#arma3_animation

1 messages · Page 23 of 1

desert raven
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then you should also practice building a rig to see how the stuff works

sacred oxide
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i know parenting the very basic, but when i press shift up, between two armatures, no physical changes seem to happen? so im confused

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shift p sorry to make/remove parents, the procedure isnt clear cut

desert raven
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I dont know what you are even trying there at all

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I dont think you are in the right track there at all

sacred oxide
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im trying to move the hands from handling the rifle, downwards to moving up towards where the NVG would be, to simulate turning NVG's on/off

desert raven
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while that sounds simple, it is not that when you dont know how the rig you are using is build and meant to be used.

sacred oxide
desert raven
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why are you trying to remove the parent?

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also what you probably are after is the constraints

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not parents

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it wont work if you just bash it with a hammer

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and I know its frustrating as you want to do something simple sounding and it you want to do it fast

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but you are lacking a lot of basic knowledge there

sacred oxide
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indeed

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im trying to get research down, but found nothing but modelling and animating a weapon, and the way the guy talks is even more confusing

desert raven
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you dont want anything about animating a weapon

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you need basic baaaaasic animation stuff to begin with

sacred oxide
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not because im stupid, but his delivery isnt simple and to point, his whole pitch and delivery on info isnt articulate

desert raven
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you are trying to find too exact information

sacred oxide
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i am, remember them videos i posted the other day? ive looked at them, theyve helped me understand alot of things

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before i complain any further, and rant (which is what im doing now), im going to just try and look at this david abbitts youtube page again

desert raven
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you dont want anything Arma related

sacred oxide
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David abbitts content isnt arma related, so, thats good, i guess lol

desert raven
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well if his methods dont fit you then you need to find something else

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Aslo older 2.79 tutorials are still valid even if the UI is different

sacred oxide
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all i know is, once ive cracked it, im going to do my own video tutorial, covering all the very basics in one long video (then probably condense that big video into smaller videos), so that others dont get into the same struggle as i)

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so theres longevity to this struggle

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again, @desert raven thanks for bearing with

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my eagerness clouds my judgement, once again

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@desert raven last question, is the arma 3 rig a high poly person? lol

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or, in laymans terms, whats the difference between a low poly person and the arma 3 person in blender?

desert raven
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I dont really understand what you are referring to. The example model you see in the Macsers rig is the Sample character from the Arma 3 Samples

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the character does not transfer over anyway. its just there to preview what your bone movements do

naive hemlock
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i said this will happen - 100% of the questions here are in relation to the lack of knowledge regarding both software and animation in general, nothing to do with arma's animations hiccups or constrains....

sacred oxide
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@naive hemlock You were right all along, i guess...i just wish you said it with abit more patience, like @desert raven did.

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but, although im reading more and more videos, there will still be some 'silly' questions, as im gathering knowledge to best of ability. Ive also found way more helpful discord channels that help, so probably wont post here again, as responses are somewhat limited.

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*correction - right with the context of what you said, but your delivery and content was off

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just do everyone a favor, and never become a teacher though, teaching/instruction is 100% not your field

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so, others will look at my message now, think of this channel and say to themselves 'well, damn, im abit reluctant to post now, incase i get flack'

naive hemlock
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you still can't get your head around it

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of course there are other discords and places that are aim to get you the help you need

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for every single skill level, from noob to pro

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that are software specific

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autodesk has such discords for max and maya etc

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blender has its own and so on and so forth

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it's best to ask the questions where you will get more help

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example here, about 30% of the people in ArmA modding are using blender

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around 10% of these have the know how and/or are making animations

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what i always said is that you need to do the leg work yourself, and once you are stuck, then ask the questions

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in this particular case, ask the questions that people who make animations for arma can answer arma specific questions, not really software specific - my case, i don't use blender, i use max, the principles are the same, the import process is a bit less straight forward

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but again, the general principles are precisely the same

desert raven
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When I started modding Arma I basically had about 6 months of time between jobs where I just combed through forums and such to understand how to put stuff into Arma. That gave me enough knowledge to go forward. Back then there was no Disocord either, for me there was just the forums and what else was online (6-7 years ago). I had some prior knowledge of animating but not much in Blender, that knowledge I gained by experimenting with stuff for couple of years.

naive hemlock
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everyone learned that way

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not sure how the teaching goes these days, but back 8 years when i was in uni, no one was holding your hand anyways

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maybe things changed and everyone has a 1:1 sessions with a teacher these days, all the time

zenith token
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todays modding beginners are spoiled with information material. If i would have to start learning now, i could do it in less than half the time required that it took me to learn what i know now, propably

sacred oxide
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@desert raven makes sense, that makes me the lucky one, @naive hemlock go read @zenith token 's comment, hes 100% right. You comment, is just indirect, passive agressive, child, i need my dummy comments. Resentment comes to mind.

desert raven
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All in all what you should take from all this is that you may need to lower your expectations on the possible timeline you may have had in mind. It may take weeks, even months before you know enough.

sacred oxide
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i believe it will take me a few days, but, if im wrong, will put my hands and say 'you were right', ambitious? yes. Eager? yes. Possible? definitely, im lucky enough to find a plefora of recently uploaded free tutorials, and a blender/dev discord.

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think im just very lucky

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to have so much information to hand at the touch of a mouse

desert raven
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Indeed.

sacred oxide
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100% counting my blessings

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lol

mystic skiff
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@naive hemlock Hi, As I was saying the other day, i'm having trouble importing my animations fbx in ob, could you give me a tip on how do you manage to import your animations from max ?

zenith token
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export with bones and animations, and then import... there is no special process required

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so you are doing something wrong, which means you need to give details exactly what problem you have and what you use for export & import settings etc

mystic skiff
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I've detailed everything (i think) upper in this channel (28/04/2020)

zenith token
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what fbx plugin version / what max version?

mystic skiff
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max 2018 same fbx plugin version tried with fbx converter also

zenith token
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i use 2013, binary, no problems there.

mystic skiff
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well when exporting, I tried 2009 /2013 / 2014-15 format, didn't work
you're using max 13 ?

zenith token
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yeah, max 13 and fbx 13

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i convert everything to editable poly (except bones... naturally)

mystic skiff
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Ok, I must have it somewhere, i'll reinstall it and will give it a try (if i can downgrade my .max file version to 13)
No it loads well in blender, and fbx from blender don't get read either by ob
Yeah i know that you have to convert in editpoly everything before

zenith token
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you cant downgrade max files... not to my knowledge anyway. Maybe with some (propably not orthodox) 3rd party tool... but doubt it. You can transfer via obj or .3ds though

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except rigs...

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unless you install max versions in between... i think max can "downsave" 3 versions - at least mine does

naive hemlock
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@mystic skiff does it work importing amything as fbx?

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or is it just the animation that doesn’t work?

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as in animated FBX

mystic skiff
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yes Pufu the character fbx from arma sample does work
I don't think it is rig is it ?

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X3KJ you can, but yes it think you are limited in terms of which version you want

naive hemlock
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have you given fbx2rtm a try?

mystic skiff
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yes i did

naive hemlock
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not the character fbx file

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make a box or alike

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export from max

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import in ob

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no anim

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see if that works

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shouldn’t matter tbh, afaik the fbx plugin for ob works with fbx version up to 2016

mystic skiff
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I did already and it doesn't
i've try converting the fbx in binary 2011 (and ASCII 2011 just to give it a try) as was the sample but it doesn't work neither

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I think i got to learn blender ^^

naive hemlock
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i think there is an issue with your tools tbh

deft fern
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It contains quite neat step by step instructions for animations import from 3ds max

mystic skiff
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@deft fern i did not. I’ll try

sacred oxide
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  1. (Trying to move an animation from blender into video game (Arma 3)
    (have tried to research and watched several videos prior to asking, but seems to be a datagap here)
    (currently have 3 versions of one anim (.blend, .mkv, .p3d)

Question:

  1. unable to export as RTM (https://imgur.com/a/pFIeLBI), (RTM option grayed out) (following this video here https://www.youtube.com/watch?time_continue=57&v=Q0ACIBZrNIA&feature=emb_logo @ 1:14)
  2. Do i need to have a BVH file? if so how do i make my anim a BVH file?
  3. Any general advice?
desert raven
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rtm export is the way to go.

