#arma3_animation

1 messages ยท Page 25 of 1

frank scaffold
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for some reason as soon as the last shot is fired, that revolving source instantly resets to 1

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if I set the weapon to autoReload 0 then the revolving works correctly

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but it still doesn't smoothly go from 0.25 to 0, it just instantly jumps to 0

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I guess revolving is just not going to work for recoil animation then

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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

deft fern
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combine revolving + reloadMagazine?

frank scaffold
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so like, last round of revolving sets the barrel to fully recoiled and then reloadMagazine animates it back?

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that would work if having autoReload enabled wouldn't set revolving instantly to 1 when the last shot is fired

deft fern
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do last revolving in reloadMagazine

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so i.e. 15% of your reloadMagazine is actually recoil anim

frank scaffold
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oh yeah that might work

deft fern
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when last magazine is out revolving would be used

frank scaffold
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for some reason the reloadMagazine source doesn't appear to work

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it's always 0

frank scaffold
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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";
};

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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

cyan ivy
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how can I also animate a piece of the geometry when animating a model?

desert raven
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make it part of the same animated selection

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then that particular geometry part has both a component selection and the animated selection

cyan ivy
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wait so 2 parts from different lods in the same named selection?
or do I just give it the same name to both?

desert raven
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same named selection on both lods

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refer to samples

drowsy nymph
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Geometry wont have collision if it moves outside the model's initial bounding box though

cyan ivy
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I don't need it for my model but could I increase the bounding box with dummy verts?

drowsy nymph
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Yeah just put some verts in the mem LOD of geometry LOD or something

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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

fallow marsh
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random Q : does someone have a non binarized rifle RTM/blender for the armarig? importing a sample RTM causes the rig to break

frank scaffold
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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

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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

white juniper
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On which Man skeleton bone are backpacks attached?

deft fern
white juniper
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Ah so no "main" bone that I can use for attachTo

cerulean pivot
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maybe one of the spines?!

subtle falcon
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you can try "spine"

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or Spine1

white juniper
cerulean pivot
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give yourself a launcher and take it out! ๐Ÿ˜„

white juniper
fast canopy
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stop teasing us just update dev branch

desert raven
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so wut attachTo that follows animations?

cerulean pivot
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selections

desert raven
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My mechs thank you.

crisp berry
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why is the plane as small?

fast canopy
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No, the guy is big

desert raven
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omg

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this means my sentry backpacks will be possible too ๐Ÿ˜„

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weeeee

fast canopy
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How the syntax would be?

desert raven
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@white juniper u such a tease

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โค๏ธ

white juniper
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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];
fast canopy
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Ohhh, sweeto

desert raven
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setObjectScale ๐Ÿ˜ฎ

white juniper
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Only works on attached objects for now. I'll see if I can do simpleObject too. but nothing besides these two

desert raven
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thats fine ๐Ÿ˜„

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is the function new too?

fast canopy
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I'll just attach it into a logic ๐Ÿ™‚

white juniper
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but muh performance

cerulean pivot
white juniper
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because of attaching at all instead of just placing down the object

cerulean pivot
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how performance heavy is attach anyway?

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I always thought it was minimal

white juniper
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minmal yeah, but still

desert raven
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the function is semi new tho since its introduced in 1.98 ๐Ÿ˜› This is like early christmas!

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Dedmen is ๐ŸŽ…

fast canopy
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Santamen

frank scaffold
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does anyone perhaps have the A3 default rifle poses imported into 3ds max somehow?

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I've been trying to do it in roundabout ways but I'm not having much luck

deft fern
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What are you trying to do?

frank scaffold
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have the rifle poses in 3ds max so I can use them as starting points for reload animations

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I managed to sorta approximate it

deft fern
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you are doing it wrong then ๐Ÿ˜‰

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there is kiory full setup with IK rig

frank scaffold
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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

ruby hill
deft fern
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If I remember correctly, someone also made blender version too

ruby hill
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Probably Alwarren? Sounds like his project alley

deft fern
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I think it was 4d4a5852 actually

ruby hill
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Indeed! Same timeframe of Summer 2019. Neat!

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Probably needs an update for 2.9 blender though.

fallow marsh
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Will be curious how that anim2cfg ends up. Im gonna have to play around with it

desert raven
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it produces a series of keyframes for each bone you animate, pretty nifty tool for more complex sequences

magic jay
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setObjectScale? ๐Ÿ˜ฎ I need it! I am fiddling around with the bullet casings mod and this would come in handy!

