#arma3_animation
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๐
CfgSkeletons looks the same
here is the model.cfg
When I build it without the extracted game files and switch in the Arsenal between my and other weapons, there was an error popup window
But I cannot remember what it said
I thought it was from the other weapon
But it was something animation or skeleton related
pboProject would not likely even allow you to build without extracted game data
Yes, I used A3 tools first when building without game data
yes Addon builder does not care about errors
it just crunches what you feed it
if something packs with it, it does not mean it works
Sound like Bohemia is using it ๐
Not getting any error with pboProject
just a warning for each .p3d I have
AT4.p3d scanning...
warning: p3d format is unknown file cannot be checked*
that's it
Ah, found the solution. In Addon Builder I have to set the path to the addon folder, but in pboProject just to the @-modfolder
eh?
I had the path to the addons folder in pboProjects as well, so it was putting another addons folder into my addons folder and placed the pbo there
eh??
After building with pbo project my mod looked like this:
@mod/addons/addons/mod.pbo
ah
in the first addons folder was the pbo from addon builder
in the second one the one from pbo project
wut
but Arma takes only the pbo from the upper folder
Anyway, problem solved. As always, it was the users fault
๐
I got a question involving the explosion effects, Is it possible to take a explosion animation from either blender or Embergen into Arma? Im trying to get a particular aerial explosion effect, but have no idea what Arma is doing with their particle system.
no
or well techincally yes if you can convert whatever format you have it in into Armas particle effect config
but I wager thats not really practical solution
well embergen does use a partical system of sorts
really wish Arma 4 (whenever that may be) will allow for easier blender animation and paritcale animations like vdb files, so fire is eaiser and better looking
Those may not be game compatible at all. So I would not hold my breath.
Nice effects like that often come with the cost of intense performance needs. And they would have to be integrated to work with the world engine.
one can pray they implement something other than config animations
Check out Dayz. I think they have the new animation system.
is there any current p3d samples/model.cfg info on how to do the door gunner animations where you touch and move with the gun on helicopters like the newly updated ghost hawk?
nope
there is IK array in the config that connects to the gunner characters bones and makes them follow the guns movement
256
This question makes me nervous
@worldly osprey A large structure im working on. Alot of doors
if it also has breakable windows those will eat bones
Sometimes big buildings have to be split because of the bone limit too
Hi,
I've troubles with handanim. When i export it from blender it's perfect. I import the animation in object builder and after deleting all proxies when i export again (from object builder) in rtm it's corrupt. The animation is broken when i re-import in object builder to check if all it's ok. So in game it's just .....
I've tried to binarize with mikeros tools the rtm from blender but it doesn't work in game.
Explain your whole process. Sounds like you are doing something very wrong. How do you export from blender? Why do you need to remove proxies? And why do you export again from OB
I export from blender with armatoolbox, i import the animation in object builder for deleting proxies because i've see some problem in forum with them so i export from ob after
I've tried to binarize the rtm from blender with him model.cfg but in game it's broken. Arms in the sky...
I've tried with mikeros and addonsbuilder
the model.cfg is from arma 3 sample with my modification to import the rtm. class Name_of_anim: ArmaMan{};
RTM
Rtm does not carry proxies
Yes
ok so i have an error with my model.cfg or the binarization
You might need to correct the weapon bone name in the blender armature
Depending on what rig you are using.
Weapon bone name needs to match what it is in model. Cfg
i don't touch the armarig so i think it's ok
If I recall right, it's Weapon in the rig but needs to be weapon
No it's wrong in it
You need to fix it
And also yes the weapon bone needs to be in correct place in your animation
No the bone name in the armature
yes it's called "weapon reference" in armarig
ok so in pose i have a bone called "weapon"
W or w
Yes
๐
so for the door gunners moving with the guns on a helicopter i got it working but and the hands are good but the feet don't want to move even though i have points in the model and model.cfg for the feet
model.cfg
"gunner_2_leg_left" ,"gunner_2_legs",
"gunner_2_leg_right" ,"gunner_2_legs",
"gunner_3_legs" ,"otochlaven_2",
"gunner_3_leg_left" ,"gunner_3_legs",
"gunner_3_leg_right" ,"gunner_3_legs"```
config ```
gunnerLeftHandAnimName="gunner_2_hand_l";
gunnerRightHandAnimName="gunner_2_hand_r";
gunnerLeftLegAnimName="gunner_2_leg_left";
gunnerRightLegAnimName="gunner_2_leg_right";
gunnerAction = "gunner_Heli_Transport_01_hands";
gunnerInAction = "gunner_Heli_Transport_01_hands";```
any help would be nice
show your full model.cfg
@deft fern i'll dm it to you
you can use pastebin ๐
what's the point of gunner & gunner legs being glued to gun?
don't you want to control legs or gunner separately?
yes i want to
the gunner's hands and legs are tied to otochlaven to move with the gun
gunner is tied to otochlaven too
then in the config i tell it which points on the miniguns are his hands and legs
yes the gunner himself is also tied to otochlaven
== no point in IK? ๐
is there any documentation or examples like model or model.cfg to do this the right way
anything in arma samples?
I don't think there is
nope
i used odol converter to look at the ghost hawk and his had his legs in the config but theres no point for the gunners legs in the model but yet he moves
I made it for RHS first and then as a bonus, ported to vanilla
I think its an awesome idea and so do many others
its something i've wanted for a long time instead of minding controlling door gunners
do you know if bohemia will update the wiki on how to add this?
I don't have such thing in mind
so its my model.cfg thats messed up?
yes
i thought the gunner has to be tied to otochlaven to move with the turret or you get the stretched arms
but you want to stretch those arms, right?
well ya i want it to move like the ghost hawk gunners or the RHS blackhawk gunners
i'm confused on what to do at the moment so should i untie the gunner from otochlaven?
i have the points in the model for where his hands go and the axis they should move on
yes, you should disconnect him
legs can be tied to turret
ok
but his hands should be the only thing tied to otochlaven in the model.cfg or should i just define those in the config
yea, hands can be glued to gun
sorry for all the questions by the way i'm just trying to get it right
for the config though i saw the gunners legs were defined on left and right for the same pair of legs instead of doing each leg is that right?
cause i have the legs paired or i can do each leg
depends what you want to do
like right now its each leg
gunnerRightHandAnimName="gunner_2_hand_r";
gunnerLeftLegAnimName="gunner_2_leg_left";
gunnerRightLegAnimName="gunner_2_leg_right";```
i'll just build and test real quick
ok so it works but now my gunner proxy doesn't swing inside the helicopter
so i'm stuck outside the helicopter floating with my arms and legs moving
so now since the gunner is untied from otochlaven it doesn't move him into the correct spot
the turrets limits are fine its just the gunner is where i created the proxy and he won't move
like he won't swing into the gunner seat
i setup the gunner proxy up like the ghost hawk where the miniguns are facing forward and the gunner is right behind them instead of in the seat
Yeah, now you need to create animation classes to move your gunner separately to the turret
ahhh ok
so something like this?
