#enfusion_blender_tools

1 messages · Page 2 of 1

karmic frigate
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does anyone have a working skeleton the only one i can find is Quebec's and it has 337 bones

random bough
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Hey does anyone know how i need to make the interior of a building? what props do i use? Reforger props or my own? and how do i even import props from reforger into blender?

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Also i am making a building in Blender, is there anything special i need to do with the Enfusion tool? or just make my model and afterwards use the enfusion tool?

final urchin
random bough
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How do i take props from arma and put them into blender for more precise refrencing? Also, is it possible to put my building into arma just to test it already?

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Also, how do i put stairs and and other stuff into the blender?

balmy patrol
random bough
balmy patrol
random bough
balmy patrol
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it actually kind of auto updates from fbx

random bough
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Where do i Export my model to? what file, if that matters

final urchin
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Export it anywhere as an FBX, hit Import in the workbench with your project's folder selected and hit "as model" when importing.

random bough
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Thanks!

raven rune
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It's actually better to export directly to your addon. That way when you make changes to your model and overwrite the model it will be "auto" reimported

raven rune
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Your addon is just a folder on your computer. If you export a model directly to your addons asset folder then right click in workbench and import it. Anytime you make changes to said fbx. I.E. alter in blender and overwrite, if you have workbench opened the fbx will be reimported. Updating the xob.

stuck kraken
untold hornet
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anyone can help?

raven rune
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Ask in the relevant channel and give people time to answer.

random bough
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I created the model (FBX) how to add materials / colliders? I don't understand how the material tools in blender work?

raven rune
#

If that isn't enough info then you should get more familiar with Blender, Workbench and their terminologies.

exotic acorn
random bough
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i don't understand how to set up collider either, and not how to get the right materials, it doesn't realy show me

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i mean its not realy explaining it

raven rune
balmy patrol
mighty bone
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it wont explain blender to you, youll need to learn some 3d modeling skills elsewhere maybe

random bough
#

RESOURCES (W): Trimesh collider exceeded maximal number of vertices/faces
What is the maximum number?

raven rune
#

If you're getting that error then your models isn't optimized for video game usage

random bough
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Okay, thanks, so reducing the number should work right?

balmy patrol
random bough
balmy patrol
random bough
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I can make it even less but im testing right now and it looks like it works

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i can at least go to 40k i geusse but just testing now

balmy patrol
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i assume it is for a building. If you have a collision mesh that is 40K, i would say you are doing it wrong. The lower the better. Have a look over BI's buildings, collision meshes are as less detailed as possible

random bough
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You know what, i just found another tool for blender, i can for sure go down even more whitout losing too much detail

random bough
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Anyone knows what this bug means?

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Whenevr i place my custom building, When i go into play mode (in world editor) this message apears. If i press retry, i can play anyway whitout any problems, but what does this message mean?

thick bridge
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Hi @random bough most of your questions have nothing to do with Enfusion Blender Tools, I recommend to try your luck in #enfusion_model 😉

random bough
glossy tiger
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@mystic swallow

ionic wadi
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I'm reviewing a model in Blender which I had previously successfully imported into Enfusion. In Blender when I click on Enfusions Tools -> Colliders Setup I get the Blender error "Communication error with Workbench app". I have Workbench open. I checked that API is enabled in Workbench. This worked fine previously. Anyone got some tips on what might be going wrong here?
Edit: I just updated to Blender 3.6.9 and re-installed the Enfusion Blender Tools (to version 1.0.0). Still getting the same "Communication error with Workbench app" error. I would really appreciate any help on this!

languid hornet
#

Are you sure you haven't blocked workbench in windows firewall?

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Or blender?

ionic wadi
ionic wadi
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So checked the firewall settings. No issues there as far as I can tell

mystic swallow
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Is anyone willing to help teach me blender to make my own modpacks for my unit?

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It'd be prefered to do private lessons, last time I tried to order a custom mod pack they released it half finished and too the public.

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Anyone interested in helping please DM me.

coarse vault
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So, I'm having issues with my weight transfering over to my vest in blender anyone able to vc and help

coarse vault
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I need some help if anyone is free to help me set the bones up let me know

balmy patrol
mystic swallow
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Does it matter? I just wanna learn blender to do it myself

balmy patrol
mystic swallow
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Whys it matter to be exact?

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Alls Im tryna do is learn how to make vests and helmets for my arma unit

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:/

balmy patrol
ember folio
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someone knows how to make animations for flags? i want to put a new model on tools but i cant figure out how to paint the weight in blender

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I mean the flags with sticks, I want to use a new model but I can’t animate it properly

tight lark
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Trying to export.txa in Blender tools with the experimental workbench doing API throws me an error. Even if you have both stable and experimental workbench open, the experimental needs to be closed, otherwise just errors and nothing else. Stable on it's own works fine. Anyone else ?

languid hornet
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EBT was updated over there. 1.1 version of EBT works with 1.1 version of Workbench

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1.0 EBT works with 1.0 Workbench

tight lark
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Yes exactly, experimental is causing the error.

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Alright I will update then!

languid hornet
tight lark
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👍

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Thank you

mighty bone
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regardless of why this happens, why is it removing my action?

karmic frigate
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Quick question so im new to modding and i am trying to make clothing but where can i get the same body as in vergys video so i can just transfer the weight

languid hornet
mighty bone
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I just imported an action from the m16 safety blend file from reforger misc then tried to export txa

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no idea what I did to fix it tho

mighty bone
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sometimes txa exporter exports unchecked exports

languid hornet
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it exports things which are also not visible (show export hidden). Are you sure your action had an user?

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Can you perhaps send me blend file?

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in any case, this thing with exporting not visible actions should be fixed in next EBT version. Here is also small sneak peak of TXA export interface upgrade

stuck kraken
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Does anyone know if your able to convert memory point rig/bone points or do I gotta remake it

wicked oyster
# stuck kraken Does anyone know if your able to convert memory point rig/bone points or do I go...

You will have to recreate the armature, but you can use this for converting memory points to empties for use with Reforger.

import bpy

# Get the "Memory Points" collection
collection_name = "Memory Points"
collection = bpy.data.collections.get(collection_name)

if collection is not None:
    # Create a list to hold objects for deletion
    objects_to_delete = []

    # Iterate over each object in the collection
    for obj in collection.objects:
        # Check if the object is a mesh
        if obj.type == 'MESH':
            # Go to object mode and select the object
            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.context.view_layer.objects.active = obj
            obj.select_set(True)

            # Enter Edit Mode, select all vertices, and go back to Object Mode
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.object.mode_set(mode='OBJECT')

            # Create an empty for each vertex
            for vert in obj.data.vertices:
                # Create new empty and link to the collection
                empty = bpy.data.objects.new(f'{obj.name}_{vert.index}', None)
                empty.location = obj.matrix_world @ vert.co
                bpy.context.collection.objects.link(empty)
            
            # Add the object to the deletion list
            objects_to_delete.append(obj)

    # Delete the original objects
    bpy.ops.object.select_all(action='DESELECT')
    for obj in objects_to_delete:
        obj.select_set(True)
    bpy.ops.object.delete()

    # Deselect all objects
    bpy.ops.object.select_all(action='DESELECT')```
half prism
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Anyone else having trouble with Enfusion Blender tools?

