#arma3_animation

1 messages ยท Page 28 of 1

quaint token
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sorry. Just trying to find someone online...

desert raven
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for future, use correct channels

zealous coral
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wait a minute all of my collision shapes have inverted faces

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i didn't notice until just now because i didn't have display faces turned on

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what the hell

desert raven
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thaat might not be good either

zealous coral
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is that normal

desert raven
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does not sound like it

zealous coral
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dammit odol decompiler website

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well also dammit me for being lazy

desert raven
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๐Ÿ˜„

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if{lazy} while {armamodding} == {shootingOwnFoot = true}

zealous coral
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lol basically

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hmm well just to sanity check, do these need to be centered in the model space grid?

zenith token
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why do you decompile in the first place?

desert raven
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the vanilla character should be used as reference in all ways

zealous coral
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so i figured the debinariser noise wouldn't hurt too much

zenith token
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oh it will

desert raven
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there are no samples for those Im afraid

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closest things are Arma 2 collision shapes

zenith token
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collision geometry has to be pristine perfect convex.

zealous coral
zenith token
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i trust OB results only as far as i can throw them... 0m because its digital

zealous coral
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yes somehow my normals got flipped along the way so all my collisionshapes are inside out

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ยฏ_(ใƒ„)_/ยฏ

desert raven
zenith token
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but then its only a copy of the thing i dont trust

zealous coral
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it's easy just pull out your hard drive

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then you can build a trebuchet or something, for maximum trust

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man i love that running buldozer fails if you run OB from steam

desert raven
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yep. never run the tools from steam

zealous coral
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"people say it's bad but how bad could it be" me, 50 hours ago

desert raven
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@zealous coral looks like my hit geometry has stopped working completely too.

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on custom character

zealous coral
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hmm

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well that's "good"

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aka lame

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so what's the general strategy for this kind of thing

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hm meanwhile i guess i can like, attachto some invisible agents inside my guy or something lol idk

desert raven
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the dreadnougts in the wh40k mods did something like that I think

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which is probably alright workaround

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it probably will be a while before I return to my walkers, Im deep in terrain part of my project right now

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I think the Spartan and space marines still work with hitpoints

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but they are not quite as big as my walker legs

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which are 8 meters tall

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and about 8 meters wide

zealous coral
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that's quite big

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hmm is this something where one can bother BIS about it via semi-official channels and then they'll deal with it in 18 months

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or are we otherwise just sol

desert raven
zealous coral
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dang that's sweet

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guess you can staple an agent to each arm and leg lel

desert raven
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buut yeah migth try if I Dedmen could find some spot to help. ๐Ÿ˜… He is rather busy with his work though

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can be just some simple blob object that simulates a hitpoint

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not its a valid option

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for now at least

zealous coral
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oh yeah i just meant like, it's big enough that it being a blob will probably be noticeable due to the joints articulating etc etc

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and youll need a blob for each moving bit

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hmm on the plus side though this would be a way to get the AI to actually shoot at the arms intentionally lol

desert raven
desert raven
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however it might limit a bit how many of the things you can field at once

zealous coral
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i read some bugpost thread about how nato tanks lost to opfor ones in a 1v1 even though it's statistically superior because there's like, exactly one memory vertex the AI tries to shoot at

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and the nato tank one is right where the armor is weakest, whereas the opfor one is right where the armor is strongest

desert raven
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there is 1 aim point yeah

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so could very well be possible

zealous coral
desert raven
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mechwarrior?

zealous coral
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hmm actually in retrospect that answer was obvious

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actually mechwarrior is kinda perfectly suited to arma

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in the sense that mechwarrior has exactly the same combined arms as RL but +mechs

desert raven
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or do you mean mine?

zealous coral
desert raven
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(not that im trying to sneakiily figure out your porject ๐Ÿ˜‰ )

desert raven
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seems like there is about a man sized area where hit geometry works

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@deft fern might you have any insight on what defines characters hitgeometry bounds?
for this one cfgmoves boundingsphere is set to 20 and visibility works just fine (smaller boundsphere made the model disappear at high angles)
collision works fine and covers the whole model. Hit geometry just does not seem to work in this size, only a small area about the size of the man character

desert raven
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there seems to be about this big area where hitgeometry takes shots

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so about 2 meter radius sphere

zealous coral
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yeah this is consistent with my experience where it seemed like i could get shots on the legs of my character (who was about 4m tall, so not quite as big as that walker) up until waist height (i.e. 2m/regular man height), then bullets stopped registering

desert raven
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@white juniper you did some stuff with the hit calculation range a while back didnt you? could this be related to that?

little crystal
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@desert raven

that looks awesome!

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You got any videos of animations yet?

desert raven
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the legs have gone through a redesign

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something along these lines

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this is one of more recent ones I recall.

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Might still aim to stabilize the torso more

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(the measure line is in meters btw ๐Ÿ˜‰ its pretty fast boi running )

zealous coral
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Dang that walking animation has some nice oomph to it

desert raven
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Thanks. Still looking for that balance between oomph and stabilised torso

cerulean pivot
desert raven
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Walking mechs in this size are not really realistic.

cerulean pivot
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true, but the part that looked bad to me was this:

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even if assuming the structure is extremely robust, the torque there is probably impossible to maintain with a real life actuator

desert raven
cerulean pivot
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๐Ÿค“

zenith token
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yes it cant hold still with one leg in the air, but humans cant do so either (freeze motion while their front foot is just about to make contact to ground)

desert raven
graceful basalt
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Hello, i have a doubt concerning animating; From where can i get info or documents for making custom animations for arma, not static but as mods

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If anyone can help, Dm'me or something

desert raven
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@graceful basalt there isnt really much any documentation.

brisk jewel
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setting up a working pipeline is complicated

desert raven
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starting point would be just learning how to do animations in your chosen 3D program

brisk jewel
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i tried motionbuilder, couldn't make heads or tails of it. that thing is rocket surgery, though that's par for the course with an autodesk product

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i tried this newcomer on the scene, akeytsu which seems very nice and easy to use but unfortunately it doesn't yet support roll joints

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might still be able to make it work. the conversion between rtm and this is going to be a pain though

desert raven
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Id really suggest just plain Blender

zealous coral
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does anyone know if there's a config setting for the acceleration of man-type characters?

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my mans decelerate and accelerate kinda slowly vs their movement speed so they slide to a stop well after the running animation stops playing

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i saw there was an "acceleration" setting for vehicles but it doesn't seem to do anything for mans

desert raven
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I dont think there is any. animations only have X amount of vector speed

graceful basalt
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But how do i properly export the anim from Blender to ArmA

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'Cause i have for Blender the oficial riggin for making anims but idfk how to make it compatible

zealous coral
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i guess i could always run a script that each frame sets my velocity to be exactly the absolute offset of that animstate's RTM or something

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ughh

brisk jewel
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The man movement is hardcoded in thr engine

zealous coral
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lame

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i guess i didn't waste my time writing this script to dump all the RTM offset vectors and match them to the animstates they get loaded on so i can increase acceleration via script

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hm does anyone know what the base accel is

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actually i guess i can just print it

zealous coral
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ok so the base acceleration is 20m/s^2

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i guess i'll have my script write out a dictionary of {animstatename: (RTM offset / anim time)} and then just run a while loop that increases the magnitude of velocity by 20 * (scale-1) as long as it's currently slower than that value for the current animstate

desert raven
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You can create a set of animations that run between the standing and walling/running state that have different vector speeds.

