#enfusion_blender_tools

1 messages · Page 4 of 1

hasty kiln
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You again. freaking multiple picture of EXO suits on Google and me spending hours on blender that’s where . Mind ya.

fallow moth
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(verifying this is not negotiable)

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I would rather verify it before it goes into workshop and find the there to just see its ripped and then have to ban the mod

hasty kiln
# fallow moth I would rather verify it before it goes into workshop and find the there to just...

No, I can’t, unless I want to spend money on discord to do so, every time I ever try to share a file, it will requires me to sign up for their dumb premium stuff so no I can’t . It’s quite funny that I see you again coming after my mods.. lol you do know there Thomas the train engine mods that are literally in workshop.💀 . Just saying since you’re job is still go after stolen assets and technically copyrighted trademark stuff, how come there is a Thomas the train engine mods and Btw
Workshop Terms of Use, EULA, and Tools EULA only govern content I upload or share publicly via the Workshop—private/local mods (e.g., loaded via addonsDir in Workbench or startup params for testing) stay entirely on my machine and fall outside BI’s jurisdiction. BI has no mechanism to scan, detect, or enforce against local files; all takedowns, reports, and disputes (e.g., DMCA from RHS/USP) target published Workshop items only.

fallow moth
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Complaining about my job wont get you off the hook

hasty kiln
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And where do I upload dropbox

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A google docs drive ?

fallow moth
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sure or gdrive or anything you have available

hasty kiln
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So I have to make a special dropbox a Google Drive just for you guys

fallow moth
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well you can upload the mod

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and I will be able to see the model

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but if I find it mathces the rip samples I have then I'll ban the mod

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and maybe you too since you dont want to cooperate

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people who have nothing to hide are usually: oh ok heres the model

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and not complain about getting it checked out

hasty kiln
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Alrighty no problem because you won’t find anything wrong with it. So I’m not gonna spend the time to deal with a Google Drive or a dropbox just so you guys can look into something. You could’ve done that last time with the mask. And if I don’t want to cooperate technically you can’t do anything, especially if I’m following the rules. Which I am. You will see when it’s posted. Right now it’s not even finished and not on the official workshop so no rules are being broken. I will complain about it because this company that you work for literary purges their own community that makes the millions of money for the company for FREE. Sorry I don’t like corporations that like to f there community.

fallow moth
austere onyx
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If you work on such things, you void the EULA

fallow moth
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Looks like the channel halted due to the dramatic events.

For transparency I'll add that the model was found online and I would like to express my deep wish for honesty if I have to come asking for something.
Dishonesty serves no one and only causes harm.

https://sketchfab.com/3d-models/exorder-f4af59d31afa4f819e8f4d4361dd9976

Model in question is not from a game but will require proper credits attribution.

If anyone has questions regarding if model from interwebs can be used. I can give some perspective on such matters in DMs.

We do not want people to waste time on models they can not in the end use.

Now back to making stuff.

meager bluff
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do we credit everyone?

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like the whole internet?

fallow moth
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More work to clean up

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absolutely not worth it

meager bluff
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in what sense?

fallow moth
meager bluff
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not worth it money wise? quality wise? morality wise?

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😄 all of the above?

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just making conversation!

fallow moth
swift pasture
# meager bluff thoughts on ai model generation?

tldr; sorry for slab of text just wanted to put in my 2c

As mentioned its not really comparative yet and until someone figures out an 'ethical' way of doing it [entirely dependent on what you feed it for example] youre going to be fighting more than just artists lol
Might be good practice if you want to learn how to fix poorly made models.

Personally I'll generate code that I'd sit there messing around with for ages anyway but I'm not really on board with generating i wouldn't of had a go at myself... Only screwing yourself on learning something that way. e.g way more experienced and skilled modders were having trouble getting an adjustable fuze airburst working, using A.I to troubleshoot I skipped alot of the headache especially since it's the first stuff I've done in Enfusion, it's definitely clunky and I certainly wouldn't pay... but I have results. 🙂 some models are just better than others, some just have no understanding of enfusion even when you directly hand it documentation from Bohemia.

Do want to say I'm definitely preferring enfusion to other engine tools as a new modder, even though it's super specific and a little clunky, you have heaps of freedom.

meager bluff
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yehee its a rabbit hole. i have managed to get a detailed watertight model out of ai locally on my pc from a single image. but from there the only option is to retopo it yourself. still wild how far its come

pulsar otter
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Ai can be useful in some circumstances, but for model building it doesn't really compare to what a human can create, yet.

fallow moth
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But that topic isnt really for the channels here Id suppose.

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so back to Arma.

turbid leaf
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Are there any changes coming to the Blender Bridge for Blender 4.5 LTS re: Enfusion? Or is it best to keep version at 4.2 LTS still?

pine hazel
turbid leaf
languid hornet
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aye, updated wiki. 4.5 is supported

pine hazel
ivory river
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How do I bring one of the GulfCoast Buildings into blender to add colliders?

lofty ember
lofty ember
# ivory river Wdym

unless you have the source files for the building or model or whatever, you can't edit it in Blender

ivory river
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It’s inside this

lofty ember
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I'm talking FBX files, the original mesh files

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If you dont have those, you cant bring them into blender

ivory river
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Ok

ivory river
lofty ember
ivory river
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Ok thanks

meager bluff
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make invisible walls in blender

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😄

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or make actual walls/colliders in blender bring them in then scale them to fit the building then set the material to transparent and adjust

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if its multistory then i guess have fun

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really depends on how complex this building is

modern knot
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Evening all, does anyone know of any specific type of collider that needs to be defined to allow a player to place explosives on a prop? Making a fighter jet prop that's purpose is to be blown up on the tarmac. For some reason the explosive blocks just show as red against the object. Not sure if its a component that needs to be defined, or colliders like I said. Any help appreciated.

slate halo
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Anybody know why collider button won't unghost for my cylinder collider? If I change prefix to UTM it works.

graceful fossil
graceful fossil
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np np :)

fringe turtle
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anyone now why when i export to the tools the bones is not in the correct location?

languid hornet
heavy ice
crude osprey
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The game doesn't like then bones is pointed in a different direction than y+

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as far i know

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If I say stupid things someone will correct me

ruby elm
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Anyone know why my animation stopped moving in blender when it was earlier and it has the key frames to work.I even made sure I had a new save on the rig.

crude osprey
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are u in pose mode to preview?

fleet seal
sudden maple
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Hello ive added Coilleders to objects ive made and Exported them into my world However they still are not solid entitys 😮 confused

pine hazel
sudden maple
pine hazel
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Each of your colliders has the blue wrench icon which means they’ve got some sort of modifier applied, shouldn’t need any for them to work.

