#arma3_animation

1 messages · Page 27 of 1

marsh parcel
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I never really used addon builder tbh and I recently started up my own test server so I just used dsutils to sign

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pboProject wont let me pack for some reason (fixed)

chrome panther
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Is the "Acts_EpicSplit" animation bugged or something cause it plays a different animation.
He first dies then gets up and puts his weapon on the back and gets it back in his hands instead of doing a split.
All I want is a split! notlikemeowcry

cerulean pivot
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and then playMoveNow directly after it

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_unit switchMove "Acts_EpicSplit";
_unit playMoveNow "Acts_EpicSplit";
chrome panther
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right

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that did it btw, thanks

inland bramble
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How would you guys go about animating a chute, I'm kind of struggling here with the limited options?

desert raven
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chute for what?

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and animate it how?

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gib pictures? could help to figure out best approach. @inland bramble

inland bramble
inland bramble
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Okay, diffrent question, how would I animate an Object shrinking?

desert raven
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You would have to have multiple bones and smooth weighting (isDiscreet in model.cfg skeleton) enabled and then move those bones so they compress the mesh.

inland bramble
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Ah, that makes sence. Thanks.

crisp berry
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is it possible to "revert" an rtm to its real original, if you debin it and apply some algorithm/math with the data from the model.cfg?

desert raven
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Character rtm?

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Model.cfg does not really contain much information related to rtm. Only the bone hierarchy.

crisp berry
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weapon animations

desert raven
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If such a pose Is loaded on a default pose skeleton, it should work without anything else. Although Mikeros deRtm is a bit bugged at the moment and he is working on fixing it

crisp berry
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LAxemann — Today at 10:14 AM

....maybe? I wasn't able to make it work, in any way, and tried multiple times 😄
But then again, I don't think so - You'd have to animate with those weird offsets, and since rotation is involved in there, too, the result will be fucked
I think the main problem is the rotation, as it fucks up the hands in "relation" to the launcher... a bit hard to explain properly for me
Okay, so, I'll give it a try.
Due to the model.cfg animation trickery, what we animate is not what we get ingame. "So far so good".

The largest issue is the following:
When doing reloads etc, you can influence the hand's IK. Meaning at which points in the animation will have the hands in the position defined by the handanim and in which parts they use the data from the reload.

Now you do the reload animation. Ingame, the weapon itself will be moved away. But as soon as you decouple the hands from the ik, they will be back where you put them in blender, so totally offset from what is now ingame

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not sure if just that makes it clear (enoug)

desert raven
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If animation is made properly there should be no problem as far as I know. blobcatgooglythink

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Or perhaps I know what you mean.

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If its the fact that the blender rig is made for making new animations and not for editing old imported rtms and it needs some rework and trickery to make it work OK with imported animations

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There are many ways to set up a rig

brittle nacelle
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Does anyone know of any good tutorials/resources on making gestures? I've experimented a bit with static animations, but other than that, don't have a ton of experience.

desert raven
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There are not really much in that territory.

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Depending what tools you use you can likely find lot of general animating tutorials that can help you learn how your chosen tool works

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The Arma specific parts are pretty much same for static and multi frame animations

brittle nacelle
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What's the best way to preview an animation and know if it's the output from blender, or your config that is jacked? If it was an object, I'd use Object Builder, but in this case that wouldn't work

desert raven
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pack it up in game and view it in animation viewer

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but also depends what kind of issue you are facing I suppose

brittle nacelle
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Yeah, I'm not seeing the anim get played ingame, just in the standard "Jesus" pose. I have all the keyframes done in Blender, and added them to Arma Toolbox, but nothing in game

desert raven
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do you see a animation class for it?

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and how did you pack it into a pbo?

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and how many KB is your rtm?

brittle nacelle
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It's in-game, using Animation Viewer I can see it, and packed it using PBO Manager for testing

desert raven
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ah

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manager you need to uninstall

brittle nacelle
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I usually just use it for testing

desert raven
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no

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uninstall it

brittle nacelle
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lmao, assuming it does something "wonderful" to animations?

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I know it breaks signatures among other things

desert raven
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its just crap

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tried to put it nicely

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but meh

brittle nacelle
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fair enough

desert raven
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honestly it should not be used for testing

brittle nacelle
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the rtm is only 13kb, assuming it's not exporting the frames now, its the same size as a static anim I did a few hours ago.

desert raven
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the "fast" time you will then waste debugging your errors

brittle nacelle
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yeah, I'll probably stick with makePbo/pboProject going forward then

desert raven
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pboProject is the one that debugs stuff with you

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or for you

brittle nacelle
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yeah, AddonBuilder is a blackbox right?

desert raven
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and 13kb rtm probably has no frames

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addon builder works if you feed it 100% correct stuff

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otherwise it just crunches it into pbo

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and you will one day find out you have bugs

brittle nacelle
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lol wonderful

desert raven
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you sure you want 10 frame step?

brittle nacelle
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Nope, but trial and error I guess. At this point, I'm just trying to preview it in Arma, and make adjustments from there. It's not a complex animation, if I need to step up, or down the time, it won't be very difficult or time consuming

desert raven
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ok so you export this to rtm? what export options do you use?

brittle nacelle
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Literally just went to File -> Export, then Export as RTM. If there are other options, probably what I'm missing then lol

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I have Arma3 Toolbox enabled for the rig, with the keyframes though. If that helps.

desert raven
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theres couple of tick boxes in the export dialog

brittle nacelle
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Ahh I see now. Just exported, it is a lot larger. I suspect I had static still on, and clip frames. Let me give this a try real fast, and I'll report back

desert raven
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👍

brittle nacelle
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So file size is larger, but in game same thing, the "Jesus Pose"

desert raven
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did you pack it with pboProject this time?

brittle nacelle
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Just did, and it works. I don't know why, but I packed at first with AddonBuilder. Found the problem. And yeah you were right 50 frames is wayyyy too many

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Thanks for the help

desert raven
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good luck

lone flicker
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i cannot figure out how to get my wheel animations to work for my plane, anyone mind looking at my model.cfg?

desert raven
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have you compared to the sample plane?

desert raven
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rotates how much?

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sounds odd

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off the top of my head cant think of anything in the animation config that would cause it

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does it rotate only to one direction?

raw bear
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Im pretty sure its an AI issue

cerulean pivot
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a dead unit has no AI

desert raven
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has the custom character been set up with physX

glacial pilot
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a dead unit has no animation either afaik. Isnt it just ragdoll if he dies?

desert raven
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is it man or animal based?

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no

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well it is supposed to stick to the dead state

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ragdolling is optional too

glacial pilot
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I ve been living a lie all this time. notlikemeow

desert raven
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depending on configuration

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with great difficulty

cerulean pivot
desert raven
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death anim is enough

cerulean pivot
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they don't ragdoll

glacial pilot
desert raven
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tsk tsk 😛

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does the turning happen also with player control

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is it automatic or does it come from user input?

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what axis does it rotate over?

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does the animations have unique skeleton name?

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any other mods running that could interfere with it?