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No casings for 20, 30 40mm... atm

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All have the .556 cartridge in their configs

desert raven
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for that kind of thing a proper casing model is the way to go

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for particles you could also define the scale in the effects own config

magic jay
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That would be best ofc. But as I suck big times at modelling...

white juniper
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I don't think setObjectScale would help you with that. Casings are most certainly not unsimulated simple objects

desert raven
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theyre particles?

magic jay
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oh ๐Ÿ˜ซ

frank scaffold
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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

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the fingers and most of the animated parts also kinda pulsate weirdly

desert raven
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maybe some bone name is incorrect and thus does not animate in game

frank scaffold
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if there were incorrect bone names it wouldn't animate in OB either

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I'm importing that animation onto the BI A3 sample character

desert raven
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then maybe animationcfg blendgroup issue

frank scaffold
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you mean like in CfgGesturesMale?

desert raven
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yeh

frank scaffold
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what properties might cause that? I'm using the config from other animations that work fine

desert raven
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then it likely should work

deft fern
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how other frames are looking?

frank scaffold
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the fingers are pretty deformed through most of the animation

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it almost feels like the animation on the fingers is like, getting applied twice or something

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on some fingers I noticed that when they bend they bend way more than they should

desert raven
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Animation blend group might still be the culprit

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if it tries to blend 50 50 with the underlying animation with the fingers that probably ends up culring them in wrong way

frank scaffold
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which property might control that?

desert raven
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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

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might be a long shot idea though

deft fern
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If other frames are deformed then it's most likely export issue

frank scaffold
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but then why would it appear fine when imported in OB?

deft fern
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Do they?

frank scaffold
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the whole animation looks just fine there

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yeah you can see in the screenshot

deft fern
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I asked about other frames

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And you mentioned they are deformed there

frank scaffold
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yeah in-game

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in OB it's all fine

rare mortar
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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?

desert raven
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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

rare mortar
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Thank you

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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.

desert raven
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there are plenty of "how to use Blender" tutorials on youtube and internet

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start from basics

rare mortar
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I looked this already up but everyojne is neither using an old version of blender or doesn't adress anything

rare mortar
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Found it out, If anyone is interested...You have to go into pose mode

worldly osprey
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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. ๐Ÿ™‚

acoustic oar
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Nice!

tired depot
tired depot
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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.

final karma
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does anyone know of a mod that has a marching animation?

meager dust
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qq, Does anyone know if the timeline (made with keyframe in 3den editor) can be played/paused/stopped via the BIS methods in MP?

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I tried using server only trigger with the method and then with remoteExec, in both cases only the hosting player saw the animation

desert raven
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what commands have you tried to use?

meager dust
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I tried using BIS_fnc_timeline_play, with a trigger, also tried something with BIS_fnc_timeline_isPaused and BIS_fnc_timeline_setPause

desert raven
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where do you have the timeline saved to?

meager dust
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I made a keyframe animation with the editor, so it would be in the mission?

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do we have any documentation on that?

final karma
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does anyone know of a mod that has a marching animation?

desert raven
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@final karma no dont think anyone has made any. There are very little in the way of animation mods

final karma
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Thank's @desert raven

west light
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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?

west light
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???

frank scaffold
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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

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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

desert raven
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probably only reyhard

frank scaffold
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@deft fern may I trouble you for some help with your script?

hot knoll
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not sure which one of you genious' can do it but I think a military march animation loop would serve A3 community nicely.

desert raven
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I could see use for video making but not really on actual gameplay

hot knoll
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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

desert raven
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it gets complicated if you want him to also work back into normal movement state without being totally janky

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and also react to things happening around him

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or move on non flat ground

hot knoll
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hmm yeah they arre gonna TP back to where the anim started upon exiting the animation due to combat?

desert raven
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yes

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it might be possible to make them actually physically move during the animation but its somewhat more complex to set up

deft fern
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@frank scaffold well, sure - I'm away from my personal pc though so I'm without 3ds max for next 2 weeks

frank scaffold
deft fern
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Some pics maybe? You could also share somewhere output of script

frank scaffold
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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

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I will try to take some screenshots that show it later

frank scaffold
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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

deft fern
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And how did you rotated the weapon?

frank scaffold
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what do you mean? I just rotated it

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well, I rotated the model that I merged from the model max scene, I didn't actually use the one imported from OB

frank scaffold
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@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

narrow oar
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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?

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the only other thread I've found about this was from november last year, and with no solution.

desert raven
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dont think there is

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the keyframe animation is not meant for characters I believe

narrow oar
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oh shit, gotcha. What solution do you think could work for moving the character then aside from the keyframes?

desert raven
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waypoints, cutscene animations, combination of differernt playmove commands

narrow oar
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alright, thanks!

worldly osprey
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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.

white juniper
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I need to start getting into animations sippy

worldly osprey
white juniper
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Oh my gawd yes

frank scaffold
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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?

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or 1, 2, 3, 4?

