#arma3_animation
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if I set the weapon to autoReload 0 then the revolving works correctly
but it still doesn't smoothly go from 0.25 to 0, it just instantly jumps to 0
I guess revolving is just not going to work for recoil animation then
are there any other methods of having a recoil animation on the last shot? I can see that even vanilla static weapons don't have that working
combine revolving + reloadMagazine?
so like, last round of revolving sets the barrel to fully recoiled and then reloadMagazine animates it back?
that would work if having autoReload enabled wouldn't set revolving instantly to 1 when the last shot is fired
do last revolving in reloadMagazine
so i.e. 15% of your reloadMagazine is actually recoil anim
oh yeah that might work
when last magazine is out revolving would be used
my animationSource for it seems correct, I don't understand why it just always returns 0 ```class reloadmagazine_source
{
weapon="weapon_bofors_40mm";
source="reloadmagazine";
};
animations that I make use it don't seem to work and if I use animationSourcePhase to try to watch its value it is always 0
how can I also animate a piece of the geometry when animating a model?
make it part of the same animated selection
then that particular geometry part has both a component selection and the animated selection
wait so 2 parts from different lods in the same named selection?
or do I just give it the same name to both?
Geometry wont have collision if it moves outside the model's initial bounding box though
I don't need it for my model but could I increase the bounding box with dummy verts?
Yeah just put some verts in the mem LOD of geometry LOD or something
I think with the vehicles we have in RHS with e.g. rhino arms, there's a vert a couple of meters in front of the vehicle in the fireGeo LOD
random Q : does someone have a non binarized rifle RTM/blender for the armarig? importing a sample RTM causes the rig to break
still can't figure out why my reloadMagazine animation source doesn't work, I thought it might be something with the weapon somehow not trigger the reloadMagazine animation itself, but I tried making my turret use a weapon that I know for sure has it and the vehicle reloadMagazine source still always remains at 0
wait what the hell, if I don't have any model.cfg animations that use that source, then it is always 0, but if I have an animation using it, then it properly returns the right value, not just 0
On which Man skeleton bone are backpacks attached?
on few at least ๐
Ah so no "main" bone that I can use for attachTo
maybe one of the spines?!
https://twitter.com/dedmenmiller/status/1333419722432516100
I'm using the "proxy:\a3\characters_f\proxies\launcher.001" now
give yourself a launcher and take it out! ๐

stop teasing us just update dev branch
so wut attachTo that follows animations?
selections
My mechs thank you.
why is the plane as small?
No, the guy is big
How the syntax would be?
plane attachTo [player, [4,1,0], "proxy:\a3\characters_f\proxies\launcher.001", true];
plane setVectorDirAndUp ([[[1,0,0], [0,0,1]], -90, 180, 10] call BIS_fnc_transformVectorDirAndUp);
plane setObjectScale [0.05,0.05,0.05];
Ohhh, sweeto
setObjectScale ๐ฎ
Only works on attached objects for now. I'll see if I can do simpleObject too. but nothing besides these two
I'll just attach it into a logic ๐
but muh performance
because of scaling or following the selection dir?
because of attaching at all instead of just placing down the object
minmal yeah, but still
the function is semi new tho since its introduced in 1.98 ๐ This is like early christmas!
Dedmen is ๐
Santamen
does anyone perhaps have the A3 default rifle poses imported into 3ds max somehow?
I've been trying to do it in roundabout ways but I'm not having much luck
What are you trying to do?
have the rifle poses in 3ds max so I can use them as starting points for reload animations
I managed to sorta approximate it
you are doing it wrong then ๐
there is kiory full setup with IK rig
I'm not actually going to be animating in 3ds max, I just want to have it in max so I can export it into another program
Oh cool to see that this idea got fleshed out and turned into a useable tool. My version of it never reached public-consumption readyness. ๐
If I remember correctly, someone also made blender version too
Probably Alwarren? Sounds like his project alley
I think it was 4d4a5852 actually
Indeed! Same timeframe of Summer 2019. Neat!
Probably needs an update for 2.9 blender though.
Will be curious how that anim2cfg ends up. Im gonna have to play around with it
it produces a series of keyframes for each bone you animate, pretty nifty tool for more complex sequences
setObjectScale? ๐ฎ I need it! I am fiddling around with the bullet casings mod and this would come in handy!
No casings for 20, 30 40mm... atm
All have the .556 cartridge in their configs
for that kind of thing a proper casing model is the way to go
for particles you could also define the scale in the effects own config
That would be best ofc. But as I suck big times at modelling...
I don't think setObjectScale would help you with that. Casings are most certainly not unsimulated simple objects
theyre particles?
oh ๐ซ
would anyone know why my reload animation has the character fingers get all deformed? the fingers looks totally fine in both 3ds max and even object builder, it only happens in-game, here's roughly the same moment in-game and in OB https://prnt.sc/vts4am
the fingers and most of the animated parts also kinda pulsate weirdly
maybe some bone name is incorrect and thus does not animate in game
if there were incorrect bone names it wouldn't animate in OB either
I'm importing that animation onto the BI A3 sample character
then maybe animationcfg blendgroup issue
you mean like in CfgGesturesMale?
yeh
what properties might cause that? I'm using the config from other animations that work fine
then it likely should work
how other frames are looking?
the fingers are pretty deformed through most of the animation
it almost feels like the animation on the fingers is like, getting applied twice or something
on some fingers I noticed that when they bend they bend way more than they should
Animation blend group might still be the culprit
if it tries to blend 50 50 with the underlying animation with the fingers that probably ends up culring them in wrong way
which property might control that?
well the animation class has some blendgroup assigned to it and there are number of ready groups defined in the blendgroup config part of the moves configs
might be a long shot idea though
If other frames are deformed then it's most likely export issue
but then why would it appear fine when imported in OB?
Do they?
Hey, I need some help getting started in making weapon animations.
Where do you get that model from that you can manipulate to get the animations?
depends what program you use. You can make one yourself but that woudl need to mathc hte shape of the Arma man skeleton.
For Blender there is Macsers Armarig that works very well and I believe there is a 3DsMax animation rig released somewhere too
Thank you
Hello again, When I select the hand it automatically selects the entire bone structure.
And also when I move a bone it just leaves the body behind...Please help.
I am using the Macsers Armarig.
there are plenty of "how to use Blender" tutorials on youtube and internet
start from basics
I looked this already up but everyojne is neither using an old version of blender or doesn't adress anything
Found it out, If anyone is interested...You have to go into pose mode
A quick tip for "stand to prone" reload animations:
When using Macser's blender rig, before doing your animation, re-parent the IK_leftArm and IK_rightArm controls from pelvis to @Control_Master.
This will offset the arms location (not rotation, luckily), but re-posing this just takes a second.
Now you can move the pelvis/rootbone without rotating the arms along, which is essential.
The rest is straight-forward:
- Make your reload, then save to another file
- Open up your prone-position rig and copy the pose of everything but the arms + weapon bones/controls
- Paste the pose on the first frame of your reload. The hands+weapon will be way above the character's head, so just move the character until it looks right again
- Copy this finished "base" pose to your last frame as well. The reload should already look decent!
