#arma3_animation

1 messages ยท Page 24 of 1

desert raven
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There are not much in that area. Its not exactly easy and short stuff to write down comprehensively.

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It basically comes down on understanding skeletal animation in whatever tool you use and the deeper understanding how Arma configs work and interpolating how the vanilla configs work and the using that knowledge to piece together new ones.

desert raven
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Is there spam removed here all the time? The channel lights up but there's nothing here.

light folio
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Oh is that what causes that, I just thought my discord was bugging out

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Also thanks for the reply I passed it on to the guy making the skeleton

desert raven
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Unfortunately there isn't a lot to go on with. Mondkalbs blockman could be useful study.

fervent parrot
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No I asked a question after google didn't help but then immediately figured out I was an idiot and was right clicking on the wrong box so I deleted my question.

desert raven
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Ah xD

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Self censoring then

prisma bison
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is it possible to enter a command into a script to stop a building's animation? like, a radar dish that spins...any way to make it stop spinning (i.e., to create the effect that the building has lost power)?

desert raven
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No, the building qould need to have that animates part twice, one moving and one static and those could be toggled with hide animation.

river trellis
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Hi everyone !

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I try to make an animation for Arma but i have a problem ...

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But when i want try this animation on Arma, I have the problem mentioned just above ...

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Has someone already had this problem ?

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Thank you in advance for your help

deft fern
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Are you sure you didn't skewed somehow binding pose?

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can you show us frame 0.0 in object builder

river trellis
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I think there is a little problem with the left arm ๐Ÿ˜‚ It's the problem ?

drowsy nymph
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I think he means the -0.5 bindpose frame, which should be the standard T-pose in all animations

river trellis
river trellis
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@floral moat I think you should ask the question here instead #arma3_texture

floral moat
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oh wrong channel my bad

rose fractal
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Could somebody here help me get started on animations? I can't find any up-to-date information on how to create a new one.

desert raven
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animation for what? character?

rose fractal
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Yes, I think so.

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I've got a few goals in mind but I've got no idea how to go about them

desert raven
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well basically the info about arma animations is completely valid still. But you will first need to pick your 3D program to do them in (Blender or 3DsMax would be good choices)

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then understand how that works

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and then apply that knowledge to make the Arma character animation

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for the Arma part there are community made animateable characters for both programs too I recall

rose fractal
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Is there a way to make animations for things other than the human skeleton?

desert raven
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like what?

rose fractal
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Think of a gonk droid, for example

desert raven
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sure

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but that adds a huge pile of undocumented stuff to learn

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basically new a completely new character that requires completely new animations, model, configs

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which in turn will need you to get in very deep with the knowledge of how the engine and configs work

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and the tools to make the stuff

rose fractal
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I think I can pull that off, but thanks!

desert raven
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as an example

dire cargo
desert raven
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indeed ๐Ÿ˜„

cyan ivy
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wobbly boy

river trellis
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@deft fern Have you Check pics ?

deft fern
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Yeah, it seems there is something wrong with your export

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I'm using 3ds max for arma anims so I cannot help with this case

river trellis
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Ok, but I find many Armarigs for blender on web ... Someone have an Armarig files for blender and that is functional (test and approve)?

desert raven
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The latest one mentioned on the armarig BI forum thread should work.

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Something else is likely going wrong if it does not

river trellis
naive hemlock
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@river trellis yes

river trellis
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Ok thx, i will try with this model

river trellis
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Thank you all for your answers, it now works with armarig just above however when the animation starts my vision in 3rd person is lowered during this one

desert raven
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I recall the rig might be missing camera bone

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you might be able to affect the blend groups of the animation though and exclude the camera bone

river trellis
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Wahou ... This is outside my area of expertise ...

desert raven
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you may need to learn that stuff too ๐Ÿ˜„

sterile ice
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I wanted to add a new animation, but something in the config is weird.
This happens whenever I placea unit, ingame I then perform seemingly random animations, as if some movement actions were overwritten etc

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So I just packed an old pbo which I know 100% worked fine before and it does the same

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{
    class Actions;
};
class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class AmovPercMstpSnonWnonDnon;
        class kka3_sitz: AmovPercMstpSnonWnonDnon
        {
            file = "\ff_animations\anim\kka3_sitz.rtm"; 
            speed = 0.00001;
            looped = "true";
            interpolateFrom[] = {};
            interpolateTo[] = {};
            canPullTrigger = 0;
            disableWeapons = 0;
            disableWeaponsLong = 0;
            weaponLowered = 0;
        };
        class kka3_lehn: kka3_sitz
        {
            file = "\ff_animations\anim\kka3_lehn.rtm";
        };
    };
};```
desert raven
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nevermind thats how its supposed to be

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check the in game animation viewer what your animation plays for starters

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also make sure your cfgPatches are correct

sterile ice
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It works fine in the anim viewer, cfgpatches is also correct

desert raven
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you may need the connectedTo and from arrays too

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as it is possibly running through a set of animations to get to your animation

sterile ice
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Hmm, I'll try that

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Same issue

desert raven
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maybe this?

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Id perhaps use some other simpler animation class as parent

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something that already behaves as you want it to work

sterile ice
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I used Acts_Alien_Gesture and Test Surrender but I get similar results with them

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I'll try to add variantsPlayer as empty array

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Nope, still the same issue.

desert raven
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you sure its packing and replacing the old one?

sterile ice
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Yup

desert raven
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does debugging what animation plays show only it playing or some others

sterile ice
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I'm gonna try packing a few other files that worked before

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Not sure, lemme try

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It works now, I just took an old config as sample.
No idea what exactly is causing this issue

proper blaze
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can i get some help

desert raven
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depends what the problem is

grizzled igloo
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Hello everyone

desert raven
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which reminds me @proper blaze did you have animating related problem?

desert raven
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you weapon bone is likely not named right

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weapon -> Weapon or Weapon -> weapon

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I recall this is a bug in Blender Armarig if you are using that

grizzled igloo
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I use NIAโ€™s open source animation. If I donโ€™t move the bones, thereโ€™s no problem, but if I move, problems will occur.

desert raven
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how are you moving them

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explain you whole process

grizzled igloo
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Select the bone and move it along the Z axis

desert raven
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in OB?

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I see.

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theny you export matrices etc

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now how do you pack the new rtm?

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do I dare guess pboManager?

grizzled igloo
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I upload a video

desert raven
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yes but how do you put the rtm into game?

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into pbo

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addon builder. pboProject, pboManager?

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something else?

grizzled igloo
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addon builder

desert raven
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addon builder has problems with animation files if I remember right

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I would suggest using pboProject as it is far better with animations

grizzled igloo
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Ok i will try it now

desert raven
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follow this

grizzled igloo
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Ok thank you very much, i will download

proper blaze
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@desert raven yes i do i wanan ask some questions

desert raven
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then best to ask them.

tame shale
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Hello, I'm trying to get magazine hide animation working for proxy magazine on my weapon model

If I make this class in my weapon's model.cfg

class magazine_hide
{
    type = "hide";
    source = "reloadMagazine";
    selection = "magazine";
    minValue = 0.000000;
    maxValue = 1.00000;
    hideValue = 0.220;
    unhideValue = 0.550;
};

and I have proxy magazine selection proxy:\a3\data_f\proxies\weapon_slots\MAGAZINESLOT on my weapon model, How do I use this selection to be applied to magazine_hide?

desert raven
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you create a named selection called "magazine" and add the proxy triangle into it

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all animations work like that

tame shale
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Thanks for your help, I've figured out how to make this selection properly and animation works now

regal dawn
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Hello everyone.

Sorry if I'm in the wrong channel.
I've a question regarding vanilla animations.
The aim is to have certain doors of my destroyer (Land_Destroyer_01_base_F) opened at mission start.

The animateDoor command needs a specific door. The animationNames command gave me a ~100 name list, but no doors.
Tried looking at the BIKI: https://community.bistudio.com/wiki/createVehicle/vehicles

  • But it seems to split the destroyer object into several static sub-objects.

Long story short: what command opens a specific door on Land_Destroyer_01_base_F , and where is a list of those doors?

desert raven
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probalby in the config of that particular part

regal dawn
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Ah thank you. That was fast!

I'm looking into the object with the Config Viewer. Different parts indeed have different doors.
Example: "Land_Destroyer_01_interior_04_F" has two lines-

actionBegin1 = "OpenDoor_1";
actionEnd1 = "OpenDoor_1";

But I am not sure what the above means. It seems like a kind of "addAction" for the player. However, I just want to open that specific door with scripting. Do you know what command does that?

desert raven
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well you may need to look what action OpenDoor_1 is

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the above is AI actionpoint for door opening

regal dawn
desert raven
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yes but you perhaps want to use animateSource command if you are trying to animate animationSource

regal dawn
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Alright. But how do I refer to that subsection of the object?

Because I see that each sub-object has it's own list of doors, starting with "Door_1_source" .

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(Again, thanks for troubleshooting with me, by the way)

desert raven
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that I dont know.

regal dawn
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No worries. Mind if I ask the question again in the Scripting channel?

desert raven
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or well you probably can find them with some of the nearObjects type commands

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well yes probably best to ask about the commands there

regal dawn
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Heya.

Having trouble finding a specific animation in the "cutscene" section of the ingame viewer.

Does anyone know of an animation/pose where the character is lying down or crouched, fixing a vehicle?

desert raven
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I think there is fix or repair in its name

regal dawn
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Thanks. Under Action: Unknown and Pose: Unknown, there's InBaseMoves_repairVehiclePne and InBaseMoves_repairVehicleKnl . Appreciate it!

tawdry wagon
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What framerate are animations running at in Arma 3?

fast canopy
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Vanilla anims are 30 FPS IIRC

quick vortex
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out of curiosity. i noticed that goats and sheep, etc. will die via animation. humans however will ragdoll. is this some engine thing or is it possible to add animals with ragdoll death?

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background is that currently, dying animals just look horrible. especially if they are still trapped in their idle animation.

desert raven
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Animals don't have ragdoll defined. So yeah s
Likely it would be possible but with the cost of some performance.

crisp berry
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is it about their cfgMoves setup? or rather the simulation they use?

desert raven
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ragdoll stuff is separate configs alltogether

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but I think there are cfgMoves config parameters involved too

deft fern
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param + config

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new skeleton need to be defined in CfgRagDollSkeletons

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If I remember correctly lego mod is sort of example how to do it

desert raven
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Ye

regal dawn
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Anyone have an online list for animation markers?

fast canopy
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What do you mean by an online list?

regal dawn
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For the animation player, or to change stances of the model, for example high crouched stance

fast canopy
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Define animation player?

desert raven
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No there is no such list online.

sacred oxide
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Hey, how does the launcher keep itself attached to the back of a soldier? if i delete the launcher from the animation will it show for everything else apart from that animation, or will it still show for that animation and you can still pull it out and use it? please guys?

patent barn
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is it possible to create an END Screen with a camera movement around the map with a music when the mission gets finisehd ?

desert raven
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If I had to guess, yes its possible

sacred oxide
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Is there a way to keep your animations hand attached/glued to the grip points of a gun (e.g the handgrip, and the barrel/foregrip*), and stay firmly/glued in place, while the rest of the animation does its thing?

sacred oxide
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@fast canopy thankyou ๐Ÿ™‚

bronze gorge
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Hi,
What is the most up-to-date (or standardized) resource to learn how to create animations for Arma? Mainly talking about reloading anims for weapons. I want to learn it, but not sure where to begin.

zenith token
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  1. learn how to animate in 3d tool
  2. learn how to animate a skeleton in 3d Tool
  3. do it for arma skeleton
  4. learn how to config the animations by looking at vanilla animations
vivid pewter
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hi all, I'm having a pretty game breaking bug caused by my own custom RTM's I made for the crew positions in a vehicle. I made the RTMs from scratch using the BI default example skeletons. The animations for the players works perfectly until I exit the vehicle at which point the player is launched sideways at about 700kph. I found this video that shows the exact same bug I'm having: https://www.youtube.com/watch?v=PjD-vmXd0Fo
I followed a really useful tutorial on youtube about how to make custom RTM's and did everything to the word, and yet all of my custom RTM's have the same issue in the vehicle.

