#arma3_animation

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stable robin
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I have the ofp2 skeleton

desert raven
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๐Ÿ‘

stable robin
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CfgSkeletons looks the same

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here is the model.cfg

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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

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But I cannot remember what it said

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I thought it was from the other weapon

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But it was something animation or skeleton related

desert raven
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pboProject would not likely even allow you to build without extracted game data

stable robin
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Yes, I used A3 tools first when building without game data

desert raven
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yes Addon builder does not care about errors

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it just crunches what you feed it

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if something packs with it, it does not mean it works

stable robin
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Sound like Bohemia is using it ๐Ÿ˜„

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Not getting any error with pboProject

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just a warning for each .p3d I have

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AT4.p3d scanning...
warning: p3d format is unknown file cannot be checked*

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that's it

stable robin
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Ah, found the solution. In Addon Builder I have to set the path to the addon folder, but in pboProject just to the @-modfolder

desert raven
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eh?

stable robin
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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

desert raven
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eh??

stable robin
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After building with pbo project my mod looked like this:

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@mod/addons/addons/mod.pbo

desert raven
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ah

stable robin
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in the first addons folder was the pbo from addon builder

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in the second one the one from pbo project

desert raven
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wut

stable robin
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but Arma takes only the pbo from the upper folder

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Anyway, problem solved. As always, it was the users fault

desert raven
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๐Ÿ‘Œ

golden haven
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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.

desert raven
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no

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or well techincally yes if you can convert whatever format you have it in into Armas particle effect config

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but I wager thats not really practical solution

golden haven
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well embergen does use a partical system of sorts

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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

desert raven
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Those may not be game compatible at all. So I would not hold my breath.

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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.

golden haven
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one can pray they implement something other than config animations

hearty token
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Check out Dayz. I think they have the new animation system.

viscid forge
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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?

desert raven
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nope

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there is IK array in the config that connects to the gunner characters bones and makes them follow the guns movement

winter fiber
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What is the maximum amount of bones in a model?

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I believe it's like 235ish?

desert raven
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256

worldly osprey
winter fiber
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@worldly osprey A large structure im working on. Alot of doors

desert raven
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if it also has breakable windows those will eat bones

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Sometimes big buildings have to be split because of the bone limit too

hushed elk
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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 .....

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I've tried to binarize with mikeros tools the rtm from blender but it doesn't work in game.

desert raven
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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

hushed elk
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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

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I've tried to binarize the rtm from blender with him model.cfg but in game it's broken. Arms in the sky...

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I've tried with mikeros and addonsbuilder

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the model.cfg is from arma 3 sample with my modification to import the rtm. class Name_of_anim: ArmaMan{};

desert raven
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Deleting proxies makes no sense

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What format do you export animation in

hushed elk
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RTM

desert raven
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Rtm does not carry proxies

hushed elk
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ah!

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So i can just take the rtm from blender without modification

desert raven
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Yes

hushed elk
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ok so i have an error with my model.cfg or the binarization

desert raven
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You might need to correct the weapon bone name in the blender armature

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Depending on what rig you are using.

hushed elk
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i found...

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my weapon is not in my hands

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so i think it's the problem

desert raven
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Weapon bone name needs to match what it is in model. Cfg

hushed elk
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i don't touch the armarig so i think it's ok

desert raven
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If I recall right, it's Weapon in the rig but needs to be weapon

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No it's wrong in it

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You need to fix it

hushed elk
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oh

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I need to remplace "Weapon reference" with "weapon"

desert raven
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And also yes the weapon bone needs to be in correct place in your animation

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No the bone name in the armature

hushed elk
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yes it's called "weapon reference" in armarig

desert raven
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No

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That is not the bone

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That's just a helper object

hushed elk
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ok so in pose i have a bone called "weapon"

desert raven
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W or w

hushed elk
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W

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and i need a w

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it's right ?

desert raven
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Yes

hushed elk
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i try

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it's working ! i have just an error of placement but it's my fault. Thanks !

desert raven
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๐Ÿ‘

viscid forge
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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

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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"```
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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";```

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any help would be nice

deft fern
viscid forge
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@deft fern i'll dm it to you

deft fern
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you can use pastebin ๐Ÿ˜‰

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what's the point of gunner & gunner legs being glued to gun?

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don't you want to control legs or gunner separately?

viscid forge
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yes i want to

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the gunner's hands and legs are tied to otochlaven to move with the gun

deft fern
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gunner is tied to otochlaven too

viscid forge
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then in the config i tell it which points on the miniguns are his hands and legs

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yes the gunner himself is also tied to otochlaven

deft fern
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== no point in IK? ๐Ÿ˜„

viscid forge
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is there any documentation or examples like model or model.cfg to do this the right way

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anything in arma samples?

deft fern
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I don't think there is

desert raven
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nope

viscid forge
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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

deft fern
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I made it for RHS first and then as a bonus, ported to vanilla

viscid forge
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I think its an awesome idea and so do many others

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its something i've wanted for a long time instead of minding controlling door gunners

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do you know if bohemia will update the wiki on how to add this?

deft fern
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I don't have such thing in mind

viscid forge
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so its my model.cfg thats messed up?

deft fern
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yes

viscid forge
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i thought the gunner has to be tied to otochlaven to move with the turret or you get the stretched arms

deft fern
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but you want to stretch those arms, right?

viscid forge
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well ya i want it to move like the ghost hawk gunners or the RHS blackhawk gunners

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i'm confused on what to do at the moment so should i untie the gunner from otochlaven?