- Now "all" you have to do is some prone-specific tweaking and re-animate the body movement. Should save a lot of time.
Hope one or two may find this helpful. ๐
Quick re-parenting guide I did over a year ago:
https://www.youtube.com/watch?v=hDJFy9l2a9A
Nice!
An alternative method of switching the "parent". https://vimeo.com/489401315
You can have multiple constraints on one bone too. As I mentioned attributes can be keyframed. So you could key the "hand-off" from one bone to another mid animation.
does anyone know of a mod that has a marching animation?
qq, Does anyone know if the timeline (made with keyframe in 3den editor) can be played/paused/stopped via the BIS methods in MP?
I tried using server only trigger with the method and then with remoteExec, in both cases only the hosting player saw the animation
what commands have you tried to use?
I tried using BIS_fnc_timeline_play, with a trigger, also tried something with BIS_fnc_timeline_isPaused and BIS_fnc_timeline_setPause
where do you have the timeline saved to?
I made a keyframe animation with the editor, so it would be in the mission?
do we have any documentation on that?
does anyone know of a mod that has a marching animation?
@final karma no dont think anyone has made any. There are very little in the way of animation mods
Thank's @desert raven
hi, i would like to make an animation for rest position and firm position with and without the rifle anyone could tell me how to make it?
???
would someone here be able to help me with reyhard's 3ds max model.cfg animation exporter? I'm trying to use it to animate a magazine during a reload, but when I export the magazine animation, it seems like the rotation axis is wrong
in my animation most of the animation involves the magazine moving and rotating forward and back, but when exported it seems like most of it ends up being left and right
probably only reyhard
@deft fern may I trouble you for some help with your script?
not sure which one of you genious' can do it but I think a military march animation loop would serve A3 community nicely.
I could see use for video making but not really on actual gameplay
imagine a soldier that holds rifle on shoulder, like some of the ace animations that are static, but only a 15-20 step path with a 180 deg turnaround. set that to a loop and we have a nice guard patrol similar to old ass videro games
it gets complicated if you want him to also work back into normal movement state without being totally janky
and also react to things happening around him
or move on non flat ground
hmm yeah they arre gonna TP back to where the anim started upon exiting the animation due to combat?
yes
it might be possible to make them actually physically move during the animation but its somewhat more complex to set up
@frank scaffold well, sure - I'm away from my personal pc though so I'm without 3ds max for next 2 weeks
any ideas what might cause the transforms to get exported in the wrong directions?
Some pics maybe? You could also share somewhere output of script
this is the output https://pastebin.com/f39GJP6E
basically my animation has the magazine rotating and moving mostly forward and back, but when exported there seems to be no forward and back transforms and instead it's all moving to the sides
I will try to take some screenshots that show it later
could it be related to object rotation in 3ds max? I'm using toadie's rig and I noticed that if I import the weapon I exported from OB, it is rotated 90 degrees from where it would be in the animation
And how did you rotated the weapon?
what do you mean? I just rotated it
well, I rotated the model that I merged from the model max scene, I didn't actually use the one imported from OB
@deft fern looks like it somehow related to the rotation, I exported just the model with the animation, imported it back in, rotated it 90 degrees so it matches with how any OB exported model comes into 3ds max and then was able to export the animation correctly
Hello! Unsure if this is the right place to ask, but recently i've been having problems with keyframing animations in Eden. The animations look smooth in the viewer and if I don't keyframe the character, but once I start keyframing the character so that it moves with the animation it looks extremely choppy and laggy, any solutions?
the only other thread I've found about this was from november last year, and with no solution.
oh shit, gotcha. What solution do you think could work for moving the character then aside from the keyframes?
waypoints, cutscene animations, combination of differernt playmove commands
alright, thanks!
Disclaimer: Not an advertisement, I just genuinely think this can make lifes a lot easier. :D
Animation Layers for Blender
https://blendermarket.com/products/animation-layers
The addon allows you to work with multiple animation layers, then bake them to one animation in the end.
Example: You have a walking animation. Now you want the character to rotate his upper body slightly. Originally, this would mean that you'd have to change every single keyframe for the upper body and keep it consistent as good as you can.
With animation layers, you just create a new layer and, in the new layer, bend the upper body forward. It will interpolate with the whole animation.
Example 2: You have a standing animation. You just do the base poses and transitions, subtle stuff like breathing or slight body movement can be done in a different layer without messing with the actual animation.
Example 3: You did a reload and the weapon movement just doesn't feel right. Instead of re-keyframing it and breaking tricky things like hand positioning, you can add another layer and do the correction there.
I need to start getting into animations 
Oh my gawd yes
how does the zeroing animation source work? is the value of it the index of which discreteDistance item is selected? so if there's 4 distances there, the value would be 0, 1, 2 and then 3?
or 1, 2, 3, 4?
or is it 0 - 1?
It scales according to whatever the maxValue is IIRC, so consider it 0-1 where 0 is the 0th index in the array and 1 is the Nth index in the array
so if I have a discreteDistance[] = {100,150,200,250}; the values in the animation source would be 0, 0.333, 0.666, 1?
I believe so, yes
My turn to ask another question:
In the A3 Toolbox for Blender, there is an option "RTM Motion Vector".
What exactly can you use it for?
Movement. It translates to step values inside the rtm.
@tired depot my knowledge about anything Blender/A3 related is it to manipulate a (your, thanks for that!) rig and export the result.
Any chance you could go into a bit more detail? I'm not able to make anything out of that information, haha.
No problem. Step values control the movement of your character in game. Without them you'd be locked into the position at which you spawn. The Y vector in blender translates into forward motion in the rtm. X lateral movement and Z vertical.
Thanks for taking the time!
I think I get it. By default, the character would snap back to the starting position. When implementing a motion vector, the character actually gets moved during the animation, right?
Yeah. The exported file should contain no actual motion. In other words, use the motion vectors to get it moving. Don't build it into the anim itself.
I'm no expert either by the way. Lots of reading and even more trial and error.
Oh, alrighty, so the motion would really just be a linear movement, I guess. And yeah, ArmA and Trial and Error go hand in hand ๐
Yeah. Although it shouldn't stop you getting something decent out of it. It is possible to animate the character in blender, with motion. If for example you wanted to remove foot skate. As long as you remember to "zero" that out for export.
And if you're doing a lot of anims, use the dope sheet/action editor to create a library. I've seen some folks saving a blend file per animation. It's not necessary.
Thanks a lot for the input, mate!
Happy to help. ๐
Thanks for sharing this Blender addon, that's awesome!
Thank you. If I had the programming skills, I could make more improvements. But I'm glad it's been useful to people, even in it's current form. Here's a temporary link to a more recent version. Just a little house-cleaning done. http://www.filedropper.com/armarigv63_2
Just tested Animation Layers. It's a must have!
https://community.bistudio.com/wiki/moveOut
supposedly crew animations are not shown for this
However, they do show - but only for some animations. That means there has to be a config difference somewhere
I compared two getOutAction - "GetOutHigh" and "Pilot_Plane_Fighter_01_exit"
The later doesnt show the animation with moveOut command, the former does.
these are the cfgMoves classes
https://pastebin.com/Hsp54zmg
What is responsible for this? minPlayTime?