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I tried exporting a txa and it wouldnt let me due to a most recent call back error so i deleted the plugin and tried to reinstall it but when i try to check the box it gives me this

opaque moon
# half prism

Yeah same, tried to export with old version -> didn't work -> installing the latest blender tools plugin gives an error:

Traceback (most recent call last):
  File "F:\SteamLibrary\steamapps\common\Blender\3.6\scripts\modules\addon_utils.py", line 333, in enable
    mod = __import__(module_name)
  File "C:\Users\***\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\EnfusionBlenderTools\__init__.py", line 54, in <module>
    from . Shaders.shaders_utils import update_debug_channel , update_ao_factor
ImportError: cannot import name 'update_ao_factor' from 'EnfusionBlenderTools.Shaders.shaders_utils' (C:\Users\***\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\EnfusionBlenderTools\Shaders\shaders_utils.py)
languid hornet
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Try to delete the plugin and install it again

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in internal test few users had that issue but that was fixed by reinstalling it

dusky dust
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anyone getting this issue since the update? i have updated the plugin in blender

languid hornet
dusky dust
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one moment, its happening when attempting to export TXA animations

languid hornet
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Arma Reforger Workbench Log Console

dusky dust
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could this be an issue with requiring a new character rig?

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if names were changed?

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I havent launched reforger yet so i might even update any mods on there if thats causing issues in the workbench because i have dependancies on the project im trying to import to

opaque moon
dusky dust
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One moment may have fixed it, looks like whatever changed in the update changed a bunch of naming stuff causing errors. A new project seems to have fixed the issue in blender, but all the progress causing script errors in workbench is a rip :/

fringe willow
mighty bone
half prism
languid hornet
half prism
#

Roger

languid hornet
rare briar
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hey how do i add colliders to a model so I can walk on it?
I tried adding a UBX_ and a UMT_ and nether worked.. am i missing something?

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I also set the layers

rare briar
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lol i just figured it out but thanks fam

supple shell
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Hello everyone, I'm new here and I want to learn about blender, I have no knowledge about this tool, so I can create new equipment like uniforms and weapons where can I find material about blender?

languid hornet
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About Blender in general? There is a lot of tutorials on Youtube about making a weapon or uniform in Blender. Once you have a model ready, you can take a look at this #enfusion_generic message

supple shell
#

Thank you for your help

languid hornet
rare briar
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so is there a way to make cutout in mats?

half prism
raven rune
rare briar
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so how do i make a texture that has alpha cutout the part that isnt alpha... unity and unreal has it just wandering if this has it as well

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ik there is a blend but that just turns all transparent

tight lark
rare briar
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where do i put the mask?

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ohhh nm i got it

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thank you guys so much!

golden pilot
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Hi all, I remember reading that blender tools were not compatible with Blender latest versions. With yesterday update has the compatibility been extended? Will I be able to update blender and tools to their latest version without issues? Or am I totally off track and there is no issue whatsoever regardless of the version?

raven rune
#

the tools were made for 3.6 LTS

golden pilot
#

Ok so I’ll stick to 3.6 😊

white fern
cobalt wing
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I just stared using blender and it’s honestly really intimidating, anyone have some videos that could help?

heavy helm
mighty holly
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I'm extra special and need my hand held unfortunately sometimes

cobalt wing
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Blender is hard, I’m gonna put time into learning it but I’m not gonna buy arma again on pc, so am I allowed to send the models from blender to someone else to rig, put in arsenals, upload to the workshop etc?

cobalt wing
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I’ll let them take most maybe even full credit as long as it’s free

golden pilot
mighty holly
golden pilot
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Happy to help!

remote current
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Does the new portal stuf work? Everything generated in blender, but in workbench the only way I can get portals is to check "Force create portals" box.

#
 RESOURCES (W): Generate BSP is checked but no BSP geometry or portals were supplied, skipping```
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In last versions I didn't get this message; it just crashed every time.

languid hornet
languid hornet
ionic wadi
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Re-posting a problem here with the Blender Enfusion Tools always failing to connect to Workbench. Every time I try to use the "Colliders Setup" button in Blender Enfusion Tools add-on I get the error "Communication error with Workbench app". Workbench is running and "Enable Net API" checkbox is ticked. I've tried turning off firewall Windows Firewall Defender. I've uninstalled and reinstalled Blender Enfusion Tools, Blender and Enfusion. No difference. Blender version is 3.6, tools add-on version is 1.1.0, Workbench version is 1.1.0.34. It was working fine for me up to Dec 2023, but has not worked since Jan 2024. Any help would be seriously appreciated!

languid hornet
ionic wadi
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Yes. Everything in Workbench appears to work fine (except for collider / gamemat setup)

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I can import a FBX create XOB and ET, and build it out in World Editor with no problems

languid hornet
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ok, I will check it

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and is it happening also if you create a new empty project?

languid hornet
ionic wadi
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Yes. I’ve not changed it and I’ve tested turning it off

ionic wadi
languid hornet
ionic wadi
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Sure

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So to confirm, you mean the Workbench log when I press Collider Setup in Blender?

languid hornet
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yes, Workbench log

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perhaps logs from Blender could also have some info

remote current
languid hornet
remote current
remote current
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github sample with explanations would be ideal

remote current
mighty bone
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what is bsp geometry even used for? arent light portals still in development?

languid hornet
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there is one internal doc for portals which could be probably handy and I will ask around if its fine to publish it to publi BIKI

remote current
remote current
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@outer surge It works. We just needed the secret sauce (BSP Geometry)

languid hornet
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was there anything else unclear? I still wanted to interlink both documents better (meaning, Portal Tools & FBX import page) but I'm also open for other suggestion

outer surge
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isnt BSP Geometry just the BoxVol we create or is it something else ?

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oh i see you have added a whole new section of that in the wiki sens i last read it

outer surge
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mine keeps crashing hmm

remote current
cobalt wing
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Just started learning blender, this stuff is honestly kinda complicated yet easy at the same time

cobalt wing
#

Anyone know where I can find the character blender model?

languid hornet
# ionic wadi So to confirm, you mean the Workbench log when I press Collider Setup in Blender...