And look up the reforger blender plugin, it’s much better to use for exporting your model properly. Part of it lets you set the collider type and what penetration it has

limber crater
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Hey folks, hope this is the right place to ask. Ive recently begun my journey into Blender etc, and planning to start by doing a basic helmet. Could anyone recommend some solid tutorials for beginners? Ive already got the tools synchronized and even got the reforger player model loaded into blender

pine hazel
limber crater
sudden maple
slate halo
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Np

north stream
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Question to the Dev's or pro Arma reforger modders.
Anyone figured out how to make this "Green mesh" in blender, so that the terrain will overlay it?
Is it just the Terrain Layer preset?

crude osprey
rich scroll
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Yeah that material will be the defaultterrainmat material that’s already supplied by the game

tight obsidian
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I wish embedded FBX textures worked for ARMA, or a modern model format like glTF 🙁
Exporting a model from blender at the moment is makin me sad haha

pine hazel
tight obsidian
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When I use the plugin I get a lot of errors akin to:

SCRIPT       : GetResourceName 'scripts/WorkbenchGameCommon/ResourceInfo.c,380'
 RESOURCES (E): Wrong GUID/name for resource @"{11272079FF6F923F}data/Meshesbldgtexturedmaterialmtla1Mtl.emat" in property "m_ResourceName"

I've had a look through here and it looks like that can be caused by a variety of things, so I am not too sure what to do in that instance. My next port of call is just dumping the textures out and dragging them onto the materials but there is like 100 😅

pine hazel
tight obsidian
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4.5.6 (and I have tried 5.0.1)

pine hazel
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Not the version then I don't think. Did you import it originally directly as an FBX instead of with the plugin? THat may have messed with the paths its trying to look for

tight obsidian
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Oh, you're totally onto it. That's likely the problem.

pine hazel
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Worst case if you import it, re-path the texture/materials it cant find it should fix it

tight obsidian
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Ah, it has to be from a workbench project originally. The issue is that it is from one of my games I have made and I am porting it over to see what it is like in arma. That is unfortunate.

pine hazel
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ohhh. I thought you'd already imported it to workbench when talking about the errors

tight obsidian
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That error is importing into workbench, yeah, but that is after importing a non-workbench fbx into blender (then exporting).

pine hazel
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If it's external you'd need to import it like any other fbx etc, it should respect your materials though and it will generate those when you import to workbench. You'd just need to path your converted textures

pine hazel
tight obsidian
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Thanks very much for your help! I'm in for a boring little while matching up 100 textures haha

pine hazel
mint jetty
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guys, I’d like to know how to import a prop from Arma Reforger into Blender and reuse its original materials (including the setup and textures). Is that possible?

lofty ember
mint jetty
slate halo
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There's also a file of all the head models somewhere

ivory siren
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Hey guys I want to import the reforger M249 to blender How can I do it?

ivory siren
slate halo
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Violation of the terms of service.

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You can change the textures

ivory siren
ivory siren
slate halo
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Nope not the geometry

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You could make your own model a different prefab and attach it to the model with a slot or something in engine.

ivory siren
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ohh thanks for telling me this

dim dune
mellow adder
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Two questions about blender asset creation:

  • How can I add a "common" material to my model in blender, so when I import it to arma, it will take this material automatically? For example default_MatTerrainObj
  • How can I create a collider and assign to it multiple interaction layers at once, like FireGeo and ViewGeo? I found in the Object Properties a custom property of usage and there's only one layer at the time
pine hazel
# mellow adder Two questions about blender asset creation: - How can I add a "common" material ...

You can assign your own custom materials but you can’t pre-assign base game ones. I tend to name the blender material something specific to remind me then I replace it once i import.

As for colliders, you can’t assign multiple at once but assuming you are using their plugin you can either assign the option that combines them like ViewFireGeo (may be FireViewGeo I’m not on my PC) or if you have two different meshes for each collider type just define them to the type you want one at a time

mellow adder
lunar eagle
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Hi everyone! Please help. I'm trying to export my map tiles from AR tools but I'm getting this
Where can I find the EBT config? And how can I fix this?

dim dune
lunar eagle
# raven rune

Thank you!! But now i have another problem when i try to export tiles

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This is a problem with EBT files, I understand? What should I do about it?

midnight ravine
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Hello everyone
I'm a beginner
I've encountered this problem
I'd appreciate it if you could share some guides
on creating hats,
clothes, etc.

slate halo
midnight ravine
# slate halo Go to the import settings tab then clear the materials to empty and click reimpo...

I've found a manual way, of course,
but I'd like to figure out the addon
when I activate it, the blender throws an error and doesn't export
when I remove the activation,
it exports, but with the problem I shared
I'm new, so I don't know much
I just installed arma reforge tools yesterday
if what you wrote solves the export problem through the addon, can you explain how to solve it?
I think a clear explanation will help many people create))))

pine hazel
sudden maple
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good day friends im not sure why i keep getting this error when trying to import from blender to enfusion , i have enfusion open and im not sure if maybe i dont have somthing else open in enfusion

sudden maple
raven rune
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Did you restart the tools after?

sudden maple
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no ill try that

raven rune
# sudden maple

Oof, that error is in regards to something completely different. You're using the EBT fbx exporter. Which for some reason needs you to set a mod directory in the plugin options, or something dumb along those lines, IIRC. Which requires you to export to a mod directory of a mod that is currently loaded in workbench.

sudden maple
raven rune
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Oh nvm, it's expecting you to export directly to your mod. Not somewhere else.

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Specifically a mod directory of a mod that is loaded in workbench currently.

sudden maple
raven rune
dim dune
# sudden maple

I see you're on blender 5. Official support for the tools now are 4.5 in blender, i had issues exporting and connecting to the workbench i remember when i had a higher version. But i hear its miss or hit for some

sudden maple
dim dune
sudden maple
spark hamlet
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Which layer preset would be used for a helmet?

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Right now it’s
Game materials: Armor 9mm
Layer presets: Character

pine hazel
wind cairn
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Hello i was wondering if anyone clould help me out here
So i making backpack right.

And i see one the vanilla one has colliders.

When im looking at the collider i see it parent with a bone.

So my question is anyone have good video or can help me how i can parent the colliders to the bone like the pic?

balmy patrol
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for blender (which i don't generally use) it's a matter of creationg a vertex group and weighting it to that specific Spine5 bone

rigid umbra
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Does anyone have any tips on exporting models with textures to Enfusion.
I have a model with ~2000 materials and ~300 textures. Everytime I try to use the Enfusion Tools export I get unsupported material of type MatPBRBasic, changing to MatPBRBasic which throws off all my textures paths. I found a way to relink them using a script in Enfusion. But this whole process feels nightmarish and the docs are meaningless.

crude osprey
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300 textures 💀

white fern
stoic thorn
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Trying to import a prefab with textures for retexture, but allways running to this error. Any tips? Or is this because .xob is locked (not my model, trying to retexture vehicle someone else made)?

rigid umbra
white fern
# rigid umbra I think you are right. It's a big model of an indoor mall. Probably makes sense ...