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i have the points in the model for where his hands go and the axis they should move on

deft fern
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yes, you should disconnect him

viscid forge
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ok

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so he shouldn't be tied to anything

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what about his legs?

deft fern
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legs can be tied to turret

viscid forge
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ok

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but his hands should be the only thing tied to otochlaven in the model.cfg or should i just define those in the config

deft fern
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yea, hands can be glued to gun

viscid forge
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sorry for all the questions by the way i'm just trying to get it right

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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?

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cause i have the legs paired or i can do each leg

deft fern
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depends what you want to do

viscid forge
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like right now its each leg

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                gunnerRightHandAnimName="gunner_2_hand_r";
                gunnerLeftLegAnimName="gunner_2_leg_left";
                gunnerRightLegAnimName="gunner_2_leg_right";```
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i'll just build and test real quick

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ok so it works but now my gunner proxy doesn't swing inside the helicopter

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so i'm stuck outside the helicopter floating with my arms and legs moving

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so now since the gunner is untied from otochlaven it doesn't move him into the correct spot

deft fern
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you have to animate gunner manually now

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set correct limits, etc

viscid forge
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the turrets limits are fine its just the gunner is where i created the proxy and he won't move

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like he won't swing into the gunner seat

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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

drowsy nymph
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Yeah, now you need to create animation classes to move your gunner separately to the turret

viscid forge
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ahhh ok

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so something like this?

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            {
                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;

            };```
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testing again

young frigate
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Anyone know a guy who would commission/make me an animation mod which may work alongside ace for example?

desert raven
crisp berry
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        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;
        };```
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i was told this has mouse movement upside down - can this be changed by config parameters or is it due to the rtm itself?

desert raven
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possibly it has to do with camera angle going bonkers if the animation turns head to look up.

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cutscene animations quite often benefit from user input disabling

crisp berry
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ty

forest citrus
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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?

forest citrus
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maybe this is better suited for a different channel

desert raven
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it sounds like animcache bug

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you may need to clear the cache in your documents\Arma 3 folder

forest citrus
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if so the guys are still standing straight up in heli seats

desert raven
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no

forest citrus
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oops

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which one then?

desert raven
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AppData\Local\Arma 3\AnimDataCache

forest citrus
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ahh

forest citrus
ocean schooner
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how do i make my vehicle's antennas "wiggle"-able?

desert raven
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in what situation?

ocean schooner
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wind? on contact with a tree maybe?

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on fast speed

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and braking

drowsy nymph
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During acceleration and braking can use the gmeter animation sources. No way to do it for wind unless you make the antenna a tree

ocean schooner
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okay great, ill look into it

sacred oxide
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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

next cloak
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Question: Can you export a .blend file with keyframe animation to .rtm without losing the movement? What does the config look like for that?

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Followed POLPOX guide to the letter and the animation doesn't even show up in the POLPOX animation viewer.

desert raven
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@next cloak what do you mean export to .blend?

next cloak
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Using the Arma Toolbox

desert raven
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well yes you can export animation where character moves around

next cloak
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Okay, thank you, I was starting to wonder because I've failed to get it to move in-game.

desert raven
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what kind of movement are you trying to do?

next cloak
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Because it's just a test I'm just trying to get the guy to slide forward.

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10 keyframes, if relevant.

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Using ArmaRig also.

desert raven
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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

next cloak
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What rtm tool are you talking about?

desert raven
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in blender

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where you define what frames to export etc

next cloak
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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]

desert raven
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no in the arma properties for the armature

next cloak
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Aha, I'm gonna fiddle with that, see if it works. Thanks for the help, appreciate it.

desert raven
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for what kind of config your new action will need, you can check out the step over (V key) animations config for reference

next cloak
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For some reason I don't even have that sub-menu in my Arma 3 tab

desert raven
next cloak
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Yeah, I'm gonna have to solve this some other day.

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Thanks anyways man, appreciate it.

dull vine
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Hello, does anyone here have a rig usable for motion data?

desert raven
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What kind of motion data?

dull vine
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.BVH file using mixamo skeleton

desert raven
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Then no there is nothing ready for that. You would have to create your own conversion rig setup.

cyan lily
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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

dull vine
desert raven
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you may need to make your own rig in the shape of the Arma skeleton

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or edit the Macsers rig

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though it may need some more work than just removing the IK constraints

dull vine
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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

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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.

desert raven
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Well it just means the config is wrong and breaks everything.

reef hound
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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

desert raven
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last time I've seen this it was wrong version of the toolbox

reef hound
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yeah... but i download the newiest version from all... your blender tools worked correct? which versions you have?