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dont bother with the bvh stuff

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RTM export needs you to have the armature selected and set up with the Arma Properties the Toolbox uses to export for Arma

sacred oxide
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wow...again im 100% lost

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no im not

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@desert raven successfully exported as RTM, thankyou so much (definitely going to do that video tutorial) lol

desert raven
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I would actually think that a written tutorial would be better

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it would be easier to maintain and update

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because you may not get everything right the first time

sacred oxide
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id do a video tutorial, and have sections, so, its not one consistent shot

desert raven
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I got to admit that I for one will likely not proof view it

sacred oxide
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so, one shot for one area, one shot for another, so when going back to video edit, can reshoot and simply replace, on the video editing program, with ease

desert raven
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as video tutorials dont really work for me

sacred oxide
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it will be a basic video tutorial, and then, as i learn more or others give critique, will update accordingly

desert raven
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I get distracted

sacred oxide
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oh

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lol

desert raven
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the pace is too fast or too low or some tidbit is still missing etc

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there has been very few video tutorials I have found helpful

sacred oxide
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indeed

desert raven
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or well if they are very short that works

sacred oxide
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ive had to take little bits of info from all

desert raven
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but long ones are not easy to navigate

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if 10 things happen in 5 second period

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and that can often happen

sacred oxide
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indeed, hence why i try to give timestamps when referring help points to guys looking for help

desert raven
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or the video is slooow paced and takes forever

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where a text document I can go through on my own pace

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and if I need to ask about something I can basically point to a line number

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instead of timestamp

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and there a loot of "moving parts" in this process

sacred oxide
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good point

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i could back the video up with a text based version

desert raven
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if you want your workflow to be proofread by people here text version should come first

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that way you could have your method validated

sacred oxide
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my inclination to provide media reference, is the information retention rate, is better (not always, but generally)

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i believe is around 80% new information retention rate over text, which, (varies, is aroun 65%)

desert raven
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seems like people are saying that a lot these days

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perhaps the problem is the quality and false information in most Arma related videos

sacred oxide
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(and also im a videographer/photographer by trade)

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yeah, misinformation, not articulate enough

desert raven
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could be thats partly why I dislike video tutorials

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but since we can incorporate pictures, gifs and videos on a written tutorial I find that much more informative way to convey complex procedures

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anyway, thats just my 2 cents about the matter.

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carry on.

sacred oxide
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well, were on the same page atleast, whats your background? coding?

desert raven
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I've learned this stuff mostly as a a hobby though it turned into job opportunities later.

tired depot
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I think videos can be an excellent learning resource. The preferred one for me. But it's not an easy thing to do well. Some people are just better at it than others. Even the more "static" type of tutorial, with text and images.

sacred oxide
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very nice, same for me, turned all my hobbies into jobs, i wouldnt say i was lucky though, i worked hard for it all

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@tired depot hey, thanks for your resources you made public, thanks very much, if it wasnt for you armarig and video (first and foremost)

tired depot
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Thanks. It's nice to see that people got some usage out of it. 🙂

sacred oxide
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@tired depot im going to be making a video how to soon, to help people in carrying out basic video production tasks, will send it your way once its done, since youd like to know that kind of stuff

sacred oxide
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@tired depot Hey dude, do you know how to export animations onto arma 3 from blender by any chance please?;

  1. Animations into arma 3 (triggered via keyboard button)
  2. Animations into arma 3 (triggered by actions, e.g pressing i for inventory)
  3. Animations into arma 3 (how to replace dynamic walk/run cycles?)
fast canopy
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What do you have?

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@sacred oxide

sacred oxide
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arma rig by macser, alwarrenstoolbox, the one anim in .blend, .mkv, and .rtm

fast canopy
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You've .rtm? Is that your goal isn't it?

sacred oxide
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so your link is another convenient feature in this process?

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i got to the RTM point, but lost on the next steps

fast canopy
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I used that one, and works fine

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Wait, so you already exported .rtm flawlessly?

sacred oxide
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i wouldnt know that lol

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can i direct message you? to prevent channel spam? i wont take much of your time, if thats ok? please @fast canopy ?

fast canopy
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It's okay but I'm not an expert either

sacred oxide
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thanks

sacred oxide
desert raven
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The red triangle is part of how Macsers rig is build. Unfortunately RTM import disables all constraints so the special in build features of the rig are unavailable. You can try to rebuild the constraints but it is not easy task. In that regard you might get better results with your own rig that you are more familiar with how it is build.

sacred oxide
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i think i can work without the red triangle, just means i have to highlight multiple armatures at the same time (especially when working with the hand/finger area) for now

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_________________________so, if i was to make my own rifle standing anim, and then make my resective gestures (e.g hand signals) off that, how does that transfer onto current game?

  1. everytime a relevant button is pressed, the model goes into my rifle pose then plays hand signals, then goes back to default rifle pose?
  2. my rifle poses becomes the new normal rifle poses, and hand signals work off that, nicely
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@desert raven ?

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please

desert raven
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Hand signals as gestures can be set up to blend by time so the initial position does not necessarily need to be that accurate at the beginning

The config part I can't remember off the top of my head.

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Your rifle pose you can't really easily use to replace the default one however

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As its tied to all movement animations

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I don't think that is in your skill level yet.

sacred oxide
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right, so that ties into my request in #creators_recruiting post point 3 (Point 3. Animations into arma 3 (how to replace dynamic walk/run cycles?))

someone told me somewhere, that...;
'For 3. I doubt it's possible to replace by default/dynamically by such like weapons. Vertexmacht mentioned about this and they didn't imlement the system
Either way the thing you need to look is CfgMovesMaleSdr'

desert raven
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Well since you are in a hurry, yes reworking the movement animations is not really in your reach.

The config parts are not really much documented so it would require you to understand how Arma configs work very well and interpolate/deduce what to change and where to make it work.

sacred oxide
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ok...right that makes sense

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so point 3 of introducing new walk/run cycles/styles is a big no no for me

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but, for other stuff, like hand gestures, (answer for this already may have been given), its best to make the hand gestures based off the curent rifle pose ?https://imgur.com/a/FPH0RCR

slow inlet
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Do you want the hand gestures to be based on while you are holding a weapon? Was some time ago i did gestures but doesn't playAction preform a smooth transition to the gesture?

sacred oxide
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yeah

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@slow inlet

slow inlet
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My best suggestion is then try something simple. Move his hand or something. Write your config and get it working, play it through playAction in editor and then go back creating something more advanced (Thats atleast what I did when I was making animations and gestures)

sacred oxide
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@slow inlet what im doing at the moment is working on the 'halt' hand gesture, (As for config will learn abit more bit by bit over coming days), then yes will play in editor

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then, will go onto more advanced stuff, that was already my initial plan, after alot of self deliberation and reflection, but the advise you give is taken in nonetheless, appreciate your input and help 🙂

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@tired depot's 6.2 rig is alot more ergonomic and user friendly

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https://imgur.com/a/lDl68id all of macsers rig controls no longer work on this pose.... @tired depot dude i give you props..how long would it take you to update this rtm pose rig to your standard? out of curiosity?

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For Clarification: (comparison is betweeen macsers v6.2 rig vs ARMA 3 Samples 'AmovPercMstpSrasWrflDnon' rig pose) (release dates unknown) @tired depot @slow inlet @desert raven

tired depot
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I'm not familiar with the rig you mention. Although I don't see anything wrong with it, technically. Apart from the apparent lack of a hierarchy, it's a forward kinematic rig. "Updating" it would simply give you the same thing as my rig. I think what you and a few others really want, is the ability to import rtms and retain the ability to use constraints, drivers and control actions.

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That's a different ball game. But I have done some experiments with it. It's not perfect though. Occasionally there's issues with the rigs going haywire after the blend is saved and then reopened. But it works at least for the period of time the file is open. There's basically two rigs, one for import, and one for export. Export (with IK) is constrained to the import.

sacred oxide
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yeah, i seen that same issue you mention on the bis forums around 2 days ago, apparently its a solution no one knows the answer to...so, i guess, until this 'no ones' issue is resolved, were stuck with two rigs, for different purposes, right? @tired depot ?

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have you tried to forward this issue onto BIS at all? since it is their creation

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well, i fixed my fist...so now it looks like a fist...but it should be at macsers spec, e.g a control that varies the open/closed fist movement with consistency

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my whole point being is boost work productivity and workflow...unnecessary time lost due to poor controls...a BIS issue

desert raven
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This kind of animation workflow is not real production workflow. Its not a BI issue because they don't specifically intend these files to be used like this.

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BI not BIS

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Rtm importing is very backwards way of making animations due to how the format is. Rtm is the end product, not a easily manipulated animation work file.

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This is something that will very unlikely improve.

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Also you are now working with totally community made tools that are all out of BIs own pipelines.

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Also. Like Macser said there are ways to try to keep the constraints working but those require the advanced knowledge on how it's done. There are no foolproof out of the box methods that would let you skip ahead of just purely learning how the animation tools work in Blender.

sacred oxide
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I see, but BI and its CDLC would mean they should have an interest in developing the Community made items...

desert raven
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If you aspire to make a CDLC you should perhaps talk to BI about what it means.

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you cant just say you are making a CDLC, you have to be approved and contracted by BI

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Or if you are working for some CDLC you should talk to its leadership who can try to talk to BI

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and if you have already promised/contraced yourself to a CDLC to make animations thats a big ouchie.

sacred oxide
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I see, but BI and their CDLC idea would mean they should have an interest in developing the Community made TOOLS* sorry (i cant use the word CDLC when advertising or recruiting, until accepted by BI) so i just say 'project' until then

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anyway, i digress once again

desert raven
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They cant develop community made tools as the tools are made by people who dont work for BI. Whatever DLC you want to make you will have to be able to make with whatever tools are available. I would say extensive animation stuff is not something they are looking for so as far as I know from what has been communicated about the intentions and goals of CDLCs back when they were announced

sacred oxide
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ok, where can i find this 'info on the intentions and goals of CDLC when announced'?

desert raven
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But yes not the point of this channel. I recall BI had a news article about that and stuff on BI forums. Like with most things the answer is "googling"

sacred oxide
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will find it

desert raven
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But I got to be honest here, you are not nearly there yet to make a CDLC pitch.

sacred oxide
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i wouldnt even dream of pitching, i will apply when the CDLC is more or less done. no pitching required

desert raven
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I dont think you understand at all what you are talking about.

sacred oxide
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i know, exactly what im talking about

desert raven
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alright then.