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I was wondering if anyone here might have experienced this bug before and knows what's causing it? I can link my RTM's and p3d I exported them from if needed

desert raven
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possibly issue with the config and how the animations connect with the non vehicle animations

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unless you have added step values to your animations

vivid pewter
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Thanks for the response, my rtms have values of -0.50000 (stock t pose) 0.000000 (my animation) and 1.000000 (also my animation)

desert raven
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those are the animation timeframes

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so not related to the the movement

vivid pewter
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can i send the file here?

desert raven
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no you will need to link it

vivid pewter
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oh ok, I'm a complete noob with RTMs, this is my first try with them ๐Ÿ˜›

desert raven
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do you use custom get in/get out animations/actions or vanilla ones?

vivid pewter
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I can upload it quickly if you'd be alright to take a look, that'd be amazing

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I'll take a look at the main config now

desert raven
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no sorry dont have that kind of time

vivid pewter
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ok no worries

desert raven
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can throw ideas but thats about it

vivid pewter
#
class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        USAF_AC130U_Pilot = "USAF_AC130U_Pilot";
#
class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class Crew;
        class KIA_USAF_AC130U_Pilot: DefaultDie
        {
            actions = "DeadActions";
            speed = 0.5;
            looped = 0;
            terminal = 1;
            file = "\USAF_AC130U\Data\Anim\KIA_USAF_AC130U_Pilot.rtm";
            connectTo[] = {"DeadState",0.1};
        };
        class USAF_AC130U_Pilot: Crew
        {
            file = "\USAF_AC130U\Data\Anim\USAF_AC130U_Pilot.rtm";
            interpolateTo[] = {"KIA_USAF_AC130U_Pilot",1};
        };
desert raven
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those probably should work

vivid pewter
#
gunnerInAction = "USAF_AC130U_Copilot";
                gunnerAction = "USAF_AC130U_Copilot";
                memoryPointsGetInGunner = "pos driver";
                memoryPointsGetInGunnerDir = "pos driver dir";

example of cfg turrets

desert raven
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how are your memorypoints set up in the model?

vivid pewter
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We have memory points set up for the plane which worked fine when we were using older RTM's but as soon as I started using my own custom ones this bug started happening everytime you exit the vehicle, which leads me to believe it's something relating to the new RTM's specifically

desert raven
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cant really think of what would cause that since your custom animation is no longer playing

vivid pewter
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Also we are, I believe, just using the stock get in/out animations

desert raven
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do you use pboProject to build the pbo?

vivid pewter
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hmm nah I just used oxygen 2 to export the matricies from the animation time frame box

desert raven
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no the pbo

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the addon

vivid pewter
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I use arma 3 addon builder

desert raven
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how do you pack it all up?

vivid pewter
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from arma 3 tools

desert raven
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alright then I would recommend you get Mikeros tools and pboProject

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as Addon builder gives you no debug feedback on possible problems

vivid pewter
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the thing is though I've packed exactly like this before with the old rtms and they were fine

zinc wadi
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from arma 3 tools
@vivid pewter Don't. Just don't. Get pboProject, install, try to pack, cry, find the error, try to pack again, cry again, fix another error, pack, be happy.

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That's the cycle of pboProject, and we love it for it.

desert raven
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for the current situation the previous working is irrelevant

zinc wadi
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(it has a build-in check for config errors, so prepare do see your mess)

desert raven
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hmm actually one thing it could be

vivid pewter
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hmm ok, and it would potentially highlight the issue occuring here?

desert raven
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possibly if you have a faulty config syntax somewhere

zinc wadi
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Yeps โ˜๏ธ

desert raven
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your animation config might be breaking the vanilla animation config

vivid pewter
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hmm ok thanks for the ideas, I will try with pboProject, if it's something to do with the config.cpp It'd probably be relating to the transition between in anim and out anim, or the get out anim itself right

desert raven
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do other animations work anymore?

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in other vehicles?

vivid pewter
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yeah, they're fine, but theyre using the other original RTMs

desert raven
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also is your cfgPatches required addons set up?

vivid pewter
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yeh afaik it's fine

class CfgPatches
{
    class USAF_AC130U_C
    {
        units[]={"USAF_AC130U"};
        weapons[]={"USAF_GAU12","USAF_L60","USAF_M102"};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "usaf_main",
            "USAF_Missilebox_C",
            "A3_Weapons_F",
            "A3_Sounds_F",
            "a3_weapons_f_exp",
            "a3_sounds_f_exp",
            "a3_sounds_f_arsenal",
            "A3_Data_F",
            "A3_Data_F_ParticleEffects",

            "A3_Characters_F",
            "A3_Characters_F_beta",
            "A3_Characters_F_epa",
            "A3_Characters_F_epb",
            "A3_Characters_F_epc"
        };
    };
};
desert raven
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is the animation config here in this cpp?

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youre not listing vanilla animations here

vivid pewter
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that was the exact same patches setup I was using with the old custom RTM's that don't have the issue

desert raven
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then you probably dont need to fix that kind of mistake

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ยฏ_(ใƒ„)_/ยฏ

vivid pewter
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๐Ÿ˜›

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In that video I linked the guy said he fixed the issue but not really how, and he hasn't been active for 5 years RIP my soul

desert raven
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video tutorials are often full of misinformation

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anyone can make a tutorial and video tutorials are even easier to make

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just because it says tutorial in its name doesnt mean its correct

vivid pewter
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yeah I mean he didn't actually show it working in game haha,
that video I linked, all he said about the fix was this:

**Solved Update**
This problem is caused by porting .rtm file straight from ArmA1, after some adjustment to A3 standard can solve this problem.
#

but I can't really make much from that

desert raven
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neither can I and its possible he accidentally actually did something else

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people dont really bother to update their video tutorials properly

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at least its very rare

vivid pewter
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unless you have added step values to your animations
@desert raven just for reference this doesn't actually have its own animation, it's just a static position for the player when they're in the seat

desert raven
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yes I misunderstood what animation you talked about before

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Id start with the pboProject though to ensure your config does not have typos etc

vivid pewter
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I don't need a model.cfg for my rtm do i?

desert raven
#

as AddonBuilder lets you pack just about anything

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you do yes

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with pboProject anyway

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that ensures the rtm is processed with correct skeleton

vivid pewter
#

sure, I just tried but it's not giving me the crunch option, it's just greyed out, I have my P drive setup

desert raven
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addon builder problaby does not care

#

you did not install the rest of the tools

vivid pewter
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ah ok

desert raven
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just install them all, easier that way

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cant remember which all pboPro uses

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or you can check the documentation

vivid pewter
#

So I just successfully packed the rtm using pboProject with no errors, and still get the same issue :/

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Im starting to think this is more to do with the transition between being In and Out of the vehicle, rather than the RTM itself

desert raven
#

possibly make sure the character does not accidentally get underground when get out is done

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also do AI behave same way when ordered to get out?

vivid pewter
#

hmm, I just tried getting out from a position which uses a stock arma RTM and it's normal, I checked my RTM's tpose 0 keyframe and it is exactly centered as is the modified keyframe. I will try with AI now

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interestingly the AI doesn't get launched @desert raven

desert raven
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the t-pose in the rtm is not needed even I believe.

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Learned this quite recently

vivid pewter
#

Do AI not use the same animations as players when getting in or out?

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I can try removing the T pose keyframe

desert raven
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it should not matter either

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basically the cargo action should not have any possibility to affect the character after get out

vivid pewter
#

still happening with only the one modified keyframe

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btw my RTM p3d still has the gun and launcher in it, is that correct?

desert raven
#

yes that is fine

vivid pewter
#

just tried using different get out memory points, same issue sadly

vivid pewter
#

I found the fix

#

!

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I had to define speed = 0.5; in class CfgMovesMaleSdr: CfgMovesBasic

cerulean pivot
#

speed is the inverse of the total animation time

vivid pewter
#

apparently if you don't define the speed value it defaults to something like 100000

desert raven
#

what class did you define the speed in?

feral shuttle
#

Alright so I used the arma3toolbox for blender to import the 50 frames by hand, when exported as rtm and loaded into O2/Objectbuilder it plays the animation fine, frame 0 is the A pose and the rest is the animation. I have a model.cfg for the skeleton in this case which I named to FI_M6_Skeleton.p3d if I define the skeleton in the model.cfg it complains about the following.

...........................skeleton clash for binarsing rtms
was OFP2_ManSkeleton, is FI_Pistol_Skelton```


after changing FI_Pistol_Skelton to OFP2_ManSkeleton it bin fine. however I get the strange Come at me bruhh pose.

So I did some googling and found out I need a config.cpp which should have the following code.
#
class CfgMovesBasic
 {
    class default;
     class DefaultDie;
     class ManActions
     {
         GestureReloadM6[] = {"GestureReloadM6", "gesture"};

     };
    
 };

 class CfgGesturesMale 
{
    
     class States
     {
         class GestureReloadPistol; 
         class GestureReloadM6 : GestureReloadPistol
         {
             file = "\FarIsle_Weapons\M6G\data\anim\ArmaRigMagnum3.rtm"; 
            mask = "handsWeapon";
            canPullTrigger = 0;
         };
    };

 };```
#

inside the weapon config I have
reloadAction="GestureReloadM6.rtm";

which should load the reloadaction of the animation.

So I add the following line aswell.
handAnim[] = {"OFP2_ManSkeleton", "\FarIsle_Weapons\M6G\data\anim\ArmaRigMagnum3.rtm"};

#

However results is:

#

anyone that is familair with custom reload animations able to help me trough voice ?

desert raven
#

oh wait what was that part about the skeleton?? @feral shuttle

#

you must always use the ofp2 manskeleton for rtm animations

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at least if they are for the armaman

feral shuttle
#

ohh that was me testing things as a custom named skeleton using the arma doesnt work, so I changed that back to OF2_Skeleton

#

so dont change skeleton to a new p3d file. I figured that out. however when compiled and everything it is doing that strange pose. Which got to do with the rtm, as the rtm is the holding position I figured that out. However the animation isnt loading.

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and that is where I'm stuck at.

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it got to be something with the config, but I cant figure out what it is.

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the full class CfgMoveBasic / CfgGesturesMale there must be problem with that.

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because in O2 it loads the animation fine.

desert raven
#

skeletons dont have p3d files

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whats that about?

feral shuttle
#

Well I'm new to rtm/animations so I try things and google things, but I cant figure out why it isnt loading the animation.

#

path and all is fine.

sacred oxide
#

is animatiing weapons worth it or a complete waste of time?

#

as part of your animation?

drowsy nymph
#

In what manner? Animating parts of the weapon? No, they use a completely different system to be animated ingame that has nothing to do with character animation

sacred oxide
#

@drowsy nymph in any manner really, making sure the weapon is consistent with the animations general movements

proud fossil
#

So I'm still having problems with getting my fire geometry working with bigger character models. I've tried adding boundingsphere=10 to all my animations, but the top half of the fire geo still doesn't work.
I made a quick mod with a big block man character with a few anims and basic config.
If anyone know's how get the fire geo working on models bigger than the arma characters can you take a quick look and see if you can find anything wrong.

https://www.amazon.ca/clouddrive/share/hk63FVXCHH97qSBtN00UvGLZxLSlA0aEbuL1Tumvj34

desert raven
#

have you tried larger bounding sphere?

proud fossil
#

yep, i've tried all different values. biggest one i used was 100.