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(development should always done with no unnecessary mods loaded)

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Id suppose it could be some sort of configuration error for the death state

subtle falcon
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@crisp flicker Can you share the config of the death anim?

cyan ivy
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is there a way to have 2 arma rigs in the same project?

desert raven
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assuming you talk about blender

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yes

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you can have as many as you like

cyan ivy
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when I try to paste it it just replaces the current one
how would I do that?

desert raven
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are you in object mode?

cyan ivy
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oh I might be in pose mode

desert raven
fast canopy
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I'd like to convert A2 animations to A3 to prevent rpt spam (Error: Bone XX doesn't exist in skeleton OFP2_ManSkeleton). But I have a couple of hundreds of them, what is the best way to make a macro or a software?

fast canopy
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Never mind, I'm executing a bruteforce-ish stupid macro using UWSC 😂

fast canopy
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Aaaaaaaaaaaaaand it worked! Import rtm into male.p3d and export it, that's it

deft fern
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Wanted to write o2script for it one day but I think I was missing some script commands to export those RTMs

shell pier
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I need help making my AI do animations, can someone send me a list of animations to put on my characters.

desert raven
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@shell pier no the list is very long. use the ingame animation viewer

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also in the future. keep you questions on single channel.

shell pier
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Alright

lone flicker
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are vehicle animations only made in model.cfg? or is there something i have to do in config.cpp?

desert raven
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you can set up custom animation sources

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turrets need few parameters to connect to their model.cfg counterparts

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physx stuff has parameters to connect to bones

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etc

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the animation movement part is done in the model.cfg

lone flicker
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that's my model.cfg, i think i'm connecting the bones correctly, I'm just unsure why they aren't appearing in game, wrong way to inherit or something?

desert raven
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What are not appearing in game?

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oof

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you dont want proxies in sections list

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and you have mixed up cfg skeletons and cfg mocels contents

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as in you have skeleton class and animation class in cfg skeletons

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please review the sample model.cfg for correct setup

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and you dont want all that stuff in your sections list

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theyre uselsess there

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aand some of the skeleton seems not to be in correct parent order

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liek you have the top parent at the bottom

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when it should be above its child bones

lone flicker
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Oh wow! That's a lot of issues HAHAHA, I'll try to resolve them, also, the wheel animations are what i'm worried about right now, they wont appear in game. I do have the animation sources class in my config.cpp for it too FYI.

desert raven
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well the model.cfg is messed up

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so it wont work

lone flicker
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Yeah, I'm gonna surf through samples and try to recreate it, then try again 😄 thanks goat!

desert raven
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samples have the layout very well

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just follow that

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and put your stuff in correct places

lone flicker
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How does my model.cfg look now? Animations wont appear, but it did one time, it was attached to the wrong bone, I think i'm very close, but no cigar https://paste.ee/p/2ghPC

desert raven
lone flicker
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Yup

desert raven
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Was this the one that you can't open in buldozer? As that is the fastest way to see if model and model. Cfg connects

lone flicker
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Yup, is there another way to see if they connect besides buldozer?

lone flicker
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Eeeeee I cannot figure out these animations D: I went on Project hatchet's github for their open source model.cfg and basically did what they did, but still no luck D: I got it to work once, but it was connected to the wrong bone and parts of my model were rotating that i didn't want

desert raven
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ok so

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you need to set up a simple p3d with 2 cubes

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and set up a simple model.cfg for that

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by copying the sample house model.cfg and removing all bones in skeleton and adding just 1 or 2

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and then deleting all animation classes and making just 1 or 2 new ones

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so you can test it in OB buldozer

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you are trying to skip a big basic knowledge step with jumping right into ultra complex plane

lone flicker
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Alright, I'll try that out!

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I just want to know how to animate xd

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looks like ill have to start from basics ;3

desert raven
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quite 😅

fossil spoke
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Cant and shouldnt rush anything, a strong foundation wont crumble later

lone flicker
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Still having issues, can I send over my test cube model.cfg ? it's super simple 😄

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I know I'm missing something 🤔

class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };

    class Test_cube_skeleton : Default
    {
        skeletonInherit = "";
        skeletonBones[] = 
        {
            "1", "2"
        };
    };
};    

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };
    class Test_cube : Default
    {
        sectionsInherit = "Default";
        sections[] = {};
        skeletonName = "Test_cube_skeleton";

        class Animations
        {
            class CubeRot
            {
                type = "rotation";
                source = "wheel";
                selection = "2";
                axis = "cube2_axis";
                memory = true;
                minValue = 0;
                maxValue = 2;
                sourceAddress = "loop";
                angle0 = 0;
                angle1 = "-rad 360";
            };
        };
    };
};
drowsy nymph
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bones are always pairs

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If you have bone 1 and bone 2, with bone 1 parented to bone 2 like that, bone 2 needs to be defined itself as "2","", before you add "1","2"

lone flicker
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ahhhh okay

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maybe bones were my issue in my aircraft as well 🤔

lone flicker
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so I fixed the wheel error! It finally spins! Now i would like to do gear animations, does this bone layout work? (I can explain further if you're confused about the wording of the bones)

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"Wheel Front Top Slider Hydraulic", "",
            "Wheel Front 3rd Hydraulic", "Wheel Front Top Slider Hydraulic",
            "Wheel Front 2nd Hydraulic", "Wheel Front 3rd Hydraulic",
            "Wheel Front Main Hydraulic", "Wheel Front 2nd Hydraulic",
            "wheel_1", "Wheel Front Main Hydraulic",
            "wheel_2", "Wheel Back main hydraulics",
            "wheel_3", "Wheel Back main hydraulics"
desert raven
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no

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back hydraulics bone is not defined anywhere for starters

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dont try to make all of them at once

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start from 1 moving part

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then make next one

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and so on

lone flicker
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This is my skeletonBones code, that's where I define these right?

desert raven
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yes

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and the above is broken

lone flicker
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Wdym by one at a time?

desert raven
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the first moving part

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define its bone

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and animation

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test in buldozer

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oh wait blobcatsweats its you

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make a simpler version of your model that you can verify animation in buldozer

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then define 1 bone and its animation

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test in buldozer

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define next bone and its animation
test in buldozer
repeat

lone flicker
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okieeee 😄

desert raven
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this way youll learn how they work together

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and using buldozer to test the animations is quite essential

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otherwise you waste hours of time

lone flicker
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could I do a translation / rotation at the same time? i need this panel to go up a tiny bit D:

desert raven
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It is possible

plucky sierra
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Is there anyway to shorten how far the legs move via model.cfg or something?

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Or is that RTM stuff

desert raven
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rtm

final anchor
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How do I make an animation/

plucky sierra
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Look up some YouTube tutorials

final anchor
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All right, other question, is it considered animation in trying to make sure that when you ADS, the scope is aligned with the camera?

desert raven
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Explain more.

drowsy nymph
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Alignment when aiming with ironsights and optics is determined by a memory LOD point in the optic model if it's an attachment, or weapon model if it's an integrated sight (ironsights etc.)

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Animation would simply change how the unit looks holding the weapon in third person. It's not a factor in how the camera is aligned to the scope when actually using the scope to aim

final anchor
final anchor
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One of the big ones is that the scopes don't work

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In theory, when aiming down the sights for this weapon, it should show through the scope

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But,it doesn't, instead showing as a reticle above the scope

final anchor
desert raven
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oof not touching that. The opposition mod stuff is stolen crap

final anchor
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If nothing else, I'm possibly considering paying a guy to model a couple weapons from scratch

desert raven
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ripped from other games

final anchor
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Would paying the guy to make a couple models be a good idea?

desert raven
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depends on the guy

final anchor
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I know this guy is not a scam, but he doesn't seem to be the most knowledgeable in Arma

desert raven
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50/50 could work or could be waste of money

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and you would still have to get it in game

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configs, modelc.cfg stuff, technical lods

final anchor
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Right, the only real modding I've done is for an engine that is considered spagethhi code

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So, shit

desert raven
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it can all be learned. just takes time and effort

final anchor
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So, let's say I get a couple models which were made in blender, what would I do then

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I am not stealing

desert raven
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you install the modding tools, set up the dev environment, download Arma 3 samples from steam, look up blender to arma tutorial series and start practicing

final anchor
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All right

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I'll come back when I got that stuff fully set up

cobalt berry
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Hey, I'm trying to get into making animations for Arma, but I'm not sure where to get started. Everything I Google either brings up guides on how to install mods or how to get started in Arma itself, and any guides I do find about making addons seems to be outdated

desert raven
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do you already know how to do animations in general?

cobalt berry
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In Blender, yeah