Enfusion takes FBX files. You can create these with the tool of your choice. But there is an official plugin "Enfusion Blender Tools" that will make preparation of an FBX for enfusion really easy,. See the pinned comments in this thread.
To your model: You should make different parts. First the building without interior like furniture and doors and windows. Maybe the mall has repeating parts that you can also copy (like alleys or levels).
If this your first project, start with a smaller builiding to learn the workflow. Maybe an entrance area or service building in the near of the mall.
If need help ask here for model questions
https://discord.com/channels/105462288051380224/976159912679850004
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import

rigid umbra
# white fern Enfusion takes FBX files. You can create these with the tool of your choice. But...

Cool thank you. The model is only 500,000 faces and textures are quite low res, hence why I just wanted to do it in one go.

Are there any additional docs or videos that cover BSP/Box volume/portals/interior lighting etc... The documentation is not super clear and the whole process seems quite involved. Also the existing youtube videos I've found are not great.

edit: 500k faces might be a lot for an interior.

graceful fossil
deep whale
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can someone import some assets i have for me my blender tools are broken ive done everything to fix them but to no avail

graceful fossil
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What kind of issues are your blender tools giving you?

deep whale
rigid umbra
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Can someone help me debug my Box volume / portals?
Left warehouse: light attenuates properly on the interior.
My test model on the right does not.

  • I've checked the normal direction on my portal.
  • My portal is inside my BSP/box vol
  • No errors when I run the checks with enfusion blender tools.
lunar trellis
rigid umbra
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Ah nvm. Fixed it. Box volume need to be past the interior faces but not past the exterior faces.
God forbid someone makes a tutorial that isn't 8 hours long.

ivory vortex
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Be the one to make the tutorial now. Be the change we need

astral bronze
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is there anybody that can help me with blender and workbench

rigid umbra
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I have one more issue, which is that my portal flickers as the camera frustrum passes the edge of the portal / box volume. No idea what is happening, tried playing around with every parameter I can think of.

Edit: Fixed, BSP geometry was completely off.

void juniper
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Does anyone else have problems with blender crashing when trying to import a xob ? On some of our Xobs Blender crashes or stops responding. They worked fine previously

lofty island
void juniper
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Of course I can if it’s my own

lofty island
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Ok try! when u succede let me now

void juniper
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Right click on your own mods xob in Workbench, Plugins -> EBT send to blender ? I think u are misunterstanding

rose token
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Can i get some help with gettin a blender model onto enfusion?

prisma fulcrum
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can anyone help me understand collisions?

No matter what I set seems players can pass through cols

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also Im new to animating, how do i get objects to play their animations?

prisma fulcrum
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so when importing im getting
RESOURCES : . Cannot find animation "Spin"
RESOURCES : Build failed

animation plays correctly in model viewer (external)

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weird.. simply renamed it and imported and that fixed..

pine hazel
sudden apex
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!verify

modest solsticeBOT
sudden apex
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can someone help me

red hemlock
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hey could someone help me out i keep getting 2 errors messages when trying to connect blender and the workbench

simple magnet
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Anyone know if there’s a rigging template for the RHS PVS31s so I can do a remodel

astral bronze
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is there anybody that can help me with UV's plz

fallow moth
astral bronze
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Ok thx

vocal silo
unkempt current
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why is it bugged like that ? in blender it's normal but in the workbench the entity is weird

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it's missing sides

crude osprey
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face orientations

lapis oar
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90% of the questions asked in this discord involving blender would never be asked if people just took one, ONE hour of their time to watch a couple beginner tutorial videos.

earnest basin
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@Grok can you summarize this message above and add a subway surfer video below it

lunar eagle
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Hello guys
Can someone help me with this problem?
Any actions with colliders in ebt cause this error

pine hazel
lunar eagle
pine hazel
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Weird, most the Python errors end up coming from people being on the wrong versions

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What materials are in your model as it’s complaining about that

light garnet
lunar eagle
lunar eagle
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I tried to reinstall this and this still no working

pine hazel
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Show us a screenshot of your full blender so I can see if anything sticks out

unkempt current
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can an admin pls tell me if my 3d model is scrapped or not pls idona want any troubles are alr got enough in my life (pls dm me, @ me)

warm sun
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Im having problem installing the addon T_T Can someone pls help?

warm sun
unkempt current
balmy patrol
balmy patrol
pine hazel
# lunar eagle

You haven't got a collision material applied. On thge plugin go to Material Tools > Collider setup (with workbench running) and set your collider up there.

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That should probably fix the error

lunar eagle
pine hazel
graceful fossil
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@lunar eagle Has your problem been resolved? Casey's answer should be the solution indeed. Random colors are applied to colliders depending on their physics material for visualization purposes.

graceful fossil
lunar eagle
unkempt current
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Why is that ?

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when I import it it moves

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do i need to apply transfo ?

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it's like this in the preview of the workbench

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but in game it moves

keen jungle
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hey can anyone teach me how I would import Enfusion Models to blender im trying to use the BPU-1 turret (BTR70/BRDM) in a model

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is there a way to inspect the vanilla models for some measurements

keen jungle
# raven rune You can't

Yeah I searched the channel for similar questions and found out but why?? Like what if I'm trying to make a mod of vanilla stuff

raven rune
keen jungle
raven rune
keen jungle
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The vehicles in game look incredibly detailed so no wonder they bought it from other people

raven rune
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You can find some of the on Art Station profiles.

keen jungle
#

You think they use 3d scans to make these very detailed models

raven rune
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I know I've see the characters on there.

iron ridge
keen jungle
# raven rune Doubtful

Having that as reference is really good tho so I think anyone would appreciate having a nice 3d scan of the real thing as reference

keen jungle
iron ridge
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This is what a lot of people do for game ready, but you can also create the same level of detail from scratch aslong as you have correct dimensions, with the release of SP 12, adding detail and depth to your textures is much easier than before

raven rune
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The modelers experience also determines quality

austere onyx
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The issue is that some tools and services put downstream restrictions on content created from it

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That could be texture libraries and so

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Or 3D modelling plugins and so

raven rune
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I've even came across some things in art station and another website of some sort.

austere onyx
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But we have big amount of artists, I do not know where that came from 😅

raven rune
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I don't recall.

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You know how the grapevine is.

fleet nova
#

anyone have a skeleton rig example in blender to do cars?

pine hazel
# fleet nova anyone have a skeleton rig example in blender to do cars?
GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Additional resources for Arma Reforger modders. Contribute to BohemiaInteractive/Arma-Reforger-Misc development by creating an account on GitHub.

fleet nova
raven rune
bitter crag
#

How to fix:
SCRIPT (W): No blender executable set! Please set one in EBT Config!

  • Already Enable API on port 5775
  • Already install and enable addon on Blender side.

I'm trying send a patches reference model

pine hazel
bitter crag
bitter crag
wary hazel
#

would anyone know where to find file to get the all in 1 head to start scaling headgear if possible?

torpid obsidian
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is it possible to export models from enfusion to blender? I'm trying to get the UAZ 452 body out, but can't get it into blender. Doesn't look like there is a sample FBX.

I've got EBT setup, with the mods directory. I've tried exporting the .xob. It keeps opening a blank splash screen on blender.