{
type="rotation";
source="mainturret";
selection="gunner_2";
axis="otochlaven_1";
// sourceAddress = clamp;
minValue = 1.5707964;
maxValue = 2.4434612;
angle0 = 0.0;
angle1 = 0.017453294;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;
};```
testing again
Anyone know a guy who would commission/make me an animation mod which may work alongside ace for example?
you can try #creators_recruiting
class Acts_Stargazer: CutSceneAnimationBaseZoZo
{
minPlayTime = 1;
enableDirectControl = 0;
file = "\a3\Anims_F_Enoch\data\anim\sdr\cts\Intro2\acts_stargazer.rtm";
speed = 0.0394;
weaponIK = 1;
rightHandIKCurve[] = {1};
leftHandIKCurve[] = {0,1,0.669369,1,0.679369,0,0.8318,0,0.834428,1};
actions = "RifleLowStandActions";
headBobMode = 6;
headBobStrength = -1;
ConnectTo[] = {"Acts_RifleLowStand_Default",0.0001};
InterpolateTo[] = {"AmovPercMstpSlowWrflDnon",1e-005,"Acts_RifleLowStand_Default",0.0001};
canBlendStep = 0;
interpolationRestart = 0;
looped = 0;
};```
i was told this has mouse movement upside down - can this be changed by config parameters or is it due to the rtm itself?
possibly it has to do with camera angle going bonkers if the animation turns head to look up.
cutscene animations quite often benefit from user input disabling
ty
does anyone know why animation packs (whiplash, zl2) mess up vehicle animations (eg standing up aiming a rifle while in a pilot seat of a helicopter) happens/how I can fix it?
maybe this is better suited for a different channel
it sounds like animcache bug
you may need to clear the cache in your documents\Arma 3 folder
did you mean documents/myprofile/saved/steam/meta the cache map thing thats in there?
if so the guys are still standing straight up in heli seats
no
AppData\Local\Arma 3\AnimDataCache
ahh
it worked! thanks!
how do i make my vehicle's antennas "wiggle"-able?
in what situation?
During acceleration and braking can use the gmeter animation sources. No way to do it for wind unless you make the antenna a tree
okay great, ill look into it
If writing a series of animations to play in succession (for a video piece), (in recent chat (See #arma3_scripting), do you include the;
- _in
- _loop
- _out
animations, aswell as;
-_m?
As for interpolation, you dont need the sleep 0; code right? because that will disrupt the intended animation flow? (e.g jetshooter anims), Im guesing the only time you use the sleep 0; code is if your going to play two completely different animations and use a pause as a way to interpolate from the first to the other right? or no?
DISREGARD
Question: Can you export a .blend file with keyframe animation to .rtm without losing the movement? What does the config look like for that?
Followed POLPOX guide to the letter and the animation doesn't even show up in the POLPOX animation viewer.
@next cloak what do you mean export to .blend?
Not to .blend, from.
Using the Arma Toolbox
well yes you can export animation where character moves around
Okay, thank you, I was starting to wonder because I've failed to get it to move in-game.
what kind of movement are you trying to do?
Because it's just a test I'm just trying to get the guy to slide forward.
10 keyframes, if relevant.
Using ArmaRig also.
if its real movement, not just cutscene movement, then you need to define the vector step values in the animation itself (in the rtm tool dialog) so that the animation has movement in engine
What rtm tool are you talking about?
Sounds like I've missed something here then because I have no clue how to do that. In the export dialog for making an .rtm I only have two options; Static Pose and Clip Frames to [0,1]
Aha, I'm gonna fiddle with that, see if it works. Thanks for the help, appreciate it.
for what kind of config your new action will need, you can check out the step over (V key) animations config for reference
For some reason I don't even have that sub-menu in my Arma 3 tab

Yeah, I'm gonna have to solve this some other day.
Thanks anyways man, appreciate it.
Hello, does anyone here have a rig usable for motion data?
What kind of motion data?
.BVH file using mixamo skeleton
Then no there is nothing ready for that. You would have to create your own conversion rig setup.
Hey, i am looking for a couple of animations to be made up for the group i am a part of. Hopefully it won't be too hard fingers crossed, after an at ease stance, to attention stance, and a British style salute (open palmed) if anyone is interested in that please shoot me a DM. Thanks
I have AutoRigPro which I can use to remap bones onto a different skeleton. But the problem with armarig is that it uses IK for hands and feet. So the motion data cannot be directly remaped onto it. Is there a way to turn the IK features to FK? Or is there a different rig without those IK features?
you may need to make your own rig in the shape of the Arma skeleton
or edit the Macsers rig
though it may need some more work than just removing the IK constraints
So, I was able to find some kind of older rig by deanosbeano from 2013. It works nice with the motion data, but now the problem lies in the config of the addon itself. I was able to use Object builder and generate RPT for the animation, but when played in-game, the animation seems to be frozen on 1 frame. I was not able to find any good relevant documentation for the config attributes, and exporting and using classes from a3\anims_f\ and kka3_ace_extension_anim was not helpful either.
config.cpp
https://pastebin.com/Sh2KjG18
And there is another issue with this approach, it f*s up all other animations in the entire game. And it's different each time, sometimes moving forward switches animation to prone position, next time unit runs sideways and next time unit crouches.. Really weird behaviour.
Well it just means the config is wrong and breaks everything.
hello... anyone have same issue? https://prnt.sc/110wkyp
I dont have again no "add Armature Timeline Keyframes" https://prnt.sc/110wmf0
Blender Rig 6.3
Blender 2.92.0 (same problem with 2.80)
Arma 3 tools from Github 3.0.4
Reinstall doesnt work
last time I've seen this it was wrong version of the toolbox
yeah... but i download the newiest version from all... your blender tools worked correct? which versions you have?
ok, fixed
yeah i use blender 2.82 now and the newest version of arma 3 tools. ๐
is there any place I could get an accessible format of the default A3 pistol pose, kinda like how the samples have the ones for rifles? either an unbinarized RTM or some other format, it would be very useful for animation reference
Hey all. I am attempting to get POLPOX's Artwork Supporter and USP animation and poses in editor. When i succesfully copy and static pose or animated pose in animations viewer and then mouse hover and ctrl+E or click+ctrl+e it does not export anything over. I do see editor 'Thinking' however.
@real otter #arma3_editor
Hey guys, could someone tell me where I could find a Animation Rig for the newer Blender Versions?
Hi everyone, made a static rtm using Macser's rig and video as a guide, shows up great in object builder, but when packing I get he followng error from PBOProject. BIS binarise failed to binarise some or all rtm files. There was no skelton that could be used. Read the documentation
I'm still searching through pages of somewhat relevant 'documentation' waiting to find the right bit XD
Any thoughts on what Im'm doing wrong would be very much appretiated, thanks!
So having found some info from mikero, am I correct in understanding that for example, a driver's pose rtm cannot be packed (in one pbo) at the same time as the vehicle (and it's skeleton) for which the pose is used?
it can
@inland bramble Macsers rig should still work
or you can make your own of course
I tried that one and it does not work. Seams as if I have to downgrade Blender.
Tried this version:
https://www.armaholic.com/page.php?id=24138
When I move one of the Bones, the hand stays at the same Place.