Could be difference with precise animation type
which parameter is that?
if you mean class PreciseCrew (which the plane_fighter_bla inherits) it just has head = "headNo"; as "remarkable" property
No the one that toggles precise animation play. Can't remember off the top of my head what it was. It's per vehicle cfgVehicles class thing
possibly and sounds like a bug
well i hope its not fixed then... because the default behaviour of getOut being forced to walk to some arbitrary point 10m away before reacting is messing up everything
why not just play whatever animation you want instead?
most of the time a playMove alone will make the AI disembark
or just use an animStateChanged event handler and play your animation as soon as the AI gets out.
"most of the time" <- red flag
its not about the animation, but about the behaviour that AI wants to move 10m away from the getout point that i want to prevent. And i want to retain the animation. Playing an animation doesnt sound like it would stop AI from executing the "move 10m away" command
Was just going to bed when I answered last night so am not completely on the map on the problem.
so what is happening and when @zenith token?
if vehicle position has getOutAction = "GetOutHigh" it shows the animation when using moveOut command.
if vehicle position has "Pilot_Plane_Fighter_01_exit" it doesnt show animation when using moveOut command
and i want to use moveOut command, because it is the only command where AI doesnt first walk 10m away from the vehicle before doing anything else
how is moveOut command used?
hm? what do you mean?
script
k so something like driver thingy moveOut
moveOut driver - yeah. Or cargo, doesnt matter
its important when vehicle is placed inside/ on top of a building. So if a unit exits and wants to first move 10m away from vehicle, it will often exit the building first, before going back in to the position you ordered it to
that is normal behaviour if there is no path entry at the position he exits at
or at least sounds like it would be
no, even if there is pathway, it wants to move 10m away in straight line. And if the 10m away iappens to be outside the building, it walks outside
just tested the f/18 and dogetout did play the climbing out animation
yes of course. But it walks 10m away from entry position
ok so do you do something else to stop him?
no, i use moveOut so it wont do it in the first place
idk if you can stop it by any other method
ah yes moveOut
right
and right moveout just plops him out
I wonder if it equals ejecting?
it could be related to the percicsion animation
as precise animation is played on the proxy
so when you do get in
no, it also is the same for getOutHigh for vehicle (like APC etc)
the player is first put on the seat
then the animation plays
and when you get out the animation plays
and then you are moved out
like i said - the 10m always happens (not exactly 10m - distance seems to correlate with bounding box) for every type of getting out - except with moveOut
It's part of their "Disembark" order. You can't prevent it if you give them that order.
It was designed to prevent the AI from getting run over by the vehicle
well, the vehicle is static, so there is no chance of that
๐คท that's what the devs thought would work best for "most" situations.
which vehicle uses the getouthigh?
i think apc commanders?
apc commander worked ok with the moveout
i used rhs usf f22, but its a vanilla animation
the animation is just poopy few frames
yeah, thats what i mean
hemtt works too
there has to be something in the config that is responsible. And by the property names alone it seems to me minPlayTime could be it
so the unprecise animation works
i doubt it has something to do with precise, because according to biki precisegetInOut only determines the memorypoints for where the animation is played - on proxy or on getout mempoint
yes but if you move the char out of the vehicle then the animation cant play
because its played while you are sitting on the proxy position
the unprecies ones play on the char outside of the vehicle
so how I see it the moveOut skips to the end of the precise get out animation
(and potential vehicle door animations)
doing immediate doStop after dogetout might work
at least quick test with the F18 it seemed to stop the 10m run
it does, but you have to time it right - because you cant dostop more than once (you have to regroup first, then stop again if you miss it)
@zenith token
this addEventHandler ["GetOut", {
params ["_veh", "", "_unit"];
if (!isPlayer _unit) then {
_unit addEventHandler ["AnimStateChanged", {
params ["_unit", "_anim"];
if (_anim select [0,4] == "amov") then {
_unit playMoveNow "amovpknlmstpsraswrfldnon";
[_unit] joinSilent group _unit;
doStop _unit;
_unit removeEventHandler ["AnimStateChanged", _thisEventHandler];
};
}];
};
}];
add this to the init of any vehicle
what it does is that it makes the unit crouch as soon as it gets out
basically does this:
and this part removes the getOut order: [_unit] joinSilent group _unit;
without it it won't work
basically that's all you needed
the playMove and doStop were just for better control
thanks, seems to work. Except the unit does some weird "unshoulder imaginary rifle and then shoulder it again" if it only has a pistol
yeah
remove the playMoveNow and it'll be fine. you can also remove the doStop
or replace it with _unit playActionNow "STOP"
ah, thanks again.
i just wish this would be standard behaviour for static weapons...
@zenith token btw, I made a small change to the code, in case you copied it before that (the !isPlayer condition should've been before the addEventHandler).
Is there any way to add gunshot vfx to animations? It would take skills beyond my understanding to add them in post production if i recorded animations
@desert raven Breaching animations. I've seen tutorials that usually involve filming the animations, using another agent to fire at someone and then adding muzzle flashes in a post-production editor
but I don't have a video editor that can do that
well if you shoot or make AI shoot in Arma there are muzzle flashes
you perhaps could create the muzzleflash object too and position it on its right place
Right but most animations dont have muzzle flashes @desert raven
like editor animations
no but said youre filiming animations so I thought you meant from life game footage
Oh no i mean the animations in-game
then you can try creating the muzzleflash object via simple object command and positioning it right
other than that I dont see possibilities on doing such in editor
from what i recall in the campaign it just dumps the AI units
nope
did you test under player command vs AI?
i tested under AI command
ok maybe thats it then
you cant eject units as player if they are not moving
you can only disembark them
script command does nothing too in case of player owned ai and unit not moving
at least thats whats the case with a plane pilot under player command
not even that, command doesnt work at all for player owned AI pilot (or im doing something wrong)
u2 action ["Eject", vehicle u2];
radio 6 - 1 - eject makes them drop out even when the vehicle is moving
6-1 is only inventory
it plays the jump out anim and they continue to their WP
propably only works on cargo'ed units. Drivers are forbidden to eject apparently (at least for air vehicles)
without WP, they get back into formation
welp, doesnt interest me. It needs to work under AI command. Player is special flower, he can deal with his own stuff...
seems you are correct in that ejectin (if allowed) ignored the 10m run-away part on player owned AI
pilots are forbidden to eject - doesnt work
{unassignVehicle _x; moveOut _x; [_x] orderGetIn false } forEach (units cursorTarget)
are you using orderGetin/allowGetin false yet?
pilot
are you talking on the ground or flying?
{_x action ["eject",vehicle _x]} forEach (units plane)
works just fine for the pilot flying
doesnt work on littlebird pilot - on ground and in air
and not on black wasp pilot when on ground and taxiing
maybe due to the precise getOut setting
personTurrets: is it possible to make a 360ยฐ person turret without having it look like it twists the stomach into a knot? Or put differently - is it possible to have the character itself rotate, instead of the upper body twisting? And can i possibly rotate around an off-center axis (e.g. closer to where a potential bipod would be)?