After some investigation it seems culprit of "Communication error with Workbench app" was found. If some other app is using 5700 port, then communication with Blender with fail. In case of PowderedToastMan it was Dell software ( SupportAssistAgent.exe) which was also listening on same port.
You can verify which apps are listening on ports by typing following things in Windows CMD
netstat -aof | findstr :5700
And then finding PID of the process in i.e. Task Manager

#

Maybe there will be option in the future to change port in Workbench but that is something TBD

ionic wadi
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Thanks Reyhard. All good now. For future reference, anyone experiencing "Communication error with Workbench app" error who has a Dell computer, may find that the service Dell Support Assist is the problem. To solve this, disable "Dell SupportAssist" service to prevent it starting up

sweet dune
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How do I use a png as a texture. I have the sign but I can't seem to use a custom image png.

mighty bone
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check the uv map of the sign

candid ravine
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hi, i'm trying to import a prefab into blender (version 3.6) and getting this error, how to fix it?

balmy patrol
#

you cannot import prefabs into blender

candid ravine
balmy patrol
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no idea, not a blender user but i’m sure you should be able to import files from workbench. Are you trying to import your own et file or something from the main game? @candid ravine

candid ravine
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I've duplicated an vanilla ural prefab and wanted to make some changes in it's textures (since i didn't found a answer in wiki, probably just me blind), i've decided to import a prefab

balmy patrol
#

you surely cannot imported prefabs containing locked xob files

candid ravine
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But aside from all that prefab issue, is there any way to export from reforger textures?

vital horizon
steady vault
#

Do I need the Enfusion Tools to do build maps in blender?

languid hornet
#

no

languid hornet
steady vault
languid hornet
#

no

steady vault
# languid hornet no

ok and my last question, can i build maps on Blender 4.0 or do i have to use version 3.6 LTS?

languid hornet
#

EBT supports 3.6 LTS - 4.0 may or may not work

steady vault
lofty stump
#

@dapper field

cobalt wing
#

After 2 weeks of learning blender I finally got down the basic shape of the helmet and I’m honestly really happy, anyone know if I should make it thicker, move it, make it bigger etc. (doesn’t matter why I took the picture of my monitor)

naive relic
#

I am trying to add the enfusion tools to my blender copy, i am using the most up to date steam blender, however when I try to enable the addon after downloading I get this error

final urchin
naive relic
cobalt wing
hybrid vale
cobalt wing
#

I’m making a fast helmet but it’s gonna be adjusted later on after I work on other things like goggles, balaclavas etc

vocal silo
#

Probably take your conversation to enfusion model makers, this one is for the tools themselves.

naive relic
#

Trying to set up collisions, I cant figure out why LayerPreset Invalid

vocal silo
naive relic
#

I was copying something else

vocal silo
#

You may find vehiclefire is the wrong one, or it may not work with UTM, or something similar to that.

Try a different layer preset, or change it on the workbench import options, down the bottom under mesh properties or whatever it is called.

unique quarry
#

Hey! where i could snatch character model for scale?

lofty ember
# unique quarry Hey! where i could snatch character model for scale?
GitHub

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

knotty pagoda
#

How do i get the enfusion Tools for blender?

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i can only export this as fbx but it doesnt have a texture

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in the workbench

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Enfusion tools are not in the blender Addons list

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plugin has an error on install

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Doesnt work after restarting blender multiple times. removing and installing addon over and over. Reinstalling Reforger tools on steam

knotty pagoda
#

exporting as a fbx still doesnt give any textures in the workbench

raven rune
knotty pagoda
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It's 3.6 right?

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I have that. Managed to install the addon

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But now when I save the fbx and open it in the workbench it doesn't have any textures

raven rune
#

I don't think the blend tools export your textures for you, but I could be wrong.

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I know they added material stuff to the tools the last time it was updated but I don't really care about that functionality, so I'm not sure exactly how it works.

knotty pagoda
#

Okay yeah I don't know how to get an emat either

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I didn't know retexturing stuff for arma is so horrible

raven rune
knotty pagoda
#

True, I rather spend my time doing something else

fringe willow
#

@knotty pagoda I guess you haven't assigned enfusion type material that's provided with the addon

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they should be in your assets, if they are not you can append them from the library file

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aka C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Blender

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when you assign "Enfusion Type" material you will be able to use custom material interface in the material panel to assign textures, and work on from there

latent sluice
slate axle
#

hey, could anybody help me out? I'm having issues importing an Arma 2 p3d file into blender.

open shard
#

Not sure what im missing, but, does the water still reflect the sun no matter what time?

languid hornet
#

what prefab are you trying to import?

slate axle
languid hornet
#

it would be easier to change it in the setting to point to correct location

slate axle
languid hornet
#

I guess you changed it somehow by accident?

languid hornet
#

You can check it in Workbench model viewer. Just search for xob of any vanilla grenade. I guess you can get more help if you will ask in #enfusion_model

tawny dagger
#

Why I see my vertex painting sadpepe I use it for Substance painter

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Material it self looks ok

languid hornet
#

You need to remove it from model that is enfusion

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There is no other way

tawny dagger
# languid hornet There is no other way

Yep did this in the end, also another question is it possible to make a dummy material and give the player option to change it to any texture they want? or its not working like this in the new engine

tawny dagger
raven rune
#

As long as the texture exists on the server and client then yes

#

Not sure if it would work with Xbox as I never tested but I was able to create new materials at runtime and set an objects material to the newly created material. You could get the emat as a base container and alter it that way but, that would change all instances of that material (I.E. anything using that material would be updated to the new texture)

languid hornet
#

You could also use ref in emat like collimator is doing for swapping sight variants

raven rune
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not sure if that's what the collimator is doing or not

languid hornet
#

Yes, that what I'm talking about

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And then use ref to switch to texture variant of your choice

raven rune
#

nice, i played with that functionality before and never knew what it's intended use was

raven rune
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I'd rather not test lol

languid hornet
#

255 I think?

raven rune
#

nice

languid hornet
#

I can check it tomorrow in code if I don't forget about it

raven rune
#

Can i ping and remind you?

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actually I can just reply lol

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I appreciate it either way

languid hornet
raven rune
latent sluice
#

Hello ! Ive made this custom door and added a socket empty, in Enfusion, no bones appears, (I have exported empty aswell as mesh in the fbx) , Am I missing something ?

lofty ember
#

In WB, just to clarify

latent sluice
#

@lofty ember Thanks mate ! worked instantly !

languid hornet
shell spear
#

Are they ever gonna update the tools for blender?

balmy patrol
shell spear
balmy patrol
#

considering previous blender LTS releases, a new version is bound to be released and set as LTS in june - july

shell spear
balmy patrol
# shell spear I'm not mad or anything like that but that sucks. specially for me that likes to...