#

the working part of the fire geo stays the same no matter what value i put for bounding sphere.

#

if i scale all the lods and animations down to something smaller than the arma character, it works fine.

desert raven
#

boundingSphere is the only thing I set up for my walker legs

#

mine work at 10

#

the legs are about 8 meters tall

proud fossil
#

hmmm, yeah i'm not sure why it's not working. Have to be missing something in the config or p3d maybe.

#

it works in the dead animation state, so ยฏ_(ใƒ„)_/ยฏ

proud fossil
#

here's a gif that shows only the lower part working. The bullets go through the upper part of the body. the cursor moves a little when going pass the boudingsphere, if thats what it is.

desert raven
#

hmm that is exactly the behaviour I had before setting up the bound sphere

proud fossil
#

you have any extra properties in your p3d other than the regular ones?

desert raven
#

nope.

#

does the bounding box size increase in editor when you increase the boundingSphere value?

proud fossil
#

yep that changes when changing boundingsphere size.

desert raven
#

fire geometry parts all have component names?

#

and are convex

proud fossil
#

yep, checked in object builder.

#

also the fire geo works when it is in the unconscious or dead state, so it won't be that.

drowsy nymph
#

It's not stuck half way in the ground like an unweighed unit in the t-pose is it?

desert raven
#

Could be worth checking what diag exe and the diagnostic views show

#

Are the stance geometry shapes custom?

proud fossil
#

i've tried the default armaman geo shapes and made my own for the animations, still nothing changes.

#

i get the same problem on all the custom skeletons i've done so far.
I just made this one so it's easier to troubleshoot, with it only having a few anims and a basic config.

fervent parrot
#

Is there a way to adjust the resting animation when you press double crtl in game? The normally it has always done it automatically for me with good results but recently there has been 1 weapon animation where it looks a little dumb when you are in a resting stance.

desert raven
#

unfortunately no

#

its designed for conventional rifle type weapons

fervent parrot
#

oh well, I'll play around with the weapon pos until it feels right

feral shuttle
#

alright I tried it again, and I'm 100% that there could be a issue with binning the mod.
this following Config.CPP is what I use for the animation.

class CfgPatches
{
    class FI_Anims_F_Mod
    {
        requiredAddons[]= {};
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};
#

class CfgMovesBasic
{
    class StandBase;
    class ManActions
    {
        GestureReload_M6="";
    };
    class Actions
    {
        class NoActions: ManActions
        {
            GestureReload_M6[]=
            {
                "GestureReload_M6",
                "Gesture"
            };
        };
        class RifleBaseStandActions;
        class RifleStandActions;
        class RifleAdjustProneBaseActions;
        class RifleProneActions: RifleBaseStandActions
        {
            GestureReload_M6="RifleReloadProne_M6_03";
        };
        class RifleAdjustFProneActions: RifleAdjustProneBaseActions
        {
            GestureReload_M6[]=
            {
                "GestureReload_M6Context",
                "Gesture"
            };
        };
        class RifleAdjustLProneActions: RifleAdjustProneBaseActions
        {
            GestureReload_M6[]=
            {
                "GestureReload_M6Context",
                "Gesture"
            };
        };
        class RifleAdjustRProneActions: RifleAdjustProneBaseActions
        {
            GestureReload_M6[]=
            {
                "GestureReload_M6ContextAnimDrive",
                "Gesture"
            };
        };
        class DeployedProneActions: RifleProneActions
        {
            GestureReload_M6[]=
            {
                "RifleReloadDeployed_M6_03",
                "Gesture"
            };
        };
    };
};```
#
class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class RifleReloadProneBase;
        class RifleReloadProne_M6_03: RifleReloadProneBase
        {
            file="\FarIsle_Animations\M6\FI_M6G_Animation.rtm";
            speed=0.25209999;
            leftHandIKCurve[]={0.059322,1,0.090000004,0,0.91000003,0,0.94915301,1};
            rightHandIKCurve[]={1};
            weaponIK=1;
            InterpolateFrom[]=
            {
                "AmovPpneMstpSrasWrflDnon",
                0.02
            };
        };
    };
};
class CfgGesturesMale
{
    class Default;
    class States
    {
        class GestureReloadBase;
        class GestureReload_M6: GestureReloadBase
        {
            file="\FarIsle_Animations\M6\FI_M6G_Animation.rtm";
            speed=0.25209999;
            leftHandIKCurve[]={0.033898,1,0.059322,0,0.94915301,0,0.966102,1};
            rightHandIKCurve[]={1};
            weaponIK=1;
        };
        class GestureReload_M6Context: GestureReload_M6
        {
            mask="handsWeapon_context";
        };
        class GestureReload_M6ContextAnimDrive: GestureReload_M6Context
        {
            mask="handsWeapon_contextAnimDrive";
        };
        class RifleReloadDeployed_M6_03: GestureReload_M6
        {
            file="\FarIsle_Animations\M6\FI_M6G_Animation.rtm";
        };
    };
};
#

and inside my weapon config I have this

class CfgWeapons
{
    class Pistol;
    class Pistol_Base_F: Pistol
    {
        class WeaponSlotsInfo;
    };
    class gun_m6g_F: Pistol_Base_F
    {
        author="Chokepoint Games";
        scope=2;
        model="\FarIsle_Weapons\M6G\M6G.p3d";
        picture="\A3\weapons_F\Pistols\P07\data\UI\gear_p07_x_ca.paa";
        UiPicture="\A3\weapons_f\data\UI\icon_regular_CA.paa";
        magazines[]=
        {
            "16Rnd_9x21_Mag",
            "16Rnd_9x21_red_Mag",
            "16Rnd_9x21_green_Mag",
            "16Rnd_9x21_yellow_Mag",
            "30Rnd_9x21_Mag",
            "30Rnd_9x21_Red_Mag",
            "30Rnd_9x21_Yellow_Mag",
            "30Rnd_9x21_Green_Mag"
        };
        reloadAction="RifleReloadProne_M6";
////rest of the code
#

however when I reload my gun it doesn't play any animation

#

when I open the animation pbo the file is in their, so it should loadup from the pbo

proud fossil
#

try this

reloadAction="GestureReload_M6";
#

i think it needs the name of your reload gesture.

fallow marsh
#

you can either use the path to the .rtm, or the name of the gesture

feral shuttle
#

holdup did I made a type then ๐Ÿ˜‚

#

let me try that @proud fossil

feral shuttle
#

well yes, that was the issue @proud fossil thanks !

desert raven
#

๐Ÿ‘Œ

feral shuttle
#

do got a floating gun, but this is because the proxy doesnt have any value's so the animators need to add it back to the file, and have to work a bit more on the animation it self. Both @proud fossil and @fallow marsh and @desert raven cant forget the Horrible Goat, for helping me fixing this simple thing.

#

I had several moments where I wanted to blow my brains out because I wasnt able to figure something out that I used the wrong gesture.

floral moat
#

uhmmm... dont even know where to start troubleshooting

zenith token
#

calling an exorcist would be my first advice

#

then you check if skeleton in model.cfg is correct, and if its correctly binarized

desert raven
#

and then checking if you made the animation properly so that the weapon bone is actually on the shoulder like in the stance animation

fervent parrot
#

Quick Question: Is it possible to have a weapon animation that's in constant motion without a trigger? Like a radar dish on a gun that constant spins around.

desert raven
#

time source could work

#

@fervent parrot

fervent parrot
#

Would that keep it on loop?

#

something like { type="rotation"; source = "time"; sourceAddress = "loop"; selection="RadarX"; axis="osa_radarx"; minValue = 0; maxValue = 4; angle0=0; angle1="rad +360";๏ปฟ };

#

which I've just found on google from your suggestion.

desert raven
#

๐Ÿ‘

feral shuttle
#

so wow do I calculate this

speed = 0.00833333;
leftHandIKCurve[]={0.1, 1, 0.15, 0};
rightHandIKCurve[] = {0.1, 1, 0.15, 0};```

its a 120 frame animation
#

From what I understand from speed is the speed the animation move's

so 0.5 is for 50 frames which would result in 25 frames a second, and if I set speed to 1 it would be 12.5 frames a second.
Since I got 120 frames I have to use 1.X to get it animated like it is doing in blender.

Second question is how would I calculate the LeftHandIKCurve, and RightHandIKCurve for my animation ?

#

@floral moat I might be able to help you since I got that problem aswell

balmy quartz
#

Hey guys wanted to ask, im looking for the array name for the Start Engines animation under the carrier animations, can some one direct me where i can find it or can tell me what is the name of this animation

sacred oxide
#

Guys how do you change an animation into a gesture? @desert raven please ๐Ÿ˜† ๐Ÿ˜„ ๐Ÿ™ Hope your ok

eager sphinx
#

Hopefully this isn't the wrong section, but does anyone know if there's anything akin to a pistol whip, or a stock bash in the vanilla or even dlc packs of the game?

desert raven
#

dont think there is

#

animation viewer is the thing to use

eager sphinx
#

i'ma give it a whirl, I was hoping someone knew of one off hand :p

desert raven
#

this aint google ๐Ÿ˜„

#

before anyone who might know notices this you have gone through the animations

eager sphinx
#

the similarities to google is uncanny how was i supposed to know ๐Ÿ˜ฆ

manic echo
#

there are 2 that ik of, miller knockout or something along thos lines, executioner_backhand/forehand. those arent the EXACT names but theyre along those lines

fervent parrot
#

Is there a different way to make hand Animations/positions for pistol weapons? I'm receiving a problem from a friend where he can't get hand animations/position to work for his pistol weapons using the same method he would normally do for his rifle class weapons?

naive hemlock
#

nope, not possible

fervent parrot
#

Wait? So pistols one have 1 hand position? You can't change it?

fast canopy
#

No. It has two

naive hemlock
#

you cannot have custom handanim for sidearms

fervent parrot
#

Thanks, this is a big help.

fast canopy
#

Actually, you can. But animations (CfgMovesMaleSdr) aren't configured properly

zenith token
#

would it be an easy fix, or do you need to do some serious rework/ hackery?

fast canopy
#

The work itself is easy, but need to do a lot

zenith token
#

just config or also rtms?

drowsy nymph
#

IIRC you can have different hand poses but the position cannot be changed

fast canopy
#

Just a config work, rtms can't modify rn

#

Like, bunch of rightHandIKCurve[] and leftHandIKCurve[] tweak work, that's just it. I believe there was an animation tweak MOD that does it?

cerulean pivot
#

One thing you can do is create a looping gesture that keeps the other hand off the pistol.
Not pretty tho

#

You'd have to create a new weapon switching anim too.

deft fern
#

Well, main issue is that there is no separate bone pistol like for main weapon or launcher - it's glued to right hand

abstract cipher
#

do faces in arma have any animation? like facial expressions or speech shapes for the mouth

drowsy nymph
#

Some limited facial animations

proud fossil
#

is there a way to reload rtm animations using the diagnostic.exe after changing the file? or is that just for models and configs?

desert raven
#

good question. dont remember off the top of my head if filepatching reloads rtm

crisp berry
#

it think it used to work if you load them unbinarized - however this may have changed in A3 due to the anim cache. reyhard should know

deft fern
#

I don't think it's part of public diag branch ๐Ÿ˜ฆ

#

dbg_ClearAnimSystem is used in internal exe - keep in mind that same rule apply as to vehicles - you have either restart the mission or place new entity to preview new animation. In both cases, whole CfgMoves will be reevaluated which means game will freeze for some time ( 9:26:34 MovesType CfgMovesMaleSdr load time 9451 ms 9:26:34 Animation graph: 31 ms 9:26:34 Action maps: 8281 ms 9:26:34 States and RTMs: 1141 ms)

#

for hand anims though, there is silly workaround which I was using before I joined Bohemia -

  1. After change to rtm, I launched .bat file to binarize it and them copy to some other location with name+1
  2. I've used diag_mergeConfigFile & changed path to binarized hand anim .rtm
  3. Then I've used remove weapon + addWeapon combo to refresh weapon config
  4. Bam, updated hand anim is loaded.
    This should also work with anything that is not cached
halcyon iron
#

how do i enable the realistic parachute animation when ai jump?

desert raven
#

what kind of realistic parachute animation?

halcyon iron
#

hard to describe but ive seen the ai use a animation where they keep their feet together and doesnt move around with the parachute, theyre static until they hit the ground.

desert raven
#

that should be their animation when they use the parachute

#

so give them parachute and drop them from high up

halcyon iron
#

yes thats what ive been doing but they use the vanilla animation

desert raven
#

well perhaps you have seen some mod that has a different animation

#

or a static animation that is meant only for screenshotting

halcyon iron
#

ive seen the RHS pilots using it when they bail

deft fern
#

that animation is tied to RHS parachutes

halcyon iron
#

oh i see, is there a setting to use those parachutes? im using the reinforcements module in Zeus

deft fern
#

hm, in vanilla zeus? I don't think so

halcyon iron
#

alright, thanks for the help

sacred oxide
#

Hey guys, is there a way to keep the hand on the rifle at all times like the pistol in the rig on blender?

naive hemlock
#

pic, you asume everyone know how the rig is setup

desert raven
#

It is possible if the rig is made correctly

#

And setup with correct constraints

ancient drift
#

@desert raven Some cool stuff we found though.