I think you are just using it wrong
you take hold of this bit
in pose mode
and move it around
as it is the IK target of the hand IK constraints
https://i.imgur.com/hpz2JH2.png
This is what I'm geting
so yes that is working right
if you select the green skeleton you can see it is named "importRig"
as in it is meant for importing animations as reference
So its not need for creating an animation?
no for animation creation you use the 1Armarig that has the red bit and all the IK stuff
or well you can use either if you know what you are doing
Oh, thanks a lot. That fixes my issue.
but if you dont, then just use the ArmaRig
Does someone know how I fix this?
https://i.imgur.com/TsMvGJG.png
put your launcher bone in correct place when you do the animation
the hand positions are read from the rtm in offset to the launcher or weapon bone
depending on weapon type
Oh, thanks. Found the issue. It did not create a Keyframe for the launcher
Well, seems like that did not fix it
https://i.imgur.com/G3SCaz6.png
how are you packing the rtm?
with hemtt
could be it has problem with rtm binarization
bis binarize does not output any issues
Eh?
is there a way to know I've exported an animation correctly?
it looks correct in game.
Hi,
I wanted to make a detachable trailer but we can't animate the wheel_X_X_damper_land in the LOD LandContact?
Although the geometry is erased, it still hits the wheel_X_X_damper_land
You cannot animate physx wheels like that. Only interaction which you can do is sethitpoint damage on wheels
So it is impossible to make a vehicle with a detachable part?
well you are not the first one to try. There might still be some untried solution
so impossible might be too final definition
How do i add an animation and get it to play via a button (/mod)?
similar to how the structure doors are made, as in scripting it
clarification would be needed. Add what kind of animation to where?
lets just a new animation that gets played via mouse wheel click
character* sorry for short answers
well you get yourself an rtm and make a config that patches that animation into the cfgMoves config
bruh, need to make my own config from scratch 
bruh, need to make my own config from scratch
, thanks for the advice and direction bud, appreciated ๐ช
well not completely from scrach, just enough so your animation is injected into the exiisting animation config so that characters can run that action
oh, where is the existing animation config again sorry? ๐ธ
@desert raven is there a biswiki for this please
noot exactly
there is a movescfg page that explains some of the parameters
but in my experience it comes down to understanding how configs work and looking how similar animations are set up in the vanilla configs
yeah gave it a read, makes sense more or less, thanks again for the heads up
Hey, so one of my modders is having trouble configging his static animation into our mod, anyone have any advice on improving our config?
{
class default;
};
class CfgMovesMaleSdr: CfgMovesBasic
{
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class StandBase;
class States
{
class stool_sit: StandBase
{
file="41props\animations\sit.rtm";
looped=1;
speed=1;
mask = "bodyFullReal";
rightHandIKCurve[] = {0};
leftHandIKCurve[] = {0};
};
};
};
what's the issue?
(also I think StandBase was a member of states?)
Doesn't appear in animations viewer and doesn't come up when he tries to play it @cerulean pivot
what about this?
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic
{
class Default;
class StandBase;
class States
{
class stool_sit: StandBase
{
file="41props\animations\sit.rtm";
looped=1;
speed=1;
mask = "bodyFullReal";
rightHandIKCurve[] = {0};
leftHandIKCurve[] = {0};
};
};
};
also did you define bodyFullReal mask?
I don't think it exists
if you don't know why did you add it in the first place?
just use an existing one
Sorry, I'm taking over config for him to give him a break
like wholeBody
I'm new to animations and animation config
well it's defined in BlendAnims
but unless you know what you're doing I wouldn't touch that
just use wholeBody as I said
Okay, sounds good
So just change the mask attribute to "wholeBody"?
Do I need to define wholeBody anywhere else?
yes
no
Wilco
Okay, so I checked configfile >> "CfgMovesMaleSdr" >> "States" and our classname isn't present
what do you see in rpt?
Wait hold on, may have realized an error in his config, wait 5
Just realized what the issue was, looks like he accidentally nested the include file inside of CfgVehicles
Didn't notice it, think it's fixed now
Thanks for your help!
np
does your config have armas configs as required addon?
Aye, we got it all fixed!
Is there a hard limit on the ammount of animation classes that arma will support in the model.cfg?
have not yet reached it
and dont think anyone has said that having happened
there is however a limit how many bones your skeleton can have
so if you explain what kind of model you are doing and if there is a problem then possibly there can be answers
Bone limit wont be an issue, however I am making a lot of model.cfg animations (>5,000) and dont want to run into an overloaded issue where only some of the animations play and others that are over the limit dont
now that is quite a crazy amount
and such things can start to eat up performance too
and depending on how you run them and how often you run them they may start to bug in multiplayer
Anyone know any animation mods that have shields
Iirc, CUP weapons (or RHS), enquire on one of these two mods you should get your answer
I'm playing around with the ArmaRig
but I've noticed that the models is halfway sunk into the grid
I've checked in the animation viewer and vanilla animations seem to be above said grid
how can I move the rig up?
whenever I just try and drag it it gets very deformed
There should be a ground plane bone in the rig. Looks like a circle with four arrows coming out of it
Is it possible to animate an object so it grows?
in theory, yes, in practice its very difficult, even with simple shaped bject
You can sort of manipulate the hide animation to make something change scale, but you don't have much control over it
Hm, okay thanks for the info.
For an translationY animation, what defines how big 1 step is?
I tried using different values for offset0 & offset1 but it did not change anything.
For the Translation# types its always 1 unit is 1 meter if I recall right
and for the Translation type the length of 1 unit is the distance between axis memorypoints
Also the way to scale a thing I was referring to was basically animating each vertex independently
if you tell what you are trying to make/animate, perhaps better answer can be given
Im trying to make my trenches animate upwards. So that they are initially hide below ground and the rise above ground.
Why? ๐
i guess simplest way is to just move the whole thing up. but remember to make the object bounds big enough so that the animated geometry works.
do also note that such objects will not work very well as terrain objects (how most objects should be placed as)
especially if you want best AI performance with them they should be incorporated into the terrain
What do you mean by "move the whole thing up"?
Whats the problem with editor set objects with animation?
not editor related
in general thats just how animations work
if you animate geometry beyond the objects bounding box, the geometry is not accounted for anymore
so the bounds must be big enough to keep the animated geometry inside them
also animate it just to move up
okay
however the BB must be big enough
if BB is like this, the collision does not work
so BB has to be as big as the animated parts need
If I did that in reverse and had a 3m section below the earth. Would that work?
well then you dont really need the expanded geometry
since you dont need it to have collision under ground
I assume this is for making a "building in progress" kind of a thing?
Yes, will the geometry move down with the selection or do i have to create a selection in the geometry lod for it to move?
everything has to have same selection name to move with animations
so yes animated geometry parts will also need the animated namedSelections
Ah, thanks a lot for your help
Hey, does anyone here know how can I make an AI unit fire his weapon while it's playing a animation? Like a cutscene animation included in the game
Some of the animations can't use their guns after all
"getNumber (_x >> 'disableWeapons') == 0" configClasses (configfile >> "CfgMovesMaleSdr" >> "States") apply {configName _x}```Mayhaps
This will return the list of the suitable (I think) animations
@fast canopy Sorry to ping you but how would I make the unit fire with the animation?
there are script commands that you can use to force firing
forceWeaponFire and fire
Anyone any idea how this animation is called?
its not vanilla I think. its probably from one of the artwork support packs
you can use the advanced animation viewer from polpox artwork supporter to easily view them
Don't remember
You can
AoW doesn't have a lot of usable anims,. tho
Also Animations Viewer itself is available in my Base Functions which are available for everyone not only screenshotters
Put file:aow into the search bar should do. No idea what is your intention though
thanks @fast canopy
AnimExport - only a few clicks between Blender and complex multi-bone model.cfg animation(s) If youre looking for an alternative to manually writing down every bone movement in model.cfg, then AnimExport is the thing for you.What does it do ? The plugin will convert values from active Blender ani...
