
    angle0 = 0;
    angle1 = (rad -110); // "rad" converts from degrees to radians
    animPeriod = 3; // time animation takes to complete, if entry is missing it will use default
};
#

model.cfg animations will be baked into the p3d when it is compiled.

opal nova
#

I am blind at times, I see what I did I forgot to use _source in my model source. Thanks

hardy comet
desert raven
#

Probably the RTM contains the forward velocity step.

#

Or the action itself has connection to forward moveming animation either before it or after it and it gets into the loop

#

Does not seem it's crouching either so maybe the file is buggy and doesn't play at all.

#

Is it packed with pboproject?

#

@hardy comet

hardy comet
#

@desert raven Thanks man it was the connection and the starting animation. Got it sorted now thanks for pointing me in the right direction 😄

cyan ivy
#

I'm looking for a plece where to learn about cutscene animations
I only find stuff about object animations and reload animations

desert raven
#

there isnt really much of any documentation about that. Macsers armarig thread and FHQ toolbox thread contain some related to Blender animations and how to use the particular tools but depending on what program you use, you will just have to figure out how skeltal animations work and then proceed from there.

#

reload animatios are the closest you probably get related to Arma character animations

cyan ivy
#

I see
wanted to spice my campaign up
and there is only so much I can do with the vanilla animations, even if I gotta admit I made miracles

unreal thunder
#

Hello! I want to get started on making anims in arma 3 :). What mods should I get, if any, and where do I start?

desert raven
#

You mean like machinima?

lone cobalt
#

anyone knows what the issue with the right hand/weapon could be caused by?

deft fern
#

rightHandIKCurve?

lone cobalt
#

was my first idea aswell, cant check right now though, collecting ideas to fix this bit

lone cobalt
#

anyhow, the IKcurve for the right hand, in case the leading hand never switches should be (0,1) and for the left hand (0,0), am I right?

final karma
#

Some one needs to do this animation

naive hemlock
#

why?

#

and this isn't a request channel btw

#

you want it, make it yourself

final karma
#

It wasn't a request and If I could belive me i'll do it but don't have the time nor the experience or knoledge to do it, I'm trying the first animations but not as easy as it looks, it is because of people like you that getting into the modding community sucks @naive hemlock

naive hemlock
#

@final karma if it wasn’t a request, what was that about then?

grizzled isle
#

hello . if I download rtm of animation. how do I get it into arma and to work on command like press specific key to activate aniamation?

desert raven
#

Rtm is Armas own format so there's rarely any available for download unless they are in a mod and mods pretty often have ways to use the animation build into them.

If you mean you want to download just some random animation and put it into the game the short answer is forget it.

The long answer is it requires quite extensive understanding of how skeletal animations work in games and specifically in Arma. You would have to figure out a way to project the animation over the Arma Man and the get Arma compatible RTM from that and the write configs to use thst animation.

Most of the process is not documented but bits and pieces can be found on the BI forums. Mainly it comes down to understanding the general basics and then applying that knowledge into Armas development environment.
@grizzled isle

unreal thunder
#

@desert raven yeah kinda like machinimas

#

Stuff that kinglespringles makes

desert raven
#

I think that might be more a #arma3_scenario or #arma3_scripting related topic since the makers of Machinima mostly use the games mechanics to produce the sequences and scenes and then film them and cut the films together as a whole. This channel is more concentrated on how model animations work when new models are made.

I don't think there are many or any cut scene animation mods out there either, possibly you should study what other makers use + use whatever mods you want as content.

unreal thunder
#

Thank :).

frank mica
#

Hey all! Anyone know a quick way to convert a "stand" reload animation to a "prone" one? I use blender. 😄

desert raven
#

no quick way

frank mica
#

😩

desert raven
#

you need to figure out how you can reposition it from stand to prone without breaking everything.

#

Theres no universal how to since it completely depends on how your skeleton/armature is set up

#

if you use Macsers armarig it might be very difficult so might be faster to just make new prone load anims

frank mica
#

yeah, that's what I do, but is a pain in the *

#

Anyway, thank you 🙂

desert raven
#

@hexed hornet tested out your model.cfg exporter! Works quite nicely.

hexed hornet
#

good to see
next mission: attack of the pool noodles?

desert raven
#

Well so have a test along those lines in my mind. XD

hearty token
#

Tube Mans confirmed for arma3 ? 😉

mortal wing
#

Now somebody needs to make a chef boyardee can as a weapon

shrewd iris
#

Does anyone know what in an animation/config triggers the footsteps sounds? I was thinking adding soundOverride = "sprint"; to a gesture would play footsteps.

desert raven
#

in default movement the sound should play when the feet memorypoints hit ground

#

gestures perhaps dont have that

faint pelican
#

Im making an aircraft In the Arma Object Builder and while I got my nose wheel to rotate correctly the wheels on the main gear when going in to the rotation animation are constantly shrinking and expanding as the animation loops, does anyone know why this is happening? It has similar axis's to the nose gear so Im not sure why its happening.

desert raven
#

you must have each animated part in only 1 animated selection

faint pelican
#

Im using the model.cfg to animate it so Im not sure how that would work

faint pelican
#

class Wheel_1
{
type = "rotation";
source = "wheel_1_source";
selection = "wheel_1";
axis = "wheel_1_axis";
memory = 1;
sourceAddress = "loop";
minValue = 0.000000;
maxValue = 1.000000;
angle0 = 0.000000;
angle1 = -3.141593;
};
class Wheel_2: Wheel_1
{
source = "wheel_2_source";
selection = "wheel_2";
axis = "wheel_2_axis";
angle0 = 0.000000;
angle1 = -3.141593;
};
class Wheel_3: Wheel_1
{
source = "wheel_3_source";
selection = "wheel_3";
axis = "wheel_3_axis";
angle0 = 0.000000;
angle1 = -3.141593;
};

#

Its like that but only the first wheel works

desert raven
#

you have the wheels in m any named selections in object builder

#

they must be only in one

#

the wheel_x

faint pelican
#

You mean in on the actual model or in the config file?

desert raven
#

do you open the config file in Object Builder?