I'm trying to get the model out so I can use 3d painting with procreate

astral bronze
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Would anybody know how to do sockets in blender but without being attached to the object just need it for a door socket

balmy patrol
astral bronze
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pufu what about doing pivot points for sliding doors or sum like that for your object

astral bronze
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well when i try to place down a door on my object in the workbench it works i get it where it needs to go and looks good but when i get it into the server the door tilts or rotates when you first place it

pine hazel
astral bronze
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i do

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Door Component was already disabled when i put the object in there

balmy patrol
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SlidingDoorComponent should handle door's behavior

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also default base is width = X, so are you sure the pivot is correct?

pine hazel
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I will say I’ve seen some weirdness with sliding door in the past, making changes and doesn’t show in my test world, reload workbench and suddenly it does

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Seems less reliable than normal door

astral bronze
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It's it slides correctly I've even tried changing doors to the hatch door and it still didnt work right when I put it in the server

uncut spoke
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is anyone here a master with weight painter for blender?

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im having a frequent issue regarding the forarms constantly clipping through shirts

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ive been working for days and days to fix the issues and its going to make me rip my hair out

uncut spoke
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not a single rolled sleeve the elbow works

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just constant clipping

pine hazel
uncut spoke
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Ive been trying that for days

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And ive hidden as much arm as i can

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Bohemia has set the upper arm from the shoulder down to like half the bicep, while the forearm is like the bicep all the way down to the wrist

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It would be much easier if the arm was split into more pieces to hide

fallow moth
#

if it does not deform nicely

uncut spoke
fallow moth
merry anvil
#

https://cdn.discordapp.com/attachments/869803647826014279/1501190474713796708/Character_AnimationRig_ThompsonT3_C__Users_wyatt_Documents_ReforgerModding_AnimationFiles_Character_AnimationRig_ThompsonT3.blend_-_Blender_4.2.20_LTS_2026-05-05_07-46-48.mp4?ex=69fb2c13&is=69f9da93&hm=6a43a994695ff92da251ab5eaefae0015842eb885b8c348ca97ca52ea90bc77c&

Hi, Ive been following bootcamp no8 and I'm being plagued by this issue where my keyframes I insert just don't save. I have restarted at different points a couple times and always ended up here. The blending mode is on combine but i don't think there's anything lower in the stack screwing with it.
I can only assume it's something goofy that I'm missing but I have been on this for hours and looked everywhere I could for an answer and failed :(

fallow moth
#

or do you have autokey on?

merry anvil
fallow moth
#

try without autokey maybe. And check what keying set is active

uncut spoke
fallow moth
merry anvil
# fallow moth try without autokey maybe. And check what keying set is active

no keying set is active, and turning off autokey does no favors. Im pretty lost on this to be honest, either Ive made the same mistake every time ive restarted following the bootcamp tutorial word for word (despite its lack of clarity) or theres some blender setting or checkbox ive got going on causing issues, but if that was the case I think with all the looking ive done it wouldve presented itself by now.

merry anvil
#

thank you Salami for the help.
If anyone in the future finds this, make sure the BI animations lower in the NLA stack are in the same userspace (they are also set as fake user), and make sure not to have the strip starred

frozen thicket
pine hazel
median storm
#

Is there any way for me to get the BTR/ M923 into blender so I can match the bones/ memory points?

Also I cannot link the reforger blender addon to the workbench for some reason

pine hazel
south sedge
#

"Workbench is not running, net API is not activated or port is already taken. Check documentation for more details!"

Enable Net API in the Workbench > File > Options...

south sedge
#

im having an issue trying to export a model - sources say the armerature or something may not be linked with the mesh but im unsure how to check

fallow moth
#

Remove that or assign material to it.

south sedge
#

Okay I was getting to that conclusion too, good to know I'm not misunderstanding the issue.

In blender - I select mesh > sheep (name of material) > Under EBT IO
it says
material shader not supported
This ENF Material is not registered
Override: Material has no GUID

I've tried following the info on the wiki and looking arund but I can't seem to figure out how to add a material from the asset library that will be accepted or maybe im missing another step? I've added the EBT asset library.. i mean i folowed the steps but it seemed to make no visible changes to the asset library when i looked in there so I really don't know

tidal dagger
#

why bone so smol (blender size for refference)

pine hazel
tidal dagger
#

apologies for my lack of knowlege,never did animations b4

pine hazel
#

your bones aren't parented correctly the same way to scene route

tidal dagger
#

okay then i fucked something up with a bone collection

ivory river
#

Do you know why my clothing isnt staying attched to my character after i import from blender? It just stays floating in the air next to my character?

pine hazel
ivory river
#

I have tho

pine hazel
# ivory river I have tho

You must have done one or the other wrong or imported it incorrectly, that’s the two things it uses to attach and move clothes with the player

ivory river
thorn umbra
#

Hey guys,
I cant install the Blender Tools because I receive the error from the screenshot
Does anyone know what it says?

Fix: Use BlenderV5_stable

sour peak
pine hazel
frosty gyro
#

Does anyone know how to fix this?

heavy briar
lunar trellis
# heavy briar

unless you need the straps to move, you can just weight the whole thing 100% to spine5. Also make sure unrelated bones (arms, neck etc) have no influence otherwise you'll get the pulling effect/jagged vertices

heavy briar
#

All blue waighting?

lunar trellis
heavy briar
#

thanks alot!

pine hazel
heavy briar
pine hazel
#

@fallow moth

heavy briar
#

at least he told me what i need to know and it works. Sorry for multipost. I havbe my informations.

fallow moth
#

yeh for the future revise the #rules you have accepted

heavy briar
spark knoll
#

Hey, I wanted to update a weapon skeleton and I saw that when I use the plugin EBT: send to blender on a .xob and then use quick export from blender even without doing any changes, I see that in the diff files of github desktop the .txo have 61,625 additions and 61,613 deletions, this is only lines order being changed except that one bone named armature show itself in the bones hierarchy like in the screenshot, also the .emat get lines order changes I guess that's because of my import settings.
Is that normal or it's a known issue?

languid hornet
spark knoll
languid hornet
#

and what was your tweak to skeleton?

#

do you have some warnings/errors when importing?

#

it can also happen when you delete a bone but vertex groups remains in the mesh - then you will get message that remaining things are skinned to root bone

spark knoll
spark knoll
#

Nothing related with EBT send to blender or quick export

#

Thank you for the help!

thorn umbra
#

Hello people 😄
I got questions about the Blender .fbx export settings.
Default usage and animation uasge (Im trying to build a door)

My current problems are crashes in the anim editor. I gues they are a
reason of a wrong exportation.

pine hazel
thorn umbra
#

Meanwhile yes. But it didnt changed
Blender 4.5.10 was automaticly installed with 4,5

pine hazel
#

Are you trying to do just a standard door or is it something more complex animation wise?