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or is it 0 - 1?

drowsy nymph
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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

frank scaffold
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so if I have a discreteDistance[] = {100,150,200,250}; the values in the animation source would be 0, 0.333, 0.666, 1?

drowsy nymph
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I believe so, yes

worldly osprey
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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?

tired depot
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Movement. It translates to step values inside the rtm.

worldly osprey
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@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.

tired depot
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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.

worldly osprey
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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?

tired depot
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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.

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I'm no expert either by the way. Lots of reading and even more trial and error.

worldly osprey
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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 ๐Ÿ˜„

tired depot
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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.

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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.

worldly osprey
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Thanks a lot for the input, mate!

tired depot
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Happy to help. ๐Ÿ™‚

subtle falcon
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Thanks for sharing this Blender addon, that's awesome!

tired depot
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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

subtle falcon
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Just tested Animation Layers. It's a must have!

zenith token
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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?

desert raven
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Could be difference with precise animation type

zenith token
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which parameter is that?
if you mean class PreciseCrew (which the plane_fighter_bla inherits) it just has head = "headNo"; as "remarkable" property

desert raven
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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

zenith token
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usePreciseGetInAction = 0?

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or precisegetinout?

crisp berry
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possibly and sounds like a bug

zenith token
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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

cerulean pivot
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most of the time a playMove alone will make the AI disembark

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or just use an animStateChanged event handler and play your animation as soon as the AI gets out.

zenith token
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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

desert raven
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Was just going to bed when I answered last night so am not completely on the map on the problem.

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so what is happening and when @zenith token?

zenith token
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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

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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

desert raven
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how is moveOut command used?

zenith token
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hm? what do you mean?

desert raven
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how do you use it in this case?

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through scripting or trigger

zenith token
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script

desert raven
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k so something like driver thingy moveOut

zenith token
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moveOut driver - yeah. Or cargo, doesnt matter

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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

desert raven
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that is normal behaviour if there is no path entry at the position he exits at

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or at least sounds like it would be

zenith token
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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

desert raven
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just tested the f/18 and dogetout did play the climbing out animation

zenith token
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yes of course. But it walks 10m away from entry position

desert raven
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ok so do you do something else to stop him?

zenith token
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no, i use moveOut so it wont do it in the first place

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idk if you can stop it by any other method

desert raven
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ah yes moveOut

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right

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and right moveout just plops him out

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I wonder if it equals ejecting?

zenith token
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no, ejecting also has the 10m + animation

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i tried all the methods

desert raven
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it could be related to the percicsion animation

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as precise animation is played on the proxy

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so when you do get in

zenith token
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no, it also is the same for getOutHigh for vehicle (like APC etc)

desert raven
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the player is first put on the seat

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then the animation plays

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and when you get out the animation plays

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and then you are moved out

zenith token
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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

cerulean pivot
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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

zenith token
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well, the vehicle is static, so there is no chance of that

cerulean pivot
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๐Ÿคท that's what the devs thought would work best for "most" situations.

desert raven
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which vehicle uses the getouthigh?

cerulean pivot
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maybe HEMTT?

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or the Gunships?

zenith token
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i think apc commanders?

desert raven
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apc commander worked ok with the moveout

zenith token
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i used rhs usf f22, but its a vanilla animation

desert raven
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the animation is just poopy few frames

zenith token
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yeah, thats what i mean

desert raven
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hemtt works too

zenith token
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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

desert raven
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so the unprecise animation works

zenith token
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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

desert raven
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yes but if you move the char out of the vehicle then the animation cant play

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because its played while you are sitting on the proxy position

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the unprecies ones play on the char outside of the vehicle

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so how I see it the moveOut skips to the end of the precise get out animation

zenith token
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(and potential vehicle door animations)

desert raven
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doing immediate doStop after dogetout might work

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at least quick test with the F18 it seemed to stop the 10m run

zenith token
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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)

cerulean pivot
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@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

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what it does is that it makes the unit crouch as soon as it gets out

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basically does this:

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and this part removes the getOut order: [_unit] joinSilent group _unit;

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without it it won't work

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basically that's all you needed

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the playMove and doStop were just for better control

zenith token
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thanks, seems to work. Except the unit does some weird "unshoulder imaginary rifle and then shoulder it again" if it only has a pistol

cerulean pivot
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yeah

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remove the playMoveNow and it'll be fine. you can also remove the doStop

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or replace it with _unit playActionNow "STOP"

zenith token
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ah, thanks again.
i just wish this would be standard behaviour for static weapons...

cerulean pivot
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@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).

regal dawn
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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
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to what animations?