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good luck.

sacred oxide
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thank you

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please

tired depot
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Transform tool?

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Are you importing with constraints enabled?

sacred oxide
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no, ive been doing alot of blender work via hotkeys, and must have accidentally pressed a key and no cant go bck

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i remember someone saying something along the lines of geometry>geometry to origin

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but i cant remember how to get there

next eagle
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How do I put a animation from animation viewer for a squad that is moving forward and clearing a hallway tactically while checking their surroundings

desert raven
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possibly combination of playMove/switchMove commands

tired depot
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@sacred oxide I assume they meant select the forearm bone and move the cursor to that location. Then select the IK target and move that to the cursor position. Using the snap menu.

next eagle
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Okay would anyone be able to teach me how to do that bcoz scripting has been difficult and confusing for me for a long while and I can screen share

desert raven
sacred oxide
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@next eagle ill help u even though its on wrong channels, forward on from @desert raven statement

next eagle
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Okay thanks

sacred oxide
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just give me 5 mins plz

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@tired depot hey dude, im in the transform tool 'active tool' box, but not seeing the option to origin on cursor?

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ok i got it now

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i clicked on the forearm and the options werent showing, then i clicked off and clicked, then they did 😕 @tired depot

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no, still got issues

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all i want to go is geometry to origin!? can someone please save me pops SOS flare

desert raven
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Geometry to origin refers to tool that centers objects mesh on its world space origin. I dont see how that is anyway connected to animation work

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you cant treat this channel as 24/7 hotline on how to use Blender.

sacred oxide
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ok, will lessen how much i use this channel, been on it more or less all day 😆

tired depot
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A little brush up on the basics wouldn't be a bad idea. You don't have to do an in-depth study. Get familiar with the UI elements at the very least.

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Then you'll be able to ask the right questions.

sacred oxide
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@tired depot ok, will stop trying to learn everything in one day, will learn coding a bit, day by day instead. Good point. 👍

broken seal
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Hello, I did a walk animation with Blender (Arma 3 tools for blender) but my character won't walk. I know that I must add the xstep property on the geometry LOD but it doesn't work when I add it to my character geometry LOD.

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Maybe I should apply this property on the skeleton before export and set the skeleton as geometry LOD

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What do tou think about that ?

broken seal
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I've just find the solution, I didn't know we can import from matrices in object builder (I don't use it) to edit the properties of the rtm

desert raven
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the movement vectors can be set in the Arma Toolbox RTM export propertiese

hexed hornet
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but with blender 2.82 that panel is partially broken because of the missing icon

desert raven
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whats missing?

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from 2.79

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@hexed hornet

hexed hornet
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@desert raven

broken seal
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Thank you very much for providing the fix link. It works perfectly now

desert raven
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i dont quite understand whats missing in my pics 😵

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oh maybe I have newer version?

broken seal
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@desert raven yeah I think you have the right version

desert raven
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Best to remember to keep tools up to date

swift burrow
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holy,ive spent an hour or so getting a "ghetto fist" anim done but i am too stupid.could anyone help me with that,i am using blender and armarig

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anims and me is like kryptinite and superman

desert raven
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what seems to be the main problem?

swift burrow
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well how can i get this into a fluid motion?i dont even seem to understand how i can record an anim and when i do the live editing its shivering

desert raven
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best would be to start from basic Blender animation tutorials

swift burrow
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is there an automatic "from t pose to end gesture"

desert raven
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blender interpolates between keyframes so yes, if you set first frame keyframe to T pose and then frame 100 to your desired pose, Blender will interpolate the bone movement between the key frames

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but as said, basic tutorials on how the animations work would be essential

swift burrow
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yeah.well i overestimated my abilities to "throw that ghetto fist into the mod" haha

desert raven
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yes animating is not quite that simple

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when you know how the tools and the process works then it is simple

tall walrus
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Why are there animations that when I run them the player appears lying on the ground?

desert raven
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you may need to explain what you are doing a bit more

tall walrus
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you may need to explain what you are doing a bit more
@desert raven Im trying to execute some animations from A3L mod with "switchMove", and when i do it with some of them the player appears lying on the ground

desert raven
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perhaps those animations are configured poorly or broken in some way

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Life stuff is not known for quality

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comparte to some A3 default animation if that plays properly

tall walrus
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Okay, thanks, I thought it was my problem. Greeting!

naive hemlock
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anims > a3l, pretty sure

swift burrow
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well got it sorted now,kind of.how would i save an anim that is the exacts same but playing backwards?

desert raven
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copy paste the starting frame somewhere after the hand frame on key it there

carmine pendant
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hi guys, tell me how to correctly export from 3d max animation when importing into OB everything breaks ..

desert raven
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as fbx

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Nice looking critter. Going to be tough job to get it to work in game. XD

carmine pendant
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and with what parameters ?? model breaks upon import ... = (

desert raven
#

that I dont know, I dont use 3dsmax.

carmine pendant
#

😩

naive hemlock
#

@carmine pendant import the rig animation

#

separately from the mesh

sacred oxide
#

blender interpolates between keyframes so yes, if you set first frame keyframe to T pose and then frame 100 to your desired pose, Blender will interpolate the bone movement between the key frames
@desert raven - how does this work? if i make an animation from T pose on blender? when i go to play it on arma 3 will it briefly play the t pose, before playing the intended pose?

#

or play straight from the combat/non combat stance within arma 3?

desert raven
#

it plays what frames you export

#

usually you probably would not want your animation to start from the T pose though

#

what I described was just an example of how the key frames work

sacred oxide
#

ok, so in order to do these non combat gestures, from unarmed/non combat stance, you need the actual .rtm for that pose?

desert raven
#

gestures can blend between the underlying animation but usually it helps to make it smoother if the starting frame is close to what the characters pose is

sacred oxide
#

@swift burrow ^^

desert raven
#

this is also a reason why video tutorials are not optimal

#

text tutorial could be auto translated

sacred oxide
#

indeed, abit of both works well

#

how do i access all of the file versions of the arma 3's animation viewer?

regal dawn
#

Hi, all (: sorry if this is misplaced but I'm new to this Discord. I play Arma 3 and make little movies as a hobby. I always need more animations to use for short shots. Usually involving zombies, I can't find ANY. I was wondering if it is feasible to pay someone to port FBX animations to RTM or however it is done so I can apply them to characters?

Thanks for any help!

sacred oxide
regal dawn
sacred oxide
desert raven
#

that wont really work very easily @regal dawn

#

animations using differenty skeleton dont really translate into Arma

regal dawn
#

well hell

#

are there any programs you'd recommend for this kind of thing like scene building?

desert raven
#

scene building?

#

for Arma?

sacred oxide
#

scene building for arma 3?

regal dawn
#

no, if i can't port the animations into arma then i'd have it do it elsewhere

desert raven
#

well I suppose Blender could do it

regal dawn
#

like i tried to get into blender but damn it is extensive

desert raven
#

well what you are trying to do is not very simple

regal dawn
#

like making machinimas or animated shorts?

desert raven
#

that Steam/Valve movie maker probably would fit that bill

#

but you wont have access to Arma models or stuff in that

#

or well anywhere else either

regal dawn
#

hmm, i'll look into that then.. thank you so much!

sacred oxide
#

@regal dawn check out this guy, https://www.youtube.com/user/mediagabbitt he goes over alot of things very well, watch all of his videos for one day to get up to speed, if your making scenes, learning some CGI and animations, is a definite and a bonus

desert raven
#

Id say the key point here is that making machinima is a loooot more complex that it sounds

regal dawn
#

oh wow, that looks like a great place to start! i was just worried i'd end up learning like stuff about advanced particle effects or creating an animated model when i really just want to buy or use other animated models and stuff to build scenes

#

i know i sound dumb or ignorant, i'm just new to it all so i don't know what's possible or not possible yet

sacred oxide
#

@regal dawn to be honest, its an inevitable step videographers/content creators/cgi guys have to learn, whether you end up using it everyday or not, the skills you learn ALWAYS come in handy

regal dawn
#

okay i understand, i'll give it a go thank you! (:

sacred oxide
#

@regal dawn forward to what is possible and what is not possible, in concern to arma 3 (as this is the discord of course lol), there is alot of restrictions within the game, physix, animations, ai behaviour in and out of combat, and to code AI for a zombie situation? (i know nothing about coding, but it sounds like a big task) https://www.youtube.com/watch?v=XSex2K2TAQA (this video won arma 3's machinima video contest)

#

@regal dawn from writing storyboard, script, planning production and shooting scenes, arma 3 is a nightmare scenario, fvery labour intensive, just to set up one scene takes 1 hour or two, even before recording. (you can check out my youtube channel and on social media @sacred oxidegaming, i do what you do also) 😄

#

and just to wrap it all up, im working on a campaign for arma 3, so i have to make video cutscenes, but id advise against using arma 3 for video production, theres alot better ways of getting out higher quality content in a shorter timeframe @regal dawn (last point)

#

@desert raven do you know how i can access all of the arma 3 animations, that we see in animation viewer by any chance please?

fast canopy
#

switchMove

sacred oxide
#

@fast canopy no, as in like extract the raw file so i can use the rtm in blender to make gestues? please?

fast canopy
#

Illegal

sacred oxide
#

oh, damn

#

how?

fast canopy
#

As of EULA

sacred oxide
#

as in

#

i want to build off the unarmed stance and the weapon lowered stance?