#

😛

#

Yes the model.

faint pelican
#

I think I may have found what you mean

#

Yuuup I still had the entire gear selected in my main gear selections instead of the root part. I thought I was going insane. Thank you so much

meager oar
#

@hexed hornet Wow great work!

faint pelican
#

is it possible to add animations to the pilot camera in a jet?

desert raven
#

what kind of animation?

faint pelican
#

I want to make the camera model rotate, like how the one on the hellcat does for the copilot

#

But with the pilot camera instead

desert raven
#

It probably can be done.

deft fern
faint pelican
#

Ayy that looks like it could work, thanks! I've been digging for answers in the wiki just couldn't find the right page.

faint pelican
#

Also another question, my wheels for the plane stop rotating once the throttle is at zero speed even though it's still moving across the ground, you guys know how to keep them spinning until I actually stop moving?

deft fern
#

I guess brakes are too strong and/or something with wheel friction

teal pike
desert raven
#

could you possibly upload them on youtube or someting?

#

also if they are your recordings what mods are they in

teal pike
#

Done.
Not sure exactly from where I got it, folder named "amazing_animations", probably found it ages ago @ someone's git, when was searching for examples. Need to find the authors to ask for their permissions to use these specific rtms in my side project.
All I have is RTM's . NO further info

desert raven
#

Well unless the original maker comes forward its pretty slim chance to find out who made those.

#

Id say safer bet would be making your own ones

faint pelican
#

Bloody hell creating a MFD looks like a nightmare

#

Is there like a tutorial or something for this

desert raven
#

Don't remember there being any. Basically it all comes down to understanding the basics of how and what affects what and deducing it onwards from there.

There are likely snippets of info here and there too on BI forums and probably some on this very discord too.

faint pelican
#

I think Im just gonna save that for last, theres so many things needed to get it working lol

zenith token
#

HUD's are where you kinda have to learn how to use macros, otherwise you will go insane

zenith token
#

Does somebody remember where the translation chart was for the hyroglyphs? (AmovPknlMstpSrasWrflDnon_AmovPknlMrunSlowWrflDf)

solar mesa
#

currently working on some scripts to make it easier to read them out 😉

zenith token
#

awesome, thanks

teal ice
#

if you capture a foot soldier movement with UnitCapture, would he attack enemies on his own when replaying the path?

desert raven
teal ice
#

Thank you

misty elm
#

Got a question, is there a way to like have diffrent Walking animations so for example a player chan choose how he wants to hold his gun when walking, it woud give the game a good touch of diffrentness between people

desert raven
#

not really

#

you can play a gesture over normal animations

#

but its scripty and gets overwritten easily

ripe lotus
#

I am trying to rotate part based on pilotCameraRotX but the part stays in place. (the camera moves normally so config I assume is correct)
Model.cfg:

skeletonBones[] = {
    "flirpod", "",
    "flir_dir", "",
    "flir_elev", "flir_dir",
}
class animations{
    class FLIR_DIRECTION
    {
        type = "rotation";
        source = "pilotCameraRotX";
        selection = "flir_dir";
        axis = "axis_flir_dir";
        animPeriod = 0;
        minValue = "rad -360";
        maxValue = "rad +360";
        angle0 = "rad (-360)";
        angle1 = "rad (+360)";
    };
    class FLIR_ELEVATION
    {
        type = "rotation";
        source = "pilotCameraRotY";
        selection = "flir_elev";
        axis = "axis_flir_elev";
        animPeriod = 0;
        minValue = "rad -360";
        maxValue = "rad +360";
        angle0 = "rad (-360)";
        angle1 = "rad (+360)";
    };
}
desert raven
#

Have you defined those source names in the config. Cpp

ripe lotus
#

Yes

#

In AnimationSources

#

Like this:

class pilotCameraRotX {
      source="pilotCameraRotX";
      animPeriod=1;
      initPhase=0;
    };
    class pilotCameraRotY {
      source="pilotCameraRotY";
      animPeriod=1;
      initPhase=0;
    };
desert raven
#

I think there should be a separate config parameter for them like there is for the turret parts.

ripe lotus
#

Ok so the issue was my mistake, model.cfg wasnt compiling properly somehow

#

Thanks

desert raven
#

👌

#

Hopefully you use pboProject to pack

ripe lotus
#

Yeah, just missed that

deft fern
#

You shouldn't have pilotCameraRotX & Y in animation sources

ripe lotus
#

Yeah that's what I thought, they werent there , just kept wondering what was the issue and just added them for testing

fiery fractal
fiery fractal
#

Also i know there is more IK stuff in config for animation, but what exactly does the IKcurve?

desert raven
#

affects how much at given time the animation blends with other animation.

fiery fractal
#

Oh, so for example on static poses i can keep it at 1

#

Or it's not needed at all?

desert raven
#

they are used only for certain type of animations

fiery fractal
#

Iam using IK on poses only to have hands "set" for any weapon youd give to the character

desert raven
#

there is a cfgMovesConfig wiki page that explains some of the parameters

#

IK in blender means nothing in Arma

#

only the frames of your animation transfer over

#

nothing else

fiery fractal
#

I mean IK in config

#

As I use the IK "feature" only on poses where i want the hands synced with weapon

desert raven
#

I dont understand what you mean with that. Im not sure if it works like what you want it to do

fiery fractal
#

Well doesn't weaponIK "sticks" the hands to the predefined position that's in config of the weapons handanim?

desert raven
#

Ah you meant that. Yes that is what it controls yes

fiery fractal
#

Sorry for any confusion

#

My bad that i posted one thing and immediately asked another

fiery fractal
#

Do i understand it correctly that

interpolateFrom[] = {};
interpolateTo[] = {};
Controls from what Animation i activate this and to which it will then transition ?

#

So i could have "entry" animation then Looped "static" and then "end" animation ?

desert raven
#

lets say you are in normal standing animation and play end animation you can have chain of connected animations that will play in between from standing to end if they are have correctly chained connections

fiery fractal
#

hmm so if id wanted to ...for example make animation for shouldering weapon which would sten stay until its deactivated again that to interpolateFrom id put animation of transitioning to the animation ..the ones in which this config would be id set on looped and then the interpolateTo would be animation which would then be again nonlooped and end the whole animation/gesture?

desert raven
#

it would possibly stay until you move and the engine starts to run the moving animations

#

gesture could stick for longer

fiery fractal
#

I do plan on making gesture and i know i could just make the gesture but i feel like it would look wierd if it would just snap to the final position, so i was thinking if there is way to make an transition the gesture would be just both Arms and fingers

desert raven
#

theres animation blend curves for that I recall.

fallow marsh
#

        class AnimationSources
        {
            class hatch_open
            {
                source = "user";
                animPeriod = 3;
                initphase = 0;
                sound = "MetalDoorsSound";
            };            
        };
        animationlist[] = {"hatch_open",0};
        class useractions
        {
            class sled_hatch_open //Open back Hatch
            {
                displayname = "Open Ramp";
                priority = "107";
                radius = 5;
                onlyforplayer = 0;
                condition = "this animationPhase ""hatch_open"" == 0;";
                statement = "this animationPhase [""hatch_open"",1];";
            };
          };        

i think im doing this right. but the actual ramp wont rotate down

desert raven
#

What's the animation class like?