this looks pretty neat
ok, that's quite confusing - expected a pull request and instead got a release of a fork using the same name and made up version numbers 
might not be bad intentions ๐ not everyone is into it
@hexed hornet Upon our private conversation and checking repository not being updated for years despite said update was easy to develop(mainly you saying you had developed it as well but not publicly released your own version, which also made me think you are not interested to work on it any further), and also due not being sure if this still serves right for the old users; I have decided to release it separately. I did not create a pull request, in case more feature requests appear and you would not want it while I would want to provide, and according to my standards, code is not really fitting to pull request. Therefore I released it separately, and well yeah you can call it made up version number since I may work on it more upon demand. But yes , there is no bad intentions, the credits are still in place and the license you have used allows me to do so. If I had bad intentions, I would not contact you in the first place. I got no advantage, I could have held it private for my own team as well. But they insisted me to release as they told me a lot of developers are suffering from nothing close to this exists therefore I released. If I had used different name, I think then you would want to look for any bad intention as it would not credit your work?
@glacial pilot the only problem I see here is to reusing the same name for fork and just bumping the version. It makes it confusing :/
but whatever, great work anyway
When creating an animation, lets say i make a new animation for taking out the launcher, do i need a seperate version for stand, crouch, prone, etc etc?
yes
I did that so that people would know the origin... while not limiting myself regarding updates in my own repository, but if this is really causing issues, which looks so, then I ll take further actions to cease these issues. We are talking about a 2 years old repository.
@glacial pilot no drama ๐ just saying
the only problem could be fight for release number (original repo would mark new release as 1.2 as well at some point), then refering to anim2cfg 1.2 would not be unique
but who cares ๐
1.2 is multi object support, 1.3 is meant to be bone extraction, and considering it is 2 years old, I doubt that would be the case...
I see in readme, I mean that's the only problem I see regarding versioning.
๐ค
you saying you had developed it as well but not publicly released your own version
Does that mean @hexed hornet is breaking own license ๐ ?
@desert raven so either use gestures or make a new animation version? but new animation version is better?
depends on the use case.
gestures have their purposes and full body animations/states have their purposes
how would i decide whats best?
what criteria would i ask myself?
what is the purpose of the animation
to be used in all stances, and on the move, like a reload animation, or the hand signals on KOTH
it would help if you could be specific of the use case. but it sounds like its more a gesture type thing
how would you name an animation gesture file then if it encompasses stand crouch prone etc?
The name does not really matter. I prefer names what I can easily understand
but, it would need to suit the animationtitles ruling? (https://community.bistudio.com/wiki/AnimationTitles) ?
So how would i make an animation designed in erect pose, into crouch pose, and maintaining consistency?
I probably needs to be remade for the other poses
so does default arma 3 use alot of gestures in the original config
for some things yes
please give an example please sir
Eh? I dont have time to go digging into the configs. ๐
an example off the top of your head please good sir
Milord 
do u know or not know may i ask?
off the top of my head I dont have any
I have not memorized all of Arma config or mechanics
knowing a segment would be enough, not all, that would be an unreasonable ask, ๐
cfgGestures is where they are at
are the current default reload animations done by animation or code or both
hand movement is rtm animation and weapon part is weapons model.cfg animation
hello
I'm trying to start a loop animation through addaction
having troubles initiating the animation
I guess something is wrong with the source but unsure what
down below are the model.cpp and the config parts
managed to get the animation to show up so I guess it means that drill_start is working as an animation phase
I guess the animate in the execution part could be wrong but I'm unsure on what I need to input to start a loop animation since it has no end point
class Animations
{
class drill_start : Rotation
{
source = "user";
selection = "drill";
axis = "main_axis";
sourceAddress = "loop";
maxValue = 70;
angle0 = "rad 360";
angle1 = 0;
};
};
class start_drill
{
userActionID = 64;
displayName = "Activate drill";
displayNameDefault = "Activate drill";
textToolTip = "Activate drill";
position = "drill_source";
radius = 5;
priority = 2;
onlyForPlayer = 0;
condition = "((this animationPhase ""drill_start"" < 0.5) )";
statement = "this animate [""drill_start"",1];";
animPeriod = 1;
};
how to convert the arma 3 samples .rtm files to edit into blender?
IIRC rigs don't work with imported .rtm
they dont no. but the pose can be imported to secondary rig for reference
binarized rtms dont import though
IIRC rigs don't work with imported .rtm - ok, cool,thanks for heads up
they dont no. but the pose can be imported to secondary rig for reference - what is secondary rig?
binarized rtms dont import though - ok, cool, thanks for heads up
my question
so why are there .rtm files in samples if they are inaccessible/ineditable?
ยฏ_(ใ)_/ยฏ
Because they're for checking vertex weights and mesh deformation on character models
i used them for making handanim for my weapon and they can be import to the sample character in object builder
i do my rigging/animation work via blender and do direct ports to a3, never used object builder tbf
hey, how do i remove the cycle aware keying on blender please? frames 0-30 are stuck in cycle aware keying ๐
Cycle aware keying?
Im still not quite sure what part you mean
I mean it looks bonkers
if you imported rtm on it, that basically breaks it
neg, no rtm import on this, IK controls still work, but cant play animations around the pelvis around the 0-30 keyframe mark, but all other areas move in the 0-30 kf area
maybe you did not keyframe all relevant parts
ok, so i couldnt make the anim keyframe on 0, but if i make the anim keyframe at 30 and move it to 0, the animation plays from 0? do you know why? ๐
nope. does not sound quite normal
ikr, sounds so weird, will need to investigate further lol, thanks again dude
ok, so i found an rtm import tool for the a3 samples, but now the IK doesnt work (as stated on webpage), how do i get the IK to work again? if someone could help thatd be great, FK animating is too tedious and long
You basically don't get it to work. That rig and the target bones are not designed for such import.
We told you yesterday that the IK wont work on an imported .rtm
but you can setup the IK controls again manually, right?
True. Would need some effort though
Is there a way to implement the IK controls quickly onto an FK animation, without ballsing it up guys?
With some python scripts perhaps? I never experienced with them, though
not with that rig no
"quickly" is not a thing in what you are doing unfrotunately
the rig itself would have to be set up differently to have IK work after importing in way the RTM imports
what about incorporating the IK Controls on an already finished FK animation? is this possible?
Difficult
well, my situation is ive created a few FK animations, to a decent standard, but now want to finish them in IK, but, the existing controls on the existing rig dont react/respond (due to the rtm import), its either that or start all over again, solely in IK, theres no easy workaround, and alot of time will be spent, but would rather spend that time tweaking FK to IK, what do you guys think/suggest/anything else, please?
@desert raven @fast canopy @drowsy nymph (Or anyone else) i got a job position open for immediate start (Urgent)
Can you add and teach me how to add IK controls to an existing complete IK/FK animation, rig (where IK no longer works, due to .RTM import disabling existing IK controls), to one FK animation file, so the new IK controls can be; 1) adapted to other files, and 2) any further amendments can be done by either IK/FK. No contract, or NDA required.