#

i dont need the rest, just them two?

#

still illegal?

fast canopy
#

Extract raw file itself is legal, but impossible and illegal to unbinarize them

sacred oxide
#

great..

#

so thats a no then

fast canopy
#

And what exactly do you want? Making a gesture never requires Blender if you just wanted to use existed rtm

sacred oxide
#

didnt even know that...think i need to read through that eula soon

#

for example, i want to make the peace sign with two fingers

#

or a selfie (holding phone) pose, for example

fast canopy
#

Basically you just wanted to make your own?

sacred oxide
#

i have to make it from a t pose, from 0 frames, how does this work?

#

yeah just want to make my own, i dont want to take arma 3 anims, not all of them, just the two neutral stances (arma 3 samples has 4 stances; 1 stand, 2 crouch, 1 prone)

#

something thats like the anims you can work off, that are found in samples

desert raven
#

@fast canopy I dont think BI will come after anyone who has used the .rtms to create more arma content

#

another thing would be to put them into another game or engine

fast canopy
#

If you're talking about Arma 3 Samples, it's (as long as you're not doing to rip into other games/products) kind of free to use

sacred oxide
#

yeah, everything i do is solely for arma 3

desert raven
#

no Im talking about the game file rtms

fast canopy
#

I mean fur, not you

sacred oxide
#

POLPOX, arma 3 samples is a public tool, like arma 3 tools

#

oh, well, yeah, i know that, but thanks for informing, best someone knows than dont know eh 😄

#

horriblegoat you reckon i should ask BI for clarification?

desert raven
#

I dunno.

sacred oxide
#

unless, i can just put my pose in from t pose from .blend to .rtm and put into game, id rather do that

desert raven
#

thats not how it works, no.

sacred oxide
#

because i would like some fluid transition between non combat stance into my poses

#

and thats what you were talking about earlier, right horrible?

desert raven
#

I dont know anymore

sacred oxide
#

lmao

desert raven
#

you bounce too much

sacred oxide
#

@fast canopy any idea?

#

i bounce around to find a workaround obstacles

fast canopy
#

Maybe FHQ Toolbox for Blender and Macser's ArmaRig will help you, as I said I'm not an animation pro

regal dawn
#

@regal dawn from writing storyboard, script, planning production and shooting scenes, arma 3 is a nightmare scenario, fvery labour intensive, just to set up one scene takes 1 hour or two, even before recording. (you can check out my youtube channel and on social media @sacred oxidegaming, i do what you do also) 😄
@sacred oxide yeah trust me, i know lol it takes me days to get just 30 seconds of the video

#

You can see how I cut real quick during zombie attacks since there's no native Arma 3 animations that would be 'authentic' as even the zombies mods use a grenade throwing anim

sacred oxide
#

@regal dawn 8 seconds in and hooked, your camera angles, choice, timing, transition and flow is amazing! (just going to finish off video)

regal dawn
#

Thank you! I really appreciate that, my biggest issue is with quick cuts during zombie contacts since it's near impossible to replicate a movie style zombie attack without good animations, you know?

#

I hired voice actors for this lmao hehehaha

#

Using randomLip for the military briefing near the end still proved hard to do so i used quick cuts there too

#

thanks so much! i'll dm you

naive hemlock
#

@sacred oxide there is a specific channel for this

sacred oxide
#

where else can i find a dertm tool apart from mikeros tools, thats free? please?

fast canopy
#

It's not free

white juniper
#

You are working on a CDLC, but are asking where to get a paid tool for free? You should maybe overthink your ideas

sacred oxide
#

there many conversion tools out there that are free, so i thought it would be the same situation with the dertm, guess im wrong... 😢

desert raven
#

indeed.

#

you may need to save up to that. In the mean time you can still work on your animations

zenith token
#

save up for the grand investment of what... 15 bucks? I dont think CDLC is such a good idea if thats a problem...

naive hemlock
#

he is also searching for people to screenshare / hold his hand, payed thing, to teach him "scripting"

zenith token
#

the new era of game development and modding... apparently

white juniper
#

Dude CLDC's have budgets of thousands and expected earnings of tens to hundreds of thousands.
And you are debating about a $15 tool that you know you want?

#

I'd say forget that CDLC Idea, you are clearly not up to the task

tired depot
#

Is it really bothering you guys that much? I really don't see how it could be affecting your lives so terribly that it requires 3 or four of you to keep making a point. Not to mention the hint of arrogance on display regarding disposable income.

naive hemlock
#

@tired depot fair enough

white juniper
#

Is it really bothering you guys that much?
The same guy asking the same stuff dozens of times over a few weeks and also copying the questions to some of our DMs to get quicker replies? Yes.. Its bothering a bit tbh.

hearty fractal
#

Not to mention that he's already been warned for spamming this channel......

sacred oxide
#

to be honest, i dont give a damn about what you guys think, do you pay my bills? are you my friends? No. So, unless you got something productive, helpful, or positive...just keep it moving

#

youve had your 2ps worth of input, and theres mine.

#

@tired depot amen brother 🙏

smoky void
#

Hi, I got an animation for the rescue basket operator for the CH-46 in Arma 3. It's in bvh format from blender. I loaded Macser's ArmaRig_V6_2.blend, but the imported bvh is 90 degrees off the unit. I'm unfortunately not very skilled in blender, can someone do the conversion into rtm for me? Pretty please 🙂

smoky void
#

@crisp flicker you need load it in the animation window, not like a p3d

#

it's something 'open from matrices' or some such

#

you need to have the sample male p3d loaded in the main view

desert raven
#

You probably don't want to do the editing in OB though.

#

Unless you already are familiar with how the animation manipulation can be done in it.

desert raven
#

Yup. I've done few weapon hold animations in OB in the past, its not exactly fun xD

#

There is not really any easy/fast way to make animations if you dont know anything about the subject

desert raven
#

@sacred oxide with comments like that you are now adding to the toxicity you critize. Please dont do that. Asking stuff here is ok but certain types of questions, especially how all different programs work are not really in the scope of the channel. Such questions can be asked too but then expectations for answers have to be realistic.

So you are correct that for learning how animation making works in Blender there are more suitable places to find that direct information.

#

I dont

#

It was not comment on his knowledge

#

just statement that there is no easy fast ways of doing so when coming from 0 knowledge

#

I am not a paid teacher here. I advice voluntarily here with what knowledge I have

#

I cant take everyone under my wing and hold their hand through the process

#

what you are accusing me of is very uncalled for and is now the end of the line for my advice for you.

naive hemlock
#

you dude has some nerve

#

there are people in this channel who have shared their knowledge for the past 10 years

#

and now you come and try and teach people like goat

#

how to help others?

sacred oxide
#

keep chat to animations only

naive hemlock
#

like you do, yeah

#

@hearty fractal

smoky void
#

thanks, got some help already 😄

sacred oxide
#

Is there a way to port the arma 3 backpack into blender anyone, please?

compact ravine
#

no, because that would involve breaking the EULA.

#

if you need sample models, look at the arma3 samples package on steam.

#

but given i've just read up, since you seam fluent in animations - and by definition that includes modelling and mesh weighting too, you shouldn't need to.
being the pro you are.

sacred oxide
#

@compact ravine thanks for calling me a pro, read further up, and notice how new i actually am, thanks for the compliment. But your same sentence shows that you pick and choose your information to include to suit your agenda. Keep the chat solely positive and to animations, no passive, underhanded comments.

#

oh yh, my oldest comments were deleted as regarded as spam, even though it was a complete rookie learning the ropes, so you cannot reference, further to that point, wise advice, unless you know the full situation, dont speculate and have your input, because youre going to make yourself look stupid

compact ravine
#

you seem like a really petty type of person, in the effort to rise above your big-headedness I'm going to reserve any help to people who actually appreciate it.

sacred oxide
#

All im asking for is to give help, without the unnecessary additional comments. You can't just say anything you want and not expect a rebound. Lets keep it nice and colloquial, no hard feelings or grudges on my side

edgy patio
#

Hi Guys

#

I was working on an animation pack of some nice static animations using the blender toolbox, and now ALL vanilla in game animations are broken for me with the addon not loaded. Placing units in eden editor are all in the vanilla CPR animation and if I try and move it puts me into the dead animation, reloading the 9mm pistol does the reloading the revolver animation and dozens and dozens of other animation glitches. The game is completely unplayable. When I load the addon all of the game animations work fine. I can join any vanilla MP server even with signatures enabled and when playing on KOTH and stuff I can't move and all the animations are still broken. I have verified my steam game integrity and its not fixed anything.