How would I go by adding animation and sound to an object when it gets hit by a bullet impact?
If you have an idea, please dm me.
what kind of an animation? and what kind of an object?
are you making the object?
Yes please dm me and I will give you some more context
no in DMs the help gets lost, here someone else can make use of it too
Alright I'll post it here aswell then
+here anyone who knows can contribute to the conversation
Can't post pictures or video here. But its a target I've made and I want the target to play an animation when hit by a bullet. And potentially play a sound.
you can post links to pictures and videos as a normal user
links to pictures
no, not for the normal user, just paste the link
Ah cheers Goat ๐
for me they embed cuz of the blue name
anyways, sounds like you just need a simple model.cfg animation for it
the hit part may need an evenhandler to run the animation
I dont think there is a generic "on hit" animation source
How is the standard target in a3 handled then? The yellow ones that fall when hit?
if I recall right they have "onHit" eventhandler play the animation
sound can be tied to the animation too via model.cfg and class animationSources
Alright, well thanks for pointing me in the right direction. Hopefully I can find some good info online about both model.cfg animation and eventhandler. Seeing as I've never worked with either before.
"how to animate a model" BI wiki page will get you started
there is also a model.cfg page and the A3 Samples on steam
I think the tank for example has sounds for the turret turning and such defined in the config
Thanks a lot ๐ i will look into it
ello i have a little question iam working on a Bolt Action Rifle and cant really figure out how to lock the Bone for the Main Weapon so I can use the right hand. iam using Macsers rig.
you need to play with the constraints
and possibly keyframe toggle the constraints
or possibly set up the constraint/parenting of the weapon bone totally differently
yikes thx @desert raven
blame yourself for picking up one of the more difficult weapon animation things to do ๐
well i got the Animation working now the only problem is how do I get the hand moving ingame because the hand itself stays in the same place but the Arm is moving.
there is a IKcurve or something like that in the animation config
i guess iam gonna use the same values as the left hand dont know if thats gonna work xD
๐
thx allot @desert raven you again helped me improved my Weapon making skills ^^
๐ good start for the new year then ๐
anyone know any good mods for shooting animations
just any combat animation would be great
i'm particularly interested in ones that allow me to force fire the weapons as well
@earnest otter
The Ik values for left/right hand are percentages based on the whole Animation length.
If your Animation is 10 seconds long, the value of 0.5 would mean 5 seconds in. :)
If you have the source file, you can get the most accurate timings by dividing the frame in which you want the change to happen by the total amount of frames.
hello its me again little question regarding the macser rig / Arma 3 Toolbox for Blender wasnt there a feature to auto keyframe becasue currently i need to do all keyframes manually because i cant figure out if its working or not.
@earnest otter that has nothing to do with the rig. Just Google Blender Auto Keyframe
@earnest otter You mean you're doing a keyframe per frame?
Just activate it in the timeline window under "keying". https://i.imgur.com/eZnz13o.jpg
Hey yo, when I run my animation from my mod, the person instantly goes unconscious, like this : https://imgur.com/a/RJnDkna
anyone know a solution? Thanks
works with disableAI "ANIM" though
switchMove
there's a collisionShape entry, and I've tried some ConnectFrom[], ConnectTo[], InterpolateTo[], and InterpolateFrom[] entries. also included class CutSceneAnimationBase;
doesn't seem to fix it
id suggest using one of the working cutscene animations as a base for it and inherit from that and change just the file path and speed
Hmm, ok I'll give it a go
I'm pretty sure that switchmove hasn't changed over the years. Effectively it ignores transitions and connections. Jumping immediately from one state to another.
The animation plays for a frame, but switches instantly to the uncon anim
Thanks @desert raven , it worked
probably had something missing in the config
That's strange though, cus I was using the cutscene animation base class
even base class can have something missing
or not configured to work with your animation
its just a base class
not all-in-one class
will an animations head movement affect the camera/vision of player?
it won't affect the rotation of the camera, if that's what you mean
but the camera will still move around
depends on config - you can force it to follow head bone movement
@deft fern @cerulean pivot thanks guys much appreciated ๐
really? I've never seen any animation that does that. the head never rotates with the camera
headBobMode = 4;?
which config property modifies that then?
@cerulean pivot Contact intro2 mission is using that for instance + you can see little parkinson shaking on pilot animations too
How do I exactly import my keyframes to arma 3? Do I NEED bones in my mesh or can I just do rotation keyframes and such?
for vehicle?
normally you dont
as in animations are not made like that in Arma
there is a wiki page called "how to animate a model" which should explain it @lone flicker
cool! thanks!
couldn't you pack all keyframes in blender? https://prnt.sc/wjyxsw
yeah that's my plan, i'm just confused how to do LODS and keeps the animations, do i just make everything a parent?
bc joining them as one mesh distorts my animations
i think, before was "add armature timeline keys" ?!
@reef hound hes making a vehicle
and most vehicle animations are engine driven model.cfg animations
so no
RTM animations are mainly used for characters
eH?
I was not talking about what you are doing but what you answered to lmao there
@lone flicker you cant export the vehicle animations the way you want from Blender
not in efficient way anyway
ohhh... the questions was not for @lone flicker ๐ ... the question was for me... earlier ( 1 or 2 years) i can do all keyframes export. is that no longer possible?
you can add frames to that list to be exported yes
but you need to export all frames
not just keyframes
yeah, but where is the button? ๐ฎ
dunno, either you dont have armature selected or you have wrong version of the plugin
hmm i have 2.8 from armaholic
do i have to apply rotation and scale and location for everything? it botches my animations, or do i just apply it for the parent im applying everything to?
you wont be able to export the animations
and Lods export as single objects and as if they are 0,0,0 scale and 0,0,0 rotation
so will everything line up? ๐
I dont understand what you are doing
I basically am trying to apply all the rotations and locations but it botches the animation
Oh! I'm wondering how do I get my animations in the game then?
the BI wiki page "how to animate a model" explains how model.cfg animations work
simply put, you recreate them in the code
Don't I need to make an rtm file? do I export an fbx a certain way? Because I need to define my animations through blender right?
yes sir
then you did not read my answers.
you cant export the animations like that out of blender for a vehicle
or well technically you can
but how to connect them witht the various engine functions is not documented so you will not get them to work that way
You have to map them manually? do you map them through vertex groups or something?
Yes I did, I thought the rtm had to do with it, I gave it a 5 minute read, i'll look more, I think i'm starting to understand more
I thought you could go from straight to blender to arma 3 with the toolbox
So I can bring the animations I made in blender to OBJ builder? or is that cap
you cant
animations are defined in the model.cfg config file
as in how much something rotates or translates
Alright, that works, thanks, I'll let you know if i get stuck which will probably happen again lol
I just define the animations in the model.cfg
well the wiki page should get you going with that
by doing the rotate commands and such
and the Arma3 samples
roger!