For all intents and purposes, at least when it comes to reforger, there is nothing in newer blender versions (4.0 and 4.1) that you would really need for creating game assets.
Latest update for blender LTS is dated 16.04.2024 -> blender version 3.6.11

There are several commercial plugins that are updating only for LTS just as well, so BI not doing for their modding tools, especially since it runs just fine on the LTS is surely not a big deal. Most if not all commercial entities that are using blender as their main 3d package are using the LTS version

languid hornet
# shell spear I'm not mad or anything like that but that sucks. specially for me that likes to...

that is common thing in projects to use single version of software so you don't have to chase the rabbit constantly. Blender brought already 2 plugin breaking changes where it is impossible to support both 3.6 LTS & 4.1+ without making a lot of if statements.
Next LTS version of Blender is 4.2 and this should be released in June iirc. Once it is released, EBT will move to support this version

shell spear
#

Awesome! thanks that's good to know guys at least we know it will be updated.

latent sluice
#

Didnt succeed with Skinning export sockets

latent sluice
#

doesnt seems to work 😅

final urchin
#

May have plugged it into the wrong axis in proc anim editor

latent sluice
dull stone
#

Does enfusion -> Blender work in the latest version?
When i go through the validation process i get this

raven rune
dull stone
dull stone
#

Ill try the latest 3.6.11 LTS, maybe theres a difference

#

yeah 3.6.11 doesnt work either, ill try verifying the A tools

shell spear
#

lol

dull stone
#

Am i maybe missing something 🤔 Theres indeed no ValidateResource.exe

dull stone
# raven rune https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#Install...

Thanks for sharing.
yeah i got the plugin from there. I also do have the latest version of the tools and the API enabled
When i run the export script in Enfusion it does open blender, the 3.6.11 even.

i get the error because of the missing ValidateResources.exe file, which im not sure how to get. Ive tried verifying the tools already.

Could you maybe check if you have the file?
Its in Arma Reforger tools>Workbench>ValidateResource.exe
Thank you

viral musk
#

any explain why i keep getting this error report when i try to enable enfusion tools on blender

raven rune
dull stone
raven rune
languid hornet
covert island
#

Hello, I am creating this light armored vehicle for the reforger weapon but it presents several problems, the glass material is made of the same color as the body, and I also don't know how to make this model into a functional vehicle for the game, I have seen tutorials and I read a little on the official bohemia website but there is the great disadvantage that my English is not good.

raven rune
dull stone
misty sapphire
#

Anyone run into issues with the enfusion .asc export in Blender?

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Here is my settings in blender ^^

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And here is the .asc file, notice how it exports as 0ms

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I use world creator and here is the dimensions below inside that program

untold jetty
#

Question I’m making a Carl gustav recoiless rifle and a upk 23 mm gun pod what do you guys all use for texturing?

remote current
untold jetty
remote current
untold jetty
#

Don’t know how to fix that

remote current
languid hornet
#

keep in mind that Enfusion uses vertex colors and they will influence whatever you have in texture

dull stone
dull stone
languid hornet
#

I don't think so but you can search here on discord

shell spear
misty sapphire
shell spear
languid hornet
thick bridge
echo beacon
#

Is it possible to import models from Enfusion to blender?

thick bridge
misty sapphire
thick bridge
stark sluice
#

Not fully sure if this is the right channel, but I've got my model built in Blender and need to find out how to port it over to enfusion. One way that I've seen is texture baking everything and bringing it over. I am very much struggling with baking (consistently getting back black images), is there another way?

stark sluice
#

One more, trying to get the enfusion blender tools to work and its failing to import a numpy attribute when I go to activate it. Any ideas?

balmy patrol
stark sluice
earnest crow
#

Thank you bro

#

I’ve been looking everywhere for this information

earnest crow
#

When I import my model from blender it doesn’t give me the textures / materials. I did the textures / materials in blender and I can’t seem to find a fix, from my understanding most people use Substance for their model’s textures however since i don’t have that I’ve resulted in doing the textures in the blender shader tab, would anyone know how to export the textures from blender into Arma tools? Or should I just not even bother and just buy substance

#

I’ve tried to follow the The forms with no luck

dull stone
dull stone
fringe willow
# earnest crow

If I understood correctly, you've created the look you wanted in blender using shaders. Next step would be to bake those textures to external files, preferably in TIFF format, then map them to "Enfusion type materials" that come with EBT addon. And use export FBX/export material functionality of the EBT addon.

#

You must use provided materials for the IO to work properly, any other custom materials made in blender are not supported in the workbench.

#

So, in short, what you can do is bake the resulting look to textures, replace the custom materials you have with the one provided by the addon, map the textures to new materials and then use export functionality.

merry moat
#

Could anyone help me or give me a tutorial on how to correctly export to enfusion? With collisions

merry moat
dull stone
merry moat
dull stone
earnest crow
#

Also no I didn’t unwrap it yet as I wasn’t sure if I needed to or not, for the longest I was trying to figure out how to save the materials in the shader node and try to export it into Arma but that’s also been a headache

earnest crow
dull stone
#

i think its like a limited time offer or smth

fringe willow
dull stone
bright kestrel
balmy patrol
deft geyser
#

@puddy30 following along your tutorial for asset prep, was wondering why i dont see the enfusion tools side bar, (fixed)

#

should be on that side bar. just unsure how to get it there

languid hornet
deft geyser
#

thank you, next time will read up a little agonylmfaoo

river monolith
#

Should probably put a big red neon sign next to the tools download on the wiki about using blender 3.6

languid hornet
unique arch
#

?>? help?

unique arch
#

i am using 3.6

languid hornet
#

provide more details what are you doing

balmy patrol
unique arch
#

i click enfusion tools at the top of blender, export, .txa and then that error occurs

#

the window that usually pops up where i can select the export profile, does not.

glacial crest
unique arch
glacial crest
shell spear
merry moat
#

Can anybody help me? I would like to understand why the one on the left can add collision and the other two on the right cannot

#

And how can I add

balmy patrol
#

can add collision
how do you add collisions meshes?

ivory vortex
merry moat
#

Hi, I'm having trouble importing a model:

"ASCII FBX files are not supported 'D:\Projetos Arma Reforger\Military base kit\Military_Hangar\FBX\Hangar.FBX'"

Would anyone know how to resolve it?

thick bridge
merry moat
thick bridge
merry moat
#

It worked, thank you very much!

tawny olive
#

hey are there any good resources or materials about making character uniforms in blender for use in arma reforger? im going to want to make most parts of the character (Uniform, Vest, Helmet, Boots, Backpack).

raven rune
tawny olive
raven rune
#

If you think you can sculpt good looking clothing and optimize it for game use then yeah. If you can't do that then no.

tawny olive
#

fair, ill just leave it then, i might try and make the mod for a3 then instead so i dont need to add so much detail and quality to it

raven rune
#

I'm not trying to bust your bubble or anything. Just pointing out what's realistic. Blender is better at hard surface modeling. Some people have a lot of experience and can make good organic things but that take quite a bit of experience.

tawny olive
raven rune
tawny olive
#

i can script missions in a3 but thats where my expertise ends lol, ive been using blender for a number of years but organics really arent something im good with

lapis oar
#

Blender has cloth simulation in the sculpting tab. Just make the basic shap of a shirt then run the cloth sim on it. It’s a good starting point. @tawny olive

#

In this video we look at the step-by-step process of creating realistic looking folds in clothing in Blender.