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Just don't know how to get them into Arma basically

desert raven
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well that is more longer story then

cobalt berry
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Would you know of any good, modern guides?

desert raven
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first you would need to set up the Arma tools and modding dev suite. PMCwiki has good steps to do the setup

cobalt berry
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PMC wiki?

desert raven
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PMCwiki

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is s Arma 3 modding related site

cobalt berry
desert raven
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yes

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the how to put aniamations into the game is more tricky part

cobalt berry
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Alright, I'll take a look at this, thanks

desert raven
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as there arent much any guides on animations

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so you would have to read up on how configs work on the BI wiki

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and then start working from there

cobalt berry
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Ok, thanks dude

desert raven
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and there is the static animation steps in the pinned messages here I recall

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multi frame animations follow same principles

cobalt berry
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Would multi frame animations be used for things like weapon reloads?

desert raven
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yes

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anything that has more than 1 frame

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weapon reloads are 2 part though, the model.cfg animation on the weapon itself

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and then the character animations that play in tandem

final anchor
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I am acutally curious

desert raven
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You can't without source filed

final anchor
desert raven
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Files

final anchor
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How do I know if I have the source files?

desert raven
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You dont

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Have them

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They are not part of mods

final anchor
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Ah

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Well shit

plucky sierra
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Quick question, if I did keyframes in blender and added them to arma object properties, do I need to do anything to get them in? Do they need to be separate RTM files? Or are keyframes fine

desert raven
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you want to export the whole frame range

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not just keyframes

plucky sierra
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Ok, think I've got it

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Now, how would I apply it to the model?

desert raven
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you would create a cfgMovesMaleSoldier animation class

plucky sierra
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Also, upon spawning it, the unit just dies

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That fixable?

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Or did I do something wrong

desert raven
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no idea about that. does sound like you did something wrong

plucky sierra
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Also, unit is stuck in the ground....for some reason

plucky sierra
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Got that fixed

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Next issue is that the model is very stretched

plucky sierra
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And the anims are reversed

desert raven
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Reversed?

plucky sierra
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I’ve figured out that the stretching is a skeleton model.cfg issue. Also, I exported the matrices wrong lol

desert raven
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😅

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always fun making animations

sacred oxide
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whats the deal with animations? does the arma animation system require in loop out for all animations? e.g access inventory?

plucky sierra
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Anyone familiar with setting up unit skeletons in model.cfg?

desert raven
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It is same as with vehicles

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The bone hierarchy just needd to match the skeleton the RTM animations are made with

plucky sierra
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I do that and then the model is still stretched

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Could it be a weight paint issue?

desert raven
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Possibly. If you got picture of how it stretches could maybe say more

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And picture of the animation in comparison

desert raven
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Uuf

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XD

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What do you expect it to look like? @plucky sierra

hidden trench
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Hey guys, If I wanted to have an AI move forward in the game world whilst using a moving animation specifically AmovPercMwlkSrasWrflDf how would I achieve this?

At the moment the anim works but just on the spot

desert raven
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how do you play the animation?

hidden trench
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If youre asking me @desert raven im using POLPOX anim viewer to apply the anims atm

plucky sierra
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Isn’t polpox just for poses?

hidden trench
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It just applies animations, so can be used for statics anims but also the 'acts' animations

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im just filming, this isnt for playable use

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just want to get an AI to walk toward a target with their pistol raised

desert raven
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You probably would get better result with unitcapture

plucky sierra
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Now we're back to the model being invis

plucky sierra
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I'm not getting any RPT errors on why it's now invis again

subtle falcon
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@plucky sierra Do you use Blender?

plucky sierra
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Yes

desert raven
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what does the armature in Blender look like?

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are both the critter and the armature origins centered on 0,0,0 coordinates

plucky sierra
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They should be. The body seems to be fine but the legs are stretched upwards

desert raven
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rest pose of the armature match the model?

plucky sierra
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It should. I’ll give it another look

plucky sierra
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Could that be the issue?

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Now we're back to being invisible

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Missing some memory points and it is still stretched

desert raven
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Maybe wrong bone names?

plucky sierra
plucky sierra
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Should they be different?

fast canopy
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IDK, if it is your own model, you know how they are. Make sure the bone in Blender has the exact same name, case sensitive

desert raven
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No they should be the same and like polpox said, case sensitive

subtle falcon
plucky sierra
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I already have skelExport and all that. I have the exact name of my bones and skeleton hierarchy set correctly. The left legs are the only thing stretched atm

desert raven
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and you fixed the rest pose and exported animations again?

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rest pose as in the pose clear of all transformations

plucky sierra
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I don’t think I updated the RTM

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I’ll give that a shot

desert raven
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the rtm is then still same faulty one that is created with the broken rest pose and thus wrong bone transformations

plucky sierra
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Hopefully that’ll be the final fix in this pain of skeletons and animations

desert raven
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😄

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You wish

plucky sierra
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It’s never that easy

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Lol

desert raven
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🥖

plucky sierra
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My edit and pose mode bone locations were off

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Could thatve been it?

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Nope

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Still stretched after re exporting rtm

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All my selections and bones are correct

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I’ve got a memory LOD with the leg memory points in there as well

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I’ve basically followed the A3 sample example to a T

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Minus the skeleton

desert raven
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is it packed with pbo project and binarized

plucky sierra
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Yeah

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Packed with PBOProject

desert raven
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those anims look the same in animation viewer?

plucky sierra
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Where would I go for animation viewer?

desert raven
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mission editor and ummm one of the top bar menus

plucky sierra
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It should. It plays in game fine

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@desert raven Does the Rtm need to be defined in config?

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Or just in the files

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I don’t see my rtm in the animation list

desert raven
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yes you would need to it defined to be used in the actions and connected states

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and since this is custom skeleton you would need a custom movesCfg config

plucky sierra
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Would any samples help?

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Or just look at the config of stuff

desert raven
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mm well the animal moveset configs are a lot simpler structured with fever actions used so they could be easier to adapt

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the main soldier move config is many thousands of lines of stuff you would not need

plucky sierra
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I’ve got leg bones only and that’s all that moves

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Nothing else needed for these little guys

desert raven
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the bone amount does not really matter in this case

plucky sierra
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I’ve got it!

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It looks normal

desert raven
plucky sierra
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Now it’s just sunk in the ground

desert raven
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have you animated it so that your actual animation is on top of 0 height

plucky sierra
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Let me get a pic

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One sec

desert raven
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rest pose/where model is

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animations are done above surface

plucky sierra
#

Ah

#

All animations were done where the model sits in that pic

desert raven
#

that would explain why the animations are inside ground too in game

plucky sierra
#

How would I fix that in blender?

#

Just move the whole model up?

desert raven
#

move the animation up by the origin bone

#

and re export rtm

plucky sierra
#

I re exported and it's in the center of OBJ builder

#

Thats normal right

#

The only thing left is that the animation doesn’t play even though I’ve defined the rtm

#
file = "\OPTRE_Flood\data\anims\InfectionFormWalkAnim"; 
   looped=0;
   speed=-50;
   mask="BodyFull";
   leftHandIKBeg=0;
   leftHandIKCurve[]={};
   leftHandIKEnd=0;
   rightHandIKBeg=0;
   rightHandIKCurve[]={};
   rightHandIKEnd=0;
   weaponIK=0;
   enableOptics=0;
   showWeaponAim=0;
   disableWeapons=0;
   disableWeaponsLong=0;
   leaning="empty";
   aimingBody="empty";
   aiming="empty";
   forceAim=1;
   limitGunMovement=9.1000004;
   headBobMode=0;
   headBobStrength=0;
   canPullTrigger=0;
   enableDirectControl=0;
   weaponLowered=0;
   variantsPlayer[]={};
   variantsAI[]={};
   ConnectFrom[]=
   {};
   ConnectTo[]=
   {};```
#

That's what I have. Any issues?