@lone flicker
You could, in theory, animate a component in blender and export it with https://github.com/4d4a5852/anim2cfg
This will create pretty much a "keyFrame"/state for every Blender frame within the model.cfg.
However, I have no idea if this has any impact on performance or could lead to other issues. I'd also only really see a usecase for "fancy" stuff that requires complex animations. Most stuff should be done with the "regular" approach inside the model.cfg
It's not good for all animation sources and it's quite important to understand model. Cfg animations. Which is why I did not mention it.
hi guys , ARMA MOD FRANCE is actually seeking 3d animator for all weapons in the mod. pls pm me
ask in #creators_recruiting
thank @cerulean pivot
I'm having issues with a animated fire geo lod, in bulldozer I can see the fire geo following my visual lod perfectly and the fire geo also has the correct named selections and is a convex hull. But in-game the fire geo only takes bullet hits before I start the animation. It refuses to take any hits while the animation is playing, and Even at the end of the animation it still wont take hits. It will only take hits if I rewind the animation back to the original start location. There it works fine. What could be the cause of this?
Geometry only has collision within the bounding box of the object. So if your animation moves it outside of the area the model occupies in the .p3d, it wont work
Thats the issue then, its a moving target plate on a wire. And the wire and plate animation extends outside the grid floor area occupied in obj builder. Whats the work around for this? Just move the entire model so it all fits within the grid?
The size of the model shouldn't be an issue unless it's bigger than 50-ish meters in size. It's if the parts of the model move outside the model's original dimensions
I would say the wire is about 15 meters or so. And the Electronic motor assembly + target plate Traverses from one end of the wire to the other. So it shouldnt be outside the boundaries?
I would have thought not, but it might depend on if the game uses the geo lod as the collision boundary. You can try and solve it just by placing a vertex at the position where the plate will move to, to extend the size of the bounding
Put the vert in e.g the geo or fireGeo I mean
Alright I will try this tomorrow, I went to bed frustrated as I couldnt find out what caused the issue. Thanks mate, I can let you know tomorrow how it went yeah?
You can see the current bounds of the object in game for example. When you select it in editor.
One way Around this is to model things in their extended state so the bounds are at their largest and then use animation configs to set them to the start positions.
dis^^ or what monkey said, vertices work just fine
@desert raven @naive hemlock thanks a lot both of you! I actually found a old post from 2016 where Pufu Said the same thing as Monkey yesterday about adding that single vert at the end, I will try that first ๐
Adding a vert did indeed fix the issue, thanks again guys! ๐
are there any tools for visualising the animation graph?
where?
what do you mean where? anywhere. has anyone made tools for this?
what kind of animation?
proper animating software usually have such
but im not understanding your use case
the animation state configs in e.g. CfgMovesMaleSdr form a graph, i want to visualise it
no there is nothing for that
before i do it myself i wanted to ask if someone had already done it before
there is one internal tool for that but I have no idea why it wasn't shared publicly
Lets just share it then 
of course there is, i didn't imagine y'all made these horrid configs by hand :)
Is there a sort of Intro Guide for simple animating with the A3Skeleton?
How to setup the enviroment to do animations in Blender for example and how to get them ingame
Check this one out, looks cool..
I've always wanted death animations in arma 3.
https://youtu.be/07p5cWgV2Bc
@desert raven Thank you, i will have to give that a read.
Other than that there may be some material on YouTube about weapon animation making.
But for more complex stuff I don't think there is much.
Generic animitng tutorials there are plenty of though so it's just piecing together techniques
Hi guys,
Do you think its possible to share the hand gun basic anims for blender 2.8 with controls please ?
Best regard.
Im not sure if those exist
๐ถ
Does anyone here have a good resource for learning how to use blender to import animations to arma. I am "able" to use blender and I "know" how the object builder works but I would love to get it down. I was able to do it but it wasnt good and was glitchy.
I saw the post in pins but I want another perspective
if possible
There are no in depth guides for it. Few videos exist I think but not really much beyond that. It mostly comes down to understanding the different concepts involved and piecing it together.
possibly mismatched names
why are you using fbx?
and not rtm export
since you work in Blender
no thats import
blender Arma Toolbox is what you want
latest version is on github
hey, can anyone help me figure out why my custom hand animation is quite so...special?
Oh...are you not allowed to upload images here?
embed only works for veterans+
so for you link to the image
and your animation has not been saved with the weapon bone in correct position
or with correct name
as in "weapon" vs "Weapon"
which is the correct one?
can be checked from the example characters model.cfg
ok i'll look into it, thanks
ok so i checked Weapon and launcher, seems launcher was correct but Weapon had lowercase W
animation is still very borked though
it's kind of like all the positions got...exploded
the hand animation is read in relation to the position of the weapon bone
if weapon bone is not in correct place on the shoulder or in fact wrong name then the animation cant work
It's more than just not being in the correct place by the look of it. Almost like something is scaled and rotated too, though I can't figure out why
have you tried after the weapon bone is right name in Blender and animation is re exported and re packed (with pboProject I hope)
nyet, so far I've only amended in the p3d
you're going to tell me you can export rtm from blender aren't you?
no worries, thanks for the help
probably going to break and come back to this myself another day anyway
why the comment in brackets. Does addon builder mess up animations somehow?
possibly
Question: If I wanted to adjust the walking, jogging and running speed of a armaman is that possible to do from a config side (I think you speed up the animations)?
Yes
Cheers. I just needed to know for a future project before I put any effort into it.
awesome, thanks for the link. It's similar to reload animations then.
what is your rightHandIKCurve set to? it might have a curve that's blending back to the IK position at the end
๐
https://imgur.com/a/3WVv0ZW - how do i set up the unit placement here? (Apex breach animation)
I dont think there is anything that can help with it
the animations do not contain such info so either need to use the original cutscene to get the character positions or just eyeball it
hello
any german dude can helph me pleace to make more animations working in my arma mp ?
there is a mission file on steam workshop, but i dont know how to access it/depbo it? how do i?
arma 3`
I have an animation class that's inheriting everything from GestureReloadRPG7 but when I launch the game I get this error https://i.imgur.com/llOiRJ4.png
why would that happen?
Did you establish loadorder using cfgpatches requiredaddons[]?
Game could be loading your class before Apex
I have A3_Weapons_F_Exp in there
now I'm looking in config viewer and there doesn't even appear to be a GestureReloadRPG7 in CfgMoveMalesSdr >> States
oh nevermind I'm completely doing this wrong
Use what ever the latest loadorder class there is in cfgPatches, then your addons will always load after all the vanilla content
my problem is that GestureReloadRPG7 is not in CfgMoveMalesSdr, it's CfgGestures
I was doing the config all wrong
Create a game logic
Name every unit
In their init: this attachTo [logic, [0,0,0]];
Then in the logic: man1 playMove/switchMove โActs_Breaching_Oneโ
Iโd recommend you not to use the first act, rather have 3 man team
anyone knows why is my camera position not correct on the player?
https://cdn.discordapp.com/attachments/766369571497967667/803704988747432066/unknown.png
then likely you dont have camera bone animated right in it
or you have some config values in use that mess it up
i think i use a class from a cutscene.. i try it again...
in blender isnt a camera bone or?
from character?
if your rig doesnt have it then its not there
hmm
anyone know how to make looped anims for polpox?