fallow marsh
#

in model.cfg?

hexed hornet
#

statement = "this animationPhase [""hatch_open"",1];";

fallow marsh
#

went hunting for some tutorials on doing obj animations, so im thinking i found it

hexed hornet
fallow marsh
#

that really doesnt help me. since its a custom model, not a script

desert raven
#

oh statement is wrong you want to use animateSource command

#

@fallow marsh

#

it works better than the animate command

fallow marsh
#
            class sled_hatch_open //Open back Hatch
            {
                displayname = "Open Ramp";
                position = "";
                priority = "107";
                radius = 5;
                onlyforplayer = 0;
                condition = "this animationPhase ""hatch_open"" == 0";
                statement = "this animateSource [""hatch_open"",1];";
            };    

@desert raven, like that?

desert raven
#

mmm, yes

fallow marsh
#

ill see what happens

#

cheers @desert raven. that works 👍

#

there a way to make it so the soldiers in the back cant get out unless the door is down? / have the AI drop the hatch then get out?

desert raven
#

not sure about that one

fallow marsh
#

you would think you could sync it so the AI would drop the hatch then get out

desert raven
#

perhaps with the getout evenhandler somehow

simple urchin
#

when making a reload animation do i need to give the gun and the magazine a bone in order to animate it

desert raven
#

weapon animates in its own space via model.cfg, hands animate in their own space with .rtm

#

they are not related in any other way than the time the animation takes to play

#

so are you talking about the hand movement animation or the weapons own animations?

simple urchin
#

so i want to the hand to grab the magazine and remove it from the gun then reach to the waist and put a new one in i know that you cant have the magazine in the hand while it does the reload animation and that you just have the make it reappear right

#

also how do i set up IK rig in the videos ive watched the all go to a tabb called "bone constraints" but my blender doesnt have that

desert raven
#

you have some weird version of Blender if it doesnt have that

simple urchin
#

nvm i found it

desert raven
#

now anything you animate in blender and save as reload animation will not work on the weapon itself

#

the weapon is animated separately

#

with the model.cfg

simple urchin
#

ok

desert raven
#

only the hands will move with the animation you are making now

simple urchin
#

you wouldnt have a skelenton with an IK rig i could use cause im having trouble setting one up that works right

desert raven
#

you could try Macsers armarig

#

it does not hurt to understand how to build one though

simple urchin
#

im guessing that on armaholic

desert raven
#

possibly

#

he has a thread on BI forums

simple urchin
#

i just googled it and found it thanks for the help

quick trail
#

Hello,i joined this discord to look for some help,im part of the 23rd panzer division milsim unit,and i have begun to make 3D models for the said unit,however im completely new to animating small arms for arma.If someone has some tips or just could point me to the right direction id appriciate it!

quick trail
#

thanks!

fallow marsh
#

There anyway to have anims timed? Ie, say i have a double barreled aa turret. Barrel 1 fires, then after 2 or 3 seconds, barrel 2 fires

#

End the loop then start again

zenith token
#

animation is bound to weapon firing - so if your fire rate is set appropriately you can do it
Or you script everything (fired event handler)=

reef hound
#

which function is for gestures? i cant play my gesture animations ingame with "playGesture".. Playaction bugged the uppertorso in the world ground

reef hound
#

hm... arma doesnt load the .rtm witt binarized files... i binarized with PboProject and the rtm´s are broken after.... any idea?

fallow marsh
#

dont binarize the rtms

crisp berry
#

not correctly binarized

icy obsidian
#

Hello, this might be a better forum I think. For a custom vehicle mod, I want to animate player entering driver position. I see the "in" and "out" animations, pretty stock, I think I can use those. However, what do we do about the player actually "in" the driver position, let's say? Or passenger, or a commander for that matter.

#

such as, is there a LOD that we need to know about in terms of where player parks his tush? never mind puts his feet? also assuming drivingWheel instructs player animation where to place left/right hands. this sort of thing?

desert raven
#

passenger positions are controlled by the passenger (driver/gunner/cargo) proxies

#

the proxy determines the position and the driver/gunner/cargoAction determines the animation that is played for the character sitting in that position

#

if a proxy that looks like same as the Action animation is used the position is easy to set up correctly

icy obsidian
#

is there an example of this in the samples? car may be poor... boat? etc?

desert raven
#

they all have proxies

#

dont get hung up with the lack of damage material stuff

icy obsidian
#

I see. but how do I know if a proxy "looks like" one or another of these? all I see is a triangle selection, correct?

#

also, in the case of the commander/operator position, I suspect that's going to require some custom animation, i.e. hand(s) on a "wheel", maybe other cabin controls, and so on.

desert raven
#

they can be viewed in buldozer

#

or theres a option in the menus to load proxies as visible

#

and yes if you want a custom pose then you need custom animation

icy obsidian
#

maybe a dumb question, but where do I find those proxies? I am prompted to load them, but they are not included with the samples.

desert raven
#

you check the path by double clicking the proxy selection name

#

or they are in the unpacked A3 data

#

a3\data_f\proxies if I remember right

frank scaffold
#

can someone explain some things to me regarding vehicle crew animation IK? the way I understand it now is you have a static pose animation with the character's hands at basically the default positions of the moving parts, the animation has the IK curve enabled in the moves config, then the vehicle turret has one of the AnimName entries that point to a named selection in the vehicle model and so then it'll simply take that default hand position and move it from there using IK to stay attached to that named selection?

desert raven
#

yeah it works about like that

frank scaffold
#

do static pose animations need the t-pose in frame 0 like weapon hand position .rtms do?

desert raven
#

I think it was reveald some time ago that none of them need the tpose frame.

frank scaffold
#

I know hand position ones do, since when I had an incorrect t-pose in frame 0, the hand positions would be offset

#

so only those need it then?

desert raven
#

well it likely wont hurt to have it

#

as long as its in the -0.5 frame time

frank scaffold
#

@desert raven coming back to that IK thing, how do I make the hand IK only follow the position of the target and not rotation? I have it working, but the hand is also rotating along with the target object which isn't right in this case

desert raven
#

No idea. Have not had a chance to play with them that much.

#

you probably could have the IK bone separate and then rotate agains the main things rotation

#

so it would keep it straight

frank scaffold
#

like, have the target object counter-rotate?