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ok, fixed

desert raven
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๐Ÿ‘

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Im still in Blender 2.8, have not had a chance to upgrade to 2.9

reef hound
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yeah i use blender 2.82 now and the newest version of arma 3 tools. ๐Ÿ™‚

frank scaffold
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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

real otter
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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.

naive hemlock
inland bramble
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Hey guys, could someone tell me where I could find a Animation Rig for the newer Blender Versions?

granite grotto
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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?

desert raven
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it can

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@inland bramble Macsers rig should still work

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or you can make your own of course

inland bramble
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I tried that one and it does not work. Seams as if I have to downgrade Blender.

desert raven
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did now work how?

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@inland bramble

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which version of it did you try?

inland bramble
desert raven
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I think you are just using it wrong

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you take hold of this bit

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in pose mode

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and move it around

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as it is the IK target of the hand IK constraints

inland bramble
desert raven
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so yes that is working right

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if you select the green skeleton you can see it is named "importRig"

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as in it is meant for importing animations as reference

inland bramble
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So its not need for creating an animation?

desert raven
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no for animation creation you use the 1Armarig that has the red bit and all the IK stuff

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or well you can use either if you know what you are doing

inland bramble
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Oh, thanks a lot. That fixes my issue.

desert raven
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but if you dont, then just use the ArmaRig

inland bramble
desert raven
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put your launcher bone in correct place when you do the animation

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the hand positions are read from the rtm in offset to the launcher or weapon bone

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depending on weapon type

inland bramble
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Oh, thanks. Found the issue. It did not create a Keyframe for the launcher

inland bramble
desert raven
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how are you packing the rtm?

inland bramble
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with hemtt

desert raven
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could be it has problem with rtm binarization

inland bramble
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bis binarize does not output any issues

desert raven
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blobdoggoshruggoogly dunno

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from your description the setup sounds to be right

desert raven
#

Eh?

naive hemlock
cyan ivy
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is there a way to know I've exported an animation correctly?

desert raven
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it looks correct in game.

gilded olive
#

Hi,

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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

deft fern
gilded olive
#

So it is impossible to make a vehicle with a detachable part?

desert raven
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well you are not the first one to try. There might still be some untried solution

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so impossible might be too final definition

sacred oxide
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How do i add an animation and get it to play via a button (/mod)?

naive hemlock
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similar to how the structure doors are made, as in scripting it

desert raven
#

clarification would be needed. Add what kind of animation to where?

sacred oxide
desert raven
#

played on character or vehicle or object or what

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details are quite important

sacred oxide
desert raven
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well you get yourself an rtm and make a config that patches that animation into the cfgMoves config

sacred oxide
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bruh, need to make my own config from scratch meowsweats

sacred oxide
desert raven
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well not completely from scrach, just enough so your animation is injected into the exiisting animation config so that characters can run that action

sacred oxide
desert raven
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:L

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in the A3 files. dont remember the exact path

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probs the animation pbo

sacred oxide
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@desert raven is there a biswiki for this please

desert raven
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noot exactly

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there is a movescfg page that explains some of the parameters

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but in my experience it comes down to understanding how configs work and looking how similar animations are set up in the vanilla configs

sacred oxide
rich badger
#

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};
                };
            };
};
cerulean pivot
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(also I think StandBase was a member of states?)

rich badger
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Doesn't appear in animations viewer and doesn't come up when he tries to play it @cerulean pivot

cerulean pivot
#

also did you define bodyFullReal mask?

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I don't think it exists

rich badger
#

One sec

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And no not yet

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Where would that be defined?

cerulean pivot
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just use an existing one

rich badger
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Sorry, I'm taking over config for him to give him a break

cerulean pivot
#

like wholeBody

rich badger
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I'm new to animations and animation config

cerulean pivot
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but unless you know what you're doing I wouldn't touch that

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just use wholeBody as I said

rich badger
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Okay, sounds good

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So just change the mask attribute to "wholeBody"?

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Do I need to define wholeBody anywhere else?

cerulean pivot
rich badger
#

Wilco

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Okay, so I checked configfile >> "CfgMovesMaleSdr" >> "States" and our classname isn't present

rich badger
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Wait hold on, may have realized an error in his config, wait 5

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Just realized what the issue was, looks like he accidentally nested the include file inside of CfgVehicles

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Didn't notice it, think it's fixed now

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Thanks for your help!

cerulean pivot
#

np

desert raven
#

does your config have armas configs as required addon?

rich badger
#

Aye, we got it all fixed!

tardy knoll
#

Is there a hard limit on the ammount of animation classes that arma will support in the model.cfg?

desert raven
#

have not yet reached it

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and dont think anyone has said that having happened

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there is however a limit how many bones your skeleton can have

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so if you explain what kind of model you are doing and if there is a problem then possibly there can be answers

tardy knoll
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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

desert raven
#

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

compact mauve
#

Anyone know any animation mods that have shields

sacred oxide
cyan ivy
#

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

drowsy nymph
#

There should be a ground plane bone in the rig. Looks like a circle with four arrows coming out of it

inland bramble
#

Is it possible to animate an object so it grows?

desert raven
#

in theory, yes, in practice its very difficult, even with simple shaped bject

drowsy nymph
#

You can sort of manipulate the hide animation to make something change scale, but you don't have much control over it

inland bramble
#

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.

desert raven
#

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

inland bramble
#

Im trying to make my trenches animate upwards. So that they are initially hide below ground and the rise above ground.

desert raven
#

Why? ๐Ÿ˜…

#

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

inland bramble
#

What do you mean by "move the whole thing up"?