#

Is it speed?

desert raven
#

possibly

#

or you have exported it as static

#

or with just 1 frame

plucky sierra
#

It goes from 0-35

#

The only thing I have checked is the clip interval 0,1

#

It's also in the ground still after moving it up

desert raven
#

is your animation range in the timeline also set to the amount of frames

plucky sierra
#

It should be

#

I just checked all that

plucky sierra
#

@desert raven Set it to be above the ground and it’s still in the ground

desert raven
#

odd

plucky sierra
#

Could it be land contact?

desert raven
#

could be

plucky sierra
#

So, the movement anim is above ground

#

Rest is where it was before right?

#

Or is that also above ground

desert raven
#

if you did not fix the other anims also to be above 0 and re export rtms

plucky sierra
#

I only have a walk anim

desert raven
#

you probably would need also at least standing animation

#

and set it up

plucky sierra
#

How would I do a standing anim alongside my walk anim?

#

It doesnt seem to want to do that

#

Ok got it

#

Would I assign it the same way as the walk?

#

@desert raven Hopefully last anim question, where and how would I define walk and stand?

#

Just the unarmed stand

#

That's all I need

desert raven
#
        
//UNARMED ACTIONS        
        class CivilStandActions: NoActions
        {
            gestureHi[] = {"GestureHi","Gesture"};
            gestureHiB[] = {"GestureHiB","Gesture"};
            gestureHiC[] = {"GestureHiC","Gesture"};
            stop = "AmovPercMstpSnonWnonDnon";
            default = "AmovPercMstpSnonWnonDnon";
            stopRelaxed = "AmovPercMstpSnonWnonDnon";
            turnL = "AmovPercMstpSnonWnonDnon_turnL";
            turnR = "AmovPercMstpSnonWnonDnon_turnR";
            turnLRelaxed = "AmovPercMstpSnonWnonDnon_turnL";
            turnRRelaxed = "AmovPercMstpSnonWnonDnon_turnR";
            reloadMagazine = ""; //"AmovPercMstpSnonWnonDnon";
            reloadGM6 = ""; //"reloadGM6";
            reloadMGun = ""; //"AmovPercMstpSnonWnonDnon";
            reloadMortar = ""; //"AmovPercMstpSnonWnonDnon";
            throwPrepare = ""; //"AwopPercMstpSgthWnonDnon_start";
            throwGrenade[] = {"GestureThrowGrenadeUna","Gesture"};
            WalkF = "AmovPercMwlkSnonWnonDf"; //"AmovPercMwlkSnonWnonDf";
            WalkLF = ""; //"AmovPercMwlkSnonWnonDfl";
            WalkRF = ""; //"AmovPercMwlkSnonWnonDfr";
            WalkL = "AmovPercMwlkSnonWnonDl"; //"AmovPercMwlkSnonWnonDl";
            WalkR = "AmovPercMwlkSnonWnonDr";
            WalkLB = ""; //"AmovPercMwlkSnonWnonDbl";
            WalkRB = ""; //"AmovPercMwlkSnonWnonDbr";
            WalkB = "AmovPercMwlkSnonWnonDb";
            PlayerWalkF = "AmovPercMwlkSnonWnonDf"; //"AmovPercMwlkSnonWnonDf";
            PlayerWalkLF = ""; //"AmovPercMwlkSnonWnonDfl";
            PlayerWalkRF =  ""; //"AmovPercMwlkSnonWnonDfr";
            PlayerWalkL = "AmovPercMwlkSnonWnonDl";//"AmovPercMstpSnonWnonDnon_turnL";//"AmovPercMwlkSnonWnonDl";
            PlayerWalkR = "AmovPercMwlkSnonWnonDr";```
#

you need this stuff

#

and then also define the animations that are used in this actions

plucky sierra
#

Toss that in cfg moves basic then how would I go about defining my anims in there? Through cfgmovesmalesdr?

desert raven
#

well thats not quite complete

#

you would create your own cfgmovesmalesdr -> cfgmovescreature

#

option 1 is to make it animal and use animal configs as base

#

as they are simpler

#

or make it playable character where you need to make the civilstandactions as those are used for unarmed movement

plucky sierra
#

@desert raven Alright, I’ve got it now. Everything is fine and functional. The sinking was a LandContact issue. That’s been resolved. The anims are now functional and working as needed. Thanks for the help!

#

Though, one final issue is that when hitting play, the unit dies

#

Is that because no hitpoints?

desert raven
#

uhh maybe? does it have the geometry collision blob?

#

possibly its still getting stuck inside the ground and dies because of that?

plucky sierra
#

It does have geo

#

One sec

desert raven
#

possibly it does not have all necessary actions/states set up so it goes right into dead state

desert raven
#

no you need to use the original geometry blob from the sample character

#

or make new ones and config your animations to use those

plucky sierra
#

I’ve already been through enough pain

#

I’ll just use the sample one

#

Everything’s set for Halloween

#

At least on my end

#

Thanks for withstanding my questions @desert raven

desert raven
plucky sierra
#

One more thing. I tried another way with how to do anims and that didnt work so I'm doing the soldier way. How would I go about defining my specific RTMs? @desert raven

#

Does it go in cfgmovesbasic then I define the class name in cfgmovesmalesdr?

desert raven
#

this is the simplest I can put it

#

cfgmovesmalesdr inherits the cfgmovesbasic and adds into that

#

but you will want to use cfgmovescreature instead

#

or else you break the normal character movement

plucky sierra
#

Where can I find cfgmovescreature?

#

I'm blind

#

Nvm

desert raven
#

time to sleep

#

😅

plucky sierra
#

@desert raven All I see is CfgMovesX_F. Just pick a creature and copy?

desert raven
#

I meant you need to make one

#

for your own thingy

#

otherwise you mess up the originals and wont have much fun playing

#

or well

#

maybe youll have lots of fun

plucky sierra
#

Should I inherit anything? Or just make it all custom

#

Then, once I'm done. How would I go about defining it for use?

desert raven
#

Youll have to trace it from the configs where the cfgmovesmalesdr is used in the man class unit config etc

#

I still think the animal config would be better way to learn

#

since it is so much simpler

#

or at least it can give you insight on how the stuff works together

plucky sierra
#

Alright, hope I can figure this out lol

desert raven
#

its here btw

plucky sierra
#

@desert raven Sorry to bother you so late, but, we're back to the anims not working and the unit dying

#

Again

plucky sierra
#

Is it possible to copy over everything cfgmovesbasic and cfgmovesmalesdr and create a new anim for the custom model within it while changing nothing else?

desert raven
#

Sure

sharp beacon
#

Does anyone have a face rig that I can work with? I have clipping issues for my balaclava model whenever my character talks and weighting in O2 isnt really working

plucky sierra
#

Alright, animations are in but the unit does not move

#

The anims have step and xstep but still dont move

#

It's set to 0 rn

#

Should it be 1?

#

Or am I missing something

#

My key frames start on 0

#

Should they be 1?

plucky sierra
#

It’s moving now but seems to be going the wrong direction

subtle falcon
#

step -1 to make it move forward

plucky sierra
#

xStep 0?

subtle falcon
#

xstep to move sideways

#

it moves your character on the X axis

plucky sierra
#

What is the default value for forward and back and side to side?

subtle falcon
#

I don't know, I think it depends on the animation

#

I use custom values for my characters.