#

It is seriously so confusing

desert raven
#

sounds like a config issue that manages to overwrite/break the vanilla config

#

you can put pbos in wrong places

sacred oxide
#

hey guys, if i make a new animation, e.g putting NVGs on and off, do i only need to do it once or three times for each stance ?

sacred oxide
#

well thats very good news indeed, took a big anticipated weithy workload off 🙂

#

thanks @crisp flicker

desert raven
naive hemlock
#

@desert raven really nais, but i would alternate front and back legs

#

as in left front right back

#

and right front left back

desert raven
#

I could try that yeah

viscid arrow
#

nice!!!

desert raven
#

yeah theres little of that in there but its not maybe quite there yet

#

its enough to test it in game though 😄

naive hemlock
#

:)))

desert raven
#

close enough right

worthy elm
#

Ah, I see your issue. All shiny and chrome, those legs are rising to Valhalla to live eternal.

proud fossil
desert raven
#

😄

#

chuulio

#

still going bonkers here

proud fossil
#

she destroyed that poor doggo with her mind sad112

desert raven
#

xD

#

true dat

#

idle pose works

#

hmm or does it

desert raven
#

@meager oar you happen to remember if bones marked with @ in front of their name still get ingnored on RTM export

proud fossil
#

yeah they still get ignored. I checked a few months ago when i was having problems.

desert raven
#

on mine they did not

#

checked with dertm and the @ Bones where there

#

oops

proud fossil
#

hmm weird, i just tested it and mine get ignored.

desert raven
#

2.8 blender?

proud fossil
#

yeah, 2.8.3

desert raven
#

odd

desert raven
#

ho. Someone had rotated armature 90 degrees without applying it

#

so animations exported sideways

fast canopy
#

Maybe because I didn't read this topic carefully but I didn't realized you're doing an rtm-animated doggo until now

desert raven
#

yas

#

im not crazy and do those legs in model.cfg

#

im different kind of crazy

fast canopy
#

So basically you do the new set of CfgMoves?

desert raven
#

ye

fast canopy
#

Cool

desert raven
#

I've done a few already in the past

#

or at least started them xD

#

and got them working in game

#

but still lot to do to finish them

#

girl and her doggo

fast canopy
#

21C style family

desert raven
#

but also mechs

desert raven
#

tap-tap-tap-tap-tap-tap-tap-tap

zinc wadi
#

aaahhh that cam shaking

fast canopy
#

Time to mount a turret

desert raven
#

already ahead of you @fast canopy

fast canopy
zinc wadi
#

wtf?

desert raven
#

@zinc wadi Gangnam Style!

zinc wadi
#

gj dude

ancient drift
#

Can weapons have animations beyond just 1-0 frames?

desert raven
#

I think most animationSources play only between 0-1

deft fern
#

There are some above 1 though like time or ammo

sacred oxide
#

hey guys, do i need to include the launcher as present on every anim part?

sacred oxide
#

(i currently have access to)

  • blender (.blend)
  • Binarised sample RTMs (.RTM (unbinarised))

(currently have no access to)

  • binarised RTM (.RTM (binarised))
  • 'skel' file ? (.skel)

How do i debinarise a binarised RTM and move it into blender for editing?

white juniper
#

How do i debinarise a binarised RTM and move it into blender for editing?
You don't

sacred oxide
#

@white juniper elaborate please my friend

white juniper
#

If you made them yourself, or got them from someone else with permission you'll have the source files.
You don't edit binarized RTM's

sacred oxide
#

well

#

what do u mean i dont edit binarised RTMs?

white juniper
#

You can't

#

Thus, you do not.

sacred oxide
#

so, are we speaking legally here?

white juniper
#

Legally and technically

sacred oxide
#

technically i understand, as cant move binarised RTMs into blender

#

legally, well, ive got my own animations i created which i want to move into game, thats allowed (i believe)

white juniper
#

making your own content is allowed yes.. Taking someone elses content is not

sacred oxide
#

im not taking anyone elses content

white juniper
#

How do i debinarise a binarised RTM and move it into blender for editing?
Very much sounds like it

sacred oxide
#

well

#

im looking to edit some current in game anims, as part of a big mod

#

this is the part/step im confused about technically, and slightly legally

white juniper
#

im not taking anyone elses content

im looking to edit some current in game anims
meowhuh

sacred oxide
#

so,do i need to email BI and get approval before i can make edits?

#

or apply for that CDLC application?

white juniper
#

Yes you would, but I am not aware of BI having given such approval in the past, considering even technically you shouldn't be able to make edits

#

If your CDLC got approved, you surely can talk to your contact at BI about that

#

But asking in here how to take/edit/republish someone elses content that you do not have permission for, before even thinking about asking for it... won't go well for your CDLC application if you plan so..
Especially not as a CDLC is paid content, which means you are selling content that you stole from someone else...

sacred oxide
#

right...well im trying to ask here, in public, in the open...for transparency, and clarification

white juniper
#

You asked how to edit binarized RTM's. Not if you are allowed to, or if its legal.

#

I told you so because I suspected what you were trying to do with that.

sacred oxide
#

how did the author of enhanced movement, or cups tank reload anim, were able/allowed to do that?

#

@white juniper

white juniper
#

They didn't

#

Considering this is your 5th time (if I counted that right) that you ask how to rip/steal content, despite every time being told that its not allowed, I will not further discuss this with you.

sacred oxide
#

sorry, let me make this clear, its not my intention to maliciously rip/steal content, i ask to provide clarification, so i am abiding by all legal laws, but also moral/ethical laws. There is nothing wrong with that, you jumping to the conclusion/presuming that i want to rip/steal content, is wrong.

#

i was hoping for quick clarification on what i can and cant do, not a situation develloping

sacred oxide
#

@white juniper sorry if caused any negativity your side, as your very busy dealing with multiple requests each day, would be inclined to act the same way as u do if was in your shoes, so yh 👍

fleet matrix
#

Whats the best way to start making animation in Arma 3? Is there a basic tutorial created like ones for Terrain Builder or Object Builder etc or is it more open the samples and mess around till it works?

sacred oxide
#

@fleet matrix can send you some links mate

tall walrus
#

Good morning, I have a problem with an animation. When I run it to a unit it stays doing the action, but if I run it locally, it does the animation and almost instantly it is removed.

white juniper
#

Yes because the unit is remote

#

you need to run it where the unit is local so, remoteExec

#

Ah you are already doing that

#

uh think_turtle

tall walrus
#

Solution? @white juniper with player switchMove is not working

white juniper
#

my brain is confused now

desert raven
#

Player input might be cancelling out switchmove

#

Gesture would overlay with currently playing animation

tall walrus
#

@desert raven So disableUserInput could solve the problem you said? Or what can be the solution

bold flicker
#

@rapid tiger
Depends on what you are trying to achieve with the animation, is it on of those altis life things where a player checks their phone?
Then maybe disableUserInput, open the phone dialog and reenable userInput.

tall walrus
#

Let me try, thx @bold flicker

#

@bold flicker ```sqf
disableUserInput true;
[player,"w_phone2"] remoteExec ["switchMove",0];
createDialog "telf";
disableUserInput false;

bold flicker
#

uhm, semicolon after "telf"?