#

I guess that would work yeah

leaden mauve
#

hey i made a big storage box but my character is picking it up in one hand like its a small ammo box...what am i doing wrong? I need him to carry it in 2 hands

frank scaffold
#

picking it up how?

leaden mauve
#

so when its on the ground i want to pick up the object and hold it in both hands but his not

#

its in one hand like its a small object

final marten
#

sounds like a Dayz problem, this is the Arma discord.

frank scaffold
#

you can't pick up objects in arma

leaden mauve
#

oh dam

#

ok thx

copper storm
#

is there an actual way to fix the acex + enhaced movement floating above chairs and such?

desert raven
#

probably is but it likely would require a config patch mod to alter whatever scripts are used.

crisp berry
#

@copper storm did you try the two mods for EM?

radiant sail
copper storm
#

I shall try

#

@crisp berry not together but separately

copper storm
#

doesnt work

primal spire
desert raven
#

you would need to parent each segments bone to the previous one so that they follow the movement chain

#

@primal spire

primal spire
#

@desert raven Would you be able to call me on Discord to walk me through it as my coding is not the best?

desert raven
#

no I dont have time for such sorry.

primal spire
#

Np thanks for the help I will just go read up some more at least I am going in the right direction many thanks: 🙂

desert raven
#

BI wiki has pretty good pages on "how to animate a model"

primal spire
#

Hey back again but a little further in I managed to get one set of doors working but the others don't. But if I change the code around then the other set starts working, any help on what am doing wrong?

        "Door_2",    
        "Door_1","Door_2",
        "Door_Axis_2","Door_1",
        "Door_1_axis",    "Door_Axis_2",
        "Door_4",
        "Door_3","Door_4",
        "Door_Axis_4","Door_3",
        "Door_3_axis",    "Door_Axis_4",
desert raven
#

why do you have the door axis as bones?

#

you just need the door parts that rotate

primal spire
#

Awww

#

So no axis

desert raven
#

well I see no reason to have such bone

primal spire
#

Well

#

I took it out and it broke everything

#

Got it all working not just had to put in a spacer.

        "Door_2",    
        "Door_1","Door_2",
        "Door_Axis_2","Door_1",
        "Door_1_axis",    "Door_Axis_2",
        "",
        "Door_4",    
        "Door_3","Door_4",
        "Door_Axis_4","Door_3",
        "Door_3_axis",    "Door_Axis_4",
desert raven
#

well taking it out wont work if you have used it in animations classes ¯_(ツ)_/¯

#

that skeleton chain you got does not look quite right though

lilac path
#

how do I stop my character from sliding when I am moving in crouch position?
Tired of moving in crouch position and character keeps going and sliding a bit further then I moved him.

#

Hope this the right thread to ask

desert raven
#

Sliding? Perhaps you need to make a video of what you mean. @lilac path

radiant sail
#

buttsliding... not derogatory literal jargon...

lilac path
#

when the character is in crouch I go to move him and head littery slids into crouch

desert raven
#

that sentence makes no sense. take picture

lilac path
#

how do I add the video so you can see what I am talking about

desert raven
#

link to it

solar mesa
#

I know that some animations have an offset between the start and end position (eg. notable in ACE when doing medical actions, where the medic is always moving to the back and/or left).
And I've also seen that some animation break (usually due incorrect scripting), and then get stuck in this offset and appear to be sliding.

lilac path
#

Is this normal for this to happen in crouch movement and how do I stop it,this is highly annoying when crouching and moving.

quiet gazelle
#

Hello, I have a problem with creating a weapon in the editor. My fire selector doesn't really work as it should (it resizes in addition to a rotation ...)

#

any idea ?
class safety_rot
{
type = "rotation";
source = "weaponmode";
selection = "safety";
sourceAddress = "clamp";
axis = "safety_axis";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 4;
};

#

(I put "4" at angle1 for testing purpose, real number is 2.22, sorry)

deft fern
#

@quiet gazelle your selection "safety" should be only part of single bone. Scaling happens when i.e. you have vertexes from "safety" selection also in some other bone (let's say, "bolt" or whatever)

quiet gazelle
#

oh ! I see, gonna check that

quiet gazelle
#

ok, it's rotating well in buildozer but totaly go crazy ingame, as for the bolt action go out of the weapon during animation for reloadMagazine

#

skeleton : {
pivotMode1="";
isDiscrete=0;
skeletonInherit="";
skeletonBones[]=
{
"bolt", "",
"bolt2", "",
"cylindre", "",
"magazine", "",
"safety", "",
"trigger", "",
};
};

#

sections[]={"zasleh","camo1","camo2"};

#

bolt + bolt 2 > in camo 1

#

trigger & safety > in camo 2

#

there is something I don't get well I think ^^

quiet gazelle
#

I merge camo 1 & 2 into on selection : "Camo", still got issues

deft fern
#

Check that safety is only part of single bone in object builder

#

and change isDiscrete=0; to 1 (you don't want skinning in your weapon model)

#

camo selections (or sections) are fine

quiet gazelle
#

both safety and camo indeed

#

hmm gonna fix that, maybe same problem with bolt

desert raven
#

@lilac path do you mean that the characters inertia does not immediately stop when you crouch? I Dont really see anything special happening in your video.

quiet gazelle
#

@deft fern does Camo include bolt, bolt2, safety and trigger ? or is it a distinct selection ?

desert raven
#

Camo is for texture changing, it should not affect animations at all.

#

Unless you have for some reason actually used in in an animation class

quiet gazelle
#

@desert raven thx for intel, actualy I just try reverse engineering trying to understand how all of this work. So if i'm right : skeletonBones[]= // everything that move or need to move with other object. and section[]={} ??

#

(sorry french inside)

desert raven
#

Reverse engineering is not perhaps the best way if you got basics lost.

There are good pages on BI wiki about "how to animate a model" which you should use as learning material.