Whats the problem with editor set objects with animation?

desert raven
#

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

inland bramble
#

okay

desert raven
#

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

inland bramble
#

If I did that in reverse and had a 3m section below the earth. Would that work?

desert raven
#

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?

inland bramble
#

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?

desert raven
#

everything has to have same selection name to move with animations

#

so yes animated geometry parts will also need the animated namedSelections

inland bramble
#

Ah, thanks a lot for your help

potent magnet
#

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

fast canopy
#

Some of the animations can't use their guns after all

potent magnet
#

Oof

#

@fast canopy you know any that can?

fast canopy
#
"getNumber (_x >> 'disableWeapons') == 0" configClasses (configfile >> "CfgMovesMaleSdr" >> "States") apply {configName _x}```Mayhaps
potent magnet
#

uh

#

how does that work?

#

do I just put it in the init of the unit?

fast canopy
#

This will return the list of the suitable (I think) animations

potent magnet
#

@fast canopy Sorry to ping you but how would I make the unit fire with the animation?

desert raven
#

there are script commands that you can use to force firing

potent magnet
#

oh nice

#

I'll take a look

desert raven
#

doFire etc

#

there are few of them

#

with a little bit different functionality

cerulean pivot
#

forceWeaponFire and fire

desert raven
#

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

white silo
#

ahh, cool

#

Is it possible to filter by path to filter out only AoW anims?

desert raven
#

Don't remember

fast canopy
#

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

fast canopy
white silo
#

thanks @fast canopy

crisp berry
#
#

this looks pretty neat

hexed hornet
#

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 notlikemeowcry

crisp berry
#

might not be bad intentions ๐Ÿ™‚ not everyone is into it

glacial pilot
#

@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?

white silo
#

@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

sacred oxide
#

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?

desert raven
#

yes

glacial pilot
white silo
#

@glacial pilot no drama ๐Ÿ™‚ 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 ๐Ÿ™‚

glacial pilot
#

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...

white silo
#

I see in readme, I mean that's the only problem I see regarding versioning.

#

๐Ÿค”

you saying you had developed it as well but not publicly released your own version

Does that mean @hexed hornet is breaking own license ๐Ÿ™‚ ?

sacred oxide
#

@desert raven so either use gestures or make a new animation version? but new animation version is better?

desert raven
#

depends on the use case.

#

gestures have their purposes and full body animations/states have their purposes

sacred oxide
desert raven
#

what is the purpose of the animation

sacred oxide
desert raven
#

it would help if you could be specific of the use case. but it sounds like its more a gesture type thing

sacred oxide
desert raven
#

The name does not really matter. I prefer names what I can easily understand

sacred oxide
desert raven
#

no

#

that is just BI naming convention

sacred oxide
desert raven
#

I probably needs to be remade for the other poses

sacred oxide
desert raven
#

for some things yes

sacred oxide
desert raven
#

Eh? I dont have time to go digging into the configs. ๐Ÿ˜›

sacred oxide
desert raven
#

I dunno

#

and ease up with the sir stuff

#

youre not little timmy

sacred oxide
sacred oxide
desert raven
#

off the top of my head I dont have any

#

I have not memorized all of Arma config or mechanics

sacred oxide
desert raven
#

cfgGestures is where they are at

sacred oxide
#

are the current default reload animations done by animation or code or both

desert raven
#

hand movement is rtm animation and weapon part is weapons model.cfg animation

cyan ivy
#

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;
            };
sacred oxide
#

how to convert the arma 3 samples .rtm files to edit into blender?

drowsy nymph
#

IIRC rigs don't work with imported .rtm

desert raven
#

they dont no. but the pose can be imported to secondary rig for reference

#

binarized rtms dont import though

sacred oxide
# drowsy nymph IIRC rigs don't work with imported .rtm

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?

desert raven
#

ยฏ_(ใƒ„)_/ยฏ

drowsy nymph
#

Because they're for checking vertex weights and mesh deformation on character models

icy sequoia
sacred oxide
sacred oxide
#

hey, how do i remove the cycle aware keying on blender please? frames 0-30 are stuck in cycle aware keying ๐Ÿ˜•

desert raven
#

Cycle aware keying?

desert raven
#

Im still not quite sure what part you mean

#

I mean it looks bonkers

#

if you imported rtm on it, that basically breaks it

sacred oxide
desert raven
#

maybe you did not keyframe all relevant parts

sacred oxide
desert raven
#

nope. does not sound quite normal

sacred oxide
sacred oxide
#

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

desert raven
#

You basically don't get it to work. That rig and the target bones are not designed for such import.