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Like 1 step with speed 1,second step with speed 2 and then the repeating walk at speed 3

zealous coral
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Yeah that makes sense

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Yikes, stategraph edits tho

regal dawn
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@scarlet wraith might be the right place for you

scarlet wraith
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Hey everyone. I'm trying to make Arma cinematics and I'm pretty new to it. I'm trying to figure out how to use playMove (or any other good methods) to use several animations in a sequence. For example, a soldier switching from his primary to his secondary, but there are several animations to do so. Any tips on how to do that effectively?

cerulean pivot
brisk jewel
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surely it is the right place for animation graph questions as well

brisk jewel
desert raven
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there are also commands for weapon swapping.

meager mirage
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does anyone have the biskeleton.p3d file?

brisk jewel
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i have one of those. can't post here though

meager mirage
zealous coral
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out of curiosity what is a biskeleton.p3d file

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is there an important such file aside from the one from the samples

brisk jewel
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no it's the one from the sample models

desert raven
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For Blender users Macrsers Armarig serves the same purpose

zealous coral
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hm not sure if this is best for scripting or here but is there a good way to get where a selection's position in model space would have been without ik?

brisk jewel
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don't think so

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what are you looking to do?

zealous coral
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i want to play a smoke/dust puff effect when a character's foot hits the ground

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checking for stuff like z-position in model space doesn't really work because of slopes and IK

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a thing that will "obviously" work is to write an external script that just checks all the animations "by hand" and then writes out the animation times when contact occurs to an array somewhere

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but this seems like overkill

brisk jewel
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i believe there is a command to get the current animation phase

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combine that with sound edges

zealous coral
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sound edges?

brisk jewel
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animation states have a soundEdges config which specifies when to play sounds, particularly footstep sounds

zealous coral
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oh i see

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hm does each anim state only have one type of sound it can play?

brisk jewel
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i think it plays multiple sounds. footsteps is one, shuffling or clacking from the equipment also

zealous coral
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hmm well i see for instance

soundOverride="adjust_stand_to_right_prone";
soundEnabled=1;
soundEdge[]={0.0099999998};```
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and it doesn't look like you can specify more than one sound

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i guess the sound overrides can contain multiple sounds but there doesn't seem to be a way to specify what gets played when, it seems like a normal "pick one at random" thing like for soundshaders

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well i guess all of that is academic anyways because the walk anims only seem to have sound edges for walkin' anyways

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Well I'll try it out, thanks

echo quiver
desert raven
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@echo quiver no, work in progress. Not released yet

brisk jewel
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anyone know what purpose, if any, the world root node in the A3 character samples serves?

brisk jewel
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does the A3 man skeleton have a Hips bone?

zealous coral
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are there any gotchas i should know about when trying to retarget animations onto the armarig skeleton?

desert raven
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Nothing specific comes to mind blobcatgooglythink

zealous coral
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lol well i tried to retarget a mixamo animation and bad things happened

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matching rest poses is really fiddly it turns out since the armarig dude rests at an A-pose and almost every other rig i've looked at rests at a T-pose

desert raven
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ah

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yeah people have asked about that before too

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it does need a correct kind of setup

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not impossible

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buut not easy to explain either

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and usually people after such animations have not been interested in the hard work part as much I suppose. Mostly doing stuff for meme purposes

zealous coral
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i did get armarig-im or whatever set up to import/modify RTMs but it either doesn't import or re-export the camera bone correctly so the 3p camera dramatically swoops to stare at your pelvis during the animation lol

brisk jewel
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i once had this issue when my skeleton config had Camera instead of camera

zealous coral
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hmm i think my skeleton is just copy pasted from example character or something but i'll check it

brisk jewel
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so was mine

zealous coral
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it works fine on every other animation so far

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hm yeah it does have Camera instead of camera

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well this will be dumb if it's the problem

desert raven
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Those are case sensitive yeah

zealous coral
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hm well i changed it in the config and tried rebinarizing all the models/the RTM and it didn't seem to fix it :/

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the camera bone looks like it actually is placed at Z=1 instead of Z=2 like it's supposed to be when i open it in dertm

brisk jewel
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use a hex editor to check the name in the rtm

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oh do you mean it also looks wrong in oxygen?

zealous coral
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well i was looking at the actual bone transform data in dertm

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most animations have the Z (actually Y because for some reason RTMs use a different coordinate space than the engine??) at 2 but my exported anim has Z at 1

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it does call it Camera though

brisk jewel
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the engine uses +X right, +Y up, +Z forward

zealous coral
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hm in script it's +Z up, i'm pretty sure

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it just happens that p3d and rtm both do it as you say

brisk jewel
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yeah, it converts for sqf

cerulean pivot
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that's not engine tho

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engine is left handed afaik (because of DirectX)

zealous coral
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ok, sure, but it's still confusing

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but yes regardless my exported bone transform is offset to a different position than most other RTMs are

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so i guess i can just add 1 to the Y or Z or whatever we're calling the vertical axis

brisk jewel
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that's an unbinarised RTM with Camera?

zealous coral
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yes

brisk jewel
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it should be camera

zealous coral
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well i opened a debinarized "vanilla" RTM and that's also Camera

cerulean pivot
zealous coral
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reasonably sure?

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i mean, i don't have any other versions of that animation

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and it does play in the game

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it just swoops the camera to a weird spot

cerulean pivot
brisk jewel
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okay, open the binarised rtm in a hex editor and see if it has the camera bone

zealous coral
zealous coral
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that's why the debinarizer requires a skeleton file

brisk jewel
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well that's not the only reason but sure

zealous coral
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well it also needs a hierarchy i guess

brisk jewel
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right

zealous coral
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but regardless it is the reason that mikero specifically called out in his docs for needing a skeleton file

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but yeah it shouldn't matter what the case is in the unbinarized file

zealous coral
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well it worked lol

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is there a separate camera bone for 1p view?

brisk jewel
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no

zealous coral
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weird

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i get a little zoom effect whenever the animation plays in 1p

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i wonder if that's just because the camera bone isn't tracking exactly correctly or something

brisk jewel
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afaik the camera bone has no effect on first person

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can you show a video of it?

zealous coral
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yeah one sec

desert raven
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1st person view is defined by memorypoints

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does your animation move the head selection?

sacred oxide
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can one ask code based animation questions here?

desert raven
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code based animation? @sacred oxide

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model.cfg?

vagrant fable
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Hello good afternoon there is some editor here. I need help with moderate urgency

desert raven
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@vagrant fable wrong channel.

sacred oxide
desert raven
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for model.cfg?

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and yes this channel works for that too. Though usually #arma3_model has been used for those since its more tied to it. But either is fine

sacred oxide
brisk jewel
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something is weird about the camera bone

sacred oxide
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how do reloads and different weapons work in arma 3? do you have to customise it to each weapon, e.g each AR?

desert raven
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yes each weapon has reload gesture and holding rtm

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you can use same ones too if they fit

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but they often dont

sacred oxide
desert raven
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For you. Yes.

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not gonna sugarcoat it

desert raven
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so exactly what you experienced

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the bindpose fbx is probably for something else entirely

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like motion capture data handling

brisk jewel
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no, the bind pose is used for fbx->rtm conversion

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the converter needs to know the fbx bind pose in order to convert the bone transforms to the game's coordinate space

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shipped along with A3 tools FBXToRTM there's a couple of animation FBX like AmovPercMrunSlowWpstDbl. those have the camera bone in between the legs as well

desert raven
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ah I never bothered with the FBXtoRTM after I found the blender plugins so I have no experience with those.

brisk jewel
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mmh

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i'm using motionbuilder instead. i wrote my own rtm-fbx conversion but really i'm lacking the game's bind pose

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BISkeleton.p3d has bone translations but i'm not sure if it contains the true rotations

zenith field
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Has anyone tried using motion capture with Xbox Kinect 2?

subtle falcon
naive hemlock
regal dawn
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i honestly dont know much abt modding so i wouldnt know how hard it is to implicate such a thing but i was wondering if anyone is wiling to create a sort of marching animation for my unit, i have cerimonial parades and would kind be helpful if we had marching xDDDD msg me for more details. Money is there ;)))

cerulean pivot
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what is relSpeedMin and relSpeedMax?