tall walrus
#

But if i exeute just

    disableUserInput true;
    [player,"w_phone2"] remoteExec ["switchMove",0];
``` on debug console it works, but i cannot close debug xd
#

uhm, semicolon after "telf"?
@bold flicker I didnt wrote it, on the code is set

bold flicker
#
>     disableUserInput true;
>     [player,"w_phone2"] remoteExec ["switchMove",0];
>     createDialog "telf";
>     disableUserInput false;
> ``` I wrote this just to test, not working
> @tall walrus What's "not working"?
> Is the animation snapping back?
> Is the dialog not showing up?
> Does nothing happen?
tall walrus
bold flicker
#
_fnc_doMove = {
   disableUserInput true; 
   player switchMove "w_phone2"; 
   createDialog "telf"; 
   disableUserInput false;
};
[_fnc_doMove] remoteExec ["call",0];

Just tested this, this should work

#

@tall walrus

tall walrus
#

let me check thx

white juniper
#

BIS_fnc_call
just use spawn command

tall walrus
#

@bold flicker Not working, same result as in the video

bold flicker
#

oops, seems BIS_fnc_call and spawn aren't that interchangeble afterall.
use call instead of spawn.

tall walrus
#

And with spawn neither dialogue opens

#

Neither with call, same result

bold flicker
#

Then there is something wrong with the animation i'm afraid

#

Using the "AmovPercMstpSrasWrflDnon_diary" animation, the script works fine.

tall walrus
#

And after switchmove "w_phone2" player cannot run and any animation is showing

bold flicker
#

Like i said, the animation is scewed, my friend

#

Have had it happen, animation works on AI, but falls apart on player. I don't know what causes it and the actual animators will probably have to help you.

tall walrus
#

Ok, thx for helping anyway!

bold flicker
#

No problem mate

tall walrus
#

I also have "Enhanced Movement" mod, im gonna check deleting it

white juniper
#

oops, seems BIS_fnc_call and spawn aren't that interchangeble afterall.
use call instead of spawn.
@bold flicker
But.. they are?

#

Call makes no sense. You instantly lock and unlock input at the same time.. don't see how that would help. You are essentially doing nothing

bold flicker
#

It work though, you lock the control, create the dialog with prevents chrachter movement, then unlock the controls to allow interaction with the dialog

white juniper
#

But you freeze the game from start to finish

#

The character couldn't move even if it wanted

bold flicker
#

Indeed it does, should have just used createDialog.
And BIS_fnc_call ran the script, where spawn did not have effect. In this context the were not fully interchangeble. Is wat i meant.
Thanks for the feedback though.

white juniper
#

They are the same tho, if you pass the right arguments

bold flicker
#

They are the same tho, if you pass the right arguments
@white juniper If, indeed.

visual bronze
#

is there any guide on how to start making animation?

desert raven
#

not in the sense of one that explains everything.

#

what you would need to do as first step is pick a 3D modeling software that can do animations and start to learn how they are done in it

#

every program has multitude of "how to do animations" type tutorials

#

the generic skills then can be applied to Arma

visual bronze
#

Okay thanks

inland vale
#

@desert raven How did you make bone stretching meshes?

desert raven
#

where?

inland vale
#

Doggy

desert raven
#

Theres no stretching?

#

just lot of bones

#

or maybe I dont understand the question

#

ah well for model.cfg animations thats different matter

inland vale
#

I'm new to blender(with regards to animation and pivots)

desert raven
#

you need bones for both ends

#

you dont make vehicle animations in blender

#

or well in theory you can but its not something simple

#

there is a page about "how to animate a model" in BI wiki

#

start there

inland vale
#

ok thx

ripe lotus
#

How could one add recoil animation for gun on pylon?

broken seal
#

Hello, I managed to import that (https://cdn.discordapp.com/attachments/422388703097257984/712050147319611402/unknown.png) in Arma 3 but there is a problem with the animations. The names of the bones from my model are the same as those from Arma 3 but my model is taller than Arma 3 models so I did some custom animations based on my own rig but the only problem is that the stand animation from Arma 3 is still there but mixed with my own stand animation (probably the gestures). For example, the character has the stand animation I want but only his head, his hands and his fingers are moving and don't want them to move. I want to disable these remaining gestures. Tell me if you know, I think it's probably in the config.cpp

desert raven
#

you wont be able to get that moving with the standard animations

#

the animations do not scale with characters

broken seal
#

@desert raven yeah I know that, this is why I made custom one but the gestures from the base game are still there (head is moving and some other body parts), even with my own custom animation

timid rover
#

Hello everyone, I got a question , Im working on zombie animations right now. And I added 2 , a slow one and a fast one. I want that the zombie only does the fast one if he is running and chasing someone. So I added the animation under "FastF" , "FastLF" etc....
He does only the slow animation ingame ,how can I bring him to do the FastF animations ? I alrdy tried to forceSpeed , but it didnt work.

desert raven
#

There are different actions for differnt movement speeds.

timid rover
#

So I assueme if I put the animation in FastF he would run if his speed is forced to 6 for example

#

but he dosent

desert raven
#

Animation configs are rather complex. Maybe you have some other issue there.

timid rover
#

Does CivilStandActions stands for the normal move actions of a unit?

floral swan
#

anyone know if it is possible to prevent changes in the animation stance of the unit when inside a small bunker? The bunker has geometry, so a player unit has to crouch in order to enter. However, once in, it is currently possible to stand up, despite the roof of the bunker have a working geometry. I was wondering if it would be possible to restrict this change in stance while inside. I am going to guess not given that all the BI bunkers are large enough to stand inside. Just wondered though.

desert raven
#

Are you sure the geometry is working right? I'm pretty sure it should restrict movement.

floral swan
#

it does. The geometry is there as far as I can tell. You cannot enter the bunker unless you are crouched as the geometry prevents you walking through the roof. Once kneeled and inside the bunker, you can fire up at the bunker and the bullets impact (likewise you can walk on the roof). However, once inside, if you stand, you clip into the roof.

#

I think it can happen on the large hesco watchtower (the one with the ramp leading up into it). I seem to recall you can clip through the roof as well.

timid rover
#

Is there someone here who can help me with a cfgMoveBasic of an unit ?

solar mesa
#

If you share your issue here everyone on this discord can take a look at it and maybe help.

timid rover
#

its fine , I found a solution

#

but one other question

zinc wadi
timid rover
#

@zinc wadi deleted it , but it was for two diffrent topics. Thats why I asked in both channels. Maybe I could fixed it per script or per animation configs.

floral basalt
desert raven
#

broken conversion likely

bleak iron
#

Hey, how do I import a .rtm to blender?

desert raven
#

if its one of the Arma ones, you cant as they are binarized

#

it its not one of those or one of the unbinarized sample ones there is a rtm importer plugin

bleak iron
#

Okay. I have some guns that I was given as a project to learn animating. They're "dual" guns, so two small pistols.

I have to do reload, and the "down position" animation.
Any guide on where to start with this?

desert raven
#

xD

#

oh you are on a poopy ride

bleak iron
#

Or does it not exist, like always....

desert raven
#

and yes there are not really full guides for that

bleak iron
#

of course -.-

#

I should've taken the deal and gone to mod Squad instead lmao

desert raven
#

also dual weapons are not very great in Arma

bleak iron
#

I know this haha

#

They're in the game, but with no reload or anything...
This Dutch guy just told me to do the animations for him, because he didn't know how to haha

desert raven
#

you can always say no you know

bleak iron
#

I need to learn this

desert raven
#

well first thing you want to learn is just how Blender animating works

bleak iron
#

Need it for other projects I'm doing rn haha

#

I know how to do that. So check in that box.

desert raven
#

for that there are tutorials

#

👍

bleak iron
#

I have a guy, with two pistols in front of him, hands attached to the pistols, but left arm floating like it's holding a normal rifle.

desert raven
#

dunno how you have rigged your skeleton ¯_(ツ)_/¯

bleak iron
#

I don't think it's rigged lmao

#

Only mesh showing up in edit mode

desert raven
#

you may want to set it up then

bleak iron
#

But there are already some anims for it, don't I need to use the same kind of things for it?

desert raven
#

armature with inverse kinematic constraints and whatnot is much easier to use

bleak iron
#

I'll act like I know what that means, and try to do that now.

desert raven
#

Its a bit too complex matter to go through here

#

well you just said you know how to animate stuff

#

😛

bleak iron
#

Yeah, never said I knew how to rig

#

I just animate like, doors... and garages

desert raven
#

ah thats not what I meant at all

#

you probably want to go through blender tutorials for skeletal animations and rigging

bleak iron
#

Okay. Will do, thank you haha

desert raven
#

and you can expect to spend couple of weeks on that

bleak iron
#

I have like 5 days, how does that sound?

desert raven
#

impossible

#

or at least quite unlikely

#

you might be very fast learner though

#

I hope you have not promised to do something before you know how to do it

bleak iron
#

I have a weird kind of memory, where I remember a lot of information.

But don't I just need to rig the hands?

#

and like the forearm=

desert raven
#

idk, maybe

#

weapon animations dont really use more than the hand positions and weapon bone position

#

the rest is interpolated from the underlying stance

#

which basically means akimbo is very likely to look very weird

bleak iron
#

it already does -.-

desert raven
#

¯_(ツ)_/¯

#

dont really know if theres anything to be done about that

bleak iron
#

Already know how to do inverse kinematics now lmao

bleak iron
#

How many keyframes should an animation be?

naive hemlock
#

as many as needed

deft fern
#

depends on how fast is your animation - you would like to keep 30 key frames per second though

bleak iron
#

Okay, thanks !

teal gull
#

Hi all just a quick question relating to animations, I am looking to have an animation for using launchers while sitting down.
What or how is the best way of doing this, or is there a current animation that I could call in A3 at current?

desert raven
#

sitting down?

teal gull
#

Yeah, the model will be sitting down on a seat, for example if the player was sitting on a quad etc, they could pull out a launcher and fire it.
At current the asset is codded to to allow launchers, but no matter what animation I set it to, it defaults to the normal "passenger_flatground_4_vehicle_passenger_stand_1" animation.

As the only animation I can get to use the launcher when turned out is "passenger_flatground_4_vehicle_passenger_stand_1" nothing else will allow the user to use a launcher.

desert raven
#

I would guess those animations are not set up for launcher use then.

teal gull
#

Do you know of any information out there I could try and learn from or anyone I could hire to make said animation, as I have zero experience when it comes to animations.

desert raven
#

Well I would perhaps recommend learning Blender use then. Plenty of tutorials for how its animations tools work. And There is an addon "FHQ Arma Toolbox" that allows exporting of Arma RTM animations and also there is Macsers Armarig that can be used to create such a pose.