drowsy nymph
#

We told you yesterday that the IK wont work on an imported .rtm

sacred oxide
fast canopy
#

True. Would need some effort though

sacred oxide
#

Is there a way to implement the IK controls quickly onto an FK animation, without ballsing it up guys?

fast canopy
#

With some python scripts perhaps? I never experienced with them, though

desert raven
#

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

sacred oxide
desert raven
#

Difficult

naive hemlock
#

but possible

#

everything is possible if you set up you own rig from ground up

sacred oxide
# naive hemlock but possible

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?

sacred oxide
#

@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)

drowsy nymph
#

Nope. No idea how to do it

sacred oxide
#

is it possible to reactivate the old ik controls, once the rtm import has disabled them?

desert raven
#

sure but they likely wont work properly as their positions are not correct

sacred oxide
sacred oxide
#

does arma have a specific amount of armatures it requires to work when ported in game? like anything pedantic?

desert raven
#

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

sacred oxide
#

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)

desert raven
#

Are you in edit mode?

shut sapphire
#

Can anyone reccomend any good tutorials for implmenting animations + the documentation for making animations for two characters.

desert raven
#

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

shut sapphire
#

good to know

shut sapphire
#

Can you use RTM files as moving animations?

desert raven
#

yes. character movement animations are rtm.

#

the movement rtms have a movement vector saved into them that dictates their speed and direction

shut sapphire
desert raven
#

what kind of movement?

shut sapphire
desert raven
#

could be you are using wrong mask there

shut sapphire
#

Thats the animation

desert raven
#

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

shut sapphire
#

Actually make the character move

#

Its a gyazo gif.

desert raven
#

did you give the animation a movement vector?

shut sapphire
#

I dont think so

desert raven
#

then the animation does not have position changing movement

shut sapphire
#

Is the movement vector done in the config?

desert raven
#

no

#

in the animation

#

the toolbox dialog has movement vector panel

shut sapphire
#

This is happening now

desert raven
#

you have created a monster

shut sapphire
#

I am trying to scavenge bits and pieces from forum posts and videos lol

fast canopy
#

Should work with some horror Mod

shut sapphire
desert raven
#

no

#

arma toolbox is the blender addon I assume you used to export the rtm?

shut sapphire
#

Yes

desert raven
shut sapphire
#

Is it this?

#

Ah yes.

#

So what do you do with that exactly

desert raven
#

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

shut sapphire
#

Ok

#

I set the rtm motion vector to @Control_Master. And it didn't seem to change anything.

desert raven
#

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

shut sapphire
#

The speed is within the range of 0-1 correct?

desert raven
#

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

shut sapphire
desert raven
#

why did you say you need movement with it though?

#

this is clearly static animation

#

you dont move the character

shut sapphire
#

Yeah just the diction was confusing from my other projects.

sacred oxide
#

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?

desert raven
#

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

gilded olive
#

Hi

#

Is it possible to animate the wheels of a car with an animate yourself

#

?

desert raven
#

Mmm no. I don't thinks so?

#

Wheels are operated by gameengine animation source.

#

Why would you need to? @gilded olive

gilded olive
#

I want to make a heavy-duty tow truck and therefore pull the vehicle but suddenly the wheels do not turn

desert raven
#

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

steep trout
#

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?

stuck depot
#

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

desert raven
#

is the gun modeled pointing forwards

stuck depot
#

yea

desert raven
#

is the gunner made to move with it?

stuck depot
#

yea

desert raven
#

or stationary

stuck depot
#

his hands follof

#

follow*

#

well arms

desert raven
#

well the proxy is lookint to the side

#

is the gunner animation made in that same direction?

fiery fractal
#

@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 ๐Ÿ˜„

#

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

desert raven
#

yeh its pretty advanced stuff with lot of parts moving together

viscid forge
#

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?

desert raven
#

for vehicle animations is best to configure them like all other animations like them. That way everything should work the same.

mossy willow
#

anyone who can share armarig 6.3 file to me? kind of need it because armaholic is no longer in service

viscid forge
#

is there a certain setting i need on in object builder to import animations through matrices

viscid forge
#

figured it out but my animation doesn't show up nothing is there

viscid forge
desert raven
#

@viscid forge what are you trying to animate?

viscid forge
#

I have hands on door gunners for my helicopters but my death animation isnโ€™t in the correct place I guess

#

So when the gunners get knocked out they float outside the turret and I canโ€™t move the proxy because then the gunner wonโ€™t be in place while alive @desert raven

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

viscid forge
#

I thought it was but I guess not

#

Thatโ€™s why I need to turn it into a p3d to compare positions but that blender plugin doesnโ€™t work anymore

desert raven
#

it should

#

used it very recently

#

what about it does not work?

viscid forge
#

i'll screenshot the error

#

can i not extract it in object builder by exporting matrices

desert raven
#

well you should get your tools working

viscid forge
desert raven
#

are you sure its not a binarized rtm you are trying to load

viscid forge
#

nothing is there

#

no its not binarized

desert raven
#

well you seem to have few frames there no?