#

If it’s basic you don’t need custom animations

thorn umbra
#

Its the first step to make enhanced "objectAnims"

#

But I would like to know about diffrent ways anywayss

pine hazel
#

So for like building doors you can just inherit their base door prefab and set the axis, action location (to open/close etc). You only need custom animations for anything else that isn’t simple rotating or sliding

thorn umbra
#

I heard about. But I wasnt able to find them. I saw doors and frames in .xob fiiless but never a .pap that runs the bones of the frame.xob

pine hazel
#

So look for a prefab .et should be called door_base or something like that I’m not in my pc rn to double check

#

Frames optional depends on your model type

#

Inherit the base

thorn umbra
pine hazel
#

They you can assign your xob and play with its settings

#

That’s the one

#

If you want a door that slides left/right there’s a sliding base as well

thorn umbra
#

Im checking it out at the moment but get not through it
Take a look into your dms 😄

bright kestrel
#

Im a little confused by the Batch Export FBX changes that came in the last EBT update.

I used to export the collection which contained all the parts for my import and just name the file xyz.fbx.

Thats setup so that I have an 'Exports' collection and then inside that I have for example 'Gun' as a sub collection and then 'Magazine' which contain all the LODS, colliders, etc. So Id normally just batch export each one individually and they'd come out as gun.fbx, etc.

Now when I do it, it'll name gun.gun.fbx. It seems to duplicate the name I set even if I dont overwrite and existing file. Should I batch export my 'Exports' collection instead and just disable the subcollections I dont want to export at the same time?

#

I also seem to be running into an issue where I cant get colliders to properly register in engine and I have to go into the import settings and manually configure them.

As far as I know, Im using the Colliders Setup function properly and it doesnt throw up any errors in Blender.

shell spear
#

First

kind sky
#

Seems like Arma toolbox could use some updates 😛

atomic moth
#

No tools for Blender yet?

languid hornet
#

there is blender plugin included in Arma Reforger Tools

#

check installation dir for zip

atomic moth
#

Thanks

tardy copper
#

?

languid hornet
#

plugin is installed just like any other Blender plugin

tardy copper
languid hornet
#

there is p3d import in Enfusin Tools field

tawdry ridge
#

The data needs to be exported and the preferences for the addon need to point to the data in order for you to be able to import p3ds

languid hornet
#

ah, yes, there is blender data package in tools next to the plugin

atomic moth
#

Where do you find the Arma Reforger Tools?

#

Its not in steam store like arma 3

thick bridge
#

for the time being use this little installation hint, let me know if something is unclear please

atomic moth
#

I just dont see the Arma Reforger Tools in steam

atomic moth
#

Ah sneaky i see

void juniper
#

so how do i import a p3d with the tools in blender ? i only get a error when i press on import p3d

frail kiln
#

what is the file used for animation, because it isnt .rtm?

void juniper
#

txa i guess atleast u can export that as enfusion animation in with the enfusion tools in blender

thick bridge
void juniper
thick bridge
#

does H:\test\addon.gproj exist on your drive?

void juniper
#

no

#

its in the tools-data tho

#

should i copy it over ?

thick bridge
#

you have to create a new mod first

thick bridge
void juniper
#

okay, i meant the addon.gproj that is in the data folder to the test folder

thick bridge
#

ah ye

void juniper
#

ye did that and also have a own project in the reforger tools

#

it worked now

#

thx 🙂

thick bridge
#

great no worries

atomic moth
#

Is there like a guide on creating and porting models into the game? Or is it just the tool?

thick bridge
#

I'm pretty sure it'll be up in few days

atomic moth
#

Cool

#

Because I know A3 but this shit different

thick bridge
void juniper
#

so how does the importer work ? does he put cargo view stuff in lod0 or how does it work ? 🙂

austere onyx
languid hornet
shell spear
#

I can't seem to import any files, I keep getting "I/O Error: Wrong MDL Version"

Granted, I'm not too familiar with blender, and wanted to try fucking around with some models and seeing what I could do, but is this an issue that has a known fix? I've used both plugins for arma3 and enfusion to try and import a .p3d file, both have had the same error

thick bridge
shell spear
granite merlin
#

you can't unbinarize models that were already binarized

#

if you made it then you should have the unbinarized model

shell spear
#

I figured as much, I'll keep looking around for now, I'm probably just missing something

thick bridge
shell spear
trail wasp
white trench
trail wasp
white trench
trail wasp
white trench
#

Hmm, not sure then. You'll have to wait for someone else to chime in, but if you press the dropdown for the plugin it may say 'install' within it. Some plugins require this but I'd be surprised if this one did.

trail wasp
white trench
#

With blender to install plugins all you need to do is select the zip all the python code is contained in

thick bridge
trail wasp
frail kiln
thick bridge
halcyon granite
thick bridge
halcyon granite
white trench
#

Ahhh, yeah I see he probably didn't fill in the addon folders.

halcyon granite
thick bridge
#

I hope the export settings will also be part of documentation soon

ashen widget
#

Hello

#

I/O error: Error: Cannot add more than 8 UV maps

<traceback object at 0x0000011D267446C0>

#

i hvae this error

#

when i import P3D

languid hornet
#

could you try removing duplicated uv sets in Object Builder @ashen widget ?

ashen widget
#

i will try

winged lichen
#

DO the tools require latest Blender they don`t want to install on the 2.83 version . ?

languid hornet
#

2.93 LTS is required

lapis oar
#

So specificly 2.93 LTS. We can not use 3.0+?

proud imp
#

I have already followed this page. But I got this error while importing my file.
"Valid path to addon folders hasn't been provided"
I don't Know why. Can u help me ?

winged lichen
#

seems 3 dont like to show the install either weird it has loaded it the fioles are in Roaming but wont show in the list to activate

#

i wonder if its old arma tools using 3d view too

#

old arma tools menaing a clash with alwarrens

#

deleted roaming and tried again with latest version still not having it ,back to DayZ for a bit i think

thick bridge
thick bridge
winged lichen
#

Ignored lol

proud imp
#

sorry i was eaten

proud imp
thick bridge
thick bridge
#

let me know if something isn't clear

dreamy merlin
#

Has anyone gotten the Enfusion convertToFBX.bat blender tool working?
I followed the tutorial and tried it twice.. I had to modify the batch file path becuz BI I guess had one extra folder(roaming) that i removed in their convertToFBX.bat script other than that I have no idea what else to try at this point

#

Batch file error:

  File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 129 in __call__
  File "C:\Users\Sean\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\EnfusionBlenderTools\p3d_import\MDLImporter.py", line 503 in importMDL
  File "C:\Users\Sean\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\EnfusionBlenderTools\p3d_import\import_operators.py", line 99 in execute
  File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 129 in __call__
  File "C:\Users\Sean\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\EnfusionBlenderTools\p3d_import\P3DtoFBX.py", line 9 in <module>
  File "<string>", line 1 in <module>```
proud imp
#

hello , once the plugin is correctly installed on blender. I click on import p3d, I select my p3d but nothing happens, do you have an idea?

clever turtle
proud imp
#

I don't think they are obfuscated

austere thistle
#

What does the blender plugin do?

candid matrix
#

The Enfusion Tools plugin for Blender offers an easy, semi automated way to import & convert to Enfusion standards any model from Real Virtuality 4 engine in unbinarised (MLOD) P3D format. They are distributed with the Arma Reforger Tools package on Steam.