  • AI will bypass animation states when called by the engine behavior. Such as going prone in Combat mode, they will just skip that and become much more agressive
    -You can limit vehicle usage by specific models by not having the animations for pilots, seating, ect. In return you can even make custom positions the same way as well.
desert raven
#

yep that is the good parts of the animation system

#

it does not require everything and there are even unique possibilities

#

one thing to remember is that all animals are characters too

#

with unique animation sets

ancient drift
#

The only thing we couldn't find that you mentioned before was a way to limit weapons with it.

desert raven
#

well you cant limit them

#

but weapons can have hand animation for each skeleton

#

so if you had Arma3_soldierman, Arma3_civilianman identical skeletons they could have different movesets and different weapon holding stances

#

but again, a lot of work

ancient drift
#

lol, I'm musing myself with the idea you make the animation cause the unit to cover their face any time they use a weapon they shouldn't have.

desert raven
#

not impossible

#

on my to-do list for my own marine and special characters at some point

#

but alas, my time has been limited

ancient drift
#

I honestly would be happy to help you finish that stuff as a CDLC.

#

All I want is a more grounded sci-fi mod. Tired of people fighting the engine for lasers.

desert raven
#

It may not be quite stable enough for CDLC

#

nor can established IPs be used

ancient drift
#

Isn't it your IP?

desert raven
#

oh you mean Lost Dragons?

ancient drift
#

Yea

desert raven
#

thats all original yeah

#

but Id wager its not quite there yet to become that official ๐Ÿ˜„

#

aaadn theres bunch of too scripty things in it

ancient drift
#

I mean the choice with the mech was basically either vehicle based damage or manclass based yea?

#

Hence the crazy hybrid.

desert raven
#

choice was because of movement

#

tank based tall walkers on slopes dont look too great

#

my legs compensate the slope with the stance blending thingy

#

it too has its glicthy moments becasue the animation engine is not quite made for such things

#

but it works well enough for my purposes

ancient drift
#

I still have yet to dive into that, although I want to.

#

Mostly just the 'VTOL' guy now

desert raven
#

yeh vtols are their very own special beast too

#

xD

#

been a while I tinkered with them, will have to spruce up on that at some point again

ancient drift
#

Still look forward to the Dragoons. Even if it's never truly completed.

desert raven
#

ha so do I ๐Ÿ˜„

#

been too long since I've had chance to work on them

#

It wont be eternal redesigns either. ๐Ÿ˜‰

#

things have started to get more stable after like 3-4 iterations

frank scaffold
#

I'm having a bit of an issue when using IK in a sideways pointed turret, it seems like the IK hands get locked to the gun's model initial forward facing direction and so when the game sets its proper default rotation to face to the side, the IK also rotates, how would I avoid this? https://prnt.sc/v1feie

#

is there some way to tell the game to only attach the IK after the gun gets rotated?

desert raven
#

No

#

You may have noticed vanilla side turrets don't have IK either

frank scaffold
#

I noticed that

#

but RHS does

desert raven
#

It's tricky beast

frank scaffold
#

so there has to be some kinda way to make that work

#

from doing a switchMove in-game their animations don't seem to have the hands pre-stretched the opposite way

naive hemlock
coarse marten
#

and that is how we really are on the guns in the 60s

frank scaffold
#

@naive hemlock so how did you manage to make the hands attach properly to the gun without them stretching from their un-rotated position?

naive hemlock
#

@naive hemlock so how did you manage to make the hands attach properly to the gun without them stretching from their un-rotated position?
@frank scaffold @deft fern blackmagic

frank scaffold
#

but is it secret blackmagic?

deft fern
#

sikrit? no, it's same thing as with turrets

#

I think you already asked about turrets, no?

frank scaffold
#

what do you mean?

deft fern
frank scaffold
#

yeah I know about the turret, I'm talking about animations

#

the turret facing forward in the model is what causes the animation issues

manic steeple
#

Sometimes, I just don't get Arma. I made a static holding animation for my weapon, works perfectly. Made a custom reload animation, suddenly my static pose has spaghetti hands, no problem I removed the custom reload animation and reverted to my original file, nothing altered, and now my holding animation is still broken with spaghetti hands.

frank scaffold
#

@deft fern did you do anything special with the animation itself or do some kind of model.cfg stuff so the hands would attach to something that doesn't get rotated on init?

drowsy nymph
#

Proxy is probably placed behind the gun in the same direction, and rotated at init

frank scaffold
#

you mean the gunner proxy?

#

oh I get it

#

hmm but that's not gonna work if the proxy isn't linked to the gun is it?

manic steeple
#

Therapist: Slender-Soldier isn't real, he can't hurt you.
Slender-Solder:

fast canopy
#

Basically this is just a binarization error or something

manic steeple
#

you'd think, but it's binarized, and the weird thing is the static animation (not pictured) is also broken despite nothing being altered or touched.

drowsy nymph
#

@frank scaffold I think you might just be able to add a rotation anim around the gun/turret axis with e.g. angle0 = (rad90); and angle1 the same, or use some user source instead of mainTurret

frank scaffold
#

yeah I was thinking of trying that

#

add a custom animation source that just has a init of 1 and have an animation that rotates the gunner proxy into place based on that

manic steeple
#

hmm.. interesting, well I fixed my static animation. Essentially I have my project setup on P:\ , but wasn't using Buldozer because i don't need it. Based on HorriibleGoat's suggestion I ran Arma3P to setup the files for Buldozer which created P:\a3 folder with all the extracted assets. I noticed since then my binarize was taking longer than usual, once I deleted that directory the binarize went from couple minutes back to a few seconds and my animation is no longer broken.

frank scaffold
#

@drowsy nymph thanks for the idea

desert raven
#

@manic steeple are you using pboProject?

manic steeple
#

I am now, something I just can't seem to get working though is custom reload animation. It will play just fine as a generic animation/gesture, but if I assign it to weapon reload the animation just doesn't play.

fast canopy
#

Your config?

manic steeple
#

currently:

class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        GestureReloadR1 = "GestureReloadR1";
    };
};

class CfgGesturesMale
{
    class Default;
    class States
    {
        class GestureReloadBase;
        class GestureReloadR1: GestureReloadBase
        {
            file = "\VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";
            speed = 0.400000;
            leftHandIKCurve[] = {1};
        };
    };
};

also tried:

class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        GestureReloadR1 = "GestureReloadR1";
    };
};

class CfgGesturesMale
{
    class Default;
    class States
    {
        class reloadMyWeapon: Default
        {
            file = "\VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";
            looped = 0;
            speed = 0.400000;
            mask = "handsWeapon";
            headBobStrength = 0.200000;
            headBobMode = 2;
            rightHandIKBeg = 1;
            rightHandIKEnd = 1;
            leftHandIKCurve[] = { 0, 1, 0.050000, 0, 0.950000, 0, 1, 1 };
        };
    };
};

based on the example provided in wiki

deft fern
#

since it seems you want to have gesture, you need also "Actions" entries

#

next thing to check is correct CfgPatches

manic steeple
#

I considered that, based on looking at the examples from the core weapons, haven't modelled prone reload yet, was challenging enough to setup armarig in erect stance ๐Ÿ˜„

also couldn't find info on what the function of 'context' gestures are?

deft fern
#

actions is not for prone - it's more handling gesture actions ๐Ÿ˜‰

#

also couldn't find info on what the function of 'context' gestures are? they have different mask

manic steeple
#

To clarify, as I understand it currently, the hand animation you see when reloading weapon is done with gestures, there is a separate gesture for prone position, and aside from different mask, I meant what is the context gesture used for?

deft fern
#

it's is using different mask when you are in adjusted stance (prone left or right)

manic steeple
#

ah ok, got ya

deft fern
#

lay on the ground and then press ctrl+a or d to see what it does

manic steeple
#

I understand

#

so, technically, for testing purposes, can I re-use my existing standing animation for prone till I at least get the basics working?

deft fern
#

yes

#

I'm often doing it this way

manic steeple
#
class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        GestureReloadR1 = "GestureReloadR1";
    };

    class Actions
    {
        class NoActions : ManActions
        {
            GestureReloadR1[]                = { "GestureReloadR1", "Gesture"};
        };
        class RifleBaseStandActions;
        class RifleProneActions: RifleBaseStandActions
        {
            GestureReloadR1[]                = { "GestureReloadR1_Prone", "Gesture"};
        };
        class RifleAdjustProneBaseActions;
        class RifleAdjustRProneActions: RifleAdjustProneBaseActions
        {

            GestureReloadR1[]                = { "GestureReloadR1_Context", "Gesture"};
        };
        class RifleAdjustLProneActions: RifleAdjustProneBaseActions
        {

            GestureReloadR1[]                = { "GestureReloadR1_Context", "Gesture"};
        };
        class RifleAdjustFProneActions: RifleAdjustProneBaseActions
        {
            GestureReloadR1[]                = { "GestureReloadR1", "Gesture"};
        };
    };
};

class CfgGesturesMale
{
    class Default;
    class States
    {
        class GestureReloadBase;
        class GestureReloadR1: GestureReloadBase
        {
            file = "\VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";
            mask = "handsWeapon";
            speed = 0.400000;
            leftHandIKCurve[] = {1};
        };
        class GestureReloadR1_Prone: GestureReloadR1
        {
            file = "\VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";
            mask = "handsWeapon";
        };
        class GestureReloadR1_Context: GestureReloadR1
        {
            mask = "handsWeapon_context";
        };
    };
};

that is my current iteration based on your sample

manic steeple
#

no bueno, I can tell this is going to drive me nuts by the end ๐Ÿ™‚

deft fern
#

what is your cfgpatches?

manic steeple
#
class CfgPatches
{
    class R1Tagger_F
    {
        // Meta information for editor
        name = "R1 Tag Gun";
        author = "That Awesome Guy";
        url = "http://www.thatawesomeguy.com";

        // Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game.
        requiredVersion = 0.1; 
        // Required addons, used for setting load order.
        // When any of the addons is missing, pop-up warning will appear when launching the game.
        requiredAddons[] = {"A3_Weapons_F"};
        // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.
        units[] = {};
        // List of weapons (CfgWeapons classes) contained in the addon.
        weapons[] = {"R1Tagger_01_F"};
    };
};
deft fern
#

try using
requiredAddons[] = {A3_Data_F_Oldman_Loadorder}; instead

manic steeple
#

that broke reload entirely, before I could reload but no animation, now ammo count turns red and I can no longer fire weapon if I reload until I switch weapons

deft fern
#

are you running latest version of a3?

manic steeple
#

up to date: check

#

0 errors in report

manic steeple
#

Does it matter that CfgGestures & Cfgweapons are in the same file?

manic steeple
#

Well, I've at least partially figured out what's happening. Seems to be getting stuck in reload phase (hence red ammo bar), but because the animation never starts it just hangs there forever, but I still can't figure out why the animation doesn't play.

cerulean pivot
#

@manic steeple

Does it matter that CfgGestures & Cfgweapons are in the same file?
No

If your gesture is set up properly, this should work:

player playActionNow "GestureReloadR1"

otherwise the gesture is broken (either the animation itself or the config setup is wrong)

If that works, then the weapon config is wrong.