#

Boar: step -1.5 for the walk (front) anim

#

Same value for the crocodile

plucky sierra
#

Setting it to 0 it’s unable to move side to side atm

#

It moves backwards though

#

Just needs to be reversed

#

@subtle falcon What about xStep?

subtle falcon
#

Horse: xStep -1 for the strafe (left) anim

#

if you want to make it move faster, try xStep -3

plucky sierra
#

It moves forward now. Thanks

#

Just need to setup the strafe anims and done

desert raven
#

movement vector means that it goes X amount of meters in the duration of the animation

#

and then the playback speed of the animation defines the final in game world speed

#

so animation that plays for 1 second and with movement vector of 1 (or -1 as the negative direction is front in Arma)

#

then the final speed would be 1m/s

#

if the animation is played at half speed it would be 0.5m/s and with double speed 2m/s

plucky sierra
#

Everything works now

#

Including my shitty anims

#

Yay

desert raven
sacred oxide
#

should an animation be designed with either the 1) inloopout stages all in one animation, or seperated into three seperate animations? please dont ask specifics

desert raven
#

should not matter, up to your own preference

stoic galleon
#

Anyone able to help me out here?

#

I'm just beginning to get into filming stuff in Arma, and I'm trying to learn animations but holy shit is this too complicated for something like this

#

I've been checking out a million tutorials on the topic and nothing seems to work. I have an animation from the viewer, control C'd, and then what do I even type into the animation parameters in Eden? Why don't these kinds of animations appear in the drop down that already exists in Ambient Animation?

desert raven
#

They are no ambient animations

#

And polpoxes tools are not exactly meant for video making if I remember right. They arr more for screenshot making

#

You will need to take a step back

#

And familiarise yourself with the Arma 3 scripting and how you can piece different kinds of commands together to achieve the scene you want to make.

stoic galleon
#

The basic premise I've got going is this

#

There's an arrest animation for a soldier, for the victim, and then the victim on the ground which is a loop

#

I want to play them and record it, but I can't really find concrete examples of how to do so

#

The recording itself is obviously solvable by OBS, and I have Gcam, but getting them to do it and being able to position a camera right is my struggle

desert raven
#

For animations you would have to run the stuff live in game

#

Not In the editor

#

You could create a script that you trigger via radio commands for example and the script runs the animations and such.

#

But for that you will have to do what I said earlier

stoic galleon
#

I've got absolutely no knowledge in scripting and seeing a lot of things people do make my brain fuzz over, so this'll take a while

desert raven
#

Since you seem to be passionate about it, the time spent learning will be worth it

crisp berry
#

is there a way to modify rtm during A3 runtime? (with -filePatching)

#

or not doable even with loading unbinned rtm as they are cached by the game

desert raven
#

I believe it is not possible unfortunately @crisp berry

crisp berry
#

copy. 😭

desert raven
#

Unless dedmen reveals some dark magic from his closet.

white juniper
#

Animation cache goes quite deep but everything is doable potentially but.. rather not

desert raven
#

Yeh that's what I remembered

#

One never knows tho what you got in your magic closet

white juniper
#

if I was a animator guy, I would have live RTM updating probably

#

but I'm not pout_kitty

grim dust
#

Is there an animation source I can call upon for simple, cyclic or oscillating movement in a land_ object? For example, a water wheel that will rotate on its own in a smooth way.

white juniper
#

time ?

plucky sierra
#

What would I need to apply the ARMA skeleton to a custom unit?

#

Ok, it's applied, but the model is stretched

desert raven
plucky sierra
desert raven
#

it would have to be retargeted on the new skeleton

#

the shape of the skeleton is saved into the animation itself

plucky sierra
desert raven
#

conversion is not easy to setup if you dont have the knowhow. new animations would likely work better too

#

if you have a different shaped character that usually means the arms and legs end up in wrong places with conversion

plucky sierra
#

Alright, I’ll see what I can do. Working with something more closely to the ARMA man instead of the small little thing earlier

plucky sierra
#

@desert raven Is it possible to have a custom skeleton and have the A3 animations be placed onto that skeleton?

desert raven
#

in theory yes.

#

but not in arma engine

#

you would need to do such conversion in external 3d software

plucky sierra
#

Great….so, I need to make custom animations again

desert raven
#

that would be the simplest approach

long bone
#

Hey I am looking for someone that does handanim and reloadanim for weapons. I am willing to pay for you to teach me or just do it.

naive hemlock
drifting plinth
#

Where should I start when reading up on non-static animations with regard to blender with the arma rig and the arma toolbox? Ive been experimenting with a running animation and while I can get it to play fine with a refrence animation, when i use my own it results in the animation playing while the player remains stuck in one place. Im afraid I’ve hit a wall here since my google-fu and forum crawling has failed me so far 😅

desert raven
#

animations need the movement vector defined in order to physically change the position

#

step for foward backward direction, stepX for sideways

#

negative step value is forward

#

step = -1 would mean the thing moves 1 meter in the duration of the animation

drifting plinth
#

Is this defined somewhere in blender? Ive been looking for something like that but I cant recall seeing it

#

Is it in the arma toolbox section? Or defined when exporting or something?

desert raven
#

yes toolbox animation tab has place for the movement vector

drifting plinth
#

Thanks! You're the GOAT 🐐

drifting plinth
#

I cant seem to find the option for RTM motion vector, so far I've tried a bunch of different things like selecting the animations window, downgrading to the 2.83.16 version of blender, different versions of the armarig, selecting different bones etc. I am using the latest version of the Arma toolbox (3.0.4). Looking at the Arma toolbox user guide it should be there but it isnt for me. Is there anything I should do differently?
Attaching an image of what I'm seeing.
https://i.imgur.com/egI1ZOS.png

desert raven
#

looks like the toolbox has not installed incorreclty

#

or do you have the armature selected?

drifting plinth
#

VS. selecting a bone which is what I understand is what i'm supposed to do

desert raven
#

then your toolbox is not installed right

#

or is not right version

drifting plinth
#

I will see in any of the older 2.8 blender versions works with the newest version of the toolbox

desert raven
#

id update blender to 2.9+

drifting plinth
#

Success! PC_PogThumpsUp
Extracting the armatoolbox.rar directly into the addons directory instead of installing it from the .rar file seems to have done the trick.

desert raven
#

zip downloaded from git can contain 1 extra folder and does not install right

silent void
#

this looks fun

#

how i import .rtm into blender?

silent void
#

hm?

silent void
#

i get a error when i try to import

#

hm it looks like something wrong in the code maybe

silent void
#

is there other way i can view the .rtm

#

yea i will just try to make the animate from scratch anyway

silent void
#

hmmm is not that bad also sorry for talking a lot here

#

i just hate not talking

fast canopy
#

If the rtm is binarized you can't

desert raven
#

Dis.

analog shuttle
#

So in arma editor, how do I make my units face a certain way for an animation? moving them manually seems to be off and isnt always consistent.

desert raven
#

you can type in the direction/rotation in the objects/units attributes menu

analog shuttle
#

they dont seem to care about the rotation i have them in

#

they go to whatever direction they want

#

mostly consistent but it doesnt alter much

desert raven
#

how are you executing animations?

analog shuttle
#

On the initialisation of the unit

#

i.e; this switchmove "(move)"

desert raven
#

what kind of animations?

#

what exactly are you trying to make

analog shuttle
#

just a looping animation where hes kneeling and rifle is up, i just need him watching a specific direction

desert raven
#

you may need to either disable part of the AI or use doStop and/or lookAt to make them stay

#

if you just place them down, they have free will to do whatever

#

also you can just set them to crouch stance and into combat mode to get them to be like that

#

dont think there is need to play the animation

analog shuttle
#

i don't want them to be combat stance and kneeling, i want this specific animation

#

im making a teaser for a mission im making so i want the animation

desert raven
#

alright then doStop and lookAt could work

analog shuttle
#

i've tried setDir but no avail

#

aight ill give it a shot

desert raven
#

doStop makes them stop moving

#

or Stop

#

you can compare results

analog shuttle
#

does doStop stop them moving entirely or just temporarily? considering i've got them moving after another animation trigger

desert raven
#

just until new orders are received

analog shuttle
#

gotchas

#

would this be fine?
dostop this;
this lookat t1;
this switchmove "Acts_SupportTeam_Left_KneelLoop";

desert raven
#

maybe

analog shuttle
#

ah i think ive found what i can do one sec

#

perfect

#

dostop worked after shifting them in editor, thanks a lot @desert raven

#

fuck

desert raven
#

👌

analog shuttle
#

now dostop stops them from moving to their next waypoint 💀 xD

#

pain and suffering

#

ok fixed it had to use Stop

#

no more anguish

dark depot
#

Hello, I made a pistol for myself, but I don't know how to do the animation from the beginning. Anyone know how this is done? I tried many times but it broke

cyan ivy
#

hey I don't know if I'm just stupid and can't see it but is there an "hit" animation source?