#

allows u to open models in p3d format

thick bridge
#

documentation + tutorials are WIP

candid matrix
#

ty

tranquil osprey
#

Did the blender tools get an update lately?

tranquil osprey
#

my menu for it is in the views bar not the same as the image ya posted above thats all. was just wondering 🙂

thick bridge
tranquil osprey
#

ignore that. 5hours sleep. its in my side menu aswell. its just hidden between machine tools and boxcutter lol

#

hides

thick bridge
#

Lol before I made the picture above I had to hide tons of other tabs 😄

tranquil osprey
#

🙂

lavish whale
#

Importing Hats and putting them on characters come in upside down, we are all in VC trying to figure it out.

spare seal
shell spear
#

Anyone know how to get this META files to P3D so we can edit them in Blender?

#

how to get this into blender?

unreal tartan
shell spear
#

okay than how can i export a model from this

#

so i can you know, change type of uniforms, make something i want

#

like total new model

#

with diferent textures

#

i must have somewhere a template like a model from where i can start 😂

#

like a body or something

#

so i dont make a huge ass model that will be 10 times bigger than body of a human

shell spear
#

i got a master who is king in 3D modelling

#

but i only need to know how to work with enfusion files :'d

night vault
#

Blender > Enfusion = FBX

Enfusion > Blender = Not possible

#

Enfusion automatically convert files so you need the source file to modify something

shell spear
#

So i need to create whole model just by imagination

#

Than import it to Enfusion

#

And thats it?

open crystal
gilded canopy
#

Within the blender plugin for enfusion tools, what file path are we supposed to put for "Addon Folders"?

#

i saw this but i cannot find an EnfusionBlenderTools-Data folder within my Reforger game data

strong sequoia
#

It's in the same folder as the plugin installer

#

Just extract it somewhere afaik

gilded canopy
open crystal
# shell spear i must have somewhere a template like a model from where i can start 😂

Just realized you can grab character template fbx files from here, so you can import those into blender and use that as your reference: https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

dreamy merlin
languid hornet
#

not yet

wind smelt
#

hello when I want to export the golf it tells me this error that the windows are missing so I add it and it makes me this error I don't know myself at all in blender I'm learning and I worry about them

languid hornet
civic bear
#

are you guys working on a fix for the armature?

shell spear
#

anyone knows how to import p3d from arma 3 to blender to re-edit it for reforger purposes?

#

it gives me this error

#

i have enfusion plugin in it, everything

lavish iron
#

You can't import binarized P3D's.

silver forge
#

Hello guys. Who know how to add "pivot" into Blender for use in ActionsManagerComponent ? In Memory Points Collection ?

languid hornet
silver forge
#

@languid hornet oh yes. Thanks. 👌

hasty acorn
#

Hi guys, Is there any tutorial or doc where I can learn how to export from blender to .txa file? When I do it, nothing happens

royal sable
#

Same, attempting to export a basic animation however I get this error after a few seconds of Blender being unresponsive.

languid hornet
#

how is your export window looking like?

royal sable
#

Trying to save it directly inside of the project

#

Just using the test animation files you supplied earlier in the animations channel

languid hornet
#

expand section on the right please

royal sable
languid hornet
#

and you are trying to export weapon or character animation?

royal sable
#

Character animation

languid hornet
#

ADD - means additive

#

i will send later correct export profiles for each anim type

#

in any case, try i.e. abs full body anim to see how anims are working

royal sable
#

Ahhh ok didn't realize what those options were, I changed it to 101_FullBodyABS and when I export I don't get any error messages, and no files have been created. Am I supposed to change the second option as well?

languid hornet
#

I think file was created

#

Try to search for it maybe?

#

Got to go now

royal sable
#

I looked in the directory I set for it to export into, no file at all

hasty acorn
#

Yes same for me

#

No file was create in my directory

languid hornet
#

can someone show animation window?

royal sable
#

Just got off my pc, but I’ll jump back on and test it for you

#

what export settings?

languid hornet
#

101_FullBudyABS

royal sable
#

under he p_sampleweapon_safety export?

#

the*

#

That's what is opened by default

languid hornet
#

on my end, it freezes PC for like 1 minute but then I get the txa

royal sable
#

Okay very strange, I tried exporting with those exact settings. Froze for about a minute then returned the same error; Tried to export it again with the same settings, froze for another minute and then it generated the .txa however it named it p_sampleweapon_safety rather than the name i supplied it

#

Guessing that's what it is supposed to do?

#

Now I just need to figure out how to correctly import it in the enfusion workbench, think that may be a task for me to figure out tomorrow.

#

seeming you can't directly open the txa in the animation editor

#

Thanks for your help though 🙂

languid hornet
#

right click on it and then select "register and import"

royal sable
#

Ooo thank you very much, I obviously knew there was a way however I couldn't figure out how to convert it into an .anm file 🙂

shell spear
#

anyone have a good explanation or documentation or any tutorial how to do painting in Blender for Enfusion?

#

Since i got this problem

#

and god knows how to fix it 😂

#

i mean , one good man told me i need to do weighting

#

and i have no clue what options and what to do

#

yeah i got that

#

saw video

#

but still dont know how to , i need explanations in details is it automaticly exported with model, how to turn on bones , how to get stuff working , what shoud i paint what not

#

is this rigged?

#

😂

languid hornet
#

this animation rig

#

perhaps I should rename that blend file since people confuse it with rig for skinning assets

#

for skinning assets character template should be used

shell spear
#

i use that model for model creation

#

where to find it

#

this?

languid hornet
#

yes

shell spear
#

got this

#

and now there is a little guyt

#

and a big guy 😂

#

when import model it automaticly assign to small guy

#

whats the next step?

languid hornet
#

it seems this character was not imported correctly?

royal sable
#

I get the same thing when I import the sample character fbx into blender

#

Unsure why

languid hornet
#

ahh, yes, on github it is still wrong version. I'm waiting till fix will be merged on github

shell spear
#

can we get github link?

#

to the working one i mean

languid hornet
#

it will be at same location

severe turret
#

I just installed the official blender tool

#

how do I use it to change the layer of my colliders?

#

help is appreciated

snow raptor
#

Is the Enfusion Animation export meant to work with weapons? I'm trying to export this animation with it

#

But the resulting txa is this:

$animation "" {
 #version 1.0
 #fps 30
 #numFrames 31
 $node "w_slide" {
  $keys t s {
   $frame 0 31 {
    #q 0 0 0 1
   }
  }
  $node "w_hammer" {
   $keys q s {
    $frame 0 31 {
     #t 0 0 0
    }
   }
  }
  $node "w_slide_release" {
   $keys t s {
    $frame 0 31 {
     #q 0 0 0 1
    }
   }
  }
 }
}

#

Which doesn't seem like it has the correct data to me

languid hornet
snow raptor
#

Any clue on what I might be doing wrong?

languid hornet
#

which export profile do you use?

snow raptor
#

the one it defaults to

#

how do I know which one to pick?