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@regal dawn

regal dawn
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@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

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but I don't have a video editor that can do that

desert raven
#

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

regal dawn
#

Right but most animations dont have muzzle flashes @desert raven

#

like editor animations

desert raven
#

no but said youre filiming animations so I thought you meant from life game footage

regal dawn
#

Oh no i mean the animations in-game

desert raven
#

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

crisp berry
#

@zenith token does it also happen for _unit action ["eject",vehicle _unit]?

zenith token
#

yes

#

run 10m away, animation played

crisp berry
#

from what i recall in the campaign it just dumps the AI units

zenith token
#

nope

crisp berry
#

did you test under player command vs AI?

zenith token
#

i tested under AI command

crisp berry
#

ok maybe thats it then

zenith token
#

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];

crisp berry
#

radio 6 - 1 - eject makes them drop out even when the vehicle is moving

zenith token
#

6-1 is only inventory

crisp berry
#

it plays the jump out anim and they continue to their WP

zenith token
#

propably only works on cargo'ed units. Drivers are forbidden to eject apparently (at least for air vehicles)

crisp berry
#

without WP, they get back into formation

zenith token
#

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

crisp berry
#

{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

zenith token
#

doesnt work on littlebird pilot - on ground and in air

#

and not on black wasp pilot when on ground and taxiing

crisp berry
#

maybe due to the precise getOut setting

zenith token
#

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)?

robust wyvern
#

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.

desert raven
#

are you making the object?

robust wyvern
desert raven
#

no in DMs the help gets lost, here someone else can make use of it too

robust wyvern
#

Alright I'll post it here aswell then

desert raven
#

+here anyone who knows can contribute to the conversation

robust wyvern
#

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.

desert raven
#

you can post links to pictures and videos as a normal user

robust wyvern
#

Trying to drag the picture onto the discord doesnt work.

#

Neither with the video

fast canopy
#

links to pictures

robust wyvern
#

Ah cheers Goat ๐Ÿ™‚

desert raven
#

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

robust wyvern
#

How is the standard target in a3 handled then? The yellow ones that fall when hit?

desert raven
#

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

robust wyvern
#

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.

desert raven
#

"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

robust wyvern
earnest otter
#

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.

desert raven
#

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

earnest otter
#

yikes thx @desert raven

desert raven
#

blame yourself for picking up one of the more difficult weapon animation things to do ๐Ÿ˜›

earnest otter
#

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.

desert raven
#

there is a IKcurve or something like that in the animation config

earnest otter
#

i guess iam gonna use the same values as the left hand dont know if thats gonna work xD

desert raven
#

no that wont work

#

you have to time them according to your animation

earnest otter
#

well id did tho xD

#

it*

desert raven
#

๐Ÿ‘Œ

earnest otter
#

thx allot @desert raven you again helped me improved my Weapon making skills ^^

desert raven
#

๐Ÿ‘ good start for the new year then ๐Ÿ˜„

regal dawn
#

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

worldly osprey
#

@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.

earnest otter
#

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.

worldly osprey
#

@earnest otter that has nothing to do with the rig. Just Google Blender Auto Keyframe

tired depot
#

@earnest otter You mean you're doing a keyframe per frame?

raw bear
#

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

desert raven
#

how do you run it?

#

and how is the animation config set up?

raw bear
#

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

desert raven
#

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

raw bear
#

Hmm, ok I'll give it a go

tired depot
#

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.

raw bear
#

The animation plays for a frame, but switches instantly to the uncon anim

#

Thanks @desert raven , it worked

desert raven
#

probably had something missing in the config

raw bear
#

That's strange though, cus I was using the cutscene animation base class

desert raven
#

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

sacred oxide
#

will an animations head movement affect the camera/vision of player?

cerulean pivot
#

it won't affect the rotation of the camera, if that's what you mean

#

but the camera will still move around

deft fern
#

depends on config - you can force it to follow head bone movement

sacred oxide
#

@deft fern @cerulean pivot thanks guys much appreciated ๐Ÿ˜ƒ

cerulean pivot
fast canopy
#

headBobMode = 4;?

cerulean pivot
#

which config property modifies that then?

deft fern
#

@cerulean pivot Contact intro2 mission is using that for instance + you can see little parkinson shaking on pilot animations too

lone flicker
#

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?

desert raven
#

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

lone flicker
#

cool! thanks!

reef hound
lone flicker
#

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

reef hound
#

i think, before was "add armature timeline keys" ?!

desert raven
#

@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

reef hound
#

yeah...

#

why vehicle.. i need it for charackter.

desert raven
#

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

reef hound
#

ohhh... the questions was not for @lone flicker ๐Ÿ˜‚ ... the question was for me... earlier ( 1 or 2 years) i can do all keyframes export. is that no longer possible?

desert raven
#

you can add frames to that list to be exported yes

#

but you need to export all frames

#

not just keyframes

reef hound
#

yeah, but where is the button? ๐Ÿ˜ฎ

desert raven
#

dunno, either you dont have armature selected or you have wrong version of the plugin

reef hound
#

hmm i have 2.8 from armaholic

desert raven
#

armaholic is not reliable source

#

you need to get if from the GIT page

reef hound
#

oh okay

#

thx

lone flicker
#

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?

desert raven
#

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

lone flicker
#

so will everything line up? ๐Ÿ˜„

desert raven
#

I dont understand what you are doing

lone flicker
#

I basically am trying to apply all the rotations and locations but it botches the animation

desert raven
#

remove animations?