#

I recommend that you change the start of the config to:

  class default;
  class DefaultDie;
  class ManActions {
        GestureReloadR1[]={"GestureReloadR1", "Gesture"};
  };

It will probably work then. (if the animation file works)

manic steeple
#

@cerulean pivot

player playActionNow "GestureReloadR1"

Does not work, but if I replace it with an existing gesture eg: "GestureReloadMX" it works.

As far as the animation goes, I've used the same Blender rig (armarig) as I used for the static pose, which works perfectly. I can play the animation in Object Builder, and if I set the animation as:

class CfgMovesBasic  {

    class Actions; //Extended
};

class CfgMovesMaleSdr  : CfgMovesBasic {

    class States  {

        class AmovPercMstpSrasWrflDnon; //Extended

        class AmovPknlMstpSrasWrflDnon; //Extended

        class AmovPercMstpSlowWrflDnon; //Extended

        class AmovPercMrunSlowWrflDf; //Extended

        class AmovPercMstpSrasWpstDnon; //Extended

        class AmovPercMstpSnonWnonDnon; //Extended

        class AmovPpneMstpSnonWnonDnon; //Extended

            class GestureReloadR1 : AmovPercMstpSnonWnonDnon {
                file = "\VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";
                speed = 0.2;
                looped = true;
                //connectTo[] = {"AmovPercMstpSnonWnonDnon",2 };
                //connectFrom[] = {"AmovPercMstpSnonWnonDnon",2 };
                interpolateFrom[] = {};
                interpolateTo[] = {};
            };
    };
};

It will play no issue at all. Also if I point to something like:

\a3\anims_f\data\Anim\sdr\Gst\GestureReloadMX.rtm

instead of my own animation it still won't work so my gut feeling tells me the animation is ok, just not the config, but I'm out of ideas what to try, I'll post my full config file here in-case I've missed something obvious

fast canopy
#

Shouldn't be in CfgMovesMaleSdr but CfgGesturesMale

manic steeple
#

it is

#

I was just saying if I put it in CfgMovesMaleSdr as a test, I can play the animation with commands (ie to isolate if it's a animation or config issue)

manic steeple
#

O.M.G!!
On a whim I decided to override a base animation with:

class GestureReloadMX: GestureReloadBase
{
  file = "\VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";
};

and it works, so now I 100% know it's a config issue, just still NFI why

cerulean pivot
#

@manic steeple Did you do what I said?

#

I'm 100% sure that's what you're doing wrong.

manic steeple
#

if you mean:

 class default;
  class DefaultDie;
  class ManActions {
        GestureReloadR1[]={"GestureReloadR1", "Gesture"};
  };

yes I tried that

#

(did nobody look at the config I posted on dropbox? otherwise they wouldn't be asking me these questions)

deft fern
#

@cerulean pivot
GestureReloadR1 = "GestureReloadR1"; that will work too

manic steeple
#

yes, and infact I've just been studying the config structure in-game (via echo's sandbox everywhere) and that is how every other BI asset is setup

cerulean pivot
#

@deft fern It's a gesture. What you say works for anims.

deft fern
#

it works also for gestures if you define actions

#

and if you define actions, you can also have different contexts depending on character stance

cerulean pivot
#

GestureReloadR1[]={"GestureReloadR1", "Gesture"};

#

Isn't that the correct syntax for a gesture?

deft fern
#

not for reload animation

cerulean pivot
#

Otherwise the game probably looks in cfgMoves

#

ok

#

@manic steeple Do you see anything in the rpt?

#

Related to your gesture

#

GestureReloadR1

manic steeple
#

I noticed that ManActions always uses GestureName[] = "GestureName"; , whereas NoAction which Inherits ManActions uses GestureName[] = {"GestureName", "Gesture"};

cerulean pivot
#

I took a look at what you posted on dropbox.
I think it's because the classes you're referencing are not defined there.
For testing, remove everything after:

class ManActions
    {
        GestureReloadR1[]={"GestureReloadR1", "Gesture"};
    };

it should work after that. If it does, then I'm right about this. Ping me again and I'll walk you through the rest

manic steeple
#

I have already removed that in my latest, infact just on casual observation I don't believe it's necessary to even define the others as they all inherit the same property from ManActions

cerulean pivot
#

Since you have different gestures depending on "context", it is necessary.
So it didn't work after that either?

manic steeple
#

no

cerulean pivot
#

Can you upload your animation file too?

#

I'll see if i can get it to work

deft fern
#

maybe you wrong speed defined?

#

what is MX using?

cerulean pivot
#

speed = 0.37;

manic steeple
#

MX if I recall uses speed=0.37 , 0.4 was arbitrary and just copy/pasted from their sample file, but anything in that range plays ok from what I see

cerulean pivot
#

did you try removing the leading \

manic steeple
#

yes, I tried that, also all lowercase and without the .rtm extension (I too noticed the variation and inconsistencies between the native configs)

cerulean pivot
#

file = "VLSA\weapons\R1\data\Anim\GestureReloadR1.rtm";

#

ok

#

let me see if I can make it work

manic steeple
#

I mean, as I said, I can override any of the native reload classes to use my animation and it works, so I must be missing a define or class I reckon

deft fern
#

maybe you haven't packed it properly or had some rouge copy somewhere overwriting any changes?

manic steeple
#

don't think so, but I've had a thought, I'm going to try removing the weapon config completely and see if I can just trigger gesture in-game

cerulean pivot
#

@manic steeple Works for me too

manic steeple
#

weird

#

@deft fern I tried your pbo and the animation doesn't play :/

deft fern
#

it doesn't play on kozlice?

manic steeple
#

no

#

just instant reloads, no animation

cerulean pivot
#

try mine

#

It worked

#

It's without the weapon config tho

#
player playAction "GestureReloadR1"
deft fern
#

you are really stubborn to teach wrong way of doing reload animations @cerulean pivot ๐Ÿ˜›

cerulean pivot
#

It was for testing!

#

I know it is wrong. E.g. you can crawl while reloading!

#

BTW, I noticed the back moves too much to the left with your animation. So if you really intend to use it as it is, you can create a different mask with smaller blend values for the spines (altho the hands might move weird)

manic steeple
#

bang head moment... well, seems it was mod conflict, I was using echo's sandbox everywhere so I could debug in virtual arsenal rather than eden... and well turning it off it now works lol

cerulean pivot
#

It is best to always add tags to your own animation class names (the action name too)

manic steeple
#

you mean the back of the player?

cerulean pivot
#

VLSA_GestureReloadR1 for example

#

yes

manic steeple
#

oh for sure, I just wanted to get the damned thing working then make it pretty ๐Ÿ™‚

#

I wouldn't be surprised, since ArmaRig doesn't come with predefined positions and I'm kinda new to this I just posed it as best I could to match the in-game pose, wouldn't be surprised if it were off

#

also I noticed the fingers aren't animating like they are supposed to, not sure if that relates to right/leftHandIKCurve[] , currently they seem to slide along the gun, but should be opening to press a button on the side

cerulean pivot
#

probably. You can turn off the weapon IK to see the "real" animation better

manic steeple
#

would that be 1 or 0 for off?

cerulean pivot
#

0

manic steeple
#

ok, I'll try that

#

there's a button midway on the side it should press, makes no sense to pull a mag on a magazine-less weapon ๐Ÿ™‚

cerulean pivot
#

๐Ÿ˜…

#

Also, I meant right hand/ left hand IK (the curve array should be empty too). Weapon IK 0 is hand weapon I think (binocs)
1 is rfl
2 is pst
4 is lnr

#

I don't think you need weaponIK for reload animations (it's typically used to keep the hands on the weapon if you intend to use the same anim with a different weapon)

manic steeple
#

you're probably laughing at it's boxy-ness.. but I assure it is accurate to RL, I'm modelling one of the laser taggers we use for milsim games, just for kicks and as a learning exercise

#

Going back to the back/pose thing, I genuinely don't know how most people setup their rigs, I cheated a little by importing one of the A2 sample rtms, and still had to hand tweak things a bit.

#

turning off IK fixed the hands, but I see what you mean, it's a little... robotic, at least I can tweak that, not bad for someone that learnt Blender in a week lol

#

@cerulean pivot @deft fern I genuinely appreciate the help, I've been tearing my hair out all week ๐Ÿ‘

cerulean pivot
#

no problem!

whole tree
#

Wondering if i could have some help with applying some dancing animations to AI in the init box

cerulean pivot
#

do you want to make that animation? If it already exists, ask in #arma3_scripting

worldly osprey
inner notch
#

anyone here done research / found any details on that upcoming Nvidia Omniverse Machinima toolset that will allow you to create animations using "just" a webcam or a sourced videofile? any of that stuff useful to (arma) modders? for example re-creating a scene from a movie in arma using animations made directly from the movie with this tool?

desert raven
#

sounds quite complicated

#

unlikely it is compatible without a lot of work

naive hemlock
#

@inner notch un-really likely

summer osprey
#

Hello. I am trying to make an Arma 3 cinematic movie and I have to use the console to make certain characters walk, but when I put in the movement commands in only two out of the four characters start walking. The other two either just freeze or walk on the spot. Does anyone know why? I am using GCam.

fast canopy
#

What did you do so far?

#

I am using GCam.
GCam never does anything with animations.

summer osprey
#

Just tried to make all of the characters move and nothing else.

fast canopy
#

What steps you took, to be exact, I mean

summer osprey
#

I put down the characters, changed their loadouts, faced them in the direction I wanted them to walk in, and then put in the command to walk with an animation in the console once for every character (changing the names of course). Two characters started walking like normal, the other two did nothing or just walked on the spot.

fast canopy
#

And what is "the command"?

desert raven
#

List everything in detail. Including mods in use. Nobody can read your mind so everything needs to be written down.

summer osprey
#

Command: `man1 swtichMove "Acts_welcome0nHUB05_PlayerWalk_3";
Mods: GCam, Chernobyl MAP FOR ARMA 3, S.T.A.L.K.E.R Equipment and CUP Terrains

fast canopy
#

I thought you're doing for at least 4 units?

summer osprey
#

I am. I put the command in four times, changing the name each time (man1, man2, man3, man4).

fast canopy
#

And same anim?

summer osprey
#

Yes. I also tried it with other ones but it still didn't work.

fast canopy
#

If you're attaching units to something, don't

summer osprey
#

What do you mean?