#

I just tested rtm import on my end and it works

viscid forge
#

do i need something else setup for animations

desert raven
#

dont think so

#

or well

#

scratch that

#

I have no idea what you have set up ๐Ÿ˜„

#

so dunno

#

do you have a Armature to import the animations to?

viscid forge
#

whats armature?

desert raven
#

Blender skeleton object

viscid forge
#

sorry i'm super new to animations

desert raven
#

you are tackling quite a big thing for beginner

viscid forge
#

this?

desert raven
#

you should be starting from animation basics preferably

viscid forge
#

thats because nobody else will do it so i have to figure out how to do it myself

desert raven
#

yeh that is usually how things go ๐Ÿ˜…

#

and yeah the Armarig can be used

viscid forge
#

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

desert raven
#

though Armaholic is now dead so not sure if there are current links for it

viscid forge
#

he's not going to fix it so i'm on my own

desert raven
#

next time, payment only on delivery of fully working/usable order

viscid forge
#

ya all these links for arma rig are dead

#

does anyone here have the armarig files for blender that they can upload for me

desert raven
#

@viscid forge this is a bit modified version but should work

viscid forge
#

where do i put this

#

or do i add it as an addon

desert raven
#

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 ๐Ÿ˜„

viscid forge
#

i will but where do i put this .blend file?

desert raven
#

anywhere you like

viscid forge
#

you've saved me thank you so much

desert raven
#

if you dont want to look at pink man you can load up arma character textures on his material slots

viscid forge
desert raven
#

well OB does not quite open stuff the same way always

#

but looks like it may not be made quite right

viscid forge
#

but the death animation is sideways

desert raven
#

yeeh its not made in right way

viscid forge
#

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

desert raven
#

how much did you have to pay for that?

viscid forge
#

30 bucks for both

desert raven
#

oof xD

#

but like I said the OB rtm import is messy

#

you dont really need to use it anyway

viscid forge
#

i do have a good gunner one though

desert raven
#

well you probably could set up decent enough dead pose from your gunner animation

lone python
#

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.

desert raven
#

write down the whole command you are trying to use

fast canopy
#

Assume you're using my Mod in a wrong way

gilded olive
#

Hi
ropecreate "frompoint" cannot be a point that is animated? When I do the game crashes

white juniper
#

Please make a crash report ticket on feedback tracker, with the crashreport attached

gilded olive
desert raven
#

this is likely normal camera behavior since the other object is blocking the view

gilded olive
#

Is there a solution to "clear" the geometry that is blocking the view?

desert raven
#

dunno

#

unlikely

quiet gazelle
#

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 ?

fast canopy
#

Most likely something's wrong on your packing

#

How did you do?

quiet gazelle
#

using addon builder from arma 3 tools

fast canopy
#

Ehh. Possibly that's why. Use pboProject

#

at least not a PboManager

quiet gazelle
#

from mikero's ?

fast canopy
#

Jup

quiet gazelle
#

ok i'll try that. But what does it change ?

fast canopy
#

Addon Builder is a official but not really a reliable tool

#

Possible to break something. pboProject has super-less chance to break it

quiet gazelle
#

That a weird statement ... ok then I guess. Thank you again for your help. It is very kind of you.

fast canopy
#

Good luck. I also has some weird issue with Addon Builder, I don't trust anything other than pboProject anymore! ๐Ÿ˜›

quiet gazelle
#

gonna make a way to provide me that so

quiet gazelle
#

Hi me again. Well pboProject made me fix a LOT of issue ๐Ÿ™‚ 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

drowsy nymph
#

Pretty sure you should be using a driver proxy

quiet gazelle
#

oh ...

#

i'll try that

#

nevermind... just found that i've got a "out of nowhere" pilot.p3d on my proxy folder ...>_<

brisk jewel
#

did that internal animation graph tool ever get released to the public?

desert raven
#

no

bold ember
#

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

desert raven
#

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

bold ember
#

It only has 1 point on the "axis", should I need to do 2?

desert raven
#

ye

#

1 point axis does not really point anywhere

bold ember
#

Second point being where I want the movement to end or just slightly off from the original?

desert raven
#

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

bold ember
#

Thanks @desert raven got it working now

desert raven
#

๐Ÿ‘

dusky summit
#

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 ?

desert raven
#

never heard of such. is the vehicle placed in editor?

dusky summit
#

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 ^^

desert raven
#

possibly there was some mismatches then

frank scaffold
#

is there a way to test damper animations of individual wheels on a vehicle? in bulldozer I can only test the overall "damper" animation

desert raven
#

well you can assign them to individual sources

frank scaffold
#

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?