#

you wont be able to do anything with them anyway

lone flicker
#

Oh! I'm wondering how do I get my animations in the game then?

desert raven
#

the BI wiki page "how to animate a model" explains how model.cfg animations work

#

simply put, you recreate them in the code

lone flicker
#

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?

desert raven
#

youre making a vehicle yes?

#

@lone flicker

lone flicker
#

yes sir

desert raven
#

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

lone flicker
#

You have to map them manually? do you map them through vertex groups or something?

desert raven
#

yes

#

did you check the wiki page yet?

#

if not pls do

lone flicker
#

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

desert raven
#

model wise yes

#

config wise no

lone flicker
#

So I can bring the animations I made in blender to OBJ builder? or is that cap

desert raven
#

you cant

#

animations are defined in the model.cfg config file

#

as in how much something rotates or translates

lone flicker
#

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

desert raven
#

well the wiki page should get you going with that

lone flicker
#

by doing the rotate commands and such

desert raven
#

and the Arma3 samples

lone flicker
#

roger!

worldly osprey
#

@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

desert raven
#

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.

dusky sable
#

hi guys , ARMA MOD FRANCE is actually seeking 3d animator for all weapons in the mod. pls pm me

dusky sable
#

thank @cerulean pivot

robust wyvern
#

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?

drowsy nymph
#

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

robust wyvern
drowsy nymph
#

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

robust wyvern
drowsy nymph
#

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

robust wyvern
desert raven
#

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.

naive hemlock
#

dis^^ or what monkey said, vertices work just fine

robust wyvern
#

@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 ๐Ÿ˜ƒ

robust wyvern
#

Adding a vert did indeed fix the issue, thanks again guys! ๐Ÿ™‚

brisk jewel
#

are there any tools for visualising the animation graph?

desert raven
#

where?

brisk jewel
#

what do you mean where? anywhere. has anyone made tools for this?

desert raven
#

what kind of animation?

#

proper animating software usually have such

#

but im not understanding your use case

brisk jewel
#

the animation state configs in e.g. CfgMovesMaleSdr form a graph, i want to visualise it

desert raven
#

no there is nothing for that

brisk jewel
#

before i do it myself i wanted to ask if someone had already done it before

deft fern
#

there is one internal tool for that but I have no idea why it wasn't shared publicly

white juniper
#

Lets just share it then eyesshakin

brisk jewel
#

of course there is, i didn't imagine y'all made these horrid configs by hand :)

hushed fiber
#

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

pulsar stirrup
desert raven
#

@hushed fiber ๐Ÿ‘† this maybe

hushed fiber
#

@desert raven Thank you, i will have to give that a read.

desert raven
#

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

dusky sable
#

Hi guys,
Do you think its possible to share the hand gun basic anims for blender 2.8 with controls please ?
Best regard.

desert raven
#

Im not sure if those exist

subtle falcon
#

๐Ÿถ

regal dawn
#

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

desert raven
#

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.

desert raven
#

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

novel narwhal
#

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?

desert raven
#

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"

novel narwhal
#

which is the correct one?

desert raven
#

can be checked from the example characters model.cfg

novel narwhal
#

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

desert raven
#

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

novel narwhal
#

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

desert raven
#

have you tried after the weapon bone is right name in Blender and animation is re exported and re packed (with pboProject I hope)

novel narwhal
#

nyet, so far I've only amended in the p3d

desert raven
#

then apply fixes and test.

#

also p3D?

#

why p3d?

#

animations are in rtm

novel narwhal
#

you're going to tell me you can export rtm from blender aren't you?

desert raven
#

im not. You can scroll up this chat for a bit...

#

Im gonna have to bounce

novel narwhal
#

no worries, thanks for the help

#

probably going to break and come back to this myself another day anyway

novel narwhal
desert raven
#

possibly

fervent parrot
#

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)?

fast canopy
#

Yes

fervent parrot
#

Cheers. I just needed to know for a future project before I put any effort into it.

fervent parrot
#

awesome, thanks for the link. It's similar to reload animations then.

frank scaffold
#

what is your rightHandIKCurve set to? it might have a curve that's blending back to the IK position at the end

desert raven
#

๐Ÿ‘

sacred oxide
desert raven
#

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

river gorge
#

hello

#

any german dude can helph me pleace to make more animations working in my arma mp ?

sacred oxide
#

there is a mission file on steam workshop, but i dont know how to access it/depbo it? how do i?

river gorge
#

arma 3`

frank scaffold
#

why would that happen?

drowsy nymph
#

Did you establish loadorder using cfgpatches requiredaddons[]?