Though it might be as simple as making a duplicate animation class out of one of the existing ones and enabling launcher in it.

teal gull
#

Thank you, I will give that a try.

teal gull
#

@desert raven Just a quick question as I said I am lost when it comes to animations, how do I open / view the contents of the samples provide by BI.
What program do I use op open the sample rtm files in Arma 3 Samples?

desert raven
#

theres not really good quick answer to that.
It can be imported on a Arma character in OB, but OB is not very good program to do animations in.

Blender import can be done with another plugin but that requires you to understand Blender and animation making a bit more.

teal gull
#

Is there an information page showing how to import a rtm file onto a p3d model in OB, as I am looking to see how this all works on both blender and OB.

desert raven
#

not really

#

animation stuff is documented very little

#

Id suppose I figured it out with stuff on BI forums back in the day

teal gull
#

Hi all is there someone with experience with animation free for a 1 to 1 bit of advise on animations.

naive hemlock
#

unlikely for that to happen tbh ^^

hoary adder
#

Does anyone have any information regarding effectively manipulating the character model for ArmaRig in blender? I'm entirely new to animating and after a ton of videos I figured out how to keyframe and sort of manipulate the rigged model but I can't get the limbs to move correctly and I ended up with problems like this

#

this isn't exactly what I want

desert raven
#

It basically just needs practice.

Or you may need to set up your own rig to make it move more like you want. The armarig is made in one of million ways it can be done. And depending on the pose you want to achieve there may be other ways that are better.

hoary adder
#

Is there a way to move it without the joints not connecting like that? I can't get the whole arm to move only the small segments

mint flax
#

idk

naive hemlock
#

which rig are you useing @hoary adder ?

hoary adder
#

ArmaRig for blender 2.6

#

I found a way to move the entire arm by using the hand join to guide the arm around but its really touchy and only moves certain ways

desert raven
#

Seems like you are using it the wrong way.

hoary adder
#

Yeah that's kind of what I'm thinking

desert raven
#

That particular rig is made so the you move the red hand targets around and the tweak a little with the green blobs

#

If you want different kind of manipulation you will need to make your own rig.

hoary adder
#

I completely forgot about the green rotations

#

that should work more thank you

reef hound
#

can i do put all Keyframes vom 0 - 100 instantly in Blender RMT Keyframe window? Or only manuel step by step ?

zenith token
#

lerp is for weaklings, doing it manually is what pros do

desert raven
#

I think you have some old version of the toolbox in use there

#

the frame dialog is missing tools

reef hound
#

hmm my version is 3.0.4

desert raven
reef hound
#

which version is it?

hoary adder
#

I've been looking all over but can't find anything, does anyone have either a video or some knowledge on how to convert a finished .blend animation from blender into .rtm for arma 3 to test it in game?

desert raven
#

FHQ Blender Arma Toolbox Addon has RTM export. There are few videos for it on its BI forum page.

hoary adder
#

Ah okay I have the toolbox to import other rtms but I missed that it had an exporter built in and I was trying to find a way to convert it after it was saved, ty so much

desert raven
#

no the toolbox does not import

#

you have the other addon that imports rtm

#

but it does not do anything else

#

the rtm exporting is in the FHQ Blender Arma Toolbox

hoary adder
#

so I got it exported as an rtm but it came out like this

#

any idea what's going on here?

naive hemlock
#

yeah, you managed to rekt the rig

hoary adder
#

So I have the FHQ Arma toolbox for blender, is there a specific way I need to export or just go to file>export>arma 3 RTM

desert raven
#

That would be it yes. No idea how you managed that.

hoary adder
desert raven
#

Yes well rtms are not necessarily big if you don't have many frames

#

If I recall right the rig may have launcher and weapon bones first letter in wrong size. Compare to the model. Cfg in sample character

#

Needs to be Weapon or weapon. Can't remember which

naive hemlock
#

@desert raven if you check that anim, even the blender one is fubared

#

and the splines controllers associated with the rig are floating aways

#

which leads me to believe he moved/edited some parenting/bones

hoary adder
#

I did a simpler animation directly from scratch and the the rtm keyframes inserted with the toolbox, now its at 60kb but still showing the same animation for 0.900 seconds

naive hemlock
#

where did you get the rig from?

#

and is indeed weapon or Weapon - the bone?

hoary adder
#

yeah I renamed the

#

"Weapon" in properties to "weapon"

desert raven
#

I've used that same rig without a problem.

teal gull
#

@desert raven how many bones should show in a normal standing position on the rtm, I know when I look at the samples and test them on DeRtm I get 103, but on all the exports I try I get 67. Cabose and I have been trying to solve this export problem out together.

desert raven
#

Dunno, never compared rtms like that

hoary adder
#

Is there maybe a step I'm missing? I have the arma rig and I've added the RTM Keyframes, then I go to File>Export>Arma 3 RTM, I tick the "Clip at 0'1" and un-tick "Static pose". IS there anything else that needs to be done or how does anyone else do it?

desert raven
#

what does it look like before you export it

#

in Blender that is

desert raven
#

thats just the default pose?

hoary adder
#

Yeah even exporting the default pose like that with no animations it comes out like that

desert raven
#

are you sure you are exporting to right file

#

or using right file

#

also what are you binarizing the addon with?

hoary adder
#

Does it need to be binarized?

desert raven
#

well preferably

#

how are you putting it in game now?

hoary adder
#

packing it into a pbo, and adding it to a local mod

desert raven
#

packing it how

hoary adder
#

PBO manager and mikero tools

desert raven
#

ditch the manager

#

thats probaly the source of all your problems

#

despite the name, its not proper pbo tool

#

have no idea how you manage to use both to make pbos xD

hoary adder
#

Both did the same thing not at the same time

desert raven
#

they do not do the same thing

#

if you want working rtms, pboProject is the thing to make them with

#

or should say working mods

hoary adder
#

pboproject is what we used in mikero tools

desert raven
#

same result then?

hoary adder
#

yeah same weird animation

#

just does this

desert raven
#

what animation is this supposed to be?

#

weapon animation?

hoary adder
#

That's what every animation comes out as

desert raven
#

do you have classes that use these animations?

hoary adder
#

Yeah it's assigned to a class

#

and it loads in editor under animation viewer but every time it comes out as that

#

Is it possible you cold tell me how you export the animations out of blender because obviously there is a step I'm missing because this happens with every animation lmao

desert raven
#

if you pack in one of the sample rtms and put that into your animation class what does that look like?

hoary adder
#

Same thing

desert raven
#

that is not really possible

hoary adder
#

Let me double check

desert raven
#

what animation class are you using as config base?

hoary adder
#

A custom one

desert raven
#

did you base it on any working animation?

#

or just put random stuff together?

#

My export workflow is simple, I put in the frames I want to export into the Arma Toolbox frame list and hit file - export- rtm

hoary adder
#

It's based on cargo_base

#

Also we

#

we're double checking that the sample animations work

desert raven
#

did it work?

teal gull
#

The files needed to be binarized to work. That was the source of that problem.

hoary adder
#

Does anyone know what would cause the hands to get stuck to the rifle?

desert raven
#

the rifle handanimation

hoary adder
#

I don't know what that means

#

is that parenting or is there a special way of unbinding it? Because when its un parented it still does the same thing

desert raven
#

I thought you meant in Arma

#

you mean in Blender?

hoary adder
#

Yeah in blender

desert raven
#

the rig is mainly made for weapon animations in mind by default so the hand is constrained to follow the weapon bone if I recall right

#

the connection is either in the hand bone or in the weapon bone

hoary adder
#

The animation is for the rocket launcher, but it's still holding onto the hands when it should be holding onto the launcher making it look all weird

#

how do I switch to make it follow the launcher

hoary adder
#

So we figured out how to get the other animations to bind to the launcher and weapon, but how do we get the pistol to correctly show like where the reference is?

desert raven
#

pistol proxy is tied to the right hand.

#

if I recall right

icy mantle
#

Does the program OFP Anim still work for ArmA3 to make .rtm files?

desert raven
#

Don't think I have heard anyone mentioning using it for many years now.

icy mantle
#

Im a veteran, still using ObjectBuilder for 3D models 😂😂

desert raven
#

It probably works. 😝

icy mantle
#

Maybe not. Cause arma3 models cant be open with O2 light. And probably ofp anim works with the o2 light module (the old ob)

Open old p3d files is possible with OB, but not reversed. I should check that when i got time 😂

light folio
#

Anyone know of any good or existent tutorials in creating a character with a custom skeleton?

desert raven
#

there are none.

#

for modeling, animating part all major 3D programs have their tutorials for how that is done

#

the Arma part requires deeper understanding of how the configs work so you can read and understand how the different pieces work together and where you need to plug in your new things

#

how configs work in general BI wiki has pretty good info on and the forums have more answered questions. Character nimation config part is a bit stump but some of the used parameters and classes are explained.

light folio
#

Ah okay, thanks, that should be a good start

desert raven
#

beyond that making custom characters has been a rocky road of experimenting and deduction

fervent parrot
#

Hello. I'm trying to config a handheld gatling cannon/ minigun with a barrel that revolves. However, the cannon seems to be orbiting (like a moon) the axis rather than rotating in 1 place (what you would want from a gatling gun).
Here is the animation in the model config

            {
                type="rotation";
        source="revolving";
                selection="Cannon";
        axis="Cannon_axis";
                minValue=0;
                maxValue=1;
                memory=1;
                angle0=0;
        angle1=240;
            }; ```

Any suggestions?
desert raven
#

you sure theres not typo?

#

also you maybe want 360 angle if you want it to go around

fervent parrot
#

I'll double check everything but I swear I've done it a few times now. (I was messing around with random number to see if that was the problem). Although 90% of arma errors are typos.

desert raven
#

also is the skeleton hierarchy correct?

fervent parrot
#
    {
        pivotsModel="";
        isDiscrete = 0;
        skeletonInherit = "Test_Weapon";
        skeletonBones[] =
        {
        "Cannon", ""
        };
    }; ```
#

Hmm, that okay or does it need to be connected to something?

desert raven
#

should not

#

the axis points are in the middle of it?

#

and theres only 2 verticles in the selection?

fervent parrot
#

Yeah.

#

Weird, isn't it. Sure there is something I'm doing wrong

desert raven
#

what they look like from up front?