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I think it's used to scale the RTM motion vector that you've defined in blender, correct?

brisk jewel
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you know what speed does i assume?

cerulean pivot
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yes

brisk jewel
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they are the minimum and maximum modifiers applied to speed

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the engine might play a running animation at any speed ranging from relSpeedMin*speed to relSpeedMax*speed

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you the user can't control it from SQF. any manually played animation always plays at speed

cerulean pivot
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well then there's something I don't understand. I imported a vanilla anim in blender, and RTM motion vector is 0, -5.7, 0

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and yet in the game the unit moves at ~4-4.5 m/s

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is it because the units are different?

brisk jewel
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that vector is not units per second if that's what you're asking

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it's the movement caused throughout one cycle of the animation

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if you play that animation once, you will move 5.7 units

cerulean pivot
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ah, that makes sense then

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let me retry

brisk jewel
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so the speed of movement depends on the speed of the animation

cerulean pivot
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yep, it's correct now

brisk jewel
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so in a sense, yes relSpeedMin and relSpeedMax do define relative bounds on the scaling applied to the movement vector, but only indirectly

cerulean pivot
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thanks

brisk jewel
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on a side note, that's probably 0, 0, -5.7 since Z is forward/backward

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though +Z is forward for the engine and backward for oxygen

cerulean pivot
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in blender it's correct

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but * -1

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(reversed)

brisk jewel
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it might be that RTM uses the oxygen coordinate system for the movement, i couldn't say off the top of my head

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in blender +Y is backward?

cerulean pivot
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yeah

desert raven
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-Z is Armas forward

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in OB

brisk jewel
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yeah, oxygen flips X and Z

desert raven
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which corresponds to -Y in Blender

zealous coral
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if i want to attach primary weapon to the back, which bone should it be following via constraint

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spine3?

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if i target the @Weapon memory point it seems to bend in the wrong way

desert raven
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you mean in blender?

zealous coral
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yeah, armarig with blender

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i actually figured it out, it's because i was messing with an animation that moved the @weapon bone around due to it being a Wrfl animation

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hmm what's the best way to get the game to play an animation, then "freeze" at the end pose of the animation, but without blocking user input (i.e. allowing the user to cancel the pose by hitting the move keys)

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i tried having a CustomAnimation state that connects to a CustomAnimationFinalPose state (with a static pose that's just the final frame of the last state), and putting the latter under CivilStandActions; then i PlayMoveNow "CustomAnimationFinalPose" which properly causes it to play CustomAnimation

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but then it doesn't stop on the static pose and goes straight back to normal stand/walk anims

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would i want to make my own actions set that inherits CivilStandActions?

zealous coral
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secondary followup question; if i want to play a gesture at the same time as another animation (say, walking), is it safe to do e.g.

playActionNow "Gesture_whatever";
playActionNow "WalkF";
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or will the second call override the first (and if it does, how does one accomplish playing a gesture and a normal animation simultaneously?)

brisk jewel
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Yeah you want Stop = "CustomAnimationFinalPose";

brisk jewel
cerulean pivot
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does anyone know what these properties are used for?
minPlayTime
interpolationRestart

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also another question: is there a minimum anim play time before an anim can interpolate to another?

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I'm guessing if playTime > minPlayTime you can interpolate? thonk

cerulean pivot
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it seems like minPlayTime is a percentage, correct? thonk
as in:

minTime = minPlayTime * animDuration
brisk jewel
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when interpolating from state A to B, interpolationRestart controls the behaviour of B.
B can start from time 0, it can start at 1-t where t is the current time of A, or it can start at t (sort of)

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really this should be a property of an edge and not of a state, they kinda fucked up here

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think of some transition animation, like putting your gun on your back, or taking it off your back. when you cancel the action and want to go the other way, you want to interpolate from A to B starting B at 1-t

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for interpolating between running forward and running diagonally forward and right, you want to interpolate from A to B starting B at t (though really this mode is affected by the walkCycles of A and B)

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for interpolating to a death animation you want to always start at 0

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minPlayTime i've never seen. must be new in A3

brisk jewel
cerulean pivot
cerulean pivot
brisk jewel
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It's so fast it's hard to figure out what's happening

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Yeah it wouldn't be responsive if animations are forced to play without being cancelled

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Need more information on what you're doing in order to provide more help

cerulean pivot
# brisk jewel Need more information on what you're doing in order to provide more help

I've created an anim system for my "debugger" thing and I'm trying to replicate Arma's anim system as close as possible.
I have converted the rtms to my own format that I use in my "engine"
and I read the anims config to read the anim state info like connection, interpolation, speed, etc.
next I ask the unit to play a new anim every ~0.1 s
for the first video I consider an anim done and ready to play the next anim like so (using interpTime)

if (!animPath.empty()) {
        auto& nextAnim = animPath.back();
        if ((nextAnim.interpolated && animTime >= interpTime) || animTime >= anim.duration) {//
...

for the second I use minPlayTime:

if (!animPath.empty()) {
        auto& nextAnim = animPath.back();
        if ((nextAnim.interpolated && animTime >= minPlayTime) || animTime >= anim.duration) {//
...

not sure what else I should consider to make this match Arma's more closely

cerulean pivot
brisk jewel
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so how are the actual states in your graph connected and how do you play them?

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oh you're not running this in game at all

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what is decltype(animPath)::value_type?

cerulean pivot
brisk jewel
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just checking that you're interpolating depending on the edge and not the target

cerulean pivot
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yes, it depends on the edge (I call it "Link" tho...)

brisk jewel
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is interpTime another config field?

cerulean pivot
brisk jewel
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oh. then your use of it doesn't make sense

cerulean pivot
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you mean in the first case?

brisk jewel
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yeah

cerulean pivot
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rn I use it for interpolation from one state to another

brisk jewel
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interpolationSpeed determines how long the interpolation from A to B takes, i.e. starting at 1*A + 0*B how long it takes to reach 0*A + 1*B

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0 and 1 blending weight that is of course

cerulean pivot
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yeah that's what I use it for rn

brisk jewel
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okay. that's not how the code reads

cerulean pivot
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the second one does:
if ((nextAnim.interpolated && animTime >= minPlayTime) || animTime >= anim.duration) {//

brisk jewel
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yeah, that seems reasonable, if that is what minPlayTime does

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on a side note, it's probably easier to use normalised animation factors, i.e. [0, 1]

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anyway, need to see more code to say anything further about why it doesn't match arma

cerulean pivot
cerulean pivot
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changed the condition to this

if ((nextAnim.interpolated && !interpRestart && animTime >= interpTime) || animTime >= anim.duration)
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it looks correct so I think interp restart is actually used for what I do rn? think_turtle

brisk jewel
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i explained it before, it actually has 4 different meanings i think

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depending on the value

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0 is t (with walk cycle taken into account)
1 is 0
2 is 1-t
and any other value i think is t with walk cycle not taken into account

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if i remember this correctly... i think i do

cerulean pivot
brisk jewel
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really

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they should have 2 ๐Ÿค”

cerulean pivot
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no it's either 0 or 1

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no wait there is 2 too meowsweats

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I was using it as a bool meowsweats

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let's see what 2 means then thonk

brisk jewel
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1-t

cerulean pivot
brisk jewel
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okay

cerulean pivot
brisk jewel
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well you know of walkCycles right?