#

Game could be loading your class before Apex

frank scaffold
#

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

drowsy nymph
#

Use what ever the latest loadorder class there is in cfgPatches, then your addons will always load after all the vanilla content

frank scaffold
#

my problem is that GestureReloadRPG7 is not in CfgMoveMalesSdr, it's CfgGestures

#

I was doing the config all wrong

tawny osprey
#

Name every unit

#

In their init: this attachTo [logic, [0,0,0]];

#

Then in the logic: man1 playMove/switchMove โ€œActs_Breaching_Oneโ€

#

Iโ€™d recommend you not to use the first act, rather have 3 man team

reef hound
desert raven
#

what would correct look like?

#

and you are playing a custom animation there yes?

reef hound
#

see more from character

#

yeah is custom

desert raven
#

then likely you dont have camera bone animated right in it

#

or you have some config values in use that mess it up

reef hound
#

i think i use a class from a cutscene.. i try it again...

#

in blender isnt a camera bone or?

#

from character?

desert raven
#

if your rig doesnt have it then its not there

reef hound
#

hmm

ivory crag
#

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

desert raven
#

you may need to ask @fast canopy what the requirements are

reef hound
#

ok.. found it... its a camera bone in the blender character >.>

desert raven
#

well yes

#

but the skeleton also affects it

reef hound
#

๐Ÿ™‚ thx

novel narwhal
#

Eurgh, ok I give up. I need help again
Can't get my .rtm binarised ๐Ÿ˜ 
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

desert raven
#

where is the rtm made in?

#

and what is myAnimation.cfg?

novel narwhal
#

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 meowhuh
Found a different model.cfg in A3 samples that had the OFP2 skeleton in it, seems to have done the trick

desert raven
#

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

errant pumice
#

So basically every animations must be in rtm Format right ?

desert raven
#

character animations are rtm

#

vehicle animations are created via model.cfg

fallow marsh
#

anyone else having some issues using the new version of the armarig for blender? this version is the 6.3 one

fallow marsh
#

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

desert raven
#

@fallow marsh what to be higher?

fallow marsh
desert raven
#

Weapon?

fallow marsh
#

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

desert raven
#

Could indeed be

fallow marsh
#

although the arm on the rig is stretching badly

desert raven
#

Weapon animations do not care about the arms. Only the hand bones position in relation to the weapon bone

fallow marsh
#

problem is, its making it hard to do the handanims

#

with it being streched like that, when i go to rotate the fingers, it just outright breaks

desert raven
#

dunno what happens there.

#

you can always make custom rig too in the same shape and size

fallow marsh
#

idk, just a weird thing

desert raven
#

youhave possibly rotated some wrong bone or bone target

#

should not really matter since the arm part will not be same anyway

fallow marsh
#

fair. its doing the same thing with a rtm i know works

desert raven
#

when importing rtm?

fallow marsh
#

yeah

desert raven
#

ah well imo its not full compatible with that

fallow marsh
#

importing an RTM i know works does the same thing. same for importing a sample rtm

desert raven
#

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

fallow marsh
#

found it. apparenlty it was something with an IK

pseudo pilot
#

Is it possible to animate base game vehicles?

desert raven
#

animate how

#

they already have all their animations

pseudo pilot
#

say i wanted for a cut scene for it to move in a very curtain way and doors and stuff opening and curtain times

desert raven
#

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

pseudo pilot
#

Ok so would it be possible to animate someone in a vehicle and move them about that vehicle ?

desert raven
#

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

pseudo pilot
#

ok thanks

desert raven
#

Gestures are meant for that I believe

subtle falcon
#

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.

torn dove
#

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!

torn dove
#

oh, thanks, didn't know there's a channel for that

desert raven
#

smooth transition from where?

#

take any vanilla animation class that works as you want as a base

ocean schooner
#

i found armarig from macser. its that a good model to make rtm with?

fast canopy
#

Define good. That's compatible with Arma rtms (more like dedicated) so possible to make rtm, flawlessly

ocean schooner
#

good as arma toolbox good

#

๐Ÿ˜„

#

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

stoic robin
#

Is there a animation for searching bodies?

ocean schooner
#

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?

desert raven
#

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

ocean schooner
#

there's a readme?

desert raven
#

yes

#

I would not say its good to read it if there were none

#

๐Ÿ˜›

ocean schooner
#

im down with reading it, but not sure where it is

desert raven
#

there is a folder for them in the tools installation folder

ocean schooner
#

okay

#

anyway, do i need to make the position of the animation (e.g driver) on the same place as the driver sit?

desert raven
#

yes?