⇨ Blender Secrets free e-book: https://www.blendersecrets.org

Do you want to support Blender Secrets? Sales of the book directly support the continued production of these videos. Hopefully forever!

⇨ Full e-book on Gumroad: https://...

▶ Play video
scarlet jetty
#

Hey, sorry for the Noob question but couldn't really find any answers on the wiki. How do I import the Reforger sample human model into blender? I remember seeing someone had a sample human model they could use for reference. It looked different than the human model you see in Prefabs/characters though.

Can we use existing assets in Reforger Tools as reference? or is this not allowed.

I have the enfusion plug in all set up and rolled back my blender version already.

So what i'm trying to do is make some gloves, but it would be easier if I had a Reforger hand model for reference, instead of just a stock hand model.

languid hornet
terse bolt
#

anyone can tell me how i setup a tree in blender as a tree in reforger so it can be moved by wind and stuff?

languid hornet
#

moving of the tree is done through material in Workbench

terse bolt
#

ok i‘ll experiment then

raven rune
terse bolt
#

kk

raven rune
#

How do you think we did things when the game first came out? We didn't really have anyone telling us how things worked. We figured it out by looking at vanilla assets and functionality....

languid hornet
ionic wadi
#

Has "Create / Update Selected Editable Prefabs" plug-in been fixed in the Experimental release?

opal belfry
#

Hello, I need help, I am starting to create clothes. When I try to import this FBx it does not load the external face

glacial quartz
opal belfry
#

Hello, if someone can guide me, in the weight transfer the jackets are pulled over the eyes (despite painting the influence in blue). Is there a way to eliminate the influence of the eyes.

wheat harbor
#

hey .. so downloaded a skycrapper off SKETCHFAB ... managed to get it from blender to arma ... and the problem im having is , is that im walking through the building. How do i stop this?

naive scroll
languid hornet
boreal stump
#

anyone got a breakdown or guide on whats needed in blender to get a tank model ready for arma?

boreal stump
paper ermine
noble jolt
#

I have a question, is there any way to make the Blender tools work with version 4.1? The problem is if I reroll my Blender version to 3.6 it breaks my entire model

#

and even if I go back to 4.0 which worked for me in the past my model looses all it's parenting and smooth properties

balmy patrol
balmy patrol
#

you also don't really need blender (it isn't mandatory for anything but character animations), you could just export that as FBX just fine

noble jolt
#

I need to set up my collisions for a vehicle mod

noble jolt
#

for some reason it removes smooth shade

#

and unparents everything

#

thats probaly because I mixed smooth shade with auto smooth in some areas

noble jolt
balmy patrol
#

but as i said, you don't really need blender's tools to get files from software to workbench (i don't use blender, i use 3ds max)

noble jolt
balmy patrol
noble jolt
#

because I'm pretty sure if I recall you have to set like material type and panel thickness

balmy patrol
noble jolt
white fern
stoic folio
#

When I try to import a prefab file into blender, I get this error.

languid hornet
#

which prefab did you tried to import?

stoic folio
#

Just duplicated the original one. Can't we import the game's prefabs into Blender?

languid hornet
#

Prefab (.et file) - importing models located in prefabs (including prefabs located in hierarchy). It is only working on prefabs where source FBX are available. Function is meant mainly for structures and baking MLODs

oblique mauve
#

heyo, Im really new to the reforger modding scene and Ive run into some problems while exporting the fbx from blender into enfusion, basically the memory points dont show up, Ill send more info in a sec

#

basically I have all my empties selected and named nicely, and I triple checked my export settings with the recommended ones on the wiki but when I bring it into enfusion it doesnt recognize them or have them it seems?

#

Im using the SVD prefab on it too if that makes a difference

#

theres the export I use just incase

rotund trench
#

In enfusion under import settings have you ticked 'export skinning' and clicked reimport?

oblique mauve
#

Ill check that now, thanks

#

..where would one find that setting meowsweats

#

😅

oblique mauve
#

glad it wasn't some huge mission lol

glacial quartz
#

Is there one page on the wiki that has all the example blend files? Specifically a body mannequin would be nice because I want to give some clothes or hats a try as a quick break from my current project

#

I found the mannequin but if there is one central page on the wiki with all the files I would still like to know

glacial quartz
#

thanks

flint zephyr
#

First time using blender, just trying to mess around with it get a feel for it.. but when I tried to add more subdivision make it more round, there is a box around the object, could anyone tell me how I screwed up?

balmy patrol
#

there is a specific discord server for learning blender software, but this particular one isn’t it

queen moon
#

Any1 know this error when importing the plugin to blender

white fern
flint zephyr
balmy patrol
glacial quartz
#

I tried to reinstall the blender tools plugin since there was an update today and the working tools I had weren't able to see that my workbench was open with the net api turned on

#

I'm getting this error now when trying to enable the addon

#

through a series of unfortunate rookie mistakes I still have the zip I was using previously and that works properly

glacial quartz
#

is anyone else having this problem with the tools?

languid hornet
# glacial quartz

Blender apparently recommends to uninstall and install addon again when there is newer version of addon

#

try this or just restart blender after installing newer version of addon

glacial quartz
#

ok that did it, now I feel silly

#

I tried everything except restarting

naive scroll
queen moon
#

keep getting a net API error saying workbench isnot running it when its enabled in workbench

#

Workbench is not running or Net API feature not enabled in Workbench options!!!

languid hornet
#

1.2 version of the game introduced ability to change port for net API and also changed default port used by it, to fix issues that some users encountered with Dell laptops.
Due to that, it is necessary to update Enfusion Blender Tools to latest version. Don't forget to restart Blender after installing addon update and then try to activate it

queen moon
#

allright mint thankx

half prism
#

Tried installing 1.2 enfusion plugin and this happened

#

nevermind, restarted blender and it worked

vast mesa
#

when are the blender tools going to be updated to the blender version 4.1 or later?

languid hornet
latent grail
#

U need a specific one idk which one

half prism
latent grail
#

Gotcha fam

oblique mauve
brave grove
#

Hi there

#

I have a question

#

Do I have to animate any models before import it into enfusion work bench

#

A vehicle for example

#

Or we can animate it with scripting straight forward in work bench tools

#

Thank you very much in advance

brave grove
#

Thank you very much, appreciate it @white fern

bright kestrel
#

I suppose this is more of a general PC question but it relates to a odd occasional issue I'm having with the tools. I use a folder on my desktop as my file storage location for my anim files, export profiles, etc. But frequently the tools plugin seems to lose the location of my export profiles folder.