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it specifies how many walk cycles the animation has

cerulean pivot
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yeah

brisk jewel
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well interpolationRestart = 0 somehow correlates the walk cycles of two animations

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the idea is that you want to end up in the same phase within a walk cycle in the interpolation target animation

cerulean pivot
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(in the above code I've converted minPlayTime to actual time instead of percentage)

brisk jewel
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does it work when you play A to 0.5 normally and then start interpolating to B?

cerulean pivot
#

maybe interp restart plays a role after all thonk

brisk jewel
#

yeah this case is interpolationRestart = 2, are you not listening? thonk

cerulean pivot
#

so they ignore minPlayTime in the game

#

there is a property: IgnoreMinPlayTime, but it doesn't list the reverse animation thonk

cerulean pivot
brisk jewel
#

if ((nextAnim.interpolated && animTime >= interpTime && animTime >= minPlayTime) || animTime >= anim.duration)
you'd be better off handling the interpolation separately from the animation queue

#

the interpolation factor is not related to the time factor of any animation

cerulean pivot
#

the interpolation itself is separate

#

that code just determines when an anim is finished

#

it has nothing to do with interpolation itself

cerulean pivot
brisk jewel
#

nice

cerulean pivot
#

well now there's a problem with gestures... meowsweats
it appears that the weapon transformations are absolute, not relative to a bone thonk

#

or is that a problem with the rig I used?

brisk jewel
#

weapons do have some kind of special treatment

#

well the weapon bone does

#

launcher doesn't

#

see CfgSkeletonParameters/OFP2_ManSkeleton/weaponBone

#

gesture .rtm are not special, they're just like any other .rtm

#

what gesture is that? the video would be more informative if the character was standing still

cerulean pivot
#

as you can see the weapon movement is correct too, but the problem is its transformation is absolute

brisk jewel
#

i see. so it's just a bug in your program then?

cerulean pivot
brisk jewel
#

config

cerulean pivot
brisk jewel
#

are you reading .rtm for this?

cerulean pivot
#

no. I imported them into blender (using Macer's blender importer rig) and exported them as .dae, then I converted them to a format that I use in my program (custom format)

brisk jewel
#

seems like it would improve usability to handle .rtm directly

cerulean pivot
#

I wasn't sure how to read the format, but maybe that's not a bad idea thonk

#

I could see how the blender importer script works

brisk jewel
#

well if you have any questions, just ask

#

i could also give you the code for my tool

cerulean pivot
brisk jewel
#

oh okay, i guess it changed in A3 then

cerulean pivot
brisk jewel
#

in A2 it's weaponBone = "weapon";

#

well the .rtm formats are very simple

cerulean pivot
#

yeah but I also have to set up a different mesh and rig for that, no?

#

I doubt it works directly with the blender rig I use

brisk jewel
#

well, depends on what you've done so far

#

your skeleton hierarchy isn't different from OFP2_ManSkeleton is it?

cerulean pivot
#

I think it is. I just use the macer's blender importer (not sure if you've used that before)

brisk jewel
#

nope

#

i use motionbuilder and made my own fbx import/export. that would be the tool i mentioned

#

it also binarises and debinarises rtms. that's why i offered you the code if you wanted to have a look at it

cerulean pivot
#

this is what I get in dae file after I export it

brisk jewel
#

which ones are the bones

#

there's @weapon, weapon, @Pelvis, Pelvis

cerulean pivot
#

bones are those without icons I guess... thonk

brisk jewel
#

anyway, weapon and launcher are direct children of Spine1

cerulean pivot
#

they're not in that model meowsweats

#

so I guess that's the problem then?

brisk jewel
#

hmm i couldn't say for sure

#

it might be

cerulean pivot
#

(I mean motion builder)

brisk jewel
#

yeah. mine is just a CLI tool

cerulean pivot
#

what does it do?

brisk jewel
#

dayz-edit rtm bin a.rtm b.rtm reads a.rtm writes binarised b.rtm, that sort of thing

brisk jewel
#

yeah

#

fbx2020

#

dayz-edit rtm export a.rtm a.fbx

cerulean pivot
#

do you also have a mesh for that too?

brisk jewel
#

i don't know how useful that feature would be to you though. i just figured if you wanted to write your own rtm deserialiser, that part of the code would be of interest to you

cerulean pivot
#

no this animation thing is just a "gimmick" for me I guess. this thing I'm making is for debugging my AI

#

I figured some anim would be nice too meowsweats

brisk jewel
#

i've been using a modified version of the character from the A3 sample models

cerulean pivot
brisk jewel
#

oh the fbx uses a different skeleton too actually

#

it shouldn't really matter for the character though

#

your character is skinned for essentially the same skeleton

rocky wyvern
#

Is it possible to hide or scale limbs with gestures or animations by clipping them through the body?

desert raven
#

sure

#

character animations dont collide

glad crypt
#

having some trouble getting my RTM file to actually animate on Object Builder. I've applied multiple RTM Keyframes on Blender , exported it as .rtm, but when I put it on Object builder, it displays RTM Keyframes -0.5, 0 and 1. The rtm file size is only 13kb.

#

I have 6 frames in total between 0.0 and 1

desert raven
#

did you add all the frames in the export list

glad crypt
#

Only options I have when I export are Static Pose and Clip Frames to [0,1]

desert raven
#

well static pose is probably the issue

#

its static

#

not multiframe

glad crypt
#

oh my god

#

Yeah, it works now...

#

Thanks!

desert raven
#

dun dun duuuuun

glad crypt
#

Well, seems like I'm still stuck in the "Jesus Pose" once I try to view the animation in Splendid Animation Viewer.
Things I have tried so far:
1.Re-installed Blender and Arma 3 Toolbox
2. Exported the .rmt with and without the default jesus pose in the RMT keyshapes.
3. Change the values "looped" and "speed" in config.cpp
4. Changed requiredAddons to "A3_Anims_F" in config.cpp

really hitting a wall here again, I feel like I'm missing something in the config or a file all together from my source folder.

brisk jewel
#

okay, let's see the .rtm

glad crypt
#

Sent you a Dm

desert raven
#

t pose could indicate the rtm either contains nothing or does not get packed into the pbo

#

or is not packed in right path

glad crypt
#

I do feel like my lack of understanding of coding and syntax bites me in the ass with everything related to Arma๐Ÿ˜†

cerulean pivot
#

is it just me or is my gesture implementation a lot more "correct" than Arma's? thonk

#

I use the exact same skeleton and mask as those of Arma's of course (I import the vanilla config)

white juniper
brisk jewel
#

what is the mask?

cerulean pivot
#
class GestureReloadBase: Default
        {
            file="a3\anims_f\data\anim\sdr\gst\gesturereloadmx.rtm";
            looped=0;
            mask="handsWeapon";
            canPullTrigger=0;
        };
class GestureReloadMX: GestureReloadBase
        {
            file="a3\anims_f\data\anim\sdr\gst\gesturereloadmx.rtm";
            speed=0.37;
            leftHandIKCurve[]={0.012,1,0.041000001,0,0.94099998,0,0.98199999,1};
        };
brisk jewel
#
handsWeapon[] =
{
    "head", 1,
    "neck1", 1,
    "neck", 1,
    "weapon", 1,
    "LeftShoulder", 1,
    "LeftArm", 1,
    "LeftArmRoll", 1,
    "LeftForeArm", 1,
    "LeftForeArmRoll", 1,
    "LeftHand", 1,
    "LeftHandRing", 1,
    "LeftHandPinky1", 1,
    "LeftHandPinky2", 1,
    "LeftHandPinky3", 1,
    "LeftHandRing1", 1,
    "LeftHandRing2", 1,
    "LeftHandRing3", 1,
    "LeftHandMiddle1", 1,
    "LeftHandMiddle2", 1,
    "LeftHandMiddle3", 1,
    "LeftHandIndex1", 1,
    "LeftHandIndex2", 1,
    "LeftHandIndex3", 1,
    "LeftHandThumb1", 1,
    "LeftHandThumb2", 1,
    "LeftHandThumb3", 1,
    "RightShoulder", 1,
    "RightArm", 1,
    "RightArmRoll", 1,
    "RightForeArm", 1,
    "RightForeArmRoll", 1,
    "RightHand", 1,
    "RightHandRing", 1,
    "RightHandPinky1", 1,
    "RightHandPinky2", 1,
    "RightHandPinky3", 1,
    "RightHandRing1", 1,
    "RightHandRing2", 1,
    "RightHandRing3", 1,
    "RightHandMiddle1", 1,
    "RightHandMiddle2", 1,
    "RightHandMiddle3", 1,
    "RightHandIndex1", 1,
    "RightHandIndex2", 1,
    "RightHandIndex3", 1,
    "RightHandThumb1", 1,
    "RightHandThumb2", 1,
    "RightHandThumb3", 1,
    "Spine", 0.2,
    "Spine1", 0.3,
    "Spine2", 1,
    "Spine3", 1
};

is it the same as A2?