#

or else the animation will not be in same place

ocean schooner
#

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

desert raven
#

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

ocean schooner
#

because i raised it on z axis (the arma rig) so no it is quite elevated in game

desert raven
#

well yes that is logical

ocean schooner
#

better make my own proxy then so i have the exact position so it is easier to position in buldozer

desert raven
#

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

ocean schooner
#

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

desert raven
#

probably

#

or it was meant for whole body character animations

#

where the feet need to be at 0 height

ocean schooner
#

he said, unless you only want to use hand model

#

but im using the feet too

desert raven
#

yes what you have looked is not a proxy animation tutorial

ocean schooner
#

yeah, thats the armarig tutorial

desert raven
#

yes

#

but

#

proxy animation is not same as chracter running/walking etc animation

#

so the offset move of the guide does not apply

ocean schooner
#

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

ocean schooner
#

how do i create a proxy from this animation?

desert raven
#

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

ocean schooner
#

all LOD?

#

do i need all of tthe other lods in the sample?

desert raven
#

no proxy needs just 1 lod

ocean schooner
#

ah okay

#

any specific named properties?

desert raven
#

no

ocean schooner
#

okay then

#

thank again

fast canopy
#
  1. You have to animate weapons/launchers on back manually, not something by config
  2. The pistol IK index is 2, however most of pistols don't have any IK animation
#

Former IMO

#

I mean, just position the fingers

sacred reef
#

is there a guide on how to set an ai's skeleton as something that isn't the base arma 3 rig?

fast canopy
#

Noting's different than vanilla rig, AFAIK. You only need to make rtms and config them as usual

sacred reef
#

ah

desert raven
#

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

sacred reef
#

that is perfectly acceptable, time to sift through a great many pages of documentation.....

desert raven
#

there is near none

sacred reef
#

pain

desert raven
#

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

earnest otter
#

Is there any way to make the Arma 3 Rig work with Mixamo animations ?

desert raven
#

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

earnest otter
#

@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.

desert raven
#

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

earnest otter
#

@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 ?

desert raven
#

I dont know. I have not done it.

earnest otter
#

well xD

desert raven
#

And I dont really have time to figure it out for you ๐Ÿ˜›

earnest otter
#

no thats fine could have been that you may know how to do it xD

desert raven
#

I probably could if I looked into it

earnest otter
#

well i guess i need to go around and ask / figure it out myself.

desert raven
#

but I have not the time or interest in mixamo stuff

earnest otter
#

thats fine ^^

#

still thx tho for you anwsers.

desert raven
#

you can look into animation retargeting and stuff like that

#

but then again, what animations are worth the trouble?

earnest otter
#

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

desert raven
#

comes down to knowing rigging and animating

#

one can always make their own

#

and I was suspecting this was about meme animations ๐Ÿ˜›

earnest otter
#

i mean what else would it be ^^

desert raven
#

well

#

I still keep up the hope for something useful and cool coming along

earnest otter
#

@desert raven i do have another question is there a way to export the armature or do I need to make my own ?

desert raven
#

export if from where?

earnest otter
#

well ok not export i realised that myself xD

#

is there a clean version from marcsers rig without controlers ?

desert raven
#

no

earnest otter
#

-.-

#

well ok thx

desert raven
#

come on. ๐Ÿ˜›

#

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 ๐Ÿ˜„

earnest otter
#

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.

desert raven
#

if you have interest in animations it will be worth the effort to learn it

earnest otter
#

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.

frank scaffold
#

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

vocal tendon
#

The door animation on my model works in Model Viewer, but not in A3. Please let me know what could be the cause.

subtle falcon
#

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 ๐Ÿ™‚

desert raven
#

Swimming has separate action set.

#

@vocal tendon you are likely not triggering it right.

frank scaffold
#

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
        };
    };
};

};```

frank scaffold
#

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?

desert raven
#

could be issue with required addons

#

and thus the addon loadorder

frank scaffold
#

my required addons are this ```"Extended_EventHandlers",
"cba_main",
"A3_Data_F_Exp",
"A3_Weapons_F_Exp",
"rhs_c_weapons",
"rhs_c_heavyweapons",

desert raven
#

for A3 data requiremetn use oldman loadorder as requried addon

frank scaffold
#

actually I don't need the cba and extended event handlers either

desert raven
#

do you need the rhs weapons?