#

should I use "damage"?

frank scaffold
#

what are you trying to do?

cyan ivy
#

a door that opens when shot

frank scaffold
#

yeah probably damage then

cyan ivy
#

a friend suggested using a config eventhandler

woeful pelican
#

damage is only the whole object/vehicle

frank scaffold
#

if the whole object is just one hitbox then it should work

cyan ivy
#

which does have "hit" as an option

frank scaffold
#

yeah that could work

#

hit event handler that activates an animation

cyan ivy
#

if by hitbox you mean geometry components there are more than one

frank scaffold
#

you could look at the config of the shooting targets

woeful pelican
#

you dont need an eventhandler to do that

#

you create an animation source in the config and a hitpoint for it

#

you just name the hitpoint whatever you want

cyan ivy
#

what if I have multiple hitpoints

desert raven
#

each hitpoint can have separate corresponding animation

cyan ivy
desert raven
#

same stuff?

#

why?

desert raven
#

you can have 4 moving parts be in 1 hitpoint selection

cyan ivy
#

oh right I'm dumb

desert raven
#

unless you want each of them to open separately

cyan ivy
#

nah just textbook dumb

desert raven
#

like I've said before, it needs to be 3 parts

hushed elk
#

hi i have a problem with hand anim again

#

in blender my weapon is named "weapon" and not "weapons" or "Weapon" i check in o2 if the hand anim is good and all it's perfect but in game my hands are broken

#

idk why

desert raven
#

pics of it in blender and in game would be helpful

hushed elk
#

i do that

#

first link blender and second arma

desert raven
#

can you select the weapon bone and show where it is and its name

hushed elk
#

in blender ?

desert raven
#

yes

#

also what do you pack the pbo with?

hushed elk
#

on my first screen u can see the bone selected

#

Addon builder (yes i know)

desert raven
#

ah there it is yes

#

addon builder might not be able to build the rtms right

hushed elk
#

...

#

Official tools

#

😄

#

but

desert raven
#

there was a thingy about that but I dont remember the specifcis anymore

#

maybe something about binarizing rtms

#

but binarizing them makes them load faster

hushed elk
#

so i need mikeros

desert raven
#

well those I know to work

hushed elk
#

but i have always error message cause he don't found my texture

#

some of them are not in the pbo i tried to pack

#

so he give me an error and i can't pack my addons

desert raven
#

the file check is quite important part of it

#

do you need to refer to textures that are not in your pbo?

#

especially if you inherit parameters like that you dont have to define them on your own config

#

they come from the inheritance

#

or you could unpack the files from their pbos

#

to your p drive

#

with extractPboGui

#

from mikeros tools

#

or if they are Arma 3 files, your P drive should be set up with them so checks like this can be done

hushed elk
#

i use 1 texture stored in other pbo i'm new pbo

#

like

desert raven
#

is it used on a new p3d or just in config?

#

as textures should need to be present on P drive so their properties can be properly baked into the p3d

hushed elk
#

first_mod/data/beautiful_co.paa

in my second mod i call her from the hiddenselectionstextures

#

yes new p3d new config

desert raven
#

well you could make a placeholder file for it

#

so that the check passes

hushed elk
#

so 2 textures for 1

desert raven
#

you can bypass the check by making any placeholder file as long as its in correct folders

hushed elk
#

oh ok

#

i don't have the choice 😄

hushed elk
#

i make another addons just for packing rtm and its working perfectly thanks you after 2years i have finally an custom handanim !

frozen venture
#

Any other way to debinarize an rtm with DeRTM. I don't really want to pay $46 for one tool

desert raven
#

dont think so. But with that payment you also support the tools development etc etc

#

depending on what you are trying to do you probably can work without it too

frozen venture
#

Is RTMImport broken though?

desert raven
#

rtms are not very useful

frozen venture
#

Whenever I try to import one to blender I get an error

desert raven
#

its probably binarized rtm then

frozen venture
#

That's what I thought it was

#

I tried one from an animation tutorial however and that one didn't work either

#

Unless that one is also binarized

desert raven
#

it is I think

frozen venture
#

Huh

#

I just wanted to import some arma 2 animations to blender

desert raven
#

ah

#

well no can do

frozen venture
#

Damnit

#

Oh well then

desert raven
#

but also rtms import as each frame keyframed and you can properly use the IK constraints without some workarounds

#

so they are not really very useful

rich badger
#

Hey question

#

What is the difference between CfgMovesBasic and CfgMovesMaleSdr?

#

Explain it to me like I'm an absolute zero-experience beginner idiot with animations, because plot twist, I am

cerulean pivot
rich badger
desert raven
#

not really much written about it. there is some stuff down in the wiki but its kinda incomplete. a lot of animation config work comes down to understanding how configs work together and figuring out the logic of it by studying the existing configs

#

what is it that you are trying to do?

#

also cfgmovesbasic is basically the base class for character animations that like @cerulean pivot said contains the actions the character can use and then the cfgmovesmalesdr is the state animations that correspond to those actions for male soldier type character (which is all of the arma man characters)

cerulean pivot
desert raven
#

walking and stuff like that is also actions

cerulean pivot
#

yeah

desert raven
#

so all movement a character does is actions and states are what those actions look like

#

so again what is it that you want to do?

#

-> easier to give guidance if there is specific context

rich badger
#

Ahhhhh okay

#

So then if I wanted to add something to be used by playMove, where would that config go?

desert raven
#

cfgmovesmalesdr - states

reef hound
#

doesnt work together cfgGesteuesMale and enableBinocular = 1? CfgMovesMaleSdr is fine

desert raven
#

gesture would be playd on top of a animation that has enable binocular 1

#

as in binoculars are active

reef hound
#

hm damn...

#

can i do a animation in cfgMoveMaleSdr only for uppertorso? like a gesture?

desert raven
#

what kind of animation are you trying to do?

reef hound
#

i have a breach-animations for doors and worked good. but in the first variant i do it with item in binocular slot as"Crowbar Item".

i do before i use the animation selectWeapon "binocular" and after 1,5 sec my breach animation. Problem: the bincoular animation must be end before i can use a gesture. look not very good....

another variant is, i make a animation in cfgMovemaleSdr and make enablebinocular = 1 and use the animation and the Bincoular/Crowbar is on the hand. but the animation is full on the skeleton and i cant move. look not very good on this... and... the player is not
agile

reef hound
desert raven
#

well this is the kind stuff that is "using the engine wrong"

#

so its no wonder its difficult

stark kite
#

Where is the difference between "gunnerAction" in the config file and the proxy name in the model p3d? Do I need the same animation in both places to work properly?

desert raven
#

no, proxy only marks the position of the character

#

the action defines what it looks like in game

#

using a proxy that matches the animation is useful for aligning the thing in its right place

stark kite
#

A ok, thk you!

brisk jewel
desert raven
#

when an action changes to another connectTo allows the animations to overlap and blend between each other

brisk jewel
#

do you mean interpolateTo?