#

It seems like the export doesn't change, regardless of the used profile

#

Okay, it does..? But there's not really matching profiles for everything? For example I don't see a Rifle_ChargingHandle or something like that

shell spear
#

is there anyone willing to help with weighting in Blender

#

i dont understand a clue...

meager barn
# shell spear is there anyone willing to help with weighting in Blender

A lot has changed since I made this one last year. Thought now would be a good time to bring it up to speed. Learned a few new tricks this time too~ Hope it helps :)
Big thanks to all the amazing helpful comments from the last Rigging Video to help find shortcuts for this one~!

Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyul...

▶ Play video
shell spear
#

not rigging

meager barn
#

that shows how to weight them

#

oh wait wrong video

meager barn
#

this guy has a whole playlist of short tutorials

shell spear
#

❤️

strong sequoia
#

Ay Bohemia, wtf did you do to the poor base character? Did he try to leak something? Is that why you broke his ankles? kekw

#

In all seriousness, how do I rectify this? Just try to move the bones to a more natural position?

hybrid bramble
#

Damnn they gave him tickets

#

Rickets

hollow kayak
#

installed the plugin according to the instructions. but for some reason it does not appear in the list, what is the problem?

runic tartan
keen pagoda
#

Should I leave Space Transform on or off? The wiki seems to be using an older version of Blender that doesn't have this option

maiden heart
#

Is high CPU usage expected when exporting animations?

languid hornet
thick bridge
thick bridge
maiden heart
languid hornet
#

I know, it is using all my cores on Ryzen 3900x. It's not that slow with two keyframes though

#

I can ask if there is some improvement to it planned but I cannot promise anything here

severe snow
maiden heart
vital meteor
#

is there a way to emulate different weather time of the day lighting?

crisp linden
#

scene root is always at 0,0,0

severe snow
#

I saw this, so I moved my model so that the animation was in the right place https://gyazo.com/b24539726c07ab7df1f9a0ba9c27000f

On the other hand for such a small animation I am not sure that a skeleton is useful. I didn't put any on and the door still moves... After that I'm not sure it's the best solution

lavish whale
#

Alright, real question here lol

#

Where is the Export button for Batch Exporting lol

thick bridge
thick bridge
lavish whale
lavish whale
#

Sweet thanks, I guess I didn't see this had documentation yet

vital meteor
thick bridge
vital meteor
thick bridge
vital meteor
# thick bridge not possible, what would be the use case actually?

I think to check how model looks in different ingame lighting conditions while tweaking materials, but that's my friend's question, i think he is still stuck with arma3 old workflow, where we put model on terrain and play with time/weather parameters in camera to check for consistency. I'll discuss that with him. Thanks, anyway!

thick bridge
honest pulsar
#

This is likely a dumb question, but does anyone have any idea how to fix this issue. My plugin should be pointing to the correct data folder

analog fog
honest pulsar
#

I believe I do?

analog fog
#

You need to put your object in a collection named Colliders, not name the object

honest pulsar
#

I see, thank you. And do I need to do the same for my other geometry or no?

#

Anyway, tools seems to be working now, so thank you!

analog fog
#

I would say just name your collider object UTM_FloorPanel

#

just for normality

honest pulsar
#

I will have many other panels of different sizes, so don't want conflicts

analog fog
#

ah

honest pulsar
#

Thanks for the help 🙂

#

Would be lost without the amazing community

thick bridge
honest pulsar
#

I did try using this actually, but think I had the wrong name on something. As a follow up question, when importing this into engine, it doesn't seem to actually generate collision info. Am trying some new things to try fix

#

Also, bug with the collision tool: Doesn't seem as though it allows you to select "none" as the layer after using other settings. Unless it isn't none I should be using and instead main as the collision channel? Basically just want the collision layer to be used for everything

#

And according to the docs leaving it unspecified should work across all upon import.

#

Upon import I have no colliders

#

Odd..

#

I also should only have one material, but presume one is the physics material created by the blender tool

#

My export settings:

languid hornet
languid hornet
#

you need collider prefix for that object

honest pulsar
#

Ah, so as follows?

#

Still nothing upon fresh re-import

languid hornet
#

no, object is that thing with triangle

#

you have renamed mesh instead

honest pulsar
#

Oh I see, sorry for being slow, am new to both tools

languid hornet
honest pulsar
#

Mine is working now, and yes I will look at the samples in more detail. Thanks for the help everyone, so pleased it's in!

tranquil osprey
#

see with the plugin. whats the blendertools data zip for?

honest pulsar
tranquil osprey
#

kl kl forgot to point it to the data lol

severe snow
raven rune
#

@severe snowwanna screenshare?

severe snow
#

If you want

raven rune
#

im in general

#

i'll brb

#

gotta grab a soda real quick lol

severe snow
#

I'm French so I don't speak English :S

#

it will be difficult to understand

raven rune
#

well dang lol

#

Well i can tell you that the selection cant be good if its not animating the whole object

#

let me see your vertex groups

azure jacinth
#

hey, is there a guide somewhere that explains what LODs are?

maiden heart
#

In general or in relation to Arma games?

balmy patrol
oak surge
#

I wonder if there's a way for force LOD_4 on every model to make the game unplayable

balmy patrol
oak surge
#

Yep. That would be horrific.

civic bear
#

It would look bad, but you could play

civic bear
balmy patrol
thick bridge
#

there's no constant number for degradation ratio among LODs, tris count among LODs may vary depending on asset type(vegetation, weapon, vehicle, building...)

crisp linden
#

In an ideal situation you would probably manually decimate your mesh so that each LOD was custom curated to the vertex and face count you want, but generally i just half the amount of vertices or so for every lod increment

remote fjord
thick bridge
remote fjord
balmy patrol
#

@remote fjordis the content of the zip extracted?

remote fjord
balmy patrol
#

yes

remote fjord
#

it's good it works thank you very much

oblique hare
#
Python: Traceback (most recent call last):
  File "C:\Users\XxD4r\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\EnfusionBlenderTools\operators.py", line 1873, in invoke
    layerPresets = get_layer_presets()
  File "C:\Users\XxD4r\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\EnfusionBlenderTools\utils.py", line 59, in get_layer_presets
    for file in os.listdir(addon):
FileNotFoundError: [WinError 3] The system cannot find the path specified: 'E:\\Projectdrive\\new\\'

location: <unknown location>:-1

Anyone know what this error is and how to fix it?
I can't import p3ds or even set my layer for my colliders

languid hornet
#

see messages above 🙂

oblique hare
#

oh haha it's literally right there xD

thick bridge
oblique hare
#

I haven't seen that but looks super easy to follow 😄

shell cloak
#

you should also specify that the P3D importer only supports non-binarized P3Ds

#

but other than that, it's good.

reef cobalt
#

that kinds goes without saying, if you're the author you should have the original p3d 😛

reef cobalt
#

I guess the use case for binarized would be the public data for cwa, arma 1 and arma 2

shell cloak
reef cobalt
#

I think its a valid addition to the wiki. But it also wastes time for anyone trying to migrate models which they don't own 😈

reef cobalt
#

thanks for the exports presets btw, they were much appreciated by the SFP team modellers 😄

languid hornet
oblique hare
#

I'm getting this weird issue now does anyone know how to fix it

#

this is my path for the tools

languid hornet
oblique hare
#

Thank you That helped 😄

heady perch
#

im trying to export an animation with the blender plugin, but when i press export, nothing happens, nothing gets exported

#

can anyone help

#

(please reply to the message so i get a ping)

thick bridge
stiff peak
#

Sooo, why my bones are imported as mem points? 🙂

languid hornet
#

they are not skinned to anything most likely

naive scroll
#

is the path to the addon folder supposed to look like this?