cerulean pivot
#
handsWeapon[]=         { "head", 1, "neck1", 1, "neck", 1, "weapon", 1, "LeftShoulder", 1, "LeftArm", 1, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 1, "RightArm", 1, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "Spine", 1, "Spine1", 1, "Spine2", 1, "Spine3", 1, "pelvis", "MaskStart" };
#

almost. yeah

brisk jewel
#

hmm reading this it seems like the arma clip is correct

#

everything is 1 including pelvis

#

you still have bone transforms from the primary move

#

oh no pelvis is "MaskStart"

#

A2 doesn't have that. what is it?

cerulean pivot
#

ยฏ_(ใƒ„)_/ยฏ

#

I ignore that part meowsweats

brisk jewel
#

is that a mistake?

cerulean pivot
#

no, all Arma gesture masks have that

brisk jewel
#

oh you ignore it

#

i misread

cerulean pivot
#

yeah when I import the config I read bone-value pairs.
if it fails I skip it

brisk jewel
#

uhh i reckon that bit is important

#

if you can't handle something you should error not just silently skip ๐Ÿ˜›

#

anyway, looking at the clips you posted, it looks to me like you keep the primary animation spine transforms during the gesture

#

all the spine bones are clearly 1 on the mask

#

the config might be dumb, but it seems to me like arma is more correctly handling it

cerulean pivot
#

Arma does abs interpolation

#

so my interpolation respects the bone hierarchy

brisk jewel
#

huh? there's no way that's right

cerulean pivot
#

it looks correct

brisk jewel
#

what happens if you look up or down as far as you can and then reload?

#

it works fine in A2, did they screw it up for A3?

cerulean pivot
#

maybe it's intentional thonk

#

but still it's weird that the unit "stands up" when reloading meowsweats
imagine trying to run away from the enemy and keeping your head down, and you suddenly reload - you're screwed

brisk jewel
#

it's weird that that mask has all spines at 1, and that maskstart on pelvis

cerulean pivot
brisk jewel
#

yes, i think the important part is that it is the common ancestor of all bones in this mask

#

however that does not explain its purpose or behaviour

grizzled igloo
#

Hi guys, I'm replacing the vanilla animations and I'm currently replacing the static animation for "standing weapon", but the animation only uses the animation I replaced when aiming and firing, so I'd like to know what the problem is?

#

And I also checked the animation library, the two static standing gun animations have all been replaced

desert raven
#

well you probably need to replace the rest of the standing animations as well

#

you are likely going to see a looot of problems though

#

especially with reload animations

grizzled igloo
desert raven
#

yeh

#

all of these

grizzled igloo
# desert raven yeh

Oh, well, I did not expect that dynamic animation also has an impact on the static movement

desert raven
#

there is a command to check what animation is running

#

that could be useful to debug what happens there

grizzled igloo
desert raven
#

dont remember off the top of my head

#

but you should be able to find it in the wikis Arma3 scripting command list

grizzled igloo
#

okey cool

zealous coral
#

hm apparently the lowest-cost path from AmovPknlMstpSlowWrflDnon to AmovPercMstpSlowWrflDnon is via the "treat wound" animation

#

rather than the standing up animation

brisk jewel
#

you must have changed something?

zealous coral
#

is there any way to force the game to play the standing up animation instead other than by manually clicking it

#

hmm i don't think i did?

brisk jewel
#

so this is in pure vanilla with no mods?

zealous coral
#

it is from a full config dump from vanilla with no mods

#

so going directly between those two states has a cost of 0.01

#

but going from AmovPknlMstpSlowWrflDnon to Acts_TreatingWounded_in costs only 0.0001

#

and then from _in to _loop is also only 0.0001

#

etc

#

so the total cost through the treatingwounded animations is actually only 0.0004

#

so this is "correct"

#

it is just strange

brisk jewel
#

and those connect to AmovPercMstpSlowWrflDnon?

zealous coral
#

yeah Acts_TreatingWounded_Out dumps into AmovPercMstpSlowWrflDnon

#

oh i misread, the cost there is 0.001

#

so the total cost is like 0.0013

#

so basically if a man is kneeling with a rifle and you need them to do something standing with a rifle they always play like 6 seconds of treating wounds first if you use PlayMoveNow

brisk jewel
#

so you do observe this in game?

zealous coral
#

yeah

brisk jewel
#

okay. so it's just a crappy animation graph then

zealous coral
#

hm ok i'm actually wrong; my animation seems to loop

cerulean pivot
zealous coral
#

actually when i run it it seems to go through the same state twice before it loops into the treating wound stuff, but i'm just calling playmovenow once

#

so idk what's happening

fast canopy
zealous coral
#

hm alright

subtle falcon
#

I spent 5 hours trying to figure out why the model kept disappearing when you weren't looking at it directly. It was the boundingSphere. ๐Ÿ™ƒ

brisk jewel
desert raven
#

Ah true it was not all one xD

crimson granite
#

I've got a weapon where I want the front sight to be folded down both when there is an optic fitted and when the weapon is on the player's back - I'm currently finding that when it has an optic and it's on the player's back the front sight rotates all the way through 180 degrees - how do I get it to sort of reach a 'maximum' of 90 degrees and not go any further?

zealous coral
#

ah the ol' boundingsphere view culling

desert raven
#

the elephant is rather largeish creature

subtle falcon
desert raven
#

Let me know how that goes. I'm combating the fire geometry not extending beyond ~2meter sphere myself. No matter what the boundsphere is set to.

dusky frigate
#

๐Ÿคฏ
Is there any tutorial for custom animations? want to animate my custom creature. I have made animations for unity and unreal. But arma has its own and weird method I dont know how to define custom bones (checked A2 model.cfg and models but still ๐Ÿคฏ )

brisk jewel
#

A2? are you targeting A2 or A3?

dusky frigate
#

A3
Checked A2 models to learn how selections, ... defined

brisk jewel
#

you have a skinned model?

dusky frigate
#

Yes

brisk jewel
#

well defining the skeleton hierarchy is simple. in model.cfg under CfgSkeletons you have a class containing an array of bones specified as (name, parent) pairs

regal dawn
#

How do I make the people with animations move? In the apex reveal trailer there are guys moving within the forest. I have put the animations on them but they don't actually move, just have walking animations.

#

Using Acts_SupportTeam_Move

desert raven
#

the are pathed with waypoints usually

#

and the clips are shot live in game

#

at least for long distance moving

#

some cutscene animations have bit of walking around but they are made for very specific compositions

drifting plinth
#

Hey guys, how would I go about tying a custom user action (with a custom key bind) to ManActions in CfgMovesBasic/CfgMovesMaleSdr? I want to emulate the "toggle raise weapon" logic but I am not sure how the internal logic goes in ManActions.
For example:
agonyStart = "";
relies on some internal logic, something that triggers it and through the animation trees lands on the "agony" animation.
Im trying to figure out how to configure what would trigger the action, like in this case a player getting shot, or like what I'm trying to emulate which would be something like toggling it with pressing 2 x Left Ctrl

brisk jewel
#

you use playAction to play an action

#

player playAction "agonyStart"

drifting plinth
#

Does it need to be defined somewhere first? or do you define it by referencing it in the CfgUserActions?
say I wanna be able to do something like player playAction "raiseWeaponUp"

brisk jewel
#

the action here is one from ManActions

#

does raiseWeaponUp exist in ManActions?

drifting plinth
#

No. But am I able to do it if I do something like:````ManRaiseWeaponAction:ManActions {raiseWeaponUp = "";};in the config and then reference it later on asplayer playAction "raiseWeaponUp"``` ?

brisk jewel
#

not like that, exactly

#

but yeah

#

you need

class ManActions
{
  jonmo_raiseWeaponUp = "something...";
};
player playAction "jonmo_raiseWeaponUp";
cerulean pivot
#

altho you should use the correct actions group

brisk jewel
#

it depends. if it's a gesture you can probably get away with it in ManActions

cerulean pivot
#

and you need to tell the animation which action group it belongs to

cerulean pivot
brisk jewel
#

hmm maybe it was. gestures are just animations on another layer though ๐Ÿ˜›

drifting plinth
#

That helps me out a lot though, I now know how to "start" the animations, now I just gotta figure out the animation logic which is explained better on the wiki PC_PogThumpsUp

brisk jewel
#

@drifting plinth
#arma3_config message
this previous explanation i gave to someone else might be of interest to you

drifting plinth
#

Wow, the cost part of the interpolations here are really well explained, definitly going to make use of this

brisk jewel
#

would be good to have this on the wiki i suppose, but i don't have the energy to go revamp the whole cfgmoves page

grizzled igloo
#

Hi guys, I would like to ask a funny question, with the current animation mechanism of ARMA is it possible to make a reload animation like COD16?

desert raven
#

got an example clip?