frank scaffold
#

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"
```?
desert raven
#

mod addons likely later

#

and you probably could have only the mod addons as they likely already have A3 data dependency

frank scaffold
#

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

desert raven
#

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

frank scaffold
#

what do you mean?

desert raven
#

in case you are breaking that parenting with your config

frank scaffold
#

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 }; }; }; };

desert raven
#

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

frank scaffold
#

I'm only inheriting crew and DefaultDie but I have both of those defined

desert raven
#

yes but do those classes have parent classes in the default config

frank scaffold
#

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

desert raven
#

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

frank scaffold
#

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?

desert raven
#

and dependency for the animation pbo

frank scaffold
#

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

desert raven
#

ยฏ_(ใƒ„)_/ยฏ

#

any mod is a risk

frank scaffold
#

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

naive hemlock
#

why do you even have a RHS dependency on your anims"?

frank scaffold
#

I don't have it in the anims, just the main vehicle config

#

cause some of my vehicle weapons inherit stuff from RHS ones

naive hemlock
frank scaffold
#

yeah me neither

#

that's what I've been racking my brain about

desert raven
#

there is a thing called animacache in Arma that can bug

frank scaffold
#

is it just random?

#

like it'll bug at random times on launch?

desert raven
#

no its related to small changes in animations that dont trigger its rebuild

frank scaffold
#

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

desert raven
#

possibly

#

its in appdata\local\arma 3\animDataCache

frank scaffold
#

I guess it shouldn't be a problem outside of testing then

desert raven
#

unlikely yeah

frank scaffold
#

so could you just delete that animDataCache folder to force it to rebuild?

desert raven
#

yes

#

worth a try

frank scaffold
#

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

desert raven
#

maybe

#

I dont know any details of the issue

#

and possibly your mod switching triggered it too

drowsy nymph
frank scaffold
#

yeah I found that

frank scaffold
#

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?

desert raven
#

what source are you using?

frank scaffold
#

ReloadAnim

#

I mean reload

#

oh nevermind it does work

#

I guess I didn't load the right file or something

compact mauve
#

Anyone know any animations that will have the AI move while in animations such as carrying or dragging a wounded soldier to cover

desert raven
#

BI vanilla animations might have such

#

check the animation viewer

desert raven
#

No

#

And custom move set will be somewhat flaky to use too

#

Or are you replacing the normal one?

desert raven
#

for movesets Id recommend setting them up like they are in the vanilla movesets

desert raven
#

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

desert raven
#

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

desert raven
#

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

desert raven
#

I dont think you can define new stances

#

which was what I was trying to say earlier

#

you got Rifle, Pistol, Launcher and Unarmed

split zinc
#

how does one make animation?

desert raven
cerulean pivot
#

See the pinned messages for static animations, for example

split zinc
#

i know nothing show me the way?>

desert raven
#

yes but what is it that you want to do

#

what do you mean by "animation"

subtle falcon
desert raven
#

wee

zenith token
#

cool, nice horse

drowsy nymph
#

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

desert raven
#

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

drowsy nymph
#

I am a total noob at blender so I've perhaps just not done it right

desert raven
#

I used child of constraint:

drowsy nymph
#

I will give it a go. Thanks

drowsy nymph
#

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.

desert raven
#

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

drowsy nymph
#

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

desert raven
#

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

jovial bay
#

I think i have that forked

#

I really hate the blender user dev environment, I need to find a mikero for blender dev

jovial bay
#

When I start working on it Iโ€™ll live stream it so , feel free to come in and give me your concerns, endstate is never to have to open object builder.

desert raven
#

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

subtle falcon
white juniper
desert raven
#

@subtle falcon it looks awesome

#

lets hope it doesnt break in MP xD

subtle falcon
#

This is a possibility. ๐Ÿ˜…

#

We'll see in due time x)

zenith token
#

whats the mod name? Mount&Machinegun? ๐Ÿ™ƒ

earnest otter
#

if anyone has any kind of clue it would be very appreciated.

subtle falcon
earnest otter
#

@subtle falcon yes i have they seem to be all correct.

subtle falcon
desert raven
#

Possibly weight normalisation issue. Arma can have 3 bones affecting a vertex, your weighting might have more

stable robin
#

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?

desert raven
#

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?

stable robin
#

I tried both pboproject and the a3 tools

desert raven
#

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?

stable robin
#

it is the same pbo. I also have such a model.cfg

desert raven
#

what else do you pack with it?

stable robin
#

What do you mean?

desert raven
#

in the pbo

stable robin
#

Everything for the weapons (model, textures, sounds, configs)

desert raven
#

are the rtms in separate folder?

stable robin
#

yes

desert raven
#

and the model.cfg with them is copy from the sample character model.cfg?

stable robin
#

Checking

desert raven
#

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

stable robin
#

I am reloading in the screenshot, so it looks a little different

desert raven
#

ah alright

stable robin
#

Here it looks "normal" ๐Ÿ˜„

#

the config looks a little different

desert raven
#

you only need the cfgSkeletons part

#

but if its not correct then it goes boom

stable robin
#

should the path be the same?

#

pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";

#

This is mine

#

Sample one goes to Sample_f

desert raven
#

// 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

stable robin
#

ah, I was in template_RTM

desert raven
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ah

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then you have the wrong skeleton

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since the template_rtm runs manskeleton

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not ofp2_manskeleton

stable robin
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Nono, I just opened the template to compare at first