#

C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Blender\EnfusionBlenderTools-Data\

strong narwhal
#

Hey, can anyone help why i cannot select anything in this colliders setup in that enfusion blender tool thingy.

strong narwhal
#

Found out what was wrong...Was using wrong version of blender 😅

covert pollen
#

How does batch FBX export work exactly?

#

Like, does it mean I can export these collections as individual FBXs?

#

And the .001 on the ends of collections won't matter?

#

A screenshot on the wiki to show how it should be set up would be nice. 🙂

mortal elk
#

Hey guys i am getting the following error after following a video tutorial on how to setup the blender Enfusion Tools :

#

That is when i click Colliders Setup. Have in mind my current object does not have any colliders

languid hornet
#

Why do you want to use it if you don't have any colliers then?

mortal elk
#

Well i assumed the idea of the tool is to help you creating the colliders. But i figured out how to create collider layers manually

languid hornet
#

You have documentation of that tool linked above

sullen depot
#

Can I export to FBX without using the bulk option and just import a single FBX? If yes, how?
Tried the regular Blender export, but this resulted in having no colliders etc. again.

thick bridge
thick bridge
covert pollen
#

Thanks!

thick bridge
covert pollen
#

Cheers!

sullen depot
thick bridge
# sullen depot Yes. Do I have to use the batch export, or is there another way? Collider starts...

Batch FBX export is meant to be used in case you prefer to hold various assets in a single blend file, like the church above, our artist made church itself first and then decided making windows(windows are typically a separate asset(fbx ->xob)) for it in the same blend file so he can use Church as reference. So no you don't have to use Batch export in case you want to export one asset(eg. house, weapon), you can use default Blender's FBX exporter

sullen depot
thick bridge
#

Can you share the blend file you have colliders problem with us?

sullen depot
thick bridge
# sullen depot

Remove "_LOD0" from collider's name, you confuse Workbench by telling him it's LOD0 ... we do colliders per an asset not per LODs, therefore no need to distinguish what collider is for what LOD

#

btw your UCX collider also has lots of problems, like not being convex and non-manifold

sullen depot
thick bridge
sullen depot
#

Alright, thank you

sullen depot
#

Does anyone see a way to do this with less effort than manually making new collisions for all of them?
The thing is that I've already got more than 100 meshes and making new ones from scratch would take a long time.
I also can't really duplicate a low LOD and call it collision either, because they're not strictly "closed" objects and e. g. have 2d planes with unconnected edges.
Or is it possible to auto-generate a fitting collision mesh somehow? That would be useful for having multiple colliders per mesh as well.

fallow moth
#

There are no great tools for auto collision generation. Usually they don't produce accurate enough results

thorn citrus
fallow moth
#

I made simple script to make convex blobs in blender but that too needs the mesh parts to exist

#

I've tried couple of mesh tools that create point clouds of object and try to cut it into convex parts but none of them have been very reliable

thorn citrus
fallow moth
#

Yeh thats what I've tried but last time was some years ago

#

should see if its progressed further since

maiden heart
#

Have the blender sample files been updated yet? A couple weeks ago there was an issue with them missing some animations or having the incorrect ones.

reef cobalt
#

they were updated on the 26th of May

placid fulcrum
#

Is there a setup tutorial for the blender tools anywhere?

balmy patrol
balmy patrol
#

no worries

willow plover
#

Is there a way to export materials made in blender to enfusion?

real sequoia
#

just import them

#

export as TIFF or PNG then import/register in workbench

willow plover
#

How do you export them?

prisma relic
#

howto fix those bones? All works in fbx browser, blender, but its break when import to reforger workbench (same problem in dayz workbench)

#

its static model with bones

prisma relic
willow plover
thick bridge
fringe willow
#

amazing work 💪🏻

dry olive
#

Hi, I'm working on a cube example for a procedural animation for a cube radar. I tried to get a bone for rotation working, and it seems connected in Blender, but in Reforger I'm out of luck, can anyone help me there?

#

in the import I have export skinning selected, and I see the bones, but not with a bone symbol but with the target symbol, e.g. mempoint? I wonder if I somehow not connected vertex group and bone?

dry olive
#

I now tried to add a armature modifier seperate from the armature and select Object and Vertex Group, but no luck

wicked oyster
#

Is there a way to import data pack p3d's using the blender tool that does not remove the viewPilot and viewCargo lods? Unchecking "discard unsupported LODs" doesn't seem to be doing the trick for me.

reef cobalt
#

You could merge the lods into lod 0 before importing. Just need to deal with any overlap sadglas

stray lark
dry olive
stray lark
#

I just download your model to check

#

I'm slow

dry olive
#

thanks!

languid hornet
wicked oyster
#

Thanks. I'm just putting all view lod info into a new resolution lod. Works for what I need. All needs to be merged in blender anyway.

night vault
#

@thick bridge Hello can we write custom shader for enfusion ?

thick bridge
#

@night vault you mean HLSL shader?

night vault
#

Yes

thick bridge
#

nope... no custom shaders

night vault
#

Arf

mighty bone
#

rip

stiff peak
#

Hey, I am freakin blind. Where is the option to Export TXA animation?

vocal silo
stiff peak
dusty violet
# stiff peak Damn, thanks, I wouldnt find it 😄

Pssst... Let me know if you figure out how to utilize the animation graph for weapons, especially if you figure out how to snap hands to the weapon correctly. I'm gonna be doing that myself soon 😮‍💨

stiff peak
dusty violet
#

You got this 🙏

vocal silo
subtle jungle
#

Hi. Is there a documentation or video how to prepare a object in blender for arma reforger? ...for a building

tall leaf
#

Also check the pinned messages for the blender tools documentation.

subtle jungle
#

thank you!

tall leaf
# subtle jungle thank you!

Also for buildings you might want to look at the ingame buildings in the editor for doors, windows and textures

subtle jungle
#

will do that, danke!

lime arch
dry olive
stiff peak
#

So I'd like to preview materials in Blender. I keep getting Emat does not exist. In-game it works perfectly fine

#

Nvm, did not have path to addon set up

raven rune
#

@dry olive The vertex group is the weight of the bone. Anything the bone moves must be in a vertex group with the same name. Check out a video on weight painting for a better explanation