#

@grizzled igloo

desert raven
#

well the double magazine could not be dynamic

#

other than that sure

#

though getting this right is from the more difficult end

grizzled igloo
desert raven
#

there are couple of model.cfg exporters but there is very little in the way of tutorials on how to use them.

#

you would have to sync that and the reload rtm

#

it requires quite a bit of setting up

grizzled igloo
#

Seeing Model.cfg has given me a headache, lol

#

I thought there was a very good mod.cfg exporter

desert raven
#

it still requires a lot of setup. blobdoggoshruggoogly

#

it will be just different kind of an headache

grizzled igloo
#

haha, yes, hopefully the new engine will improve this, and finally thanks for your help mate๐Ÿ˜

fast canopy
#

It's more Blender question, but... is it possible to do โ€œmove relatively to the boneโ€ in the NLA Editor?

desert raven
#

@sacred oxide not posting about it on 3 channels is a start. pick 1 and stick to it

sacred oxide
desert raven
#

focus.

crimson granite
#

Hey folks, I'm trying to import an .rtm (via https://github.com/4d4a5852/rtm_import) to Macser's ArmaRig and when I import my existing .rtm the pose all comes in properly, but the controllers for the hands become disconnected - is this a known issue/any workaround? How it looks after import: https://i.imgur.com/ZDeebUw.png (the orange handles near the bottom being the hand controls)

desert raven
#

this is normal, the import can not handle the IK constraints

#

and teh finger bones are not connected to their parents so they get the rotations wrong

#

you would have to do some fixing on the rig to get the import to work right

crimson granite
#

Right, understandable - thanks - in that case I suppose my follow up question is, is there a 'neutral' weapon hold pose for weapons? Basically the right 'stance' for the unit from their shoulders to their feet - or is this just masked off in the config when you apply the reload/hand anim/animation? I'm finding it difficult to understand what pose I should start my reload/prone reload/hand anims in

desert raven
#

there are poses for standing, crouch and prone holding rifle, that the weapon hold animation is blended with

crimson granite
#

Ok - and is it the same for reloads?

desert raven
#

reloads start from it yes

#

thugh reloads can be made to blend with it so the start is smoother

sacred oxide
crimson granite
#

yeah that does not sound ideal

#

thanks both!

brisk jewel
#

yes

dusky frigate
desert raven
#

Because 0 weight is still data

#

And needs to be part of the selection

sacred oxide
#

is it possible to put an armature on an object, ik it to a part of body, so it stays in position as you animate the rest of body around that point?

#

e.g arm to a wall/fence?

brisk jewel
#

i don't think you can do any custom IK in game

#

though my knowledge pertains mainly to A2 and not A3

desert raven
#

not in game, in animation tools usually Id guess yes.

sacred oxide
desert raven
#

yes that is possible in blender if the rig is made to support that kind of a thing.

sacred oxide
desert raven
#

I dont really know how to explain it easily. I've used various keyframed constraints and IK targetting for that kind of thing

brisk jewel
desert raven
#

such can be achieved. MB is geared towards that from the getgo though, Blender is more bare bones by default but it allows that kind of setup to be made

#

for $2K/year id expect there to be some off the shelf usefulness too..

sacred oxide
desert raven
#

I dont remember off the top of my head how to do such stuff

#

and it depends a lot how the rest of the rig works

placid shell
#

How does 1 go about importing an .rtm into object builder? Right now I have my armature selected and arma object properties checedk for the rtm animations. Ive added the keyframes. I can export it as an rtm by itself or an fbx. But when i do the fbx there are no animations present.

sacred oxide
placid shell
#

its a custom rig

sacred oxide
placid shell
#

er...yes?

#

its not letting me post any pictures here :/

sacred oxide
#

just use blender, the pipeline process is alot easier and more user friendly

sacred oxide
placid shell
#

i have blender and arma toolbox addon

sacred oxide
#

rig in fbx?

placid shell
#

im not sure. I can show you if you go down to voice channels

#

would i need to select the fbx node type when i export?

placid shell
#

Do I need to create a model.cfg and skeleton file to create my own custom rig that can work in a3?

brisk jewel
#

are you using a custom skeleton?

desert raven
#

Model. Cfg, yes.

placid shell
#

I've noticed that the sample rabbit skeleton is entirely connected via bones. In blender, you're able to "keep offsets" so no bone is required inbetween. Are bone connections required?

desert raven
#

not necessarily. depends how you build the armature and use it

cerulean pivot
#

how do you apply a transform to a selection in all keyframes in Blender?

#

in my rtm I want to move the entire model a few meters in x/y direction (absolute)

desert raven
#

take its root bone and move that

median seal
#

Is the paid version of Mikero's tools the only way to debinarize an rtm file?

naive hemlock
#

afaik yes

brisk jewel
#

I wrote my own debinariser. Maybe i should make it open source

white juniper
#

The last debinarizer that someone wrote and that got made open source (voluntarily or not) has since caused the far majority of stolen/ripped models.. so..

crisp berry
#

is rtm debin the same as p3d @white juniper ?

white juniper
#

they are seperate things

crisp berry
#

this talk here is about animations only, isnt it?

white juniper
#

Yes

placid shell
#

export p3d from blender. export .rtm from blender. Open p3d in object builder, start bulldozer in object builder. Set .RTM in object builder. No animations play when I use scroll wheel in bulldozer. What am i doing wrong?

desert raven
#

that does not quite work right

#

you would have to change buldozer rtm preview skeleton in the configs and the rtm might need to be binarized even to work

#

and it still does not always work

#

I dont personally bother with OB or buldozer when it comes to rtms

cerulean pivot
#

how is the camera bone used by the game exactly?

#

I tried importing a few rtms into blender to figure this out but the camera movement was so weird

#

e.g. it was pointing down and moving downwards, or kept swinging left and right

#

but that's not how it looks like in the game

#

is that a bug in the rtm importer addon?

#

or is there a trick for getting it to work properly in the game?

#

just asking first in case I end up facing problems with this later

cerulean pivot
#

I have a newbie question.
let's say I make a running animation in blender
and the character actually moves in the world
but when I want to export that for Arma, I want to remove the translation, as if the unit is tread-running, and instead use RTM motion vectors in the game.
is it possible?

desert raven
#

yes

#

though

#

not easy since youve already made it move

#

also depends a lot on the rig setup how easy that would be

cerulean pivot
#

I'm just using Macer's rig for blender

desert raven
#

did you make it move with the control master bone?

cerulean pivot
#

I'm just wondering how... meowsweats

desert raven
#

well you can for example just scroll further in the timeline and make it there

#

and just export that range of animation

#

or you can make new action in the action editor

#

using the control master ar the main mover can be beneficial if you then want to make treadmill varian of the sequence

cerulean pivot
#

I guess I can just move them under the control master, right?