When: Now (Urgent)
Entity: Modteam
Looking for: Animator & Rigger
Paid: Yes (No Contract or NDA required, the quicker you teach me, the quicker your paid)
Description: can you add and teach me how to add IK controls to an just one complete IK/FK animation, rig (where IK no longer works, due to .RTM import disabling existing IK controls), to one FK animation file, so the new IK controls can be; 1) adapted by me to other files, and 2) any further amendments can be done by either IK/FK.
Additional info: URGENT (like need you right now)
(#creators_recruiting message)
Nope. No idea how to do it
do not crosspost
is it possible to reactivate the old ik controls, once the rtm import has disabled them?
sure but they likely wont work properly as their positions are not correct
good point, they would ruin the current fk animations, thanks again ๐
does arma have a specific amount of armatures it requires to work when ported in game? like anything pedantic?
the exported animation should contain the same bones as the model.cfg defined skeleton and the other animations
I dont know the details of the exporter but Id wager it exports only 1 armature
when trying to connect via bone properties, its grayed out, an error box shows, with red text' blendr this property is for internal use only and cannot be edited', what does this mean? (p - https://imgur.com/vSCUHgN)
Are you in edit mode?
Can anyone reccomend any good tutorials for implmenting animations + the documentation for making animations for two characters.
there is very little in the way of tutorial or character animation documentation
most of it comes down to learning how the game configs work and then applying that knowledge to create animation and character configs
good to know
Can you use RTM files as moving animations?
yes. character movement animations are rtm.
the movement rtms have a movement vector saved into them that dictates their speed and direction
This is my config currently. It imports fine and when I am in the Polpox Animation Viewer it goes through all the frames but doesn't actually play the movement of the animation. https://gyazo.com/df072ae4ed8048da98e006bc527745fc
what kind of movement?
could be you are using wrong mask there
Thats the animation
also since you are iheriting from cutscene animation are you actually trying to make the chracter move in position
or just as around in a cutscene animation
the character is not moving at all there
did you give the animation a movement vector?
I dont think so
then the animation does not have position changing movement
Is the movement vector done in the config?
you have created a monster
I am trying to scavenge bits and pieces from forum posts and videos lol
Should work with some horror Mod
Is that in object builder?
you mut a m/s vector speed of the animation in there
and when the animation plays it should make the character move at that speed towards that relative direction
Ok
I set the rtm motion vector to @Control_Master. And it didn't seem to change anything.
if you set it to a bone it tries to calculate the vector speed from that bones movement in the animation
your animation is not moving
so you will have to come up with a speed and direction for it
The speed is within the range of 0-1 correct?
no
1 would be 1m/s
1506 would be 1506m/s
Y- is forward
so for example -3 on y axis should make it go forward 3m/s on the duration of the animation
why did you say you need movement with it though?
this is clearly static animation
you dont move the character
Yeah just the diction was confusing from my other projects.
thanks for this heads up
should weapon raised/lowered be removed on animations or included for better visual interpolation? or is there a default weapon raised/lowered animation in game triggered via code or something close to?
If the animation is supposed to play from that animation /on top of it then yes it would likely interpolate more naturally if you make it from smae stance
All weapon holding animations are slightly different though.
So you might want to firts play the put weapon away thing
Depending on what you want to do of course
Mmm no. I don't thinks so?
Wheels are operated by gameengine animation source.
Why would you need to? @gilded olive
I want to make a heavy-duty tow truck and therefore pull the vehicle but suddenly the wheels do not turn
Well as you may have noticed there are not really much in the way of towing mods available
But you are not the first one to try
And the reason why there are not such mods is that there are certain engine limits that prevent it
Like stationaty vehicle handbrake you are experiencing
trying to make a screenshot of paratroopers in the air. However, whenever i force open their chutes, they start descending. Is there anyway to just force open their chutes without them moving?
hey so were running into a weird animation thing that we cant seem to figure out
so on the pics shown here we have no clue why the animation goes like that
weve also tested other animations(and new ones) they all seem to do the same thing
is the gun modeled pointing forwards
yea
is the gunner made to move with it?
yea
or stationary
well the proxy is lookint to the side
is the gunner animation made in that same direction?
@desert raven Yeah the Gunner is rotated 90 ยฐ towards front, so its facing same direction as the proxy
in short i wanna mimic the same idea that RHS has now in the Blackhawk...Static feet with upper body moving by rotation of the weapon and when gun rotates to certain angle it would just move arms, but RHSs is just grou pof Magicians ๐
I got no issue making the animation as id say thats the easier thing, i feel most owrk is in the model.cfg or where is the body movement configured
yeh its pretty advanced stuff with lot of parts moving together
new to animations here, what makes it possible for you to be able to be in the animation and move your head around to look i noticed with static animations i'm not able to move my head around but if i where to make a vehicle turret or seat use that animation will i then be able to move my head?
for vehicle animations is best to configure them like all other animations like them. That way everything should work the same.
anyone who can share armarig 6.3 file to me? kind of need it because armaholic is no longer in service
is there a certain setting i need on in object builder to import animations through matrices
figured it out but my animation doesn't show up nothing is there
Iโm trying to import it to blender but this plugin isnโt working https://github.com/4d4a5852/rtm_import
@viscid forge what are you trying to animate?
I have hands on door gunners for my helicopters but my death animation isnโt in the correct place I guess
So when the gunners get knocked out they float outside the turret and I canโt move the proxy because then the gunner wonโt be in place while alive @desert raven
is the death animation made in same origin as the gunner animation
or at same origin as the proxy is at
this would result death animation baing way offset to the left when played on the red proxy
like so
all animations have to be done relative to the proxys position and direction
I thought it was but I guess not
Thatโs why I need to turn it into a p3d to compare positions but that blender plugin doesnโt work anymore
i'll screenshot the error
can i not extract it in object builder by exporting matrices
well you should get your tools working
when i do matrices this is all i get https://gyazo.com/66bf342bf00d82b5e6664861294f4fd9
are you sure its not a binarized rtm you are trying to load
well you seem to have few frames there no?
I just tested rtm import on my end and it works
dont think so
or well
scratch that
I have no idea what you have set up ๐
so dunno
do you have a Armature to import the animations to?
whats armature?
sorry i'm super new to animations
you are tackling quite a big thing for beginner
you should be starting from animation basics preferably
thats because nobody else will do it so i have to figure out how to do it myself
i'm just trying to fix my death proxy because they guy i paid to make them im assuming he didn't even put them in the right spot
though Armaholic is now dead so not sure if there are current links for it
he's not going to fix it so i'm on my own
next time, payment only on delivery of fully working/usable order
ya all these links for arma rig are dead
does anyone here have the armarig files for blender that they can upload for me
its a zip
that contains a .blend
that you can put wherever you like
Id recommend keeping a backup of it if you happen to save some bad changes ๐
i will but where do i put this .blend file?
anywhere you like
oh my god i love you https://gyazo.com/656502a3c1b9662c62333a72444de0e4
you've saved me thank you so much
if you dont want to look at pink man you can load up arma character textures on his material slots
well @desert raven it doesn't seem to like it https://gyazo.com/9be51241a8f7c64884133a21a61bbb29
in blender it looked fine https://gyazo.com/7117a70770b49e5df0708e425a3b03d0
well OB does not quite open stuff the same way always
but looks like it may not be made quite right
my gunner looks way better https://gyazo.com/62b9d76cf61418ab3c5bcc67cd6f703e
but the death animation is sideways
yeeh its not made in right way
idk if i'm doing something wrong because i have the gunner one good to go thats how i got it in position but i just tried to reimport it and i get this
how much did you have to pay for that?
oof xD
but like I said the OB rtm import is messy
you dont really need to use it anyway
well you probably could set up decent enough dead pose from your gunner animation
Would this be the right channel for help with getting animations to work? I'm trying to make a picture for my group.