#

Also the Arma 3 samples on steam have good examples.

quiet gazelle
#

thx a lot, gonna check this right now, feel dumb didn't found that earlier.

desert raven
#

👌

quiet gazelle
#

( last thing : in game, safety lock rotate with "builder origin axis" and not the assign axis xD... and it rotate well in buildozer ... love that kind of mindstuckblow :p)

desert raven
#

Possibly the isDiscreet thing reyhard mentioned.

quiet gazelle
#

didn't work

#

also try the "
Model preparation: Besides adding selections (same as in OFP but in ArmA bone selections should never overlap) you also need to add a following named property to your first resolution LOD (press Alt+P to open named properties window):

property name: autocenter
value: 0

#

but no results

#

safety selection stop scaling btw

lilac path
#

@lilac path do you mean that the characters inertia does not immediately stop when you crouch? I Dont really see anything special happening in your video.
@desert raven yes

desert raven
#

@quiet gazelle autocenter 0 goes into the geometry lod

#

Compare to the sample weapon in steams Arma3 samples

#

@lilac path I believe that is just normal behavior in Arma. The movement is not like your typical battlefield/cod arcade movement

lilac path
#

I was told in another post I posted this issue in it is PIR mod

desert raven
#

You were told wrong then.

lilac path
#

great so there is no way to stop the sliding

desert raven
#

No I don't think so.

#

In what kind of situation does it bother you?

mellow moon
#

i need help with an animation, i'm moving an texture fx trough translation the offset 0 is 0 and offset 1 is 2000, the problem is when he reach like 150/200 meters it disappear if i move the visual a little up, little left or right. someone have any idea why this problem?

desert raven
#

what is texture fx?

mellow moon
#

texture as fx like expolsion or shoot

desert raven
#

its part of the model?

mellow moon
#

yes

desert raven
#

if objects center gets far enough from the screen the object is not drawn anymore

#

you cant properly animate stuff outside of the objects original bounds

#

if you want effects, use particles

mellow moon
#

you mean like move it trough sqf? or external scripting in config.cpp?

desert raven
#

scripted particle effects yeah

#

like how smoke and such work

mellow moon
#

mm.. that can work but i have to place a lot of this object in the map and maby if i do it as particle effects maby it cause fps drop

desert raven
#

what exactly are you trying to do?

mellow moon
#

can i send you in pm?

desert raven
#

pls just link pics here. keeps my inbox cleaner

lilac path
#

In what kind of situation does it bother you?
@desert raven just not being a ble to control the character as this animation happens and has got me in trouble more times then not

desert raven
#

you may just need to try to learn how to work with it.

deft fern
#

what about skeleton?

reef hound
quiet gazelle
#

hey ! first thanks to @desert raven and @deft fern for their support, I've totally redone my model based on arma3sample and it work ! I'm actually looking for modify a .rtm file to adjust some keys in a vanilla animation matching new model. Anyway to do that ?

frank mica
#

Hello, I've just come back to doing animation for arma again..
I've downloaded the lastest versions from blender and armatoolbox.

I'm not finding the button to add a frame range, it used to be in the botton of the red circle(see pic).. anyone knows if it was moved or I am being dumb or something.. thanks!
https://imgur.com/a/yP5IRhA

desert raven
frank mica
#

Thanks

nimble nebula
#

Hey guys im currently making a boat and wanted to make a custom driver proxy. I used ArmaRig_V6 for blender as a template and created the stance, exported as an FBX and imported into object builder. The issue is it looks like an alien and not how It did in blender. Any help on how to make custom proxies would be greatly appriciated. Thanks in advance.

desert raven
#

Use ArmaToolbox to export RTM

nimble nebula
#

Ok ill give it a go

mint cosmos
#

Looks like the hand doing something like this is a common issue ...

desert raven
#

your weapon bone needs to be named same as it is in the model.cfg

#

so either weapon -> Weapon or Weapon -> weapon

mint cosmos
#

Well, I didn't know this was case sensitive, btw, I put the same name :/

#

But you just made me realise something, it looks like he is holding the gun the wrong way

#

I though it was just moved to the left but the orientation is bad too

desert raven
unborn geyser
#

I'm looking to make a really simple animation/gesture (I think gesture is the more correct term) but I'm not exactly sure how to get going. Could anyone link some references/videos/etc?

tender kraken
#

Use Blender and the blender arma toolbox 😄

tired depot
#

@[DT]Indy41 It looks to me like there's a mismatch between the last frame of the run/jog , and the first frame of the crouch. Either that or possibly an issue with the move value on the Y axis. In other words, something inherent in the rtms. Not a simple fix, if you want to avoid a mess with connecting rtms.

tall walrus
#

any animations mod for roleplaying?

naive hemlock
#

why can't some you people get these channels are not for requesting someone else to search for mods, or make mods for you...

summer lintel
#

Google is too hard to operate for 'em?

daring crescent
#

Guys, sorry for maybe a stupid question.I am interested in how to insert my animated 3D model into ARMA 3?If possible,help the novice mod maker with his problem.Looking for information on the forums ,I can't find it.I want to insert my animal with its animation in the mod for ARMA 3 .Please help me if it's not difficult.Thank you in advance.

#

Hello everyone, by the way

#

On forums, too, extensive information, a heap of old forums on OFP, began to dig, half of the pages are missing, in half of all sorts of unnecessary things, time only lost.If someone soobrozhaet in working with animations and mods, help fraternally, a colleague and infected with a virus called "ARMA 3".:)

desert raven
#

it is quite complex thing to incorporate a new character

#

with new animations

#

you need to make proper cfgMoves config for it, have the animations in .rtm and configure the character to use your new animations and skeleton bone names

#

and if you want it to use physX ragdoll thats another dark pit on its own

bronze gorge
#

guys, excuse me this noobie question, but when i load up Arma rig in blender, the weapons are floating besides the character and he has his hands lowered... i expected to get the normal Arma weapon holding stance by default as seen in the tutorial videos

#

what is the easiest way to learn how to create reloading anims?

#

what is the community standard so to speak?

desert raven
#

what you see is the default T-Pose, Its the neutral stance that all the characters are modeled in and then the animations deform them from that pose

desert raven
#

@bronze gorge if you want the default rifle stance as the base of your animation, you will need to use the ArmaTollbox RTM import to import the rifle stance RTM to your Armature.

#

however I dont remember if that stance is in the sample files as debinarized RTM or if you need to debinarize it from the game files. For that you would need Mikeros subscription tools and deRTM

#

👍

bronze gorge
#

oh i see thanks

sacred oxide
#

you just spoke archaic to me then dude, went way over my head, can u repeat in simple terms please for a simpleton*

desert raven
#

?