I was just wondering if it is due to the location of the files or if its an issue that just happens with the EBTs?

waxen karma
#

Does anyone have a little bird model they are willing to give up?

languid hornet
bright kestrel
scarlet sorrel
#

Hey is anyone able to help me with importing .P3D files using Enusion Blender Tools??
I am looking on the wiki and I just don't seem to understand how to set it up or how to enable workbench with net API

blissful flame
#

Cool

#

ig ill just go die then blender

languid hornet
waxen karma
#

Can a vehicle be textured straight through blender or does it need to be done through enfusion?

glacial quartz
#

I'm glad my embarrassment is helping to educate others salute

#

I see 4.2 LTS released, will enfusion tools eventually make the switch? Is there anything super cool and new in 4.2?

#

more interested in the second part

balmy patrol
#

Workbench (enfusion is the engine, not the toolset) is NOT a 3d modelling or texturing software

waxen karma
balmy patrol
balmy patrol
# waxen karma Im new to blender with the intention on implementing a model into enfusion. Just...

that is a completely and different question altogether. As far as i know, the game needs to register and convert all the files on import, so (as max user, not blender user) i would say setting up each texture for each slot needs to happen directly in workbench - the name of the material files, the parts of the mesh with different mats etc will be kept. Any updates will be kept and auto transferred on export - considering the naming of the exported FBX and TXA is not changed

blissful flame
glacial quartz
#

the animation exporter is a seperate thing you need to install

#

or if you already have that then there's a little trick I found in some comment here, when you select the save location you need to turn off the relative path box

blissful flame
#

I do have the export profiles installed.

glacial quartz
#

so try turning off the checkbox for relative path, that fixed it for me on a similar problem

#

it's on the pop up when you are selecting the save path

languid hornet
bright kestrel
#

I've been waiting for 4.2 LTS and its new animation functionality. Going to make things a lot smoother once its compatible with the Enfusion tools!

stuck kraken
#

after the update i keep getting the Workbench is not running or Net API feature not enabled in Workbench options!!!
but i have it open and link anyone know how to fix this?

inland loom
languid hornet
glacial quartz
#

what addons do you y'all use internally? I was just looking at blender market for some stuff to make life easier and can't decide on what to get if anything - a recommendation from in here would make things easier or DM if you don't want say publicly

#

assuming y'all are using anything from blender market anyway

#

I was just about ask what people are using for materials anyway since there isn't really a better spot on this discord to ask about blender itself and improving the workflow to get to enfusion - specifically i was looking at extreme pbr nexus and fluent materializer so a recommendation one way or the other would be appreciated

balmy patrol
glacial quartz
#

I know, but there are a few addons on blender market to make that easier with either premade nodes or interfaces and painting layers etc so I was just asking if anyone had experience with any of those addons

#

I've tried armor paint and didn't like it and for what I'm doing I don't need or want to pay for substance or 3dcoat

#

extreme pbr for example just has a huge collection of pbr textures to start with and a new interface to manipulate those and layer them to create something to bake down

#

I tried grungeit which is a free little addon that will add grunge and dirt masks automatically for you but it just wasn't agreeing with my models or maybe UVs for some reason so it wasn't the solution I was looking for

stoic folio
#

Is there any easy way to rig a uniform? Like shirt and pants. At least some basic skinning, not doing the whole from scratch...

stuck kraken
thick bridge
# glacial quartz what addons do you y'all use internally? I was just looking at blender market fo...

Hi I mentioned the addons here https://youtu.be/6GI3vbgJ17k?t=1145

In May 2022, Bohemia Interactive released Arma Reforger, a platform that paves the way for Arma 4, the next game in the military sim game series running on a new proprietary game engine called Enfusion.

Blender is heavily used in their internal game asset production pipeline and they also chose it as the main content creation tool for their mod...

▶ Play video
glacial quartz
#

nice

alpine lava
#

having some trouble with blender export profile i.e as go to export animation there are no 'p_sampleweapon_offset' exports setup

alpine lava
languid hornet
#

yes, that whole segment I guess

#

it is a single action, not multiple actions

alpine lava
#

could u elaborate ?

#

please

languid hornet
#

could you read it please and let me know if there is something unclear afterwards?

alpine lava
#

yeah cheers man

#

doin that now

#

my point is that in every example given it or they show that when u go into this menu all of the parameters are set up in my case it is showing 0 exports in every category even though ive gone through and done the enfusion tools setup twice

#

im not quite sure if im missing a step in the process

#

i think i figured it out that i have to manually put in the parameters myself?

#

@languid hornet everything worked, but now hes sideways ffs

languid hornet
#

yes, you have to click on "Add" button to add new export profiles

alpine lava
alpine lava
languid hornet
#

no, this is probably some mistake on your side

#

I guess you have object transform keyframed somewhere

alpine lava
#

okay i kinda know how i can maybe fix that

#

okay scratch that i have no idea

#

@languid hornet how do i diagnose where the transform for rotation in that regard would be modified

#

cuz everything in blender is on par with the xyz axis

languid hornet
#

check if you don't have any Object Transforms in Action Editor (while doing that, make sure that Show only selected is disabled since you might miss that transform otherwise)

#

Check that you are using correct rig file - is it the latest one from Github?

#

I'm bit busy now so hopefully some other might also help you

alpine lava
languid hornet
#

ok, that is probably your issue

alpine lava
#

roger

languid hornet
#

not sure how to fix it so you might start from scratch

alpine lava
#

would u have a link to the github rig?

languid hornet
#

its on the wiki on the page that I've linked

alpine lava
#

thats fine needed to make some adjustments anyway

#

thanks for all ur help man sorry to take u away from stuff

#

much appreciated

latent grail
#

Hello, is this right to add the Slot/snap points

#

Really hate that there is no decent yt tutorial

#

i mean am i doing it right?

mighty bone
#

looks fine just make sure its actually in the correct place

#

but also I am not a blender guy at all so I might be completely wrong in which case ignore me

latent grail
#

just scaling it properly is so annoying

#

is there a fbx of a vanilla weapon somewhere?

mighty bone
#

nein

#

your weapon should be correct scale out of the box though

latent grail
#

ahh great, well its not xD

mighty bone
#

but you have character models

#

in samples

#

and theres a msbs in sample weapon mod

latent grail
#

ohh have to check this

latent grail
mighty bone
#

something has scale modifier in your project probably

#

apply all transforms and reimport?

mighty bone
dawn wadi
#

Your 20mm HE Thompson is coming along nicely.

latent grail
#

xD

#

i only scaled it in blender, not enfusion thats why im confused

mighty bone
#

your armature might have transforms, apply them

#

in blender

mighty bone
#

ok idk it worked once but now doesnt work anymore and shows this error
Enfusion Tools - TXA Export ERROR - Missing or incorrect save location. Please select correct folder.

#

why isnt it telling me what IS a correct folder?

#

picked a folder outside of my addon and it worked

raven rune
vital horizon
autumn gust
#

Hi ! Did you manage to import a prefab with the blender import module?

raven rune
heavy ice
#

when I try to import a building to blender it gives me an error any fix ?