#

Each unit is made up of one character.

fast canopy
#

You did no attachTo?

summer osprey
#

Nope

fast canopy
#

Also, you're not using my Artwork Supporter right? Just in case

summer osprey
#

I am not sure what that is so I don't think I am.

fast canopy
#

So, place a unit without do modify anything, and do the same command and see if works

summer osprey
#

I can't right now but I will when I am free.

summer osprey
#

Ok so I tried it but now I am getting 'error missing ;' even though I have a ; at the end.

fast canopy
#

Most likely a typo

#

Again, "I did something but didn't work, help?" is useless. Write everything you've done, precisely

summer osprey
#

I wrote โ€˜a swtichMove "Acts_welcome0nHUB05_PlayerWalk_3"โ€™, โ€˜aโ€™ being the new character you told me to put in and try the command out with. I then reverted it back to โ€˜man1โ€™ and it still didnโ€™t work. It might just be a problem that is fixed by rebooting the game, so I will do that once I get home and see if it works.

cerulean pivot
#

I am. I put the command in four times, changing the name each time (man1, man2, man3, man4).
Ever heard of loops?

fast canopy
#

swtichMove -> switchMove

cerulean pivot
#

@summer osprey Disable the AI movement FSM

AI enableAIFeature ["MOVE", false]
#

that's why they don't "walk"

summer osprey
#

Well then. That is probably why it wasn't working. Let me try it now.

#

And I will do that now too Leopard. Thanks.

#

Alright, the normal non-edited troops walk fine. The others still have the same problem. Let me try moving them somewhere else and see if it fixes it.

desert raven
#

ok so you use mods then?

#

what mod are the units that dont work from?

summer osprey
#

They aren't units from another mod, just units with equipment from another mod. The mod their equipment is from is 'S.T.A.L.K.E.R Equipment'.

cerulean pivot
#

what was the problem again? They just tread walk?

summer osprey
#

Now none of them walk.

#

Yeah, two of them were tread walking @cerulean pivot.

cerulean pivot
#

Did you disable the movement?

summer osprey
#

I just wrote in what you said

cerulean pivot
#

exactly like that?

#

you didn't change AI?

summer osprey
#

Nope

cerulean pivot
#

you should write it as:

{
  _x enableAIFeature ["MOVE", false]
} forEach [man1, man2, man3, man4];
#

for your case

summer osprey
#

Alright, I will do that now

#

Still no luck. None of them walk now. Just go into shooting stance then go back to normal standing stance.

#

Wait

#

Now they are moving

cerulean pivot
#
{
  _x enableAIFeature ["MOVE", false];
  _x enableAIFeature ["ANIM", false];
} forEach [man1, man2, man3, man4];

Disable the anim too if you want

#

They won't do their own animations anymore

#

Just what you give them

summer osprey
#

Thanks. How do I make them walk on loop? They just stop after a while.

cerulean pivot
#

you can either use loops (while, waitUntil, onEachFrame) or event handlers (animDone)

{
  _x enableAIFeature ["MOVE", false];
  _x enableAIFeature ["ANIM", false];
  _x addEventHandler ["AnimDone", {
    params ["_unit", "_anim"];
    if (_anim == MY_ANIM) then {
      _unit switchMove _anim;
      _unit playMoveNow _anim;
    };
  }];
  _x switchMove MY_ANIM;
  _x playMoveNow MY_ANIM;
} forEach [man1, man2, man3, man4];

change MY_ANIM to whatever animation you're using

fast canopy
#

Wrong server.

summer osprey
#

Ok. Thanks for the help guys.

unique thicket
#

Anyone know the stance animation names? Like passenger_inside_4?

desert raven
#

no one knows them by heart.

#

you can use the in game animation viewer to check them out

unique thicket
#

I cant even find that one lol

cerulean pivot
#

@unique thicket vehicle anims are mostly under "misc" iirc

unique thicket
#

Awesome I will double check later. Trying to find a good standing anim

unreal thunder
#

Hello, I see some anims i want to use but while theyre being played they just kinda stay in the same place, anyway to get these anims to play while units are moving to a destination?

#

i should mention I am using polpox :p

fast canopy
#

Am I being used? :/

unreal thunder
#

xD

#

I mean your mod is

fast canopy
#

Nevertheless, you simply shouldn't. Artwork Supporter meant only for screenshots (although some functions could be used in other things) so you shouldn't

unreal thunder
#

ahhhhh

#

Ok, is there a way to still do this with PLP on?

#

just remove the script from the anim viewer?

fast canopy
#

*Animation Player, yes

unreal thunder
#

aight nice, ok so then how would I actually have them move from place to place, I see someone above me had a similar issue, should i just refer to the above?

fast canopy
#

Yes. Again, Artwork Supporter and Animation Player is only meant for screenshot working, it's fix your unit into one place. Maybe you can use it in some Machinima though never use in actual missions

unreal thunder
#

Yeah im just trying to do some machinima work at the moment

#

I know some anims move naturally but these particular ones dont, I just want them to move forward ish or if its easier to a set destination

fast canopy
#

It's possible to unfix it though, I believe do it in scripts manually is better to control your scene

unreal thunder
#

Ah ok

#

so then do i need to do anything special to make characters move in a scene or just put that whole switchmove stuff

fast canopy
#

Unless there's an alternative way, that's better

unreal thunder
#

cool, thank you :)

#

and just to clarify, they wont be moving in place?

fast canopy
#

Via switchMove?

unreal thunder
#

Well, ye, or do i have to use playmove?

fast canopy
#

Nah, switchMove will do

#

Note the difference between switchMove, playMove, playMoveNow. For more info better to check BIKI

unreal thunder
#

and if i wanted this anim to loop for an indefinite period?

fast canopy
#

AnimDone EH should do?

unreal thunder
#

do i just plop that in toward the end of the line or somethins?

fast canopy
#

AnimDone EH does, well self-explanatory, fires when one ends his animation. So you can count a variable up do something you want

unreal thunder
#

OOOOOOOOOOOOH

#

i see

#

im dumb lol

fallow marsh
#

there a good tutorial on doing weapon handanims using the blender armarig? i used to know, and totally forget on how

#

i can get static poses to work properly, but just not able to standard handanims

marsh shard
#

Hey guys, long term modeler, but still noob-ish to A3 character animating. I'm hoping for some guidance.

#

I have quite a few unique vehicles (air, ground, sea - all types) with unique seating positions, get in/out requirements, and other associated animation needs. For most of my vehicles' drivers and a few of the crews, I have created static driver poses which seem to do well with the steering/cyclic/aileron controls movement.

#

I've done this by starting with the T-pose animation skeleton in the samples, and just rotating limbs into position, but the process is kind of a pain. I have to hunt down the limb in the named selections (which is still a hunt on a 4K screen where the selections window is much larger). Then, I have to make sure the pivot point is set to the proper positions, which looking at some of my poses I must have missed. Then I make a small or large tweak, and repeat the process until it's lined up. I have learned to place geometry from the vehicle area in an Edit layer and then use the yellow show at background feature, but all this is really a very rough estimate.

desert raven
#

Id recommend doing them in better modeling program

#

like Blender

marsh shard
#

I use Max to make my vehicle models in the first place, so I'm considering using its Biped rig to pose the skeleton easier. Looking through previous conversations, there seems to be some distrust in the Max Biped

desert raven
#

There is a max Arma man rig somewhere too I believe

#

community made that is

marsh shard
#

and I have it

#

Oh

#

There is one in the sample tools

desert raven
#

ye not that

marsh shard
#

I assumed that was from BI

#

lol

desert raven
#

@naive hemlock might now

#

Bi provided the basic character yes but I dont think it has any niceties of a proper animating rig

marsh shard
#

ahhhh

desert raven
#

but even that would be better than doing it in OB

marsh shard
#

so what we're talking about is a new skeleton, fitted to the A3 skeleton, and not at all the Max Biped?

desert raven
#

and @white juniper could you possibly pin the message in the above link to LAxemanns tutorial

#

yes @marsh shard the max Biped probably is not compatible at all

marsh shard
#

Poop!

#

Still helpful for scaling, but I figured it would be problematic wwith A3. I think that's why I started using OB in the first place, but it was so long ago I forgot the full reasoning.

#

Mostly, It's just time consuming for such not precise results

desert raven
#

Ive done few animations in OB like that back in the day. Cant recommend it xD

marsh shard
#

So Blender, huh?

desert raven
#

Thank youuuu

#

for example this is rendered in blender from the animating rig I used

marsh shard
#

Slightly off topic, but what program would you recommend for making characters? Z-brush to Blender to OB, or something similar? This might seem like a modeling channel question, but I'm asking from an animation perspective.

desert raven
#

well I like doing mine in Blender

#

a lot of people like Z-brush

#

its all up to your preference and technique

marsh shard
#

For vehicles, I use Max with my KB/M. But I think if I get into doing more character I'd like to use my WACOM for a more organic approach. So I guess it would come down to which software is more tablet fluid?

desert raven
#

indeed

#

I have not sculpted with pen myself so dunno how easy/useful that is

marsh shard
#

Is z-brush A3 skeleton friendly?

desert raven
#

dunno. I dont think it has skeletal movment stuff when you work

marsh shard
#

So now I have multiple reasons to switch to Blender

fallow marsh
#

@desert raven i can do static poses, my question was more on weapon handanims

#

I will look at that pdf later though. Always down to learn more/better ways of doing things

naive hemlock
#

@marsh shard if you can afford zbrush for hobby work, then there is nothing better out there

#

despite the weird interface (it gets better if used together with a wacom), for M&K is cancer

vocal snow
desert raven
#

@fallow marsh Ah sorry. but basically its the same, just more frames. Sokolonko might have had some youtube videos about that I recall

naive hemlock
#

i have seen the BIF page, my assumption is that bone names you use and the ones in RTM are not nearly the same @vocal snow

#

i also couldn't figure out how you created that animation you are using

vocal snow
#

i export bhv from blender and import to oxygen. adjust size and export matrices.

#

with brownbear_animations.p3d i expored matrices

marsh shard
#

@naive hemlock Z-brush, huh? It is a hefty pricetag, but not as bad as Max was (and I'm still milking Max 2010 for all its worth). I think since I'm already paying for Substance Painter annually I can't afford Z-brush just yet. There's a video somewhere on the page to that link I posted above, which implies that sculpting is do-able in Blander, with pressure. I think for the price, A3 compatibility (in this case, skeletal rigs), and potential pressure functions for sculpting, Blender might be worth a try first.

desert raven
#

@vocal snow why dont you use the rtm export in the ArmaTools addon for Blender?

marsh shard
#

๐Ÿ˜… IF I try a new awesome tool I find I can't do without, then suddenly I have to rearrange my budget. That's how I ended up with my annual SP sub.

vocal snow
#

also tried that but when i export rtm in blender, model have wrong size

desert raven
#

then your skeleton likely is scaled

#

which it should not be

vocal snow
#

i scale it in oxygen. export matrices, load the rtm on the main model-->looks fine.

desert raven
#

well you do how you like to do it then

#

I dont know how to help that workflow though

marsh shard
#

His dilemma brings up something I've been wondering about, but have forgotten to inquire until now. Is it possible to implement a whole new skeletal system, if you went through the painstaking process of mimicking every existing animation for it?

desert raven
#

yes

marsh shard
#

ok, so what else would be required?

#

ah

#

not only females, but shorter females, taller dudes, and shorter dudes.

desert raven
#

I've written down some stuff what is involved there

marsh shard
#

Oh that's definitely worthy of a read. In my mod it would be almost a sin to not have females. It's definitely a sin not to try.

desert raven
#

well Id suggest concentrating your efforts on other stuff for now

#

my project when its done is meant to be a community platform so everyone does not need to do the same process again

marsh shard
#

When it's done it will only have one skeleton?

desert raven
#

Well yes?

#

as in second skeleton to what we have now

#

making more sizes would mean having to do the process again

#

which I cant really recommend

marsh shard
#

I will probably need skeletons for big guys over 6'4", so I or someone on my [futre] team will hit you up to see how we can do that for other sizes.

desert raven
#
  • each moveset does increase loadtimes and takes a bunch of disk space too
marsh shard
#

oh

#

dang

desert raven
#

well I do have this project too

#

but its slightly more specific

marsh shard
#

And that's meant for A3, etc?

desert raven
#

well its meant as a project to make detailed space marine. But in the same time it might also become a Arma character since Arma is โค๏ธ

naive hemlock
#

@marsh shard oh yeah if you'd be using zbrush just for hobby work, is definitely not worth it

marsh shard
#

Good stuff guys. Thank you very much @desert raven and @naive hemlock !!!

fallow marsh
#

@fallow marsh Ah sorry. but basically its the same, just more frames. Sokolonko might have had some youtube videos about that I recall
@desert raven
All good man. Its possible im just missing a step in my process.

fervent parrot
#

Haha, Space Marines...