I've already got the anims
just need help with config, not sure if I should post this here or #arma3_config
you may need to ask @fast canopy what the requirements are
ok.. found it... its a camera bone in the blender character >.>
๐ thx
Eurgh, ok I give up. I need help again
Can't get my .rtm binarised ๐
It seems to think there's no skeleton to use, although I have the A3 samples skeleton in model.cfg and also in myAnimation.cfg adjacent to the rtm
something I read in the documentation about mikero's tools said about having a .cfg file with the same name as at least one of your .rtm files
so I thought I'd try that
Think the rtm was exported from object builder
"Similar to model.cfg's and nameOfP3d.cfg, the skeleton for rtm's is derived explicitly from NameOfRtm.cfg
It must be adjacent to the rtm."
Oh hell, I fixed it 
Found a different model.cfg in A3 samples that had the OFP2 skeleton in it, seems to have done the trick
possibly you had a mistake in the previous one then
so far for me, just model.cfg next to the rtms with correct skeleton in them has been enough
So basically every animations must be in rtm Format right ?
anyone else having some issues using the new version of the armarig for blender? this version is the 6.3 one
also, what would cause my to be higher on the player then its supposed to be? ive tested it with a different rtm and it works fine. using the one im making specifically for this model causes it to appear above the hand position. position in the armarig looks correct
@fallow marsh what to be higher?
facepalm should have been model in that sentence
Weapon?
yeah
i think it was just a rig issue. i imported the weapon into a clean copy of the 6.3 rig, imported my rtm and its doing what the model is in game
Could indeed be
although the arm on the rig is stretching badly
Weapon animations do not care about the arms. Only the hand bones position in relation to the weapon bone
problem is, its making it hard to do the handanims
https://imgur.com/a/BLAOWEm, this is what i mean
with it being streched like that, when i go to rotate the fingers, it just outright breaks
dunno what happens there.
you can always make custom rig too in the same shape and size
idk, just a weird thing
youhave possibly rotated some wrong bone or bone target
should not really matter since the arm part will not be same anyway
fair. its doing the same thing with a rtm i know works
when importing rtm?
yeah
ah well imo its not full compatible with that
importing an RTM i know works does the same thing. same for importing a sample rtm
due to how the arm/leg bones and arm/leg _roll bones are not chained
also the constraints need to be all disabled since they wont work with import
found it. apparenlty it was something with an IK
Is it possible to animate base game vehicles?
say i wanted for a cut scene for it to move in a very curtain way and doors and stuff opening and curtain times
some vehicles have animateable doors that can be animated with scripts moving control is not that exact though
you would need to use AI to drive them or have someone else drive them in mp
Ok so would it be possible to animate someone in a vehicle and move them about that vehicle ?
if you have played the game you have seen the cutscenes and intro movies that play inside the game live, that kind of things are possible
ok thanks
Gestures are meant for that I believe
I'm not sure but I don't think it's possible with Moves. Use Gestures if you want to allow your character to move and use masks.
anyone willing to do paid animation work, please contact me here if you're interested, nothing too crazy, or if you know anyone that can do that refer them to me as well, thank you!
oh, thanks, didn't know there's a channel for that
smooth transition from where?
take any vanilla animation class that works as you want as a base
i found armarig from macser. its that a good model to make rtm with?
Define good. That's compatible with Arma rtms (more like dedicated) so possible to make rtm, flawlessly
good as arma toolbox good
๐
just wondering, there is like 2 seperate layer. 1 is the armarig and 2 is the importrig. when i move importrig, it will move armarig too. but if i move armarig according to the tutorial video, the importrig doesn't move. so i am a bit confused
Is there a animation for searching bodies?
i am trying to pack my vehicle with rtm files inside it, but failed with an error sayin there was no skeleton that could be used. Where do i put this skeleton?
you need a character model.cfg next to the rtm files
for this kind of issues checking out the pboProject readme is good way to get answers too
there's a readme?
im down with reading it, but not sure where it is
there is a folder for them in the tools installation folder
okay
anyway, do i need to make the position of the animation (e.g driver) on the same place as the driver sit?
oh but the animation is set to the proxy position no? if you move it according to the vehicle seat, won't it go way off?
should i use the armarig model as proxy so i have the same location
yes the armarig would have to be positioned at the poxys location
and it would need to have the same rotation too in order for the animation to match
you can also create your own proxies with the animation
because i raised it on z axis (the arma rig) so no it is quite elevated in game
well yes that is logical
better make my own proxy then so i have the exact position so it is easier to position in buldozer
well it if you cretea the animation on a proxy location you have
it will match it
it is better to make the animation correctly than to try to fudge it in place with proxy
because in the armarig tutorial, he said that we need to elevate it if we want to use the whole body, idk maybe i misunderstand
probably
or it was meant for whole body character animations
where the feet need to be at 0 height
yes what you have looked is not a proxy animation tutorial
yeah, thats the armarig tutorial
yes
but
proxy animation is not same as chracter running/walking etc animation
so the offset move of the guide does not apply
ah okay then
how do i open .rtm in OB?
it said load error in object builder.
but i have the correct animation in game
how do i create a proxy from this animation?
you open up the sample character and use the animation dialog to import (matrixes) your rtm on it
then you select the keyframe that is your animation and delete the other keyframse if there are any and save it as gunner/driver/cargo.pd3
no proxy needs just 1 lod
no
- You have to animate weapons/launchers on back manually, not something by config
- The pistol IK index is 2, however most of pistols don't have any IK animation
Former IMO
I mean, just position the fingers
is there a guide on how to set an ai's skeleton as something that isn't the base arma 3 rig?
Noting's different than vanilla rig, AFAIK. You only need to make rtms and config them as usual
ah
no guides
the A3 animations do not scale or retarget to another skeleton though, so like polpox said, you would need to create full new animation set
that is perfectly acceptable, time to sift through a great many pages of documentation.....
there is near none
pain
indeed. there is only handful of people who dabble with custom characters
and dont think any of us have time to write down guides for book worth of stuff
and I think currently half of the people I know have lost interest in Arma already
basically it comes down to A) understanding how skeletal animation works and how to make them and then figuring out how to make RTMs (that part there is some tutorials available for static poses) B) understanding the Arma configs enough to dig out what parts need to be changed for a custom character to work
I will not lie, Its not easy task.
so it will take some time and effort to get working
And then you can do stuff like this
https://www.youtube.com/watch?v=DIJnLer1TXM
New look and couple of more moving parts added to the animations. Head and eyes now work quite nicely.
Is there any way to make the Arma 3 Rig work with Mixamo animations ?
perhaps if enough time is invested into it.
Id wager there is no simple solution
lot of ways to transfer animations even between different kinds of rigs
comes down is it worth the effort
or can said animations be just recreated with same time
@desert raven is there any Documentation or information how its done since i cant really find anything that would help. I only found a Russian Tutorial that uses the Arma 3 OB but does the whole thing for OPF.
no
or well generic animation tutorials are plentiful
but specific "how to put mixamo animations to Arma" there are none
basically you will need to learn how animating works to do it
@desert raven well how would i go forward for doing it then? in the tutorial it shows him exporting the Armature from the mixamo Char and renaming it is there another way to use the Arma Rig thats allready give with names ?