#

this is on connectTo

#

the section on interpolateTo is nonsense as well. the numeric value has nothing to do with the speed of interpolation. that's what interpolationSpeed is for

desert raven
#

its the animations phase where the connection/interpolation can start from

brisk jewel
#

the numeric value in interpolateTo[] = { "Blah", 0.01 }; ?

desert raven
#

yes

brisk jewel
#

no, that has nothing to do with the speed of interpolation or the amount of overlap

desert raven
#

alright, youre the expert.

brisk jewel
#

it's the cost of the state transition same as in connectTo

#

what do you think the number means in connectTo then? connectTo doesn't interpolate

#

animation states form a directed graph with weighted edges. this number is the weight, or cost. to get from one state to another the game finds the path of lowest total cost

brisk jewel
#

@echo quiver in ManActions there should be some action of the form Freefall = "HaloFreeFall_non"; or something to that effect

#

or Freefall = ""; and some other action class might refer to HaloFreeFall_non. or they might refer to some transition state

#

anyway, you need to find that action

echo quiver
#

I found that``` class ManActions
{
(...)
StartFreefall="";
(...)
};

#

I'm trying 👍

brisk jewel
#

great

#

there should be StartFreefall = "something"; somewhere, maybe in multiple action tables

#

might just be in NoActions

#

anyway, it's those that you need to change to "" to disable it

echo quiver
#

@brisk jewel there is noStartFreefall="HaloFreeFall_non";anywere.
But i found that:``` class ParachuteFreeFall: NoActions
{
upDegree="ManPosFreefall";
Stop="AmovPpneMstpSnonWnonDnon";
StopRelaxed="AmovPpneMstpSnonWnonDnon";

        Default="HaloFreeFall_non";

        WalkF="HaloFreeFall_F";
        WalkLF="HaloFreeFall_FL";
        (...)
    };

and that class HaloFreeFall_non: Default
{
file="a3\anims_f\data\anim\sdr\halo\halofreefall_neutralloop.rtm";

        actions="ParachuteFreeFall";

        speed=0.30303001;
        (..)
    };
brisk jewel
#

there must be some StartFreefall= "...";

echo quiver
#

There are many

#

But none with "HaloFreeFall_non"

brisk jewel
#

that's fine. replacing those with "" might work, but seeing that it has its own upDegree i'm thinking it might just break even more...
it might just stop you from being able to do anything if they're removed

#

anyway you can try replacing all the StartFreefall with ""

echo quiver
#

Thanks!

open bridge
#

Hi everyone, I'm here to ask you if anyone could create a mod to add some immersion during a firefight.

What I'm looking for is a mod that makes bots hit by a bullet or explosion fall to the ground (without it losing waypoints). I am aware that the TPW and the ProjectInjuryReaction already exist which have these characteristics, but I am not interested in the bleeding functions, state of unconsciousness etc etc ...

Someone would be able to help me, even in the development of a mod, even telling me which tool to use, I am completely ignorant about mod development.

brisk jewel
#

anyone have or know of an existing character rig for say maya?

cerulean pivot
open bridge
zealous coral
#

suppose i wanted to add like, a 10' guy or something; i'm aware that animations in this engine don't retarget, but would there be a simple way to just scale up the animation + skeleton by some factor without having to manually convert/retarget said animation?

desert raven
#

Otherwise you would see a lot more different sized character mods

zealous coral
#

sad 😢

#

hmm models have 0,0,0 at their physical center though right?

#

so in theory if one scaled up the skeleton and the model

#

one could just run, say, a python script that parsed all the RTM files, transformed all their quaternions and offsets by the same scaling factor, and then re-serialized it elsewhere

desert raven
#

sure

zealous coral
#

instead of having to do all the work by hand

desert raven
#

it just looks bad

#

because it looks scaled

#

not natural

zealous coral
#

what do you mean by that?

desert raven
#

the skeleton is in man proportions

#

the limb, body length ratios are grown adult mans

#

scaling it keeps the ratios same

zealous coral
#

oh like in the sense of "tall people don't actually look the same as short people x1.5"?

desert raven
#

yes

#

exactly

#

depends on what you want to achieve really if that is ok

#

there are few mods that have done similar

zealous coral
#

yeah makes sense

#

hmm do you mean stuff like female mods

#

or do you mean specifically the "scale-up big boys with weird proportions" thing

desert raven
#

Halo mod got Spartan sized character

#

40K mods go space marine sized one

zealous coral
#

i broke open a female mod earlier actually but the guy didn't seem to have retargeted any skeletons at all

#

oh interesting

#

ill take a look

desert raven
#

nope all of those are just normal man characters

#

Im so far only one with any progress with smaller frame female character

#

nothing released yet though. got lots of projects to keep me occupied

zealous coral
#

yeah makes sense

#

well that's really helpful though thanks a lot

#

i guess ill try opening up some of those

desert raven
#

well opening them up does not really yield any new information

zealous coral
#

mostly just about how to lay out configs for a new skeleton and stuff

desert raven
#

same way as with the vanilla one

#

the vanilla config is better source

zealous coral
#

oh is there some skeleton config

#

oh boy is there also like 100000 lines of manual assignment of the animation graph

desert raven
#

yup

#

fun times

zealous coral
#

very exciting stuff

desert raven
#

do you have a lot of modding experience with Arma?

zealous coral
#

almost none for arma specifically but i have a lot of experience with modding generally/coding/doing stuff in blender

desert raven
#

that can be helpful

zealous coral
#

it feels like a lot of doing this is just figuring out where everything is

desert raven
#

but I would start getting familiar with Arma stuff with something simpler than new character

#

pretty much

#

especially with custom sized characters

zealous coral
#

well i spent a couple of days playing around with sqf the other day lol

desert raven
#

there isnt really documentation on that

zealous coral
#

yeah :\

#

makes sense

#

alright well thanks for the tips, that's super helpful

zealous coral
#

ok so i have a weird fiddly question about the RTM format

#

that means that any component of the transform matrix that isn't translation or uniform rotation is just dropped, right? since quaternions can't express stuff like skewing or nonuniform scaling or whatever?

brisk jewel
#

arma in general doesn't use non-uniform scaling

brisk jewel
#

is the coordinate system used by unbinarised RTMs object space and not skeletal hierarchy? it's not what i expected...

zealous coral
#

i assume it uses skeletal hierarchy because model.cfg defines a hierarchy of bones at least

#

but i guess affine transform matrices are easily composable so it's kind of an academic concern here anyways

brisk jewel
#

it's not an academic concern if i'm producing tooling to work with these things

#

anyway yeah, it turns out unbinarised transforms are object space and binarised are parent bone space

zealous coral
#

ok so i made a new CfgMoves thing inheriting CfgMovesBasic for a new skeleton and it seems to load, except i get "Animation not found or empty" for basically every new animation included with my addon

#

if i have an animation under Test.pbo as anim/foo.rtm, is it not correct to refer to that animation as Test/anim/foo.rtm inside a config file?

#

ok it turns out i'm just dumb, the error was that my paths had forward slashes / and apparently the arma engine only recognizes backslashes \ when dealing with archive files

#

ok it works 😮 😮

#

well it's a little glitchy because i haven't swapped out every animation only the basic ones in the walk cycle so sometimes when you turn everything briefly cronenbergs

#

but dang

#

what a journey

#

hmm ok i have a new problem now: it looks like the view frustrum culling of the game doesn't respect the bounds of the model, but rather only the bounds of a normal human-sized object, so if you stand right next to an upscaled guy and look at only his e.g. head he disappears

#

is there a way to mess with whatever the game uses to determine if something is in the field of view or not?

#

i upscaled my viewgeometry LOD (which i originally assumed was the thing responsible for this) alongside everything else; does that have any skeleton-type definitions it needs to know?

zealous coral
#

or does it use the collisionShape from CfgMoves for culling instead?

cerulean pivot
zealous coral
#

yes that's what i assumed, but do you also know if it doesn't affect view culling?