BTW, is their a model CFG animation source for when a weapon in holstered? Checked on wiki and can't find one but double checking here.

desert raven
#

isSelected might have been related to that

fervent parrot
#

Yeah, that might work. Thanks. ๐Ÿ˜„

fallow marsh
#

jesus handanims are frustrating to do

zinc wadi
desert raven
#

๐Ÿ˜œ

chilly willow
#

guys,i want to custom some weapon loading animation, can someone tell me how to do that?

desert raven
#

Do you know how to do Animations in Blender or 3dsmax?

marsh shard
#

Hi again all. I have made a quick KIA pose for a driver in a sandrail buggy. I assumed I had to make it another frame from the main p3d that has the living driver pose, especially since it's a modified version of it. However, when killed in-game, the driver goes into a T-pose. I was wondering if I can paste the pertinent segment of my config here to get it looked at?

subtle falcon
#

@marsh shard I use Blender (modeling, sculpting, rigging...), Painter for texturing and OB to import/make sure everything works fine. Zbrush is not mandatory anymore nowadays.

marsh shard
#

Cool

desert raven
#

1 frame should be enough

#

T pose can be stored in the negative time frames (-0.5 I recall is the default)

marsh shard
#

I derped. I compiled the wrong subfolder.

desert raven
#

๐Ÿคช

oblique dagger
#

I saw AT-AT on Star Wars servers, the question arose, how is the walking technique made?

#

I don't know if I wrote there, but there are questions about animations and about everything else.

desert raven
#

Basically there are 2 ways, its either vehicle with clever model.cfg animation or it is a custom character.

marsh shard
#

So, a helicopter pilot has a heart attack while flying a rather large and temperamental bird full of passengers.
One of the crew asks if anyone has helicopter flight training, but no one does. Then he asks if anyone has any Arma 3 modding experience and play time.
I raised my hand and said, "I have been modding and playing Arma 3 since 2012."
The crewman ushered me to the cockpit, saying, "Well get up here, and get us to safety!"
Not a true story, but it does give me a certain level of confidence as I begin to switch from 3DS MAX to Blender for animating a skeleton. However...

#

... I do need some starting guidelines, I think. Are there any rigs that are up to date, or do I need to build my own in Blender? I've noticed there's a Rig by Macser, and a toolkit by Alwarren... are these the top choices?

naive hemlock
#

yes

marsh shard
#

Thanks!

desert raven
#

Those should get you going quite far. For more complex animatios I've made my own rig setup just so I K ow how each part works.

marsh shard
#

haha were you trying to make an IK pun?

desert raven
#

xD accidental

fallow marsh
#

there someone who i can bug about custom handanims?

desert raven
#

you can write the problem here and search the channel history for similar problems

fallow marsh
#

ive gone looking, and ive found all the previous comments about handanims. i follow the tutorials and im still having issues. and i have no clue what im doing wrong

regal dawn
#

Hello everyone.

Beginner question about the keyframe animation modules in 3den.

Is it possible to animate static objects (like ships)?

Because it seems they only partially work; a synchronized destroyer object appears somewhere along curve, but does not move. To be clear, animation works fine when unit objects (drones, tanks boats etc) are synchronized with curve.

cerulean pivot
#

Static ships are multi part objects. So I don't think they'll work

regal dawn
#

I was afraid of that. Any way to apply a simple movement to the (sub) objects? All I'm going for is a destroyer that moves from West to East far on the horizon.

cerulean pivot
#

You'd probably have to script it.

#

Something like:

#
_parts = getArray (configFile >> "CfgVehicles" >> "Land_Destroyer_01_base_F" >> "multiStructureParts") apply {_x#0};
TAG_shipParts = nearestObjects [_pos, ["StaticShip"] + _parts, 1000];
onEachFrame {
  _moveDir = [1,0,0]; //direction of movement; this case is for west to east
  _moveVec = _moveDir vectorMultiply 5*diag_deltaTime; // 5 m/s speed
  {
    _x setPosWorld (getPosWorld _x vectorAdd _moveVec);
  } forEach TAG_shipParts;
}
desert raven
#

attach them all to a boat

#

give boat waypoints

#

success

regal dawn
#

@cerulean pivot That is extremely helpful. You are ahead of me in finding the objects and the method of animation. Will try this and paste a working result when I'm done.

cerulean pivot
#

remember to define _pos too

regal dawn
#

@desert raven I've seen this used in a mission by JBOY to animate a trawler. A side effect was that the bobbing of the smaller boat would get magnified by the large trawler object, resulting in some unusual animation. But perhaps worth a try.

cerulean pivot
#

That's not a good method for large objects

#

They will wobble too much

regal dawn
#
_parts = getArray (configFile >> "CfgVehicles" >> "Land_Destroyer_01_base_F" >> "multiStructureParts") apply {_x#0};
TAG_shipParts = nearestObjects [_pos, ["StaticShip"] + _parts, 1000];
onEachFrame {
  _moveDir = [1,0,0]; //direction of movement; this case is for west to east
  _moveVec = _moveDir vectorMultiply 5*diag_deltaTime; // 5 m/s speed
  {
    _x setPosWorld (getPosWorld _x vectorAdd _moveVec);
  } forEach TAG_shipParts;
}

@cerulean pivot Well, this script absolutely works. All it takes is setting _pos and then nul = execVM "thesqffile.sqf"; in some init or trigger. (This for future users looking at how to animate static objects). Thank you.

cerulean pivot
#

No need to execVM it though. It's unscheduled.
Anyway, no problem

zinc wadi
#

I've seen this used in a mission by JBOY to animate a trawler. A side effect was that the bobbing of the smaller boat would get magnified by the large trawler object, resulting in some unusual animation. But perhaps worth a try.
@regal dawn Are you limited to mission only? (so no addon)

honest panther
#

Hey guys, I'm trying to get a character to take a phone call. I have the animation, but getting the character to hold a phone during said animation is my problem. Any guidance?

cerulean pivot
#

@honest panther Use a loop. Place the cellphone in the unit's hand using setPosXXX

onEachFrame {
cellphone setPosWorld (unit modelToWorldWorld (unit selectionPosition "rightHand"))
}
#

Don't use onEachFrame tho. It's only for testing. Use a stackable event handler instead
Also, you might have to adjust the cellphone direction

#

Another method is to create a cellphone-like "weapon" (pistol maybe?)

honest panther
#

Yeah I wondered about that. It's a radio animation (I'm away from my desk so don't know the exact classname for it off the top of my head.)

worldly osprey
#

Hola everyone,
I've been digging on- and off for over three days on this topic now and am still not really wiser.

In Blender: Is there any way to re-pose a set of bones/controls and have the applied offset carry over to all other frames?
The closest I got to doing that is the graph editor, but since every bone/control uses its parent as a reference (?), the bones will be all over the place, no way to move them together.

The reason why I'm asking:
Most of you know that, to prevent glitching, you have to have two animations per reload - one for standing, one for prone.
So far I've been "re-doing" the prone version and tried to match the timing of actions to the standing version.
However, it would be a a lot more convenient to be able to "just" offset the hands+weapon of the standing animation to ground level, then slightly tweak it.

Thanks! โค๏ธ

desert raven
#

If you use Macsers armarig then I did not find a good way to do it with it. A custom rig might be able to do such with different parenting/constraint layout.

worldly osprey
#

Mhh I see :/ Thanks for the swift reply, @desert raven !

desert raven
#

I mean it might be possible. I just personally rig a bit differently so I have sometimes trouble with the Macser rig when I try to do something different.

regal dawn
#

@zinc wadi Yes, I would like to be. Although the mission uses an addon (ACE), several players have very poor internet connections. So it's not realistic to make them download large mods.

zinc wadi
#

The question was more meant as: Have you thought about making that as a proper config in an addon.

oblique dagger
#

Hello, I saw on weapons, animation of movement of any element (not animation of hands), is there any guide?

subtle falcon
austere temple
#

How the hell can i export animations from .rtm files? I'm trying to re-do and re-polish the suicide mod if that matters

rich cloud
#

Depends, iirc there is a .rtm export function in the arma toolkit for blender

austere temple
#

You're right, there's something called "rtm_import.py" here

#

Traceback (most recent call last):
File "D:\blender-2.90.1-windows64\extensions\ArmaRig_V6_2.blend\rtm_import.py", line 191, in execute
ValueError: not enough values to unpack (expected 3, got 2)

location: <unknown location>:-1

rich cloud
#

Its missing an argument

#

Be sure to enter all values or smth

limber hare
#

Hi, this is probably a dumb question, but for custom weapons is it possible to change the animation when it is holstered? Ex: I made a riot shield but the holstered animation is terrible

deft fern
#

you can use model.cfg & isSelected animation source

#

on vanilla content only rpg42 is using that trick

limber hare
#

Awesome, ty!

desert raven
#

@austere temple if you did not make them its not up to you to take them. Make new ones.

fervent parrot
#

General question out of curiosity. I see some weapons have textures that change when firing. I was wondering, is this a script or an animation done in the model config?

drowsy nymph
#

What weapons?

#

Most likely a model.cfg anim, you can't dynamically retexture weapons so if it's script-based the whole weapon would need to be swapped

desert raven
#

there is also UVanimations

austere temple
#

@desert raven I want to consolidate several smaller addons into a personal modpack. I am not "taking" jack shit.

desert raven
#

No that's not allowed.

fervent parrot
#

Examples would be weapons with ammo counters or weapons that have areas that change colours when fired (I've seen a few in different mods).

desert raven
#

could be uvAnimations or could be just hide animated mesh switching

#

scritpts cant access the held weapon

deft fern
#

most likely model.cfg - I'm not sure if UV Animations even work on weapons

rich cloud
#

I want to consolidate several smaller addons into a personal modpack. I am not "taking" jack shit.
@austere temple Youre saying you want to recompile mods into one .pbo?

desert raven
#

that he says and that is not allowed.

rich cloud
#

It isnt yeah

#

Just use a modpack loll

desert raven
#

you mean *Steam collection

earnest otter
#

well i guess i have to ask this here now does anyone have a reference how to fully implement a Prone Reload Animation for a Weapon ?

worldly osprey
#

It's pretty "simple":

        class NoActions: ManActions {
            GestureReload_smg[] = {"GestureReload_smg","Gesture"};
        };
        class RifleBaseLowStandActions: NoActions {};
        class RifleBaseStandActions: RifleBaseLowStandActions {};
        class RifleProneActions: RifleBaseStandActions {
            GestureReload_smg[] = {"GestureReloadProne_smg","Gesture"};
        };
    };```
Defining the regular version in *NoActions* will cause it to be used in every case when no other action matches the character's state.
Defining the same animation as a child of *RifleProneActions* will cause it to be taken whenever the character is lying prone.
earnest otter
#

@worldly osprey are you able to review my code imo iam preatty close to actually getting it working in prone it doesnt play any anims yet and the normal reload anim is the prone anim. https://pastebin.com/38QviJb4

#

It's pretty "simple":

        class NoActions: ManActions {
            GestureReload_smg[] = {"GestureReload_smg","Gesture"};
        };
        class RifleBaseLowStandActions: NoActions {};
        class RifleBaseStandActions: RifleBaseLowStandActions {};
        class RifleProneActions: RifleBaseStandActions {
            GestureReload_smg[] = {"GestureReloadProne_smg","Gesture"};
        };
    };```
Defining the regular version in *NoActions* will cause it to be used in every case when no other action matches the character's state.
Defining the same animation as a child of *RifleProneActions* will cause it to be taken whenever the character is lying prone.