drowsy nymph
#

part of the physX simulation

#

selections are named there boneName

bold ember
#

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

deft fern
sacred oxide
#

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

subtle falcon
sacred oxide
worldly osprey
#

@hexed hornet Hey mate, is your anim2cfg addon working for Blender 2.9? Can't check right now but would love to know. Thanks! ๐Ÿ™‚

hexed hornet
worldly osprey
#

Many thanks ๐Ÿ™๐Ÿผ๐Ÿ™๐Ÿผ

brisk jewel
#

does the inverse of FBXToRTM exist?

drowsy nymph
#

Not in a way where the animation is useful for anything but looking at the posed model keyframes

brisk jewel
#

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

drowsy nymph
#

Not possible to do from .rtm really

brisk jewel
#

i'll write my own converter if necessary

drowsy nymph
#

.rtm is just a series of snapshots of where the bones are moved to. It doesn't contain information that keeps rigging etc. intact

brisk jewel
#

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

desert raven
#

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

brisk jewel
#

hmm. i suppose it's analogous to going from raster to vector graphics then?

drowsy nymph
#

Yes, kind of

cyan ivy
#

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?

desert raven
#

this is in Blender?

cyan ivy
#

yes

#

oh accidentally pinged someone, sorry

desert raven
#

does not work how?

cyan ivy
#

the little arrows move but the leg doesn't

#

should probably specify I'm using the ArmaRigV6_3

desert raven
#

perhaps the constraint has been turned off

cyan ivy
#

how can I check?

south gull
#

I need an animator for a project, is anyone interested?

desert raven
south gull
#

Ah, thank you

rugged sun
#

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?

desert raven
#

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

sacred oxide
#

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?

desert raven
#

make sure all addons are latest version that are compatible with 2.9

sacred oxide
desert raven
#

up to you

sacred oxide
# desert raven up to you

so both work? no hinderences to either method as long as the animationtitles rulings are followed?

desert raven
#

pretty much depends on how you work on it

sacred oxide
desert raven
#

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.

sly violet
#

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

deft fern
#

There is no way to do it diag exe - there is such option in internal though

sly violet
#

Well yeah, I kinda figured this one out by now, shame about wasted time

desert raven
#

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

desert raven
#

dunno, maybe not.

#

or it could be faulty config where it tries to loop through bad connected animations

desert raven
#

you probably want proper animation config

desert raven
#

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

fast canopy
#

Not config but rtm

fast canopy
#

Not entirely sure, I just done that with Arma Toolbox

cerulean pivot
#

it's some kind of velocity thing.

#

the character actually should not move in the model space at all

subtle falcon
#

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)

desert raven
#

The step vector determined how far 1 cycle of animation moves the character. That combined with playback speed determined the km/h speed.

desert raven
#

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.

chrome panther
#

Whats the name of the grabbing animation (the one that plays when u pick smth from the ground and stuff)

chrome panther
#

thanks

dawn coral
#

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?

naive hemlock
#

@dawn coralnot possible, if you wanna do this, you would need to remake all the animations from scratch

dawn coral
#

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?

desert raven
#

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.

desert raven
#

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

dawn coral
#

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

desert raven
#

one can, but its not very permanent

#

so if you do something else with gestures its very prone to reset

dawn coral
#

Oh. Wait. Really?

#

Teach me your ways

thorny oyster
#

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?

desert raven
#

Possibly. The above mentioned gestures could perhaps be used for such

thorny oyster
#

mind if I ask you some questions via PM goat?

desert raven
#

best to put them here, that way everyone can contribute and if I can answer the answer can be found later too

thorny oyster
#

Im just not sure where to start, do you have any tutorials written/youtube that you'd recommend?

desert raven
#

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

thorny oyster
#

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?

desert raven
#

There's also cursorTarget/cursorObject commands that do that

grim dust
#

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.

deft fern
#

If I remember correctly that anim is defined on character itself so you cannot change it per single weapon

desert raven
#

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?

desert raven
#

perhaps you have some missing state it tries to use but cant

desert raven
#

diag might have something for that. I dont remember what all functions it had. You can check the wikipage for it

subtle falcon
worldly osprey
#

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 :/

desert raven
#

straight finger curled

#

is what it should be

#

in weapon holding animation

worldly osprey
#

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...

desert raven
#

pics?

worldly osprey
#

Sure, will try one more pose, then straighten again ๐Ÿ™‚

#

@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.

frank scaffold
#

weird, I always made the trigger finger straight in my hand anims and it never caused any issues

sacred oxide
#

due to limitations of arma engine, do all animations have to be in loop out seperartion?

desert raven
#

loop out separation?

sacred oxide
desert raven
#

I dont know what that is

sacred oxide
sacred oxide
#

dont know about you guys but i did most of my animations in FK lol

desert raven
#

technique does not really matter as long as you get it done

desert raven
#

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

sacred oxide
#

ok, sweet, thanks

slow vault
#

Hey guys โœŒ๏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 ....

desert raven
#

is your proxy aligned to point to rear direction

#

as the proxy direction dictates the view direction

slow vault
#

thank you very much for your answer i test this when i come home from work ๐Ÿ’ช๐Ÿ’ช๐Ÿ’ช๐Ÿ‘Œ

regal dawn
#

Anyone here that has a good blender rig that works?

desert raven
#

I believe Macsers Armarig thread on Biforums has a updated download link

#

@regal dawn

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.

desert raven
#

mask?

regal dawn
#

Can I send you a ss in DM? @desert raven

desert raven
#

nu, just post link to the image here thanks ๐Ÿ˜„

regal dawn
#

Okay 1 sec

desert raven
#

there are other mask types too or you can create your own

#

im pretty sure there is full body mask too

subtle falcon
#

@regal dawn You can use this one wholeBody

regal dawn
#

wholeBody doesn't work

desert raven
#

Is the animation configured as gesture or as action?