#

SCRIPT (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'meta'

Class: 'PrefabImporterUtils'
Function: 'ReadFirst'
Stack trace:
scripts/WorkbenchGameCommon/EnfusionBlenderTools/PrefabImporter.c:294 Function ReadFirst
scripts/WorkbenchGameCommon/EnfusionBlenderTools/PrefabImporter.c:352 Function GetResponse

worldly hornet
#

Is there a tutorial on how to make my 3D model work, apparently there is no collision when I had already put it in blender

worldly hornet
#

Install the plugin same as in the tutorial and it doesn't work.

languid hornet
#

You mixed few things up

#

Export of fbx should happen to folder where you have your mod. Not to folder with animation export profiles

worldly hornet
zenith sigil
#

Does anyone know how to solve this? Any videos showing how to do it correctly? I've tried but it keeps giving me this error when exporting.

supple herald
zenith sigil
#

it worked here, thanks!

#

Now when I try to get him on efusion, I get this

glacial quartz
#

I'm no expert beyond the answer I linked you to but based on the log it looks like your animation has no name? maybe?

zenith sigil
glacial quartz
#

you've reached the end of my knowledge if that wasn't the problem

zenith sigil
#

mine lacks options, I don't know what needs to be done

languid hornet
#

You lack file name (File) parameter

zenith sigil
languid hornet
#

File

worldly hornet
#

How do I make it so that when I export the fbx from blender and when I put it in infusion I get the lods and the different materials, it exports it as if it were one

frozen locust
#

I got blender 3.6 and EBT to go with it

#

But i cant send a prefab to blender

#

It wont work can someome help

balmy patrol
frozen locust
#

Did i do a stupid again

balmy patrol
#

can you be more precise about what you are trying to do?

frozen locust
#

how do i get the base body model so i can make gear and stuff

balmy patrol
#

ahmm. You cannot export files that are not yours from workshop (as in anything with a locked icon - and surely not prefabs). you get the base body model from #reforger_samples

frozen locust
#

oh thanks

stuck plover
#

does anyone have sample colliders for a vest? I cant seem to get colliders to work at all, been giving me a real hard time, everything just seems to pen

frozen locust
#

Can someone help me with this?

frozen locust
#

I have that in blender

raven rune
noble jolt
#

Have the blender tools finally been updated to 4.2 LTS?

void panther
#

Enfusion Tools - TXA Export ERROR - Missing or incorrect save location. Please select correct folder.

#

What IS the right folder????

#

reletive paths doesnt fix, no folder on my PC it lets me save my project

#

great export tool 😅 wrong save location everywhere tells me nothing on where to save.

languid hornet
void panther
languid hornet
#

what info you were missing from Wiki?

copper drift
#

can someone explain this to me?

languid hornet
copper drift
#

put an fbx into blender

languid hornet
#

Was that FBX already imported into Enfusion?

copper drift
#

i was hoping to get the male model from arma into blender

languid hornet
copper drift
#

is it not fbx for the character?

languid hornet
#

?

#

I don't understand your sentence

copper drift
#

yeah sorry i made a mess of that sentence i see what you mean about the regular import with blender

#

i thought i did that but mayber not

#

thank you for pointing that out

merry moat
#

Could someone help me? I have two items that are coming like this from blender. I couldn't figure out how to fix this.

languid hornet
merry moat
#

ok, thanks

merry moat
final mauve
#

Anybody have the updated RHS prefabs

languid hornet
final mauve
#

My bad

raw torrent
#

Does EBT come with the material presets to use in blender such as the PBRMulti or do I have to manually set those nodes up ?

misty pendant
final mauve
mighty bone
raw torrent
# mighty bone I dont know about EBT but I use substance painter for this

I have a pretty good node set up Ive been using for all of my a3 buildings that so far works for enfusion as well. I just wasnt sure if there were certain requirments. Ive been able to export it with the correct material slots but I have to manually put the textures in while in workbench which isnt a big deal

mighty bone
#

blender has quite powerful material editor but I don't know how configurable its exporting systems are

#

when I used it last I couldnt find a node to simply export a png with the channels I wanted

rare wharf
#

Hi! I downloaded blender 3.6, added EnfusionBlenderTools-plugin.zip, Enabled net API in WB. But when i open .et in blender i get this:

  File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\EnfusionBlenderTools\operators.py", line 2041, in execute
    for x in range(len(result["ematPath"])):
KeyError: 'ematPath'```
I tried follow wiki/Arma_Reforger:Enfusion_Blender_Tools description ...:)
Do i need that TXA exporter thing?
languid hornet
#

You can only load prefabs which you have all source models for

languid hornet
#

Fbx probably

rare wharf
languid hornet
#

What are you trying to do?

#

You cannot load locked models or prefabs which contain locked models

rare wharf
languid hornet
#

How did you override model?

rare wharf
#

only prefab overrided

languid hornet
rare wharf
#

i can open the samplecar01 .fbx but .et not, its says same error like i posted earlier.
"It is only working on prefabs where source FBX are available."
SampleCar_01_white.et working, SampleCar_01.et not. White version keeps .emat path
Looks i need learn some new things 🙂

void panther
rare wharf
# void panther what exactly are you trying to do?

i just tried scaling flag and attach to entity, but its lost scaling when attached to slot manager, so i need small flag to my mod. I tried unpack original but not working. Time to learn how to make own model. And i not familiare in blender, i used only 3dsmax before.
So it will be hard 🙂

mighty bone
#

why not use 3ds max then?

languid hornet
#

It doesn't work with cars, weapons, characters etc

remote current
#

reyhard, any chance of getting a building sample? The lighting & portal setup is quite involved, a sample would be very useful.

buoyant python
#

Hey y'all, looking for some help. When I import my .fbx into enfusion, the armature itself is showing up as a bone. Never seen this before, anyone whos run across this know the fix?

distant dagger
#

Having trouble with the tools. Says Network API not connected/workbench is not running when both are infact connected and on.

Have already reinstalled blender tools to make sure it was up to date as well as reinstalled the workbench. However the same problem persists

languid hornet
distant dagger
languid hornet
#

its in the EBT settings

hearty cape
#

hello guys how i can fix that?

languid hornet
#

you can start making material in Workbench now

winged lichen
#

any pointers where the agf gets the Main.Default.Idle above its not present in the argentatus agf and its locked to see where it originates and what this use is ?

noble jolt
#

Have the tools been updated to Blender 4.2 LTS finally? and if not is there any way to get informed on when it happens?

vital meteor
#

or is it even planned

hexed flame
#

I think theye mentioned they are updating to 4.2 in the latest devlog about face bones?