I dont know. I have not done it.
well xD
And I dont really have time to figure it out for you ๐
no thats fine could have been that you may know how to do it xD
I probably could if I looked into it
well i guess i need to go around and ask / figure it out myself.
but I have not the time or interest in mixamo stuff
you can look into animation retargeting and stuff like that
but then again, what animations are worth the trouble?
like dancing is allot of trouble to make look good yourself and other anims. Personally i also think its kinda hard to work with the rigs that are available
comes down to knowing rigging and animating
one can always make their own
and I was suspecting this was about meme animations ๐
i mean what else would it be ^^
@desert raven i do have another question is there a way to export the armature or do I need to make my own ?
export if from where?
well ok not export i realised that myself xD
is there a clean version from marcsers rig without controlers ?
no
come on. ๐
you will need to know how to put one together anyway
to succeed in what you want to do
and you will need to figure out how to use different kinds of controllers too
so best to get on with the practising ๐
well i guess I wont do this for now xD thats allot of stuff to lear for just some Anims id rather do them myself maybe i can do that later when I know how to rig and use controlers etc i guess thats a bit too much rn.
well i know but I will be going to university learning this anyway xD.
for now I want to improve the skills that i got for now.
can someone explain to me how changing a single animation file can break all vehicle animations in the game? I updated one of my vehicle crew animations and now every single vehicle animation got swapped to some completely random one
even on vanilla vehicles
I didn't even change anything in my config when it happened
just updated two .rtm files
and then I just rebuilt the PBO without changing anything and it doesn't happen anymore
I just don't understand arma sometimes
The door animation on my model works in Model Viewer, but not in A3. Please let me know what could be the cause.
Hello everyone!
Does anyone have an idea how swimming animations work? At the moment, my horse is just walking underwater, I would love to make him swim. I have the whole animation set ready, I just have to integrate them in arma. Do you have any information that could be useful? Thanks ๐
Swimming has separate action set.
@vocal tendon you are likely not triggering it right.
now that thing with all the animations getting shuffled is happening with a different addon where I didn't even touch anything animation related since it wasn't happening, what the hell is going on
is there something wrong with these animation configs or something ```class CfgMovesBasic
{
class DefaultDie;
class ManActions
{
FP_MUTT_Driver="FP_MUTT_Driver";
FP_MUTT_Gunner_M2="FP_MUTT_Gunner_M2";
};
};
class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
class Crew;
class FP_MUTT_Driver: Crew
{
file="\sim_nam_vehs\anim\mutt_driver.rtm";
interpolateTo[]=
{
"FP_MUTT_Driver_KIA",
1
};
speed=1e+010;
};
class FP_MUTT_Driver_KIA: DefaultDie
{
actions="DeadActions";
file="\sim_nam_vehs\anim\mutt_driver_kia.rtm";
speed=1e+010;
terminal=1;
soundEnabled=0;
looped=0;
connectTo[]=
{
"Unconscious",
0.1
};
};
class FP_MUTT_Gunner_M2: Crew
{
file="\sim_nam_vehs\anim\mutt_gunner_M2.rtm";
interpolateTo[]=
{
"FP_MUTT_Gunner_KIA",
1
};
speed=1e+010;
};
class FP_MUTT_Gunner_KIA: DefaultDie
{
actions="DeadActions";
file="\sim_nam_vehs\anim\mutt_gunner_KIA.rtm";
speed=1e+010;
terminal=1;
soundEnabled=0;
looped=0;
connectTo[]=
{
"Unconscious",
0.1
};
};
};
};```
when the driver animation should be used, the gunner animation is used, when the gunner animation should be used, the gunner KIA animation is used
and then a bunch of other loaded vehicles also have animations randomly use other ones
like it somehow shifts the whole list of animations or something? so when it's trying to load one animation, it loads the one after it or something weird like that
I moved the anim classes around a bit and now my animations work but all the RHS animations are randomly shuffled?
my required addons are this ```"Extended_EventHandlers",
"cba_main",
"A3_Data_F_Exp",
"A3_Weapons_F_Exp",
"rhs_c_weapons",
"rhs_c_heavyweapons",
for A3 data requiremetn use oldman loadorder as requried addon
actually I don't need the cba and extended event handlers either
do you need the rhs weapons?
yes
and now again I rebuilt the addon without any changes and the issue isn't there anymore
what was the name for the oldman loadorder thing?
also should the order generally be like
mod addons```?
or should mod addons be first
"rhs_c_heavyweapons",
"rhs_c_weapons"
```?
mod addons likely later
and you probably could have only the mod addons as they likely already have A3 data dependency
I tried leaving only rhsusf_c_heavyweapons since that's the only addon that configSourceAddonList returned when I tried it with the class that I need and the animations still get messed up
never had animations mess up so dont have first hand experience on such issue
check both manactions and states that they dont need parent classes
what do you mean?
in case you are breaking that parenting with your config
my animation configs look like this sqf class CfgMovesBasic { class Default; class DefaultDie; class ManActions { FP_MUTT_Driver="FP_MUTT_Driver"; FP_MUTT_Gunner_M2="FP_MUTT_Gunner_M2"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class KIA_FP_MUTT_Driver: DefaultDie { actions="DeadActions"; file="\sim_nam_vehs\anim\mutt_driver_kia.rtm"; speed=0.5; looped=0; terminal=1; soundEnabled=0; connectTo[]= { "Unconscious", 0.1 }; }; class KIA_FP_MUTT_Gunner_M2: KIA_FP_MUTT_Driver { file="\sim_nam_vehs\anim\mutt_gunner_KIA.rtm"; }; class FP_MUTT_Driver: Crew { file="\sim_nam_vehs\anim\mutt_driver.rtm"; interpolateTo[]= { "KIA_FP_MUTT_Driver", 1 }; }; class FP_MUTT_Gunner_M2: Crew { file="\sim_nam_vehs\anim\mutt_gunner_M2.rtm"; interpolateTo[]= { "KIA_FP_MUTT_Gunner_M2", 1 }; }; }; };
yeah and you have many classes you use as inheriting parent but they might need to have their parent classes and inheritance defined in your config too in order to not break it
I'm only inheriting crew and DefaultDie but I have both of those defined
yes but do those classes have parent classes in the default config
I don't know, but that's how I've done animation configs in the past and that's what I've seen in examples
DefaultDie in CfgMovesBasic, Crew defined under States and then the animations inherit from either of those
well that was the only idea I got.
other than that cant spot anything that might have a issue
you could try having the animations in separate config/pbo
so you dont need the rhs dependency
so have a separate config file that would have only the animations with only a vanilla dependency? and then my main config would have the rhs dependency?
and dependency for the animation pbo
I'll try that
nope it's still doing it
now again, my animations are all fine, but RHS ones get all messed up
I wonder if RHS has some kind of loadorder addon
maybe I'll just try to make do without the RHS dependency
this is just so confusing, I removed the RHS dependency, it was still happening, then it turned out it somehow was happening due to another addon I had even though I did not change anything about it since it was working fine with that addon
dude, what the hell, I didn't even change anything, I took out the mod that seemed to cause the issue, launched the game, it was fine, then put that mod back in and yet it's still fine
why do you even have a RHS dependency on your anims"?