I have the animation command copied but when I put it into the soldier I keep getting "Error invalid number in expression"
What I'm trying to use is [TFR_combat_crouch_shooting] in the Animation Player of a solider but I don't know if I'm missing something or what.
Sorry if it's a really simple thing that I'm too stupid to notice.
write down the whole command you are trying to use
Assume you're using my Mod in a wrong way
Hi
ropecreate "frompoint" cannot be a point that is animated? When I do the game crashes
Please make a crash report ticket on feedback tracker, with the crashreport attached
Hi
my 3rd person camera is stuck under the truck I'm carrying, modifying the extCameraPosition variable doesn't work, the camera stays under the truck I'm carrying as if it was blocked by geometry.
https://puu.sh/HNh7q/f05aa6b5c4.png
https://puu.sh/HNh7M/dff977bbe1.png
this is likely normal camera behavior since the other object is blocking the view
Is there a solution to "clear" the geometry that is blocking the view?
Hi ! Long time no see (joke of course...) may I ask for your advice for an animation.
Am I doing anything wrong ? or am I missing something ?
using addon builder from arma 3 tools
from mikero's ?
Jup
ok i'll try that. But what does it change ?
Addon Builder is a official but not really a reliable tool
Possible to break something. pboProject has super-less chance to break it
That a weird statement ... ok then I guess. Thank you again for your help. It is very kind of you.
Good luck. I also has some weird issue with Addon Builder, I don't trust anything other than pboProject anymore! ๐
gonna make a way to provide me that so
Hi me again. Well pboProject made me fix a LOT of issue ๐ thank you for that.
But actually I face something weird.
pilot.p3d ( a proxy taken from data/proxy/... ) ask for unknown textures and I don't know how to fix that
Pretty sure you should be using a driver proxy
oh ...
i'll try that
nevermind... just found that i've got a "out of nowhere" pilot.p3d on my proxy folder ...>_<
did that internal animation graph tool ever get released to the public?
no
Within a mode.cfg I have an animation set up as
class target_1_anim
{
type="translationZ";
source="target_1_source";
selection="target_1";
axis="target_1_axis";
minValue=0;
maxValue=10;
memory=1;
offset0=0;
offset1=10;
};
At the moment it's moving on anim however in the wrong direction on the Z axis, how can I reverse this? Tried a - in the offset but nothing
since you have memorypoint axis for it, use "tanslation" instead of "translationZ"
assuming the axis is 2 points
the negative offset1 should also work though
It only has 1 point on the "axis", should I need to do 2?
Second point being where I want the movement to end or just slightly off from the original?
if you use the "translation" then offset from 0 to 1 is the length of the axis points
so if you make the axis points 1 meter apart, then 0 to 1 offset is 1 meter
and offset from 0 to 14.4 is 14.4 meters
Thanks @desert raven got it working now
๐
Does anyone happen to know how i can resolve animations not playing on a vehicle in LOD0 or LOD1 before the vehicle is shot once; all animations work correctly in cargo-view tough ?
never heard of such. is the vehicle placed in editor?
Indeed it is, After setting selections again even tough they marked the right locations in the LODS it seems to have started behaving properly again ^^
possibly there was some mismatches then
is there a way to test damper animations of individual wheels on a vehicle? in bulldozer I can only test the overall "damper" animation
well you can assign them to individual sources
on that topic too, since all wheels use the same damper source, how does the game know which wheel to move when?
is it based on the animation name?
Is this config correct for a static RTM?
class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
class CutSceneAnimationBaseSit;
class Casey_ASTA_Chair_StaticAnim: CutSceneAnimationBaseSit
{
file = "Casey_ASTA\Data\RTM\sit";
mask = "handsWeapon";
speed = -3;
InterpolateTo[] = {"AmovPercMstpSnonWnonDnon", 2};
};
};
};
Currently it's not playing the anim but gives no error
beside what da12thMonkey said, there is also wheelMask = "wheel_X_X"; parameter
hey, how do i get over this issue (trying to copy paste an existing animation from an old rig, to a newer rig, (No selected F-curves to paste into) please
Are you using Blender ? You might want to take a look at Auto Rig Pro (and Animation Layers). You can use ARP to retarget your anims (easily).
Aye, using blender, never really tried out autorig, heard it got a bad rep, and i already retarget many animations, but really appreciate your input, if you have any other pointers, let me know, anything is appreciated ๐
@hexed hornet Hey mate, is your anim2cfg addon working for Blender 2.9? Can't check right now but would love to know. Thanks! ๐
works fine for me with Blender 2.93
Many thanks ๐๐ผ๐๐ผ
does the inverse of FBXToRTM exist?
Not in a way where the animation is useful for anything but looking at the posed model keyframes
are there any ready animation setups available for say 3ds max?
i'd like to take some rtms, convert it to a form where i can make some pretty simple edits in a decent 3d editor, i.e. not oxygen, and convert it back
Not possible to do from .rtm really
i'll write my own converter if necessary
.rtm is just a series of snapshots of where the bones are moved to. It doesn't contain information that keeps rigging etc. intact
granted i'm not very familiar with skeletal animation, but it seems to me that given a rig with the right skeletal structure i ought to be able to do the conversion from the rtm bone transforms to another format
There is rtm importer for Blender
but due to what da12thMonkey said about rtm, every frame is imported as keyframe
which means there is no good way to do "simple" edits
so learn how skeletal animations work first so you understand the restrictions rtm file format has
hmm. i suppose it's analogous to going from raster to vector graphics then?
Yes, kind of
hello, I'm trying to make a static animation, but for some reason the gizmo called @ Pole_RightLeg for the right leg aperture doesn't work, while the left one does. What could cause that?
this is in Blender?
does not work how?
the little arrows move but the leg doesn't
should probably specify I'm using the ArmaRigV6_3
perhaps the constraint has been turned off
how can I check?
I need an animator for a project, is anyone interested?
you can use #creators_recruiting to explain more about it
Ah, thank you
I've been trying to animate a weapon I've been making in Blender but I can't install the Arma3 Toolbox for blender. Whenever I use the install button under user preferences nothing happens. I've tried selecting the .zip file and the unzipped file but whenever I use the unzipped file nothing happens until I get into the .py files. At the .py files it just send me back into the blender file explorer.