#

I did not answer to your thing as there is no question in it

#

if its mission or scripting stuff theres channels for those

#

and I see you already moved to the right channel. please clean up here @sacred oxide

sacred oxide
#

@desert raven all done, out

desert raven
#

Thanks!

spring bone
#

Hi, I'm looking to try my hand in animation and was hoping for some tips on where I could start learning, such as videos and tutorials

daring crescent
#

To the above answer, about the animation of my model, for ARMA 3:I don't need a physical component in the model,I need information about working with bones in ARMA 3 .And information about how to sync 3ds max bones with ARMA 3 bones.If you have sources or know how to do it, please tell me.?

blazing panther
#

Probably not the right place to ask, but I cant find anywhere else that would be appropriate

#

Does anyone know if there are any animation packs etc for screenshots with this animation in it

#

The 'you know I had to do it to em' stance haha

crisp berry
#

this CfgMovesMaleSdr inheritance setup is not working
not possible to just assign custom moves? or what is wrong here 😐

sacred oxide
#

@blazing panther There are many additional animation modules out on steam workshop, some ace compatible, some not (although ace covers more poses), but, to answer your question, no, youll have to make the animation yourself, and (imnmo) ask the moddev to include in theirs for increased coverage

#

@spring bone i also need a guy who can do animations for a mini project, so if your interested, HMU on steam champ

crisp berry
#

what is your level of expertise @spring bone ?

spring bone
#

Average level of scripting and config files.

crisp berry
#

so no Blender/other animating tools yet?

spring bone
#

Not yet

#

But if you know of one then I’m open to getting it

sacred oxide
#

hey guys, how long does it take to to make an animation, when 1) Your new and learning, 2) when your experienced, 3) including testing? please

desert raven
#

What kind of an animation?

#

And well, when you are learning it takes all the time you need to learn it and when you know how to do it it depends on the complexity of the animation and your skill. It's not really something you can put a generic this takes x time number.

naive hemlock
#
  1. could be months, depending on a lot of factors
  2. could be hours/ one day, if all tools and anim rig is already set up
  3. including testing
#

but again, it is very loose and cannot really be estimated

sacred oxide
#

@desert raven @naive hemlock overall, im looking to make several new animations, how long would it take to make one jumping to hang onto ledge then climb animation for example? 1) for inexperienced, 2) experienced? please guys 🙂

#

and what program do i even use to make new animations?

desert raven
#

since you are starting from nothing, long time

#

weeks to months depending how fast learner you are.

#

Blender is good tool and there are community made addons for it that make it very compatible with the Arma animation format.

sacred oxide
#

i downloaded arma 3 tools, is blender in there?

#

i am a very fast learner, so shouldnt be too much hassle to be honest

#

@desert raven

desert raven
#

no Blender is not part of Arma tools its separate program

#

but for that stuff you should just ask Google

sacred oxide
#

what makes you say weeks btw?

desert raven
#

just a experience based guess

smoky void
#

that's called experience HG 🙂

desert raven
#

fixdit

smoky void
#

awesome 😄

sacred oxide
#

just to make one animation? a few weeks?

desert raven
#

you need to learn how the programs work first

sacred oxide
#

is that due to arma 3 engine and adaptation including implementing via code and testing?

desert raven
#

no thats just my guess on the making of it part.

#

assuming also that you want to make it look nice

sacred oxide
#

sorry

#

yup

#

Blender is good tool and there are community made addons for it that make it very compatible with the Arma animation format.
@desert raven where do i find thse please?

desert raven
#

Arma Toolbox has GIT page

#

but as said. google answers these probably faster than me.

sacred oxide
#

hold up

#

i got creative clouds 2d and 3d character animations

#

isnt that just as good if not better?

#

@desert raven

desert raven
#

dunno what those are

#

but likely not

#

the skeleton must match so you would need to figure out how to project those animations on the Arma skeleton to save the game compatible animation

sacred oxide
#

and thats a process in itseelf

desert raven
#

yes

sacred oxide
#

programming right?

desert raven
#

no

sacred oxide
#

adobe character animator

desert raven
#

it can be done in Blender or probably any program that does animations

sacred oxide
#

will do some google research on blender, adobes character animator

#

see what the status is

#

and, if i found a pot of gold

#

will report back here 🙂

#

@desert raven like my friend just said, im now stepping into another realm, the modder realm 🤣

desert raven
#

Indeed.

sacred oxide
#

ive downloaded, installed and ticked armatools for blender, but still only see just a box?

#

am i allowed to send screenshots?

desert raven
#

links to screenshots.

#

the toolbox has a BI forum page you can check out

#

the layout in Blender 2.8 changed a bit but the principles are the same

#

This may be one of those parts you got to mostly figure out yourself.

sacred oxide
#

im trying to watch videos on it

desert raven
#

good

#

and I dont mean to be rude about it, but its unlikely anyone has time to hold your hand through the whole process so to speak

sacred oxide
#

ill do everything i can on my side with what resources i can find

#

just hoping for little helping hands on way when im having trouble finding an info source

desert raven
#

sure

#

but just so you understand if answer is simple yes, no thats simple stuff to answer

#

but if it requires 10+ minutes to write down it starts to be complicated

sacred oxide
#

yes, no, or sending me links with info

#

wont be asking for detailed paragraphs, especially when the source out there somewhere

desert raven
#

its same stuff with links if someone else has to find that link for you.

#

just saying this so you understand if there sometimes are no answers

sacred oxide
#

most the time, a person already knows the link, so finding it is like a 15 second job

#

thats the kind of help im looking for, nothing much

desert raven
#

possibly if the link is known yes.

naive hemlock
#

adobe thing is just bullshit

#

you need to do it in a 3d software

#

if you start from scratch, you are looking at weeks at best

#

no one knows the links by heart, and this isn’t google

sacred oxide
#

think that will be the last time i ask for help here.

#

thanks for your help though @desert raven

desert raven
#

You can still ask stuff and sometimes (perhaps most of the time even) someone has an answer, I was just trying to make sure you know what to expect as we are all volunteering our time and knowledge here.

sacred oxide
#

i know, and i appreciate, but @naive hemlocks

desert raven
#

Well everything has to be taken with grain of salt.