#

CfgGestures or cfgMoves

regal dawn
#

gesture

desert raven
#

Is it custom character

regal dawn
#

No

desert raven
#

Then check CfgGestures for correct blend anims type

regal dawn
#

Thanks

#

Is there an important difference between a gesture and an animation? @desert raven

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

plucky sierra
#

So, weโ€™re trying to learn animations with the sample ARMA skeleton with the sample anims. Though, we canโ€™t seem to get that to work

#

@teal fox

desert raven
#

sample skeleton?

#

what program are you using?

#

@plucky sierra

plucky sierra
#

I think the person having issues, who I pinged, uses Maya?

desert raven
#

ah

#

cant help with that

teal fox
#

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.

desert raven
#

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

lone flicker
#

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"

desert raven
#

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

lone flicker
#

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

desert raven
#

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

lone flicker
#

Okay, I'll let you know further if I get stuck, thanks!!!! you've always helped me out with this project ;3

cerulean pivot
#

Is it possible to create an animation for an object where it grows in size? meowsweats

drowsy nymph
#

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

cerulean pivot
#

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?

zenith token
#

do you mean visualizing the throw curve, similar to the indicator system dslyecxi made (i think) with dots? Or something different?

cerulean pivot
#

except I wanted to see if I can make something continuous

zenith token
#

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

cerulean pivot
#

well for now I'm just trying to see if it's possible! ๐Ÿ˜„

zenith token
#

should be possible, with enough animations and bones as "stรผtzstellen" and soft skin weighting for the parts in between

cerulean pivot
#

sounds difficult, even for a pro...meowsweats
I'm just a beginner in model making

zenith token
#

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

deft fern
#

ัŠbone limit per vertex is 3 iircัŠ 4 I think

zenith token
#

then it could work

cerulean pivot
#

did you make it just now?! ๐Ÿ˜„

zenith token
#

no its just visualisation

#

the question is if your throw parabola is actually achievable by stretching a base curve uniformly

cerulean pivot
#

what is that software btw? blender?

zenith token
#

i use max, but blender would work too

cerulean pivot
#

basically showing throwing force or something...

zenith token
#

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

desert raven
#

wouldnt simplest be to just draw a line with draw3d?

zenith token
#

yeah that seems less problematic

cerulean pivot
#

maybe I could stack them next to each other...notlikemeow

zenith token
#

make multiple next to each other meowsweats

desert raven
#

how wide do you need it to be?

#

does it need to be solid?

zenith token
#

fancy

cerulean pivot
cerulean pivot
desert raven
#

particles would be another option

zenith token
#

time to develop openGL/directX/vulkan extension, that can render on top of arma ๐Ÿ˜„

desert raven
zenith token
#

i mean... you can make the line out of single tube sections too...

#

stretching them in length to fit is easy

cerulean pivot
#

yeah, good idea

white juniper
cerulean pivot
zenith token
#

i always am notlikemeow ... 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

cerulean pivot
white juniper
#

๐Ÿ˜ 

cerulean pivot
cerulean pivot
desert raven
#

now that is quite fance ๐Ÿ‘

rapid parrot
#

[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

desert raven
#

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.

rapid parrot
#

Thank you man I will search about it

lone flicker
#

is it possible to directly export animations from blender to OB?

#

how do you go about setting up keyframes and such?

desert raven
#

For basic engine animations you will need to do them in model.cfg manually

#

There is no skipping learning that

desert raven
#

I made a rtm test project for Mikero. Thought this is too good to not share!

#

Miller being all cute

desert raven
#

@fast canopy want to add this to your artwork support pack? ๐Ÿ˜„

fast canopy
#

no urs

brisk ermine
#

Anyone have a good civilian ambient animation mod? Preferably one with cheering. Got a dope mission idea just need the right animations

marsh parcel
#

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 ๐Ÿ™‚

drowsy nymph
#

What are you compiling the .pbo with?

marsh parcel
#

I usually use PBO Manager however I read somewhere that the .rtm needs to be binarized so I used BinPBO

drowsy nymph
#

AFAIK Mikero's pboproject is the only packer that will actually binarise .rtms properly

marsh parcel
#

I'll look into that right now

drowsy nymph
#

Will work with Addon builder etc if you add .rtm to the list of files to copy directly. But they wont be binarised then

marsh parcel
#

Does pboproject automatically binarize? I'm not seeing an option so i'm assuming so

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oooh it signs the pbos automatically too

cerulean pivot