@worldly osprey imo i wouldnt call it simple ive been trying to get this workin for like a good week now.^^ but I really appreciate the help.

worldly osprey
#

Hmmmm looks good overall but there might be inheritance issues.
If I'm not mistaken, you're inheriting the RifleProneActions in a wrong manner - take a look at my example config. :)

Another thing worth trying:
In CfgGesturesMale, define Default and let your reload anim inherit from it (again, take a look at the example config)

#

If this didn't help as well, try starting ArmA without mods, load into a scenario, then restart ArmA with your mod.
From what I understand, ArmA has some kind of animation cache which can cause trouble when adding new animations under specific circumstances.

earnest otter
#

ok i really apprechiate this will probably help allot ^^ thx mate. sadly there is still no real documentation about this ๐Ÿ˜ฆ xD

#

@worldly osprey well ok the only problem I got now its not playing a animation in prone it just instantaniusly reloads the weapon.

#

oh my i actually got it working 0,o @worldly osprey you are awsome thx sooo much you ended my suffering xD

worldly osprey
#

Glad that's the case, mate! Enjoy your prone reloads ๐Ÿ˜„

earnest otter
#

Glad that's the case, mate! Enjoy your prone reloads ๐Ÿ˜„
@worldly osprey actually iam going to release this as Open Source the whole thing since something like that doesnt really exist for Weapons rn.

cerulean pivot
#

It's better to use animations for prone reloads and not gestures (otherwise the unit will be able to crawl and reload)

earnest otter
#

well i can easaly change that by no saying its a Gesture right ?

strong shoal
#

Hey guys sorry for bringing in a different game, but i wondered since its still bohemia and the tools are nearly identical...
Is there currently any way to have custom animations in DayZ?
I did some very light googling and couldnt come up with anything, so i thought i might aswell ask the pros over here! ๐Ÿ‘

desert raven
#

Have not heard that those would have become available yet. So probably not

#

DZ modding suite is pretty haxy still

white juniper
#

Animations is one of the biggest differences between Arma and DayZ...
It has a whole new animation system.
So.. asking here won't be of much use

strong shoal
#

Yeah i thought so, but you never know.
Someone could know something ๐Ÿคทโ€โ™‚๏ธ

clever beacon
#

any idea if its possible to use iclone 7 for making A3 animations?

desert raven
#

not in any easy way Id suppose

#

you would have to find a way to transfer the animations into Arma compatible format

clever beacon
#

ok. thx

fiery fractal
#

Hey guys, wanted to ask if anymore got experience making Sidearm handanims with use of the Armarig for Blender, i got experience making it for primary weapon, but sidearm doesn't have its own "bone" in the rig so i was wondering if anyone knows how handanims work for sidearm (please tag me if you respond)

drowsy nymph
#

Handgun is stuck to the right hand and the right hand is always in the same position relative to the body. You can only adjust the way the handgun is gripped in that position

fiery fractal
#

So right hand can't be moved elsewhere, so i for example can't even have hand aim of the guy holding the sidearm more to the center of body or something

fast canopy
#

No, right hand itself can be moved as you wish. You probably meant like CAR system animation, it's possible. However, the pistol itself is stuck to right hand as mentioned, so the thing impossible is move pistol to left hand or elsewhere

fiery fractal
#

Ok thanks

subtle falcon
#

@clever beacon can you import custom skeletons in iclone?

frank scaffold
#

I was wondering, has anyone ever tried to make animations for reloading static weapons in arma? is it even possible?

ruby hill
#

Yes it's possible. Very complex though.

frank scaffold
#

is there engine functionality for it or would it have to be like an event handler that plays an animation when the reload starts?

ruby hill
#

There's two approaches. One via scripts triggered by eventhandlers, but it may not be reliable due to the reload(ed) eventhandlers not working as expected with vehicles. The other is via IK and the reload anim sources.

#

Basically one has to do "non-linear" animations as I call them using the linear animation system that model.cfg offers.

frank scaffold
#

the IK method seems like it would be really hard to get any results that look any good

#

I guess you could animate your character, then link some invisible objects to each limb and then somehow export the movement of those objects into model.cfg

#

isn't there a max script that can export animations from 3ds max into model.cfg?

#

I bet that would have to be an extremely long model.cfg though

ruby hill
#

That would be exactly the way to go. I've written such an exporter for my blender rig and all reload anims in GM are done this way.

#

So the magazine actually follows along with the hand, and other operations are no longer linear. Especially helpful for rocket launcher reloads.

frank scaffold
#

how long do the model.cfg files become with that?

#

if every bit of movement has to be a whole separate block

ruby hill
#

the Carl Gustav reload model.cfg insert is about 50kb.

frank scaffold
#

how many animation blocks is there?

ruby hill
#

173

frank scaffold
#

wow

ruby hill
#

For the MG3 it's a bit more. ๐Ÿ˜›

#

5207 classes in about 1.7mb

frank scaffold
#

the stuff you guys do in GM is really way beyond what a lot of people bother doing

#

that gif I saw of the static MG3 of the gunner actually sort of animating correctly and not just sliding was really cool

ruby hill
#

That's really good!

drowsy nymph
#

Yeah, that's nice!

frank scaffold
#

I remember the RHS helicopter door gunners also has some cool animations going on too like that

drowsy nymph
#

Yeah, reyhard does them for our helis and various turrets. He recently added something similar but a little more conservative, to the BI Ghosthawks that will probably be in the next A3 patch

frank scaffold
#

oh nice

#

don't vanilla helicopters still have just the basic sitting animations for the door gunners? where their hands aren't even on the guns?

#

the inertia on static weapon sights RHS added recently is also really cool, that would be cool to see on more things

#

I wonder how that was done

drowsy nymph
#

Yeah, I think it's in the patch notes as something like "door gunners no longer have telekinesis" because they didn't even have hands on before

#

IIRC the inertia stuff is based on using the gunner control-stick animations like you see in DLC tank interiors and the MRAPs with remote weapon stations

frank scaffold
#

are those slightly delayed behind the gun movement or something?

drowsy nymph
#

AFAIK they are animated while the turret is moving then reset to centre when turret movement stops

frank scaffold
#

ooh yeah I can see how that would work then

drowsy nymph
#

So maybe it's adding a little extra rotation or translation to either the weapon or the optic view mem points to offset the view through the sights while the turret is in motion. Would have to ask the man himself for more info - but do ask rather than just copy-pasting stuff from a ripped out model.cfg or something

frank scaffold
#

would reyhard be the person to ask about that too?

drowsy nymph
#

Yep

frank scaffold
#

@deft fern would you mind sharing a bit of info on how the static weapon inertia was done?

deft fern
#

it's fairly simple

#
            class MainTurret_gunnerview: MainTurret
            {
                selection="gunnerview_turret";
            };
            class MainGun_gunnerview: MainGun
            {
                selection="gunnerview";
            };
            #define INERTIA_POWER_X 1.5
            #define INERTIA_POWER_Y 1.5
            class MainGun_Inertia: MainGun
            {
                source        = "MainGun_inertia";
                minValue    = -1;
                maxValue    = 1;
                angle0        = rad -INERTIA_POWER_X;
                angle1        = rad INERTIA_POWER_X;
            };
            class MainTurret_Inertia: MainTurret
            {
                source        = "MainTurret_inertia";
                minValue    = -1;
                maxValue    = 1;
                angle0        = rad -INERTIA_POWER_Y;
                angle1        = rad INERTIA_POWER_Y;
            };```
#

gunnerview need to be disconnected from everything and animated separately

#
                animationSourceStickX    = MainTurret_Inertia;
                animationSourceStickY    = MainGun_Inertia;```CfgVehicles
 part
frank scaffold
#

so basically, you have the turret and gun animated by both the actual turret and gun movement, and also the stick animation sources on top?

#

and there's nothing fancy with the actual model other than the gunnerview being animated separately?

desert raven
#

uuh the stick source is news to me! โค๏ธ

frank scaffold
#

in that example, I assume gunnerview is the one the vehicle actually uses? is gunnerview_turret just what gunnerview is linked to then?

drowsy nymph
#

Yes, it's just a parent bone that's not in the model

#

OtocHlaven/Otocvez relationship would be the eqivalent in the turret model

deft fern
#

ah, yeah, 2nd bone for horizontal rotation is need otherwise matrix transformations would be screwed

#

only model change that is need is removal of gunnerview selection from otocHlaven bone

#

or whatever you are using for gun movement

zenith token
#

on distantly related note, does anybody have an idea if i can trick the system to have the gunner looking in a different direction than the gun?
I have an artillery piece, and the gunner is supposed to sit on the right side of it, watching the side of the gun where the control panel is. He should be able to elevate/rotate with mouse while watching the (sideways) controls when not using optics. like this http://abload.de/img/20160527213552_12jboa.jpg When using optics he should look along the barrel direction.

desert raven
#

uuuuh preetty basilisk!!
aand supposedly setting the proxy like that and animating the gunner view to point that direction could work?

deft fern
#

@zenith token usePip = 2 or 1 ?

zenith token
#

does gunner view animation work? The problem is that i would have to switch between 2 coordinate systems - the "look at panel" case would need to be parented to the gun traverse, and the "look in direction of gun" would need to be parented to the barrel

#

hm pip sounds like it could work - but the initial free-look view direction is still in relation to gun barrel, is it not?

deft fern
#

with one of the isPip it's not

zenith token
#

hah, it works just like that... ๐Ÿ˜„ thanks

dawn forge
#

Anyone know why a basic vehicle cargo animation would immediately go to its deadAction when in the position? Using latest pboproject and have a model.cfg with a skeleton..

desert raven
#

maybe missing rtm/typo

dawn forge
#

@desert raven that is what I thought too - but its all there.. Even default arma driver animations are wayy messed up

#

proxies and animations for driver are all vanilla a3 - vehicle is just an a2 port

desert raven
#

perhaps youve messed the config inheritance and broke the whole anim config

#

if vanilla anims are also affected

dawn forge
#

yea - I just did a full build again. I think the class CfgMovesMaleSdr: CfgMovesBasic had an invisible character in it since I tried copying from a biforum post incase I had a typo

desert raven
#

๐Ÿ‘

#

that could cause the symptoms you had

dawn forge
#

that just fixed the vanilla ones and some custom ones

#

still battling the others but

#

Will keep messing with it - thanks

dawn forge
#

I redid and retyped everything by hand - visually no difference but I guess there were some characters messed up like the class portion? Guess thats side effects of old old files thanks for the tips!

desert raven
#

๐Ÿ‘

frank scaffold
#

I'm trying to make a barrel recoil animation work from the "revolving" source, I've set it up like this but it doesn't appear to do anything ```class gun_recoil_last
{
type="translation";
source="revolving_source";
selection="bofors_barrel";
axis="recoil_axis";
animPeriod=1;
minValue=0;
maxValue=0.24;
offset0=0;
offset1=1;
memory=1;
};

#

the weapon has a 4 bullet magazine so it should theoretically go from 0.25 to 0 when I fire the last shot

deft fern
#

on vehicle?

frank scaffold
#

yes

deft fern
#

how is your AnimationSource source looking like?

frank scaffold
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it's just set to source="revolving"; and weapon set to the weapon the vehicle uses

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the source itself works, I use it to hide bullets and that's all fine

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only thing that's weird with those is that they all get unhidden as soon as the gun starts reloading the magazine

deft fern
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there is property for that ,one sec

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or nope ๐Ÿ˜ฆ

frank scaffold
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doesn't magazineReloadSwitchPhase control when the revolving source should reset to 1?

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that's what the wiki seems to suggest but changing that didn't make any difference