#

I dont know what you got from the adobe stuff but maybe he is right and its not something that can be transferred over.

sacred oxide
#

but, hes just left me in no mans land, no real forward direction or steps made, and its made me lose confidence in wanting to ask questions here. luckily i have a friend who can help

desert raven
#

well Id suppose the starting point would be understanding how game animations work and how they are done in Blender

sacred oxide
#

thanks, thats more constructive advice, take note @naive hemlock this is how u help people

#

im working with a guy now, will let u know once im at the rig custom process

desert raven
#

lets keep such remarks off the chat too

sacred oxide
#

i really appreciate your comments goat, ur the 🐐 lol

#

i got the arma 3 tools and blender set up i believe, as rig is in screenshot, but cant i just click on the movement lines, like click and drag? or?

desert raven
#

this is kinda the stuff I think you would need to learn how the skeletal animating works in Blender

#

Questions like that get too indepth into the basics that I dont have time to write all that up

#

There is likely a difference between what you see in the tutorials though so you need to understand the parts that make the rig you have work.

naive hemlock
#

@sacred oxide listen dude, this is the second time i see on this server acting like a snowflake. I was actually trying to make your time here longer.
the sooner you understand that this place is for asking for help in regards to arma animations (this particular channel) and not 1:1 noob guide for animating a humanoid scheleton from scratch, the better you are.
if you expect someone to hold your hand through the entire process, then you will be really disappointed.

go ahead and ask specific questions, that’s all fine, but most of the information about specific software workflows are already available online, both free and paid

#

also, if not all, most of the workflows specific for arma are documented on BIF and BI wiki. not everything is obviously readable or in fact understandable for someone who doesn’t have the basics notions, as most are intermediate level, expecting people to at least have some knowledge about how a particular software works

sacred oxide
#

@naive hemlock read past comments ive made, if im asking stupid questions its because im stupid in modder world, so give someone whos stupid in a field some leeway, calling me a snowflake? rich. Should i say sorry for being stupid? lol

naive hemlock
#

i never said your are stupid. no one is born knowledgeable

#

but you need to learn to walk before you can run

sacred oxide
#

its like when you first starting asking questions in a new university course, you may starting ask dumb questions, because, guess what? you dont know much, so, technically, ur the teacher, im the student, and its very professional to call people snowflakes

naive hemlock
#

this isn’t a university

sacred oxide
#

its an archetype example

naive hemlock
#

and none here is a teacher

#

expect answers to specific questions is what i am trying to get you to understand

sacred oxide
#

just drop it, i am, no one else wants to hear our chat, its gone past being constructive.

#

im getting you to understand is how can i know what is specific if i have no knowledge whatsoever? i know nothing, so i cannot understand lol

#

its like im a brown belt in judo, but now a white belt in BJJ, its a new field

naive hemlock
#

i do get that

sacred oxide
#

just allow it my dude its not that deep,

#

your persistence has gone past the point of being constructive.

naive hemlock
#

lol

sacred oxide
#

i have to swallow any pride and ego to restart in a new field, and also cant have any ego when i say im dumb in soemthing, so, drop it

naive hemlock
#

whatever, if you can’t help yourself by actually using some of the information that is already out there, including free video tuts

#

you won’t actually get more help via some text based discord, which purpose is completely different and solely arma focused

#

but go just ahead and spam this channel with questions like - do i need to click on the green line now?

#

see how much help that will get you

#

i’m out anyways, can’t be bothered anymore

sacred oxide
#

presumptions, presumptions, you seem to have some kind of egotistical motive behind all this chat, that gives you a serotonin powertrip

#

im not interested, the conclusions been made earlier on

#

im dropping it, so should you, whether you do or dont, thats on you

naive hemlock
#

you are surely not the first, nor the last to try to run before you can even crawl.
you will most likely stumble early on and break you neck then blame it on anyone else (unfriendly arma modding community that is unwilling to hold your hand) but yourself.

sacred oxide
#

if im goign to ask a question in the future, now i know better, it will be once ive watched as much videos and info as possible so i know what specifics to answer for, i wasnt aware of this a few hours ago.

naive hemlock
#

that was the point you could have grasped from the get go

#

instead you had to argue

sacred oxide
#

but i didnt know any better earlier on

#

its called learning

naive hemlock
#

because obviously, you know better

sacred oxide
#

i know nothing, so i cant know better

#

clever remark mate 👏

#

i knew nothing* apologies

#

past tense

naive hemlock
#

have a good one

sacred oxide
#

same to you

naive hemlock
#

for my own curiosity, do try and measure somehow how long getting that animation is gonna take

#

workhours or such

sacred oxide
#

i will happily acquiest to your request

naive hemlock
#

not a request, might be interesting at the end if the guesstimating of weeks was right or not

sacred oxide
#

as your sentence is singular, refering to you ('for my own curiosity'), and you said 'not a request', there is a contradiction, are you making a request or not.**

naive hemlock
#

fair enough. i have no curiosity left in regards to whatever you are trying to do anymore.

sacred oxide
#

i dont want to win or get one over you, i just want to chill and get on, its better to make friends than enemy

#

im not perfect, nor are you, so we could agree on this

sacred oxide
#

ok, i think i have a legitimate question, so as im learning from all of these videos, theres a baseline of 24 fps, what fps are anims made in for arma 3 please guys?

desert raven
#

It does not matter I think. the animation playback speed can be altered. Id wager 24 would be ok.

sacred oxide
#

@desert raven sorry again, my view is stuck locked onto something? dont know how to fix?

desert raven
#

not off the top of my head.

sacred oxide
#

the view is just locked onto that one previous area

desert raven
#

seems like you have local camera on

#

I would check out Blender manual for how the camera controls work

#

cant really remember the stuff without blender open

sacred oxide
#

the camera will only lock onto the object, camera, light or armature, isnt there a way to move the camera around freely?

#

lock camera to view is unticked

desert raven
sacred oxide
#

np

desert raven
#

this is the best advice I can give right now

#

this kind of stuff kinda gets off topic of these channels too since its not Arma related

#

What you probably could benefit from is joining one of the big Blender discords

sacred oxide
#

thats a great idea

sacred oxide
#

@desert raven dude that discords been a godsend, great idea 👍

desert raven
#

👍

sacred oxide
#

is arma 3 rigs in inverse kimetics?

desert raven
#

in the game?

#

no, the animations are exported per frame.

#

you can use any techniques you want to move the rig in Blender but it will be exported frame by frame

zenith token
#

why go inverse, when you can go forward? forward means progress... /s

desert raven
#

sometimes in animations backwards is forwards

zenith token
#

thats not very forward thinking of you

sacred oxide
#

how do i get an arma 3 helmet and NVG model into blender?

solar mesa
#

check Samples package if they're available as source files, otherwise you can't

#

and not sure how this applies to animations...

sacred oxide
#

spoilers and all lol cant say @solar mesa

#

@solar mesa found it, how to move into blender?

solar mesa
#

If the p3d is unbinarized, you can use the export function built into object builder and export it to an fbx or something.
first thing I found on Google

desert raven
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👆

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there is only a NVG slot p3d in the samples

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Arma toolbox offers p3d import function for p3ds that are not binarized

sacred oxide
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import function has either a) Collada Default .dae, or b) Alembic .abc, either of them doesnt show any p3d files at all @solar mesa @desert raven

sacred oxide
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my arma 3 tools doesnt work either - none of the programs work

desert raven
sacred oxide
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i dont have that option

desert raven
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well then then addon is not installed

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or activated

sacred oxide
#

one sec

desert raven
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also you probably will want to check out PMCwiki Arma 3 tools and P drive install guides

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Also dont ping ppls so much. 😛 We answer when we are around.