#

I could be wrong

languid hornet
#

Enfusion Blender Tools distributed in experimental branch of Arma Reforger Workbench are already targeting 4.2 version. Since it is not possible to maintain compatibility with 3.6 LTS, 4.2 LTS will be the only version which you will be able to use with EBT

normal coral
#

I simply want to know what is the proper process for rigging clothes in blender for arma refoger.

willow dagger
#

Same process for shirts etc, You would just have to go in and clean the weights which any blender tutorial can teach you

random bough
#

Does anyone know how i can find those specific triangles? they are degenerated

random bough
#

Does this enfusion tool show what the issiue is ? the validatorr

slender knot
random bough
#

everrrything looks fine to me, "the enfusion engin says mesh ... face .... triangulation failed" check if the face is planar and not degenerated.

random bough
slender knot
#

oh go to mesh - face normals and search for the faces that arent facing the right way

random bough
#

in blender?

slender knot
#

yes in bledner

random bough
#

where is the "face normals", my object is very big too btw

slender knot
#

look uup a youtube vid for face normals

random bough
#

alr thanks!

random bough
#

is there a way to find the specific faces because i can not find them trough all the different tools on blender,

fringe willow
#

@random bough Hello 👋🏻, could you provide the fbx file?

blissful flame
#

@languid hornet The memory points on the new skeleton are weighted to the rightshoulder bone

#

Will this be okay?

languid hornet
#

for equipment, it seems to work and that is reason why I haven't noticed it. It might perhaps cause some issues so I will try to fix it tomorrow and have it released before exp drops

blissful flame
blissful flame
#

It' 8am and we're already into the jack daniels trying to figure out the skeleton tool

#

frogcry Reyhard

languid hornet
#

haha, jk

craggy silo
languid hornet
#

For sure there will be no stable this week

strange ingot
#

I have a question regarding the skelleton updater.
Once I run the script all the contact points sink below the origin. I'm guessing the plug in applies all transforms to the armature which usually produces that error.

#

While the contact points could be copied and pasted from the original armature this would add more steps to the different items update which naturally wouldn't be ideal. I'd appreciate any pointers, thanks!

languid hornet
strange ingot
#

I am using sample items and I get exactly the same... So no idea.

languid hornet
#

How are you also importing model into blender? I get 1.0 scale when I import sample helmet fbx into blender

#

are you sure you are not using some addon? Which Blender version are you using?

strange ingot
#

I am using indeed the updated blend file with the hot fix, on Blender 4.2 LTS.
I am importing manually through blenders menus...

#

Anyway I've been playing around for sometime and the "Character_Weights_Template.blend" has the right scale of 1.0 and thus the problem doesn't arise.
Now... "Character_Template.fbx" has the armature scale at 0.010.

I tried updating assets made several months ago and some presented the problems and some didn't. I fear many models were parented to the "FBX version" and not necessarily the "blend version". So I guess there's not much to be done but manually replacing the skeleton in those cases notlikemeowcry

languid hornet
#

Character_Template.fbx
this model exported straight from 3Ds Max and all of them have such property

#

anyway, just to be sure, you are checking scale of armature or of IK objects?

strange ingot
#

armature

#

It totally might be a me problem.. But I do wonder if anyone else might face the same issue

surreal schooner
#

is there a timeframe for tools becoming available for blender 4?

void panther
surreal schooner
#

cheers

shell spear
#

Is this working??

raven rune
ivory galleon
#

Hy guys, i want update model skeleton to new one but i don't have this option in blender addon anyone know why?

inland loom
#

yours is out of date, 1.2.1 is the newest

ivory galleon
hallow drift
#

why does it come up like this in-game? rigging issue?

#

if anyone knows how to fix pls @ me

civic zealot
hallow drift
#

Yes

#

Export skinning and then the scene hierarchy one

languid hornet
#

stable or experimental? How many bones do you have?

hallow drift
#

Stable and like 156

#

It’s under 163 idk how it is

#

It’s never over but always under idk if it’s my bones template or not

languid hornet
#

Compare which bones are missing

hallow drift
#

I got it now but the UV maps are missing

#

it was my template for the bones

#

not missing but messed up

next compass
#

hello i have a quick question about vehicle making, what the most importint thing to do in blender with my car/tank model before exporting to the enfusion engine

#

im quiet new to this so i dont know the do's and not with rigging a vehicle

next compass
#

Thanks i will look it up

next compass
#

so the guide requires me to make this structure but its for a 4 wheeled vehicle, how much diffrent would it be for a tank, because the tank im making dosent have axles

mortal saddle
#

look at the rhs t14 for exampe

next compass
#

i get what your saying, just asking if i have to follow the structure exaclty like the pic ontop

#

just so the game engine read it correctly

mortal saddle
next compass
#

ok

mortal saddle
#

i would recommend to just make it the same as rhs did so you have some reference 😄

next compass
#

thanks alot

mortal saddle
#

or spacestriders abrams

next compass
mortal saddle
next compass
#

yes how?

next compass
#

👍

sturdy lagoon
#

I'm trying to export it but this error pops up

sturdy lagoon
#

I figured it out

distant dagger
#

Is there an updated BODY_LOD with the head? The updated weighted template I have does not have a head other than the head collider

languid hornet
wind moon
#

Can any one point me towards a tutorial for adding bones to guns or hop on a call with me and walk me through it?

wind moon
# languid hornet https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparat...

In Blender realms, this means that any object which Armature modifier, must be fully skinned to some existing bone through vertex groups. In this case it means that all faces, beside those which belongs to w_bolt vertex group, on body_02_LOD0 object has to be skinned to w_root bone. In this case it was done by selecting faces belonging to w_bolt and then inverting the selection via the Ctrl + I shortcut. After that, new vertex group called w_root was created and current selection was assigned to it via Assign button. For clarification, this means everything that is not in the w-bolt group needs to be added to w_root group? does this also include my other objects already assigned to other groups?

languid hornet
#

if its a one single object - yes

#

if bolt is separate object then no

wind moon
languid hornet
#

what group?

#

vertex groups are not working for colliders

wind moon
languid hornet
#

what group?

wind moon
#

Im probably messing up the terminology. Ill send screen shots.

#

So I have my trigger assigned to the w_trigger. My question is do I need to assign my UTM_Trigger to the w_trigger as well or do I even need to have a UTM trigger at all?

languid hornet
#

you shouldn't have such complex fire geometry in first place

#

in any case, I would probably just delete trigger from fire geo. Take a look at vanilla fire geometries for some inspiration

#

I would only probably animate stock if you intend to animate collapsing it but that's it

wind moon
#

So am I better off just deleting the colliders for the trigger, bolt, selector, and charging handles? Yeah. I hope to add the ability to fold it to the side eventually.

languid hornet
#

probably yes, keep it simple otherwise game will struggle when your weapon will be present in game world

wind moon
#

Ok. I imported the new fbx w the bones installed but I still have no reload sounds. Any idea what might be causing that? Its a duplicate of an already made gun so all the sound files are the same.

languid hornet
tender rapids
#

got told to post here.... repost from model makers

languid hornet
#

blend files you can update inside of Blender

tender rapids
#

I'll have to monkey with it when I wake up... inside blender what's the default path I have to