Am I installing incorrectly?
yeh if you download from gitlab, it adds another folder to the structure
so you can unzip is somewhere and rezip it without the first folder
and then install with zip in Blender
in a situation; RTM import and alwarrens toolbox arent being detected, have updated to blender 2.9, albeit on accident, what should i do to remedy please?
make sure all addons are latest version that are compatible with 2.9
Will do, thanks again, whats the sit with blender and anims for arma 3? can you have all animations in one file, or do they have to all be seperate? different people telling me different thigns
up to you
so both work? no hinderences to either method as long as the animationtitles rulings are followed?
pretty much depends on how you work on it
please elaborate, not quite with you please
Don't really know how to elaborate. How it is in working files does not really matter if you can get the end result right out of it.
makes sense
Is there a way to test and change animation configs without having to constantly restart the game? I'm trying to create new actions for dragging that does not break like vanilla one does. I somewhat works, but i end up stuck constantly moving. Having to restart the game after every little change really makes the whole process much slower
There is no way to do it diag exe - there is such option in internal though
Well yeah, I kinda figured this one out by now, shame about wasted time
faulty frame in the rtm perhaps
or just faulty scaling in the rtm
might be good idea to check it in animation viewer in slow motion to see at what stage of the animation it appears
dunno, maybe not.
or it could be faulty config where it tries to loop through bad connected animations
you probably want proper animation config
removing them is not good. the engine expects it to have connections so it knows how to continue them
also does the funky bit happen in animation viewer in game?
why do you play the animation with switchmove?
why not make proper moveset and use the engines animation and movement system?
as when done right it does all the blending and connecting for you
and if it happens in animatiion viewer its likely bad frame
where is the animation made in?
well possbily there is some boop happening in there. Its been years since I had to use fbx to transfer animations but it was always a bit hit and miss
Not config but rtm
Not entirely sure, I just done that with Arma Toolbox
it's some kind of velocity thing.
the character actually should not move in the model space at all
Hey @crisp flicker !
If you want the character to move on one of the axes (Z or X), you have to add a Named Property with a value in Object Builder.
Let's say you want your character to move on the x-axis, you will have to add the Named Property xstepand the desired value.
Example : I have a Sprint animation for my character. I want this animation to move my character forward. I open my RTM in Object Builder and add the Named Property step with the value -3.5 (it's applied to a quadrupede). If I wanted to move my character backwards, the value would be positive. It depends on how the character is made in the first place. If you make an animation for Arma's character, you will have to put a negative value to make him move forward.
If you want to move your character on the Z axis, the Named Property to use is step.
I just realized that I put you an example with the named property step while I was talking about xstep just before lol
step = Z axis (forward/backward)
xstep = X axis (sides)
The step vector determined how far 1 cycle of animation moves the character. That combined with playback speed determined the km/h speed.
should be still there.
but it also could due to your non complete config where your connections to different states are broken
Could be issue with how FBX transfers the animations too
I never liked how it behaved.
Whats the name of the grabbing animation (the one that plays when u pick smth from the ground and stuff)
thanks
I'm wanting to have the holstered primary weapon be stationary on the front of a player, as if slung on a single point sling, rather than strapped on the player's back like a hunting rifle would be.
Now, obviously Tactical Weapon Swap, and GGE: Weapon Swap do this, but they seem to continuously run into issues regarding not being able to handle situations like respawning with equipment one died with, going into Arsenal, etc.
I was thinking that it may be better then, instead of their existing methods of implementation (removing weapon and adding it to a temporary weapons holder that is then attached to the player), to actually animate the gun to be in the front. Therefore it's still in the player's inventory, and Arma 3 just handles all the shit it needs to handle without the supposed mod having to worry about it.
I currently have Blender 2.9 installed, along with Arma 3 Toolbox, the ArmaRig_Importer rig made by Macser and the RTM import script made by 4d4a5852.
I've tried importing the Arma 3 Character RTMs to base the animation off them, but the importer just throws an error.
So, I'm prepared to re-make the current animations, but I wanted to know if there's an easier way to animate a primary weapon's location on the character without having to re-make each and every animation that involves the primary weapon on the player's back.
Any ideas?
@dawn coralnot possible, if you wanna do this, you would need to remake all the animations from scratch
Ouch.... and I imagine that's a lot of animations
Let's just say hypothetically, what would it involve then? Say I've got the 200+ animations all re-done. Would I then just replace the references in each of the respective classes and that's it?
I'd suppose you could try isSelected animation source to counter the position on back. But I can only see this looking pretty janky. This would work only for custom weapons tho.
Pretty much.
Such a system also runs into the problem of clipping with vests as you can't dynamically alter the position
So it is likely to look bad at least half the time when the weapon is inside a heavily loaded vest or floats 10 cm off the character
Not that the back slung is perfect either but it's less visible so to speak
Yeah, I understand why that's what the developers chose to do. I do wish the system worked a bit better though
I'm hesitant to make Weapon Swap Mod v3.0 but at this point... well, first I'll see if the respective authors will accept any pull requests... Neither have a github repo so it's.... kind of difficult.
Anyway, thanks for sharing your knowledge guys
one can, but its not very permanent
so if you do something else with gestures its very prone to reset
I have no idea where to start, but want to create or modify a stance addon for the high ready position with auto activation upon aiming at a team mate when within a certain distance, is this possible?
Possibly. The above mentioned gestures could perhaps be used for such
mind if I ask you some questions via PM goat?
best to put them here, that way everyone can contribute and if I can answer the answer can be found later too
Im just not sure where to start, do you have any tutorials written/youtube that you'd recommend?
not really. For Arma animations stuff there is very little documentation. but what you are after might be just scripting instead of making any new animations
how would I make it so that when within a certain radius of the center of my screen, within say, 15 meters, if a friendly ground troop enters that circle, the weapon is toggled up into a high ready?
There's also cursorTarget/cursorObject commands that do that
Is there a way to disable the trigger pull animation when a custom weapon is fired? I want the hand to stay in its handanim when firing the weapon but after importing into the game the index finger deforms to pull a trigger that isn't there.
If I remember correctly that anim is defined on character itself so you cannot change it per single weapon
Dev build diag exe might have something to help with that. Otherwise there isn't much.
Can you explain more what getting stuck on idle means? And is it configured as animal or playable character?
perhaps you have some missing state it tries to use but cant
diag might have something for that. I dont remember what all functions it had. You can check the wikipage for it
Yes, you can see the anim state played in the diag version of arma 3 (very VERY useful). https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe
Guys, is there any hidden secret for the triggerfinger on handanims?
It seems as if Arma automatically adds another animation/mask on it ingame, making it a huge guesswork as to which fingerposition (in blender) will work ingame :/
Thanks for the swift answer, mate!
Hmmm could it be that the "handOpen" control also plays into it? A straight finger pretty much results in a Frankenstein abomination for me...
pics?
Sure, will try one more pose, then straighten again ๐
@desert raven will hit you up via dm, but let's discuss here inc ase we figure something out that benefits everyone
We got to the conclusion that yes, the finger needs to be curled in a specific way.
Will figure out something that works and share it here.
weird, I always made the trigger finger straight in my hand anims and it never caused any issues
due to limitations of arma engine, do all animations have to be in loop out seperartion?
loop out separation?
e.g radinloopout
I dont know what that is
give me a few mins to finish this task and will reply sorry
dont know about you guys but i did most of my animations in FK lol
technique does not really matter as long as you get it done
thats how most actions work
for example rifle stance
and then different steps to change into other actions like pistol stance
rifle up -> rifle away - take pistol -> pistol up
ok, sweet, thanks
Hey guys โ๏ธ anyone knowledgeable in RTM here? because I have a little problem that I cannot resolve on my own ... if I do an RTM of a passenger vehicle rearward facing, when I am in first person the character automatically looks forward even in 3rd person view I see the vehicle as if I were driving it while I would like to have seen it in the normal sense of the character ....
is your proxy aligned to point to rear direction
as the proxy direction dictates the view direction
thank you very much for your answer i test this when i come home from work ๐ช๐ช๐ช๐
Anyone here that has a good blender rig that works?