#

this is my first time animating, so sorry if it's a dumb question meowsweats

desert raven
#

you could make them child of control master

cerulean pivot
#

yeah that's what I meant ๐Ÿ˜…

desert raven
#

there is also an addon that lets you keyframe just about anything

#

so you could keyframe them to be child of the master or something else if required

#

keyframing different sets of constraints can yield nice results

cerulean pivot
cerulean pivot
#

then once I'm done, I delete the specific motion curve from the graph editor?

desert raven
#

yeh that sounds about right

cerulean pivot
#

thanks. I'll see what I can do! ๐Ÿ‘

sweet pier
#

I'm trying to make a video and am using POLPOX to help with animations, but when I choose a walk animation the character just walks in place

#

is there a script I need or an additional mod?

desert raven
#

polpox artwork supporter is note meant for video making

#

its meant for static screenshots

#

so yes, you will need to do a lot of scripting to make live moving sequences

zenith token
#

we need to release a model kit mod where you have individual body parts (feet, fingers, upper arm, ...). Then people can assemble them in editor and make stop motion films ๐Ÿ˜„

desert raven
#

uuh xD

#

hot damn what an idea

zenith token
#

the pain of animating a figure out of those individual tiny parts in eden.... without changing the camera... shudder

cerulean pivot
#

even if you ignore that part, how would you texture it? meowsweats

naive hemlock
#

that is possible, but screw section count

desert raven
#

You would not need much of a live framerate for stop motion film making :D

quick vortex
#

it's limited, but if you only need stationary animations to play, it works good enough

desert raven
#

well yes, but people are asking on using non stationary animations

#

which its not meant for

compact mauve
#

is there a animation where a soldier is kneeling over a soldier in hand to hand combat and pushing a knife into the other soldier's chest?

desert raven
#

not in vanilla

frank scaffold
#

fake vehicle that has IK parts attached to elements that can be manipulated somehow

desert raven
#

Probably static object version of human with skeleton and animation setup that can mimic human poses and then pieces are attached to it

next cloak
#

Anyone in here got any good guides on making moving animations? Looking to create some malfunction clearing animations.

desert raven
#

there are general animation making tutorials for all popular programs

#

arma specific ones, not so much

next cloak
#

Yeah, figured that'd be the case. I want to figure it out but there isn't that much documentation out there it appears.

desert raven
#

Id suggest starting from basic animation stuff and working your way up from there

next cloak
#

I've done a fair amount of static poses already so I have some idea of what I'm doing but I want to take the next step.

desert raven
#

for example youtube is filled with tutorials on how skeletal/armature animations are done in blender

#

then there isnt really much anything else to it but using more frames

#

basically anyway.

next cloak
#

Yeah, I like to think I know my way around Blender when it comes to making animations but getting them in-game is really difficult.

desert raven
#

of course theres infinite amount of ways to do stuff

#

well the getting it in game part is not really documented much

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it comes down to understanding how configs work

#

that part is not really something a simple tutorial can explain

next cloak
#

Yeah.

cerulean pivot
#

I should make a full wiki page about that I guess meowsweats
you don't have wiki access HorribleGoat, do you?

desert raven
#

dont think so

cerulean pivot
desert raven
#

Main problem is I dont really have the energy to write a book about it blobcatsweats

cerulean pivot
#

I guess I'll just try to write up some stuff and ask you for advice ๐Ÿ˜…

next cloak
cerulean pivot
next cloak
cerulean pivot
next cloak
next cloak
#

Anyone have any pointers for how to lower the launcher position in-game?

#

At present the character holds the launcher way above his shoulder.

drowsy nymph
#

It depends to some degree how the launcher is positioned in the 3D model

#

To move it down for all launchers you'd have to replace all the animations for launchers - which is no small task since you cannot really import BI's existing animations to edit on a animation rig. But you can do it for your own specific weapon by moving it in the weapon model (or by isSelected animation) and make your own handanims to fit it

fast canopy
#

I still really don't know what I can and can't with it, like how about "idle" anim? Looks Cascadeur's not good at such as far as I tried

#

Also, probably it's possible but not sure how to make a gun recoil

desert raven
#

its interesting looking program. need to find more time to use it

smoky void
#

Hi, defining a regular model.cfg animation for the Jet Blast Deflectors (JBD) I wonder if there isn't a way to tie in a sound to the animation right now? In Nimitz I basically have a script that calls animate + say3D to play the sound. Any pointers to an existing animation+sound config or example on the wiki?

#

current config in mode.cfg is ```cpp
class Animations
{
class jbd1_source
{
type = "rotation";
source = "user";
memory = "true";
angle0 = 0;
angle1 = "rad -60";
minValue = 0;
maxValue = 1;
axis = "jbd1_axis";
selection = "jbd1";
};

subtle falcon
plucky sierra
#

So, Iโ€™ve got an animation for a vehicle made in blender. How would I translate it to be on the vehicle when itโ€™s configured?

#

Rtm?

#

Or just make sure the key frames are on it

desert raven
#

theres is a blender to model.cfg addon, it could work for you. setting up RTM for vehicle to use is a lot more complicated

cyan ivy
#
class translation
{
    type = "translation";
    memory = 1;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = 1;
    
};

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

class CfgModels
{
    class A_entrance
    {
        skeletonName = "ELEVATOR";
        sectionsInherit = ""; 
        sections[]={};    
        class Animations
        {    
            class ass : translation
            {
                
                type="translation";
                source="lift_source";
                selection="ass";
                axis="main_axis";
                animPeriod = 1;
                minValue="0";
                maxValue="1";
                offset0= "0";
                offset1= "1";
                memory=1;

            };

        };
    };
};```

I'm trying to create an elevator and I think I've got most of the model.cfg right but it still doesn't move
did I miss something?
desert raven
#

is p3d name A_entrance.p3d
is the elevator part named "ass" selection

cyan ivy
#

yes and yes

desert raven
#

can you select "lift_source" animation source in buldozer?

#

(enter, backspace, middelmouse to swap sources)

cyan ivy
#

it does appear when I do the scroll wheel thingy

#

the object is rather.. large
should I boost some value to reflect its size?
like MaxValue

desert raven
#

is main_axis 2 points in memory lod?

cyan ivy
#

yes

#

2 vertical points

#

Ideally I put them at the position the elevator has to start and the position it has to arrive

desert raven
#

currently the offset from 0 to 1 distance is the distance of those points

#

does it move at all?

cyan ivy
#

no it doesn't move

#

the points are something like 3km apart

#

how should I reflect that distance in the offsets?

desert raven
#

3KM object will not work very well

#

it will likely cause massive problems

cyan ivy
#

its a collisionless object
what problems could it cause?

desert raven
#

its calculations might activate everything in 3km radius

cyan ivy
#

activate?

desert raven
#

how things like collsions get caluclated on object and then checked around it

cyan ivy
#

even if there is no geometry?

desert raven
#

how is it elevator if there is no geometry?

#

and possibly yes

cyan ivy
#

basically instead of lowering the elevator I'm raising the entire building

desert raven
#

I dont know the exact details of this

cyan ivy
#

I was well aware making an elevator in arma was a failing quest, especially one this big
so I just decided to move the elevator shaft upwards while the actual cabin remains still

#

still even if it caused problems I'd expect it to move first and then crash my game or something

#

but nothing happens

desert raven
#

I just dont understand how that would work

cyan ivy
desert raven
#

yes but

#

you cant move the ground

#

and you cant move everything else

cyan ivy
#

its a closed room
and you can't see below you because of how the elevator is made
so you just see the walls of the elevator room go upwards giving you the illusion it goes down
I made a rough test by simply attaching the object to an helicopter and guiding it up
the effect works, just need to make it precise through model.cfg

desert raven
#

well if you want just that, you can attach whatever is inside the elevator to it and animate it up

cyan ivy
#

but how can I just animate it up?

desert raven
#

something wrong with your setup if it does not animate

#

fix that and it will animate

#

right now you are climbing backwards to the tree

cyan ivy
#

of course something is wrong with the setup
thats why I came here notlikemeow
but this is almost a copypaste of another object I made and that one worked
the only difference is that object is smaller

#

so is there anything in the model.cfg that should be edited to reflect the size and distance to travel?