#

something that isn't the ViewGeometry LOD is responsible for view culling of this model, anyways

cerulean pivot
zealous coral
#

yes i assumed that as well

#

sorry, to be clear, i have read the docs for each of these LODs and know what they are stated to be for

#

my question is: which among these things, if any, is used in view culling calculations?

cerulean pivot
zealous coral
#

ah

#

bummer

desert raven
#

Boundingsphere or what it was called is used for that @zealous coral

zealous coral
#

oh interesting

#

well the wiki says that boundingsphere is mostly superseded by collisionshape now

#

so maybe collisionshape is the way to go after all

desert raven
#

It's attribute in the moves config

#

No it's boundingsphere attribute

#

I know. I've been in your situation

zealous coral
#

hm

desert raven
#

Collision shape is just for collision

zealous coral
#

so how does the boundingsphere work

desert raven
#

It defines the bounds of animation state

zealous coral
#

so what would i need to do here? do i just scale it up so boundingSphere = 1 becomes boundingSphere = 1.5 or w/e?

desert raven
#

Ye

zealous coral
#

the wiki says it's sometimes a boolean too lol

#

what a world

desert raven
#

No it's not boolean

zealous coral
#

ok well here goes

#

dang that worked

#

thanks @desert raven

desert raven
#

👍

#

You can share pics of what you got cooking as reward. 😋

brisk jewel
#

the wiki is all over the place

#

arma configs don't really have booleans anyway. true and false are just macros expanding to 1 and 0

#

or there might be an enum as well but it has the same effect

zealous coral
#

but it mostly animates correctly

#

weapons show up at the correct locations, if a bit small, etc

#

mostly i was just making sure this was possible so i wouldn't waste a bunch of time on actually making real assets, and it looks like it's possible!

zealous coral
#

hm so i'm getting a weird issue with the scaled models where some animations result in the character's head/upper body glitching into their chest when interpolated between, and then slowly fixing itself over the duration of the interpolation

#

most notably any movement animation -> stop animation always glitches when interpolating to the stopped state

#

i'm pretty sure this is an interpolation issue because the duration of time spent glitched is a function of interpolationSpeed, and i've checked the first/last frames of lots of my animations and they seem to look correct (at least, i don't see how interpolating between them could result in what i'm seeing)

#

has anyone ever seen anything similar? i saw a note on the forums about how useIdles=1; was often set in order to reduce the effects of glitching when transitioning to stop/idle states, but setting useIdles=1; doesn't produce an appreciable effect for me

#

the only thing that seems to work is setting interpolationSpeed to some absurdly high number such that the interpolation is disabled, which obviously looks bad because it causes e.g. the weapon to snap to the idle position instantly, but looks better than the head cronenberging into the body and then slowly flowing back out

zealous coral
#

hmm ok i managed to get rid of the worst of it by

  1. changing model.cfg skeleton from isDiscrete=1; to isDiscrete=0; (i guess i'd just copy pasted some vehicle config when i started?)
  2. removing variantsPlayer/variantsAI from CfgMoves
#

i still get a little bit of glitchy on some blended animations like reloading while walking or whatever but it's not nearly as bad

#

i suspect that it's overall an issue with blendAnims or something but it is a lot of work to sort through those :/

desert raven
#

Usually that behavior has meant a missing/wrong animation in between that it blends through or bad frames at the end of an animation

zealous coral
#

hm what makes frames bad?

#

it doesn;t seem to have missing animations; i actually set up an event handler with animStateChanged and logged every animation state

#

and it goes directly from walk > stop, both of which exist and seem to have valid frame data (they verify using deRTM, and also when i look at the frame transforms for the head/neck/whatever bones they seem to be reasonable)

#

with the reloads it doesn't actually seem to use anim Actions/States so i'm not sure about that one

#

i think the reload is implemented as a gesture that just plays while you're in the walking/standing/whatever animstate right

#

hmm

#

now that i think about it, useIdles=1 is actually pre-set on the Default animstate

#

and useIdles=1 afaict causes the variant anims to be played as gestures or something? so when i removed variant anims it probably worked because it stopped trying to gesture-fy things

#

so it seems likely that the problem is actually with gestures

#

hm

desert raven
#

Bad frame would not be bad in data point of view, just bad in sense of looking wrong

zealous coral
#

aah

#

hmm i shoudl check my gestures i guess

desert raven
#

Weird stuff can happen especially in conversion

zealous coral
#

yeah my shadow volumes actually somehow got extremely fucked up

fast canopy
#

Is it even possible to do as an enduser:
play a masked animation (e.g. weapon switching mask = "weaponSwitching";) on a unit, without interrupting the current animation and mask it properly?

#

(Don't ask why, this leads to my desire)

brisk jewel
#

you can blend a gesture on top of the primary animation

fast canopy
#

Well, unfortunately a gesture can't activated over a gesture. I'd like to add more than two animations once

brisk jewel
#

i'm guessing A3 still has only two animation layers like A2

fast canopy
#

Like A2? Huh I didn't know that

tough jungle
brisk jewel
zealous coral
#

"one who enduses"

zealous coral
#

so when it played gestures i guess it went to the latter occasionally which would cause my model to fold into itself due to the unscaled pivots

desert raven
#

👍

zealous coral
#

does anyone have any experience with why a firegeometry for a character wouldn't work? seems like my guy's upper body doesn't register collisions at all

#

my firegeometry is just the regular armaman firegeometry but i scaled it up, then ensured all of its components were convex/closed, etc (and it passes validation by pboproject+binariser which usually complains about invalid geometries)

#

but bullets just phase straight through

#

it's not just overpenetration or whatever because it doesn't trigger Hit event handlers and the unit doesn't take damage or die, except from indirect sources like explosions

#

i'm thinking it's possible that he's just too big for the engine or something, but he's smaller than, say, a tank or a lighthouse and those seem to hit detect fine, although maybe mans are handled differently in this regard

desert raven
#

Do you have custom geometry shape blob for it?

#

I recall that's related but would have to check my walker legs for reference. Also it might be it broke at some point blobcatgooglythink

#

I have recollection I've had full 8 meter of hit detection

zealous coral
desert raven
#

Animation states have geometry collision shapes

zealous coral
#

oh yeah i upscaled all of those

desert raven
#

And if memory serves the hit geometry had to be encompassesd by it

#

There is no access to the models though

zealous coral
#

well i used the web ODOL thing and then convex hulled them, they're not perfect but they should be roughly the right shape

desert raven
#

That could work. Also they can be made out of the sample character geometry blob

#

Main difference in them is prone one being more flat pancake

zealous coral
#

hm yeah

#

well im getting the issue even for standing positions etc

desert raven
#

But like I said it's possible the hit detection on large characters has broken at some point

zealous coral
#

hmm well ok just to sanity check, a collisionShape just needs a Geometry LOD right?

#

geometry LOD with 1 component

desert raven
#

Number of components depends on the number of parts you got

zealous coral
#

number of parts as in... like bones?

#

all the geometryblobs i odol converted only had one component i think

desert raven
#

No components

#

Like the sample char has 2 or 3 doesn't it

#

Also the point matrix need to match so it can deform

zealous coral
#

wait ok so just to confirm when you say "Animation states have geometry collision shapes" you mean the p3d files that are referenced by the collisionShape field in the state, right

#

afaict the sample guy didn't come with any collisionshapes because i don't think he had any custom states defined in cfgmoves

desert raven
#

yes

zealous coral
#

although i could have just missed it

desert raven
#

no not separate collisionshape .p3d

#

but it has geometry lod

#

which basically is same as standing collisions shape

zealous coral
#

oh yeah he has 2 pieces on geometry lod

#

so does my guy i think, since i just copied that bit over

#

all of the actual collisionshapes i could find seem to just have the one component though

#

and it's also not centered the way the other models are; it just floats over in the corner of the grid

quaint token
#

who do i contact for dev support?

desert raven
#

@quaint token nobody.

quaint token
desert raven
#

this is also very wrong channel to ask random stuff