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this aint no 247 help hotline

solar mesa
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not? notlikemeow

sacred oxide
#

boom, i made a mistake, never actually installed the arma 3 tools for blender correctly, no wonder why

#

sorry guys

desert raven
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its alright

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most of the time problems with the process are user errors.

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does not necessarily help that the process gets complicated often

sacred oxide
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ive scoured the internet for videos, but i guess theres no way around sheer hard work and getting it done

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i now have blender, arma 3 rig, and a3 character, equipment etc, now

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but..

sacred oxide
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last few questions

  1. is there something i can do/use to have rifle and/or pistol in position already? (like bis default), so i dont have to make my own version?
desert raven
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I think I answered that somewhere already recently but you would need to load one of the stance rtms from the A3 data

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but by default they are binarized so you would need mikeros DeRTM to unlock them

sacred oxide
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i dont see an RTM

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on mikeros website

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or armaholic, the mikeros tools is a link to other subprograms, but the subprograms must be installed, i cant see the deRTM

desert raven
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its a subsciption tool if I remember right

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there could be a rifle stance in the arma 3 samples too

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theres few of example rtms there but dont remember which ones they are

sacred oxide
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where do i find these arma 3 samples

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pleas

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please*

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am i allowed o post a link here

sacred oxide
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i found bis character samples

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but this happens.. when importing the p3d files into blender..

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the source, (it says i need oxygen)

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the rig im hoping to port samples onto:

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so, right now, im figuring out one of two issues, 1. how to get the actual character sample, alongside/on the rig?

desert raven
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you dont import the p3d

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you already have pretty much same character there on the rig

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you select the armature and import an RTM file on it

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also...

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**ARMA 3 SAMPLES **on Steam.

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this is also why I said it will take couple of weeks before you get anything done

sacred oxide
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that arma 3 samples on steam, is that a link?

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and on steam workshop?

desert raven
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put that on google for example

sacred oxide
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i only need to get done (for now) a rifle sling, that cant possibly take me a few weeks???

desert raven
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it takes what it takes.

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also before you were talking about some jump animation

sacred oxide
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?

desert raven
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yes

sacred oxide
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as for jump animation, im going to do all the simple anims first, then go on to the more advanced as i go

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so, the rifle sling, could take me a day theoretically?

desert raven
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does it matter?

sacred oxide
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ok, well, to wrap it up, all id like is a pre existing rig with rifle and hands on rifle at ready, to speed up animation production process, is this posisble?

desert raven
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yes in the way I have described couple of times now

sacred oxide
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will look at the arma 3 samples tomorrow, brains fried rn, but thanks again so much for your assistance @desert raven

desert raven
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I got Fallout waiting for me so good luck.

sacred oxide
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Enjoy 🙂

sacred oxide
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guys, rtm files, can u just drag and drop, or import them over the arma 3 rig on BLENDER?

worthy elm
sacred oxide
#

answered my own question, but thanks dude 🙂 @worthy elm

sacred oxide
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@worthy elm @desert raven finally got there guys, took me 2 days to get here, but we out here now! lets go, thanks 😄 https://imgur.com/a/4ogT8Iq

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sorry, silly question

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how do i move an object as rotation but on a pivot?

desert raven
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Blender manual and tutorials answer that stuff

sacred oxide
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guess its back to tutorials...this blender program is so touchy and intricate

desert raven
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I would say all complex modeling programs are like that when you start. You just cant assume you can jump into making complex stuff without knowing how the program works.

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Whats the hurry anyway.

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Patience is the key in Arma modding as it gets complex and even more complex very fast

mystic skiff
#

Hi everyone,
I've been strugling with this problem for quite a while now and i can't find an answer to it ..
I'm trying to load an FBX with an animation from 3ds max in OB but not matter what type or version it always get me this error code :
Import error: code 1, message 'Unexpected file type' while importing the file
Any help on this ?

desert raven
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what fbx versions have you tried?

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also is it a character animation?

mystic skiff
#

from 2009 to 2014/15

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yes it is

desert raven
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since I dont use fbx myself cant remember what version OB uses, but likely something old

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or you have some sort of export error

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you could try exporting some simple cube and see if that imports in

mystic skiff
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So the cube is not loading either. in binary or ASCII and 2009 version

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if someone has another way to load animation from 3ds to OB or his fbx exporting preset ?

desert raven
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if you can check out what version of FBX OB exports out

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I think the few times Ive used FBX I had to run it through autocad FBX converter

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to get it to right version

mystic skiff
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Well, when i try to export a simple quad it bring another error Export error: message 'File not created' while exporting the file

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I don't usually work with fbx neither so if you have an alternative i would take it

desert raven
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Well I work in Blender

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it has nice addons to export directly into P3D or RTM

mystic skiff
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Yes, I tried to dive in blender just for that addons but as i'm use to 3ds max it's really not the funniest
beside i don't see a way to import my work from 3ds max to blender (at least for animations)

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i've found in the arma sample a FBX that was in v2011, so i took a try with acad converter but no luck here

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(I can import the sample without errors)

smoky void
#

a new arma modder is interested in making an animation for the CH-46 resue basket's rescuer. What's the best base for that, arma 3 samples\addons\templateRTM\Male.p3d comes to mind, or is there a better alternative? He'll try to use blender for that and I mentioned Macsers rig for it (though I'm not terribly familiar with blender).

smoky void
desert raven
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@smoky void good call! 👍

sacred oxide
desert raven
#

Mikeros DeRTM

sacred oxide
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$$$$ 😢

desert raven
#

It is what it is.

sacred oxide
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thats just the way it is 🎵

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https://imgur.com/a/iT7uPIu - (in blender), this issue is a dashed line between lines (which i think are armatures), this is preventing me from moving the fingers around freely, any help please?

desert raven
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the dashed line is the parent connection, it means that the bones follow the hand. The righ however may have build in restrictions to make sure joints dont bend where they cant bend

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If you need different kind of control you may need to rebuild the rig

sacred oxide
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ok, well that makes sense

desert raven
#

again I would point you to find basig rigging and animation tutorials to understand how the Blender Animation tools work

sacred oxide
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i have watched all i could find