desert raven
#

well start by making the axis smaller and see if that changes anything

#

I assume the axis is not 3km tall

#

no nothing in there relates to size

cyan ivy
#

the axis is indeed 3km tall
was hoping it could use the points of the axis to precisely catch the starting and ending points

#

I'll shorten it

desert raven
#

if it still does not move you have typo somehwere

cyan ivy
#

found the issue

#

I created the named selections for the axis but did not assign it to the points

desert raven
#

that would explain it

#

then it should default to 1 meter per 1 offset unit

cyan ivy
#

now lets hope it moves precisely how I need it to move

desert raven
#

if your axis would be 1 meter long

cyan ivy
desert raven
#

possibly

#

its very fast right now

cyan ivy
#

the axis is still 3km long at the moment

desert raven
#

oh you meant the 1 meter

#

no that does not apply when you make the axis points properly named

#

if your axis points were 1 meter long

#

you could use offset0 = 0 and offset1= 3021.35 to make it go 3021.35 meters

cyan ivy
#

mhm I see
I have the precise lenght so I could do that

desert raven
#

well you got get it to move first

#

and if it does not move, then its likely there is some typo

#

or empty selections

cyan ivy
#

it does move
very rapidly
and in the correct position
I can fix the speed by just increasing the anim period I guess

#

so I guess the problem is solved

desert raven
#

or add move maxValue

cyan ivy
#

thanks for the help

desert raven
#

๐Ÿ‘Œ

cyan ivy
#

I feel stupid
I've been trying to slow down the animation but animPeriod does nothing
and boosting maxValue does slow it down but stops the animation too soon

cerulean pivot
cyan ivy
#

so the one in the model.cfg is redundant?
or I guess its used for specific animationSources?

deft fern
#

gear, gmeters, rpm & some other sources can be smoothed by using animPerioed

white juniper
#

Embed plox

#

wtf

desert raven
#

Uuh thanks for the link!

crimson granite
#

can scope/lamp attachments be animated via model.cfg for stuff like isSelected?

desert raven
#

only as a whole as far as I know

crimson granite
#

aha so only on the proxy rather than the item itself?

desert raven
#

yes

crimson granite
#

cheers

desert raven
#

not parts of it

crimson granite
#

Was trying to figure out if I can do scope covers when the weapon's on back, it's not a big blocker to anything

desert raven
#

Unless Im mistaken that cant be done

crimson granite
#

yeah the only routes I can think of are not worth the squeeze (attachment switching)

desert raven
#

you could maybe swap the scope attachement when weapon is put away

crimson granite
#

exactly

desert raven
#

yeah

#

it could be made as player action too I suppose

#

so player has to put/swap the scope to covered one manually

crimson granite
#

right

desert raven
#

I mean if you are going for immersion

#

imo it would be silly if the cover just popped up when the weapon is put away

crimson granite
#

๐Ÿคทโ€โ™‚๏ธ I can't think of an interesting gameplay need for it

desert raven
#

make dirty scope variant

crimson granite
#

like maybe if you had some crazy 'if you dive whilst on dirt your reticle gets messed up'

#

lol similar minds

desert raven
#

if you move around a lot with cover not on it gets dirty

#

ye

#

in that case I think it would need to be players own responsibility to cover it

crimson granite
#

true

#

or if you were able to like uhh reflections on scopes

#

so things like snipers at a distance could give off lens glare

#

but I don't see a straight forward way of simulating that

desert raven
#

that might get more tricky

crimson granite
desert raven
#

heh ๐Ÿ˜„

dense mist
#

quick question: is there anything I should be aware of in importing BVH files into the object builder to try to make custom animations?

desert raven
#

likely going to be a nightmare

#

Id recommend going through blender.

#

it is unlikely that your BVHs are Arma man compatible

#

@dense mist

dense mist
#

okay, using blender as an intermediary

#

I can do that

#

any tutorials for adjusting them, or is it just a long manual process?

desert raven
#

not really no

#

there are plenty of tutorials for how animating in blender works

#

but for this particular case, nope

#

probably many parts of it are covered in more general tutorials

dense mist
#

Well, I'll have to feel it out the best I can then. Thanks for the warning.

#

I'll probably try importing it directly into object builder first, see what breaks, and then get into blender and adjust accordingly.

desert raven
#

Im gonna say everything breaks. ๐Ÿ˜…

errant dock
desert raven
#

Armas engine does not support that kind of replay stuff

cerulean pivot
safe patrol
#

Hello! I trying to make my own animation, but everytime is static.
Probably i doing something wrong?
I exported animation from blender, copied model.cfg from example, and named just like my anim

In config i set:

file = "the_anim\misc\the_openPad.rtm";             
speed = -3;                                     
mask = "handsWeapon";            
InterpolateTo[] = {"AmovPercMstpSnonWnonDnon", 2};
desert raven
#

model.cfg does not need to be renamed. it just needs to exist with the rtm

#

assuming you packed the pbo with pboProject

#

but it could be you did not export all the frames you need

safe patrol
cerulean pivot
#

You have 1.5, 2, etc. in timeline

cerulean pivot
safe patrol
#

i had Static pose marked

desert raven
#

you also want your start and end frames for blender timeline to be set to your start and end+1 frames

#

so that the time of the animationa is 1

cerulean pivot
#

Yeah. Like I said it has to he normalized @safe patrol

safe patrol
desert raven
#

you also will want to export all the frames

#

not just your keyframes

#

and I mean these

#

when you change these you can see the timings in the arma properties frame list changing

safe patrol
desert raven
#

enter number into the field

safe patrol
#

ah, i find that ๐Ÿ™‚

safe patrol
# desert raven enter number into the field

thank you a lot!

have one more question:
when i press space button - to check, how looks animation - is too fast
Should i make more frames, or better - to setting it with config.hpp?

desert raven
#

you can set animation speed in config yes

#

but if your animation does not have a lot of frames playing it slowly can look bad

safe patrol
#

i have 10 only ( 7 of them with animation )

desert raven
#

you just have to test it

safe patrol
safe patrol
#

also thanks to @cerulean pivot! ๐ŸŒž

#

ah i got one more problem :\

something happens with my camera, is moves down when animation is getting started

desert raven
#

your rig does not have animation bone perhpas

#

you could maybe also config it so that it does not affect the camera

safe patrol
#

Ah, understood. Thank you again!

safe patrol
#

trying to understand - how to add camera bone to rig
find that in default arma rig, but no idea - how to move it to my

cerulean pivot
safe patrol
#

Ye, this one works perfect!

safe patrol
#

Got one more trouble:
my character ( when animation started ) - moved half of the model - to under ground

cerulean pivot
#

Move the model

safe patrol
dense mist
#

@desert raven thank you for your assistance a few days ago. I took a lot of what you said and went and grabbed a friend that knows how blender works.

#

I now have an rtm file to begin experimenting with in object builder, god help me

desert raven
#

god cant help you in that dark pit.

#

๐Ÿ˜…

dense mist
#

I have to try though

#

I'm THIS close to be able to make this idea work

dense mist
#

Not going well so far, but I think it might come down to failure to export properly

#

I'm not finding a specific option for .rtm files on importing into object builder though

#

if someone more familiar with the process of getting animation files in can assist, it'd be much appreciated.

desert raven
#

if you have rtms from Blender you dont need them in object builder

dense mist
#

Oh! Well then. That makes things easier.

dense mist
#

Hrm. Getting a build error 1 when trying to use addon builder.

#

Dammit, I'm close. I can TASTE it.

#

I can't tell if I've just set up the addon builder wrongly or if there's something wrong with the config.

cerulean pivot
#

addon builder can't binarize them (tho that has nothing to do with your error)

dense mist
#

Aye, that's true. Turning off the binarize option did nothing.

#

I'll download pboProject once the test mod proves the concept, just want to determine what the issue is

desert raven
#

pboProject could be helpful in determining the error

#

Addon Builder has next to no debug information

#

pboProject has

dense mist
#

With you in a moment

#

Has to step away to install a gate digivDVlaugh