fervent parrot
desert raven
#

looks to be in order

#

so in OB these are in memory lod right?

#

and the selection name is same Cannon_axis

#

with the big C

desert raven
#

did you check it in OB?

#

the selection names and such?

#

and if it works in OB buldozer?

#

and are all your lod object origins in Blender in 0.0.0

fervent parrot
#

I'm unsure what you mean by the blender 0.0.0 thing

desert raven
#

all Lod objects that you export must have the object orgin in 0.0.0 coordinates

#

or they will export with wrong offset

#

if you copy those points in OB memory lod and paste into the resolution lod, are they in right place

fervent parrot
#

You mean set rotation, scale and location?

desert raven
#

yes

fervent parrot
#

Oh yes, I've done that.

desert raven
#

so all lods have it in the origin

#

and if they do, do the copy paste of points in OB

fervent parrot
#

Everything is where they should be.

desert raven
#

guns geometry lod have autocenter 0 ?

#

named property

fervent parrot
#

Unsure what you mean autocenter 0. How would I do that?

desert raven
#

or this

#

named properties tab is probably not toggled by default in OB

#

the default UI is a bit of an mess

#

mine is nice and tidy

fervent parrot
#

Okay i shall try the autocentre 0

desert raven
#

well if you dont have it then that is the problem

#

all weapons need that

fervent parrot
#

probably is the problem. Was not informed about it, haha. Haven't come across it before so will make sure to add it to all my weapons.

#

Yep, that fixed it, thanks for the help 😄

desert raven
#

Don't recall anyone doing such before at least. What's the use case? Maybe there is a better solution?

solar mesa
hasty anvil
#

I may be wrong but... you asked about animations while aiming down sights... Not sure whether these do that, never tried them

#

Yeah... interested whether those mods get around that tbh... don't have the time to check so please report back when you know 🙂

sterile ice
#

Only works for primary weapons yea.
Don't know exactly why it doesn't work for handguns, I tried it, but I couldn't even get a scripted workaround.

desert raven
#

Then again, while nice detail, who sees/benefits from it?

sterile ice
#

It's slightly bothering to be forced out of ads everytime you transmit over radio, in a firefight it can be annoying.
But you barely use handguns in Arma since they are more like airsoft guns and on close range you don't need to ads.
So it's not really a big problem

desert raven
#

It's not like it's vanilla feature. Why can't it be made so that when you're aiming, it does not have to play the animation?

sterile ice
#

Hola, I've converted some anims to gestures, but I'm having issues with looping them.

Some have the config entry looped = 0; yet they are still looping.
Some have the config entry looped = 1; and are not looping.

It seems like this config entry doesn't even do anything, instead it depends on the p3d?

Does anyone have an explanation to this?

bleak iron
#

Anyone got a good tutorial on animating a character? Looking to do an "arrest" animation for police.

#

Using "ArmaRig V6.2"

desert raven
#

What you need is to pick 3d program to work with and then look into how it's animation tutorials work

#

If its blender there's plenty of tutorials on how skeletal animation is done.

#

How it's done specifically for Arma there are not much

bleak iron
#

I'm aware of how to animate, I just need to know the specifics of Arma 3's animations, as they seem to be a little different (Such as RTM's)

desert raven
#

Rtms I've found easiest to produce with the fhq blender toolbox

bleak iron
#

Yup, using that one too haha

#

But is there a specific setup, or do I just take the Arma rig and make my keyframes with A3 tools enabled on rig?

desert raven
#

That would be it basically

bleak iron
#

Alright, thank you 🙂

desert raven
#

Fhq toolbox bi thread and/or Macsers rigs bi forum thread may have some more details

bleak iron
#

How about if I only wanna do arms? Do I then only keyframe those, and leave the rest, to then be overwritten by default animations?

naive hemlock
#

no unless it’s a gesture of sorts

carmine hatch
#

is it possible to open rtms in Object Builder?

deft fern
#

yes, only unbinarized ones

carmine hatch
#

how?

deft fern
carmine hatch
#

Thank you

floral moat
#

is there a specific way to make guys hold the barrel of a gun, or is it a trial or error kinda deal, because I know weaponIK = 1; exists but is there some similar thing regarding hold the weapon with the other hand?

fast canopy
#

leftHandIKCurve rightHandIKCurve

#

Ah misreaded your question, no

floral moat
#

oh so i just place the hand in a rough spot of where i want it and just keep checking it over and over until it looks right? @fast canopy ?

#

and yeah i have both of those lines in my config too but im not sure what they do

#

oh left hand curve did something

fast canopy
#

Yes. IK only do it its work on one predefined place per weapon class

floral moat
#

yeah I tried leftHandIKCurve {1}; and it worked beautifully

floral moat
#

I'm trying to use pboproject but when i click to crunch it gives me and error and this is the error <rebuilding units[]= and friends>...P:\temp\Dave_Anim\config.bin 1 File(s) copied "<Bis Binarise...>" ""E:\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ "Dave_Anim" "p:\temp\Dave_Anim""

#

Not sure what to make of it

desert raven
#

there is no error in there

#

that just the default processing stuff

vague saddle
#

any one does know how to make an animation form the begining

naive hemlock
#

google does

hasty anvil
#

Can I PM them out of the blue?

naive hemlock
#

?

hasty anvil
#

A joke about how if you show any knowledge people just PM you randomly on discord...

solar mesa
#

That's why I blocked DM's... I'm not a helpdesk...
And already answered the question, people just don't read or want to do anything themselves...

coarse swallow
#

To each their own

desert raven
#

@vague saddle start by choosing program to do animations in and then learn how to use that program. The most common 3D (Blender, 3DsMax etc) programs have very good tutorials online on how to use them.

When you are through with that you likely know enough to start looking how to put animations into Arma. The documentation on that can be harder to find though. BI forums is good place to start on that journey, but requires you to know a bit more to be able to look for right questions and answers.

There are few youtube videos that may help too with the Arma part, but it is very essential that you know your tools first

vague saddle
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Thank you i was just looking for someone to build a. Blinde faire animation for me

naive hemlock
winter fiber
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With creating new movement sets ive noticed there is "run", "run with gun raised". If I were to be making my own movement on a custom skeleton and wanted this functionality, do I create two different run animations. One with gun up and one with it lowered? Or is there some weird blending going on between the arms and rest of body?

desert raven
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2 sets, gun up and gun down

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And weapon animation blends with the gun up animations

vague saddle
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how can i build an animation from the bigenning

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help me please

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@winter fiber do you know how to build an animation from the beging

winter fiber
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Animation in general yes.

vague saddle
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do you know the smk animation in arma2

winter fiber
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Sounds familiar but not really.

vague saddle
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look to this mode

winter fiber
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Cool stuff

vague saddle
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you agree to make one simulare

winter fiber
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Nope got my own projects to do

vague saddle
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i I have benn loking for a similar one

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no problem whay should i learn to build a similar one

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just guide me and do the rest

winter fiber
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Sorry im not really in the whole teaching someone from scratch.
If you want to learn animation, pick a software. I know blender has a arma tools with a rigged man

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3ds has something from Kiory, or just rig your own

vague saddle
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but how i do to importe the animation to arma

winter fiber
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Import fbx to Object Builder > Export Matrices > save rtm

vague saddle
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ok

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if i need i help i post in the discord

winter fiber
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Thats what its for

vague saddle
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thank you any way

vague saddle
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hello

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kan some =one tell me how to install arma tools in blender

solar mesa
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just like any other Blender add-on

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  1. Select Edit > Preferences
  2. Move to the Add-ons tab
  3. Click Install... at the top-right of the window
  4. Find the downloaded zip file and select it (Double click)
    5- 'Arma: Toolbox' should be the only add-on shown if installed correctly. Check the box to the left and wait a moment for activation to complete.
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@vague saddle no need to cross-post in all channels... especially when you already have an answer ^^

viscid forge
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anybody know why my open pilot door animation is just snapping right to being fully open instead of going through the animation, it works fine in buldozer. Is there a setting or something that i'm missing?

floral moat
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is there anyway to freeze the primary weapon from moving in blender when im using the ArmaRig thing? Because I wanna work around it but anytime i move the hand it moves the gun and it's just a hassle

desert raven
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it is possible yes. I may have written some of it down sometime previously

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not sure though

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constraints stuff if I recall right how the rig was build

floral moat
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i gave it a quick search on google and it looks complicated

desert raven
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well

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animation stuff kinda is when you go into such advanced features

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it just requires practicing

white juniper
naive hemlock
deft fern
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Indeed, thing objects cannot have cargo

light folio
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Anyone know of any tutorials or wiki page info for importing a custom skeleton and custom animations for that skeleton into arma?

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ive found someone making a dog sofar and not got a whole lot of info