I believe Macsers Armarig thread on Biforums has a updated download link
@regal dawn
Thanks @desert raven . Is there a way to not use a mask? For example I animate the entire body and want everything in the mask.
mask?
Can I send you a ss in DM? @desert raven
nu, just post link to the image here thanks ๐
there are other mask types too or you can create your own
im pretty sure there is full body mask too
@regal dawn You can use this one wholeBody
wholeBody doesn't work
gesture
Is it custom character
No
Then check CfgGestures for correct blend anims type
Thanks
Is there an important difference between a gesture and an animation? @desert raven
Yes. Gestures are played on top of move animations. Like waving a hand
Move animations are more full character animations, like walking
Or standing
So, weโre trying to learn animations with the sample ARMA skeleton with the sample anims. Though, we canโt seem to get that to work
@teal fox
I think the person having issues, who I pinged, uses Maya?
Well I mean, the issue persisted in both Maya and blender.
We tried to have the Arma 3 Sample/Addon/Test_Character_01/A3_Character_Example.fbx(and .p3d) to accept any of the animations in Addons/test_anims. None of them worked.
The bones and joints would always be way out of place.
yeah I have not experience with the sample skeleton
Id assume it may not be build with bone parenting so the bones are not actually connected
I use my own rig in Blender build in similar way as Macsers Armarig but with all bones connected either directly to their parents or with a non exporting connector bone in between
Hello! I would like some advice as to how to do Pilot View LODS with "player position proxies" is what the wiki says. I am just confused because I've looked EVERYWHERE and can't find anything on this proxy stuff that doesn't imply weapons. I am making an aircraft and want to know how to put the player in the proper position "aka pilot seat"
proxy is simply just a thing that defines the characters (or added proxy models or weapon attachements etc) positiion on the main model
the 90 degree corner of the proxy is the position, the short edge tip the direction and the long edge tip the up direction
to align proxy with animation you need to place the proxy in correct position in the main model and then set up the vehicle to use correct action that plays an animation that fits that position on the character that sits there
if you make custom animation, then the animation has to be made on the same position and direction as how the proxy is positioned on the model
Okay! That makes sense... is there a pre-made proxy for the player? Because I can position that onto the Pilot view lod, but how would I go about adding the proxy? Through Object Builder or Blender?
Arma Toolbox proxy options so it's a little confusing for me ;3
toolbox does not have reference proxies
only OB can show them
though the default proxies can only be seen in OBs buldozer
since they are binarized
the proxy itself is just a simple model that looks same as what a animation would look like
if you got modding environement set up correctly and Arma 3 data unpacked on your P drive then you will have access to the proxy models in the P:\A3\somehwere_In_Here
all proxy models are named as pilot/gunner/cargo so that they connect to the game as certain type of position
Okay, I'll let you know further if I get stuck, thanks!!!! you've always helped me out with this project ;3
Is it possible to create an animation for an object where it grows in size? 
If it has less than 256 verts that you treat as bones and translate them all along axis from the centre by animation
Otherwise you can try a hide animation with the object weighed to several different bones. Hide works by collapsing all verts to 0,0,0, so if the object is not 100% weighed to the hidden bone, it old half hides, which in practice makes it shrink to 50% of its size
hmm interesting. I'm not sure if either are applicable to what I was trying to do.
I wanted to see if I can create a grenade throw indicator, so I have created a "curved tube". do you think it's possible to make it extend with those methods?
do you mean visualizing the throw curve, similar to the indicator system dslyecxi made (i think) with dots? Or something different?
yeah
except I wanted to see if I can make something continuous
if you have a tube that follows a base parabola as model , and you want to effectively stretch it so that the parabola is longer (for example), the tube will no longer be circular. Idk if that would bother you
well for now I'm just trying to see if it's possible! ๐
should be possible, with enough animations and bones as "stรผtzstellen" and soft skin weighting for the parts in between
sounds difficult, even for a pro...
I'm just a beginner in model making
the difficult thing will be to make it look good for all stretch combinations i imagine
bone limit per vertex is 3 iirc? which is annoying, because you could stretch an object (via soft skinning) with 4 bones.
To stretch it in X you move bone3 and 1, to stretch it in Y you move bone 2 and 3
ัbone limit per vertex is 3 iircั 4 I think
then it could work
did you make it just now?! ๐
no its just visualisation
the question is if your throw parabola is actually achievable by stretching a base curve uniformly
what is that software btw? blender?
i use max, but blender would work too
not sure, but it doesn't have to be an exact parabola.
I figured it should be a small curve to show how far you're throwing it
basically showing throwing force or something...
thinking about it, if you alter throw angle, you would actually need a different starting point in the curve, otherwise the angle will be wrong
wouldnt simplest be to just draw a line with draw3d?
yeah that seems less problematic
I did but it was too narrow
maybe I could stack them next to each other...
make multiple next to each other 
fancy
kinda. but I figured I should make it transparent + make it glow in the dark
5 cm diameter
particles would be another option
time to develop openGL/directX/vulkan extension, that can render on top of arma ๐

i mean... you can make the line out of single tube sections too...
stretching them in length to fit is easy
yeah, good idea
You are late to the party ๐
did you...?!
i always am
... not that i could do it. I was just yesterday trying to find ways to just draw some lines and stuff to have some basic debug stuff visualisation for a project i would like to do to practice c++, but it basically comes down to doing opengl/directX/vulkan stuff... maybe not the best beginner project
I mean did you make one?! ๐
๐
Can also be canceled 
now that is quite fance ๐
[question moved from "model_makers"]
Hello Guy, I hope every one is fine here !
I have a custom object with a custom RTM animation I made in blender. I am looking for a way to launch this animation in loop when dropping this object in mission editor.
Have I to do it via CfgMovesMaleSdr ? Or is there any other ways ?
Thank you
Only reference to non character object using rtms I know of is the SCUD launcher from Arma 2 and couple of bridges and maybe a crane that used such for destruction.
If it even works, it's completely undocumented so you are either going to have to dig deep into the A2 files or make your animation in model.cfg.
Thank you man I will search about it
is it possible to directly export animations from blender to OB?
how do you go about setting up keyframes and such?
For basic engine animations you will need to do them in model.cfg manually
There is no skipping learning that
I made a rtm test project for Mikero. Thought this is too good to not share!
Miller being all cute
@fast canopy want to add this to your artwork support pack? ๐
no urs
Anyone have a good civilian ambient animation mod? Preferably one with cheering. Got a dope mission idea just need the right animations
Hi i'm looking to get help on an issue I've been facing I've been trying to make a simple idle handanim and I use the Arma 3 Rig for blender. I created the .rtm, tested it on a samples character, added a model.cfg with the rtm and binarized the folder however the animation always comes out janky. I wanted to see if anyone could help me out ๐
What are you compiling the .pbo with?
I usually use PBO Manager however I read somewhere that the .rtm needs to be binarized so I used BinPBO
AFAIK Mikero's pboproject is the only packer that will actually binarise .rtms properly
I'll look into that right now
Will work with Addon builder etc if you add .rtm to the list of files to copy directly. But they wont be binarised then
Does pboproject automatically binarize? I'm not seeing an option so i'm assuming so
oooh it signs the pbos automatically too
so does Addon Buidler