I don't have it in the anims, just the main vehicle config
cause some of my vehicle weapons inherit stuff from RHS ones
then this is something i don't get
there is a thing called animacache in Arma that can bug
no its related to small changes in animations that dont trigger its rebuild
oh
maybe that's why it happens then
I reload the game with like one new animation, it doesn't rebuild the cache and so everything goes out of order
I guess it shouldn't be a problem outside of testing then
unlikely yeah
so could you just delete that animDataCache folder to force it to rebuild?
alright i'll try that in the future if things go weird
everything seems fine after relaunching the game again
oh you know what
I sometimes just alt+f4 out of the game to close it faster
maybe that bugs the cache
maybe
I dont know any details of the issue
and possibly your mod switching triggered it too
We do rhsusf_main_loadorder etc.
yeah I found that
I've set up a weapon shake animation in my vehicle and the animation appears correctly un bulldozer but it doesn't happen in-game
I know the animation source is correct because the same source also drives a ammo belt moving animation and that works just fine in-game
what would cause it to behave differently between bulldozer and ingame?
what source are you using?
ReloadAnim
I mean reload
oh nevermind it does work
I guess I didn't load the right file or something
Anyone know any animations that will have the AI move while in animations such as carrying or dragging a wounded soldier to cover
No
And custom move set will be somewhat flaky to use too
Or are you replacing the normal one?
for movesets Id recommend setting them up like they are in the vanilla movesets
when you mean copies of the original how are you running them?
because I dont think you can just add movesets, you would have to replace them in vanilla or create a new cfgMoves class that you set up your unit to use
yes but how are you initializing the knifestand set?
yes
and that as far as I know works poorly
you may have noticed, custom movesets are not exactly plenty
yeah I dont think you can properly introduce additional movesets
it keeps resetting to the default ones
if you want different animations you need to createa a separate movesCfgMaleSdr and make custom units that use it
but it would still be tied to the default action sets
that is quite risky for MP
I dont think you can define new stances
which was what I was trying to say earlier
you got Rifle, Pistol, Launcher and Unarmed
how does one make animation?
Depends on what kind of animation one means.
See the pinned messages for static animations, for example
i know nothing show me the way?>
aaaaand the horse can now swim ๐
https://i.gyazo.com/40567c08c6f1c8469a26740864ff0bc3.mp4
wee
cool, nice horse
With the Blender anim2cfg script, is it possible to generate the animation from weighing/contraining the objects to a posed IK armature or only ones constrained to other objects that then undergo basic transform-type animation?
Been trying to animate something similar to a crank-rod system. So figured an armature would be the simplest way to generate the movement just animating the circular motion of the bone at the end of the chain and having IK calculate the angle of the joints down the chain to the fixed origin. But the script doesn't seem to recognise per-keyframe changes in position and rotation of the visual objects that are constrained to the armature, so I assume it's just reading directly from the transforms attribute of the objects per frame, not the visual changes in world space. Had hoped that since the script says it works on contrained objects, it would be able to work with rigging
it should
my test some time back was a armature with chain of IKd bones just flailing around
and then each bone object was constrained to the armatures bones
I am a total noob at blender so I've perhaps just not done it right
I will give it a go. Thanks
I think that's done the job. Rigging tutorials leading me down the wrong path by using vertex weight parenting to assign the objects to the armature bones rather than child-of constraining it.
ah yeah that part would require the exporter to read the bone position
as the object position itself does not change with weighted movement
normal rigging is needed for the actual mesh to work
but for the export to work each bone needs to have its own object to represent it
Aye, I noticed it used objects and separated the imported arma object into separate objects instead of vertex groups inside a single object. But still wasn't recognizing movement of those separated objects when they were attached to the armature, because I did Ctrl+P object parenting then Assigning vertex-weights in Edit Mode, rather than the other method of using Child Constraint
I think Armature bone exportation was a planned future thing
@jovial bay the modelCfg exporter might be another thing you might look into supporting now that I think of it.
https://github.com/4d4a5852/anim2cfg
I think i have that forked
I really hate the blender user dev environment, I need to find a mikero for blender dev
When I start working on it Iโll live stream it so , feel free to come in and give me your concerns, endstate is never to have to open object builder.
there are few things I dont think you cant set up outside OB
special vertex flags and such
and the transparent surface alpha ordering needs to be checked in OB
The new attachTo is definitely going to make things better ๐
https://i.gyazo.com/3eb985ddc8bc8c1f493330b044400f97.mp4

whats the mod name? Mount&Machinegun? ๐
Hello its me again xD. Iam currently working on some Animals with custom Armature, sadly they dont come out like they should. https://gyazo.com/db5270f5d21e7cc78943112c59576dd2
Even tho they work fine if I test them in The OB. https://gyazo.com/facb0582090ea09b2d79c7337f869050
I export the RTMs through "export Metrices" in OB.
Model Config ref: https://pastebin.com/FGGAUn8F
if anyone has any kind of clue it would be very appreciated.
Have you checked that all the bones in your model.cfg respect the same structure as your Armature in Blender?
@subtle falcon yes i have they seem to be all correct.
And the names of the bones are identical in the P3D, the model.cfg as well as the RTM?
yes
Possibly weight normalisation issue. Arma can have 3 bones affecting a vertex, your weighting might have more
Hi, I have an issue where my weapon handanim is not working. It was working when I build the mod without the extracted gamefiles on my P-drive. But now that I have the extracted P-drive, they look like this:
In Oxygen they look fine
On top of that it worked with these exact files when I made the mod a few years ago. I haven't changed them, but now the animations are broken when making the pbo
Does someone have an idea what could cause this?
game file extraction does not affect your animations
so its just a coincidence that it happened
do you use mikeros PboProject to build your pbo?
I tried both pboproject and the a3 tools
if you have pboProject you should stick to it
now did you have a model.cfg file with the ofp2manskeleton defined in it next to the rtm files?
also do you have the rtms in separate pbo or are you packing them with everything else?
it is the same pbo. I also have such a model.cfg
what else do you pack with it?
What do you mean?
in the pbo
Everything for the weapons (model, textures, sounds, configs)
are the rtms in separate folder?
yes
and the model.cfg with them is copy from the sample character model.cfg?
Checking
when you pack with pboProject are there any errors/warnings?
what I find odd is that both the rifle and the launcher are on the move
when handanims do not affect them
I am reloading in the screenshot, so it looks a little different
ah alright
should the path be the same?
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
This is mine
Sample one goes to Sample_f
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
this is from model.cfg in test_Character_01
ah, I was in template_RTM
ah
then you have the wrong skeleton
since the template_rtm runs manskeleton
not ofp2_manskeleton
Nono, I just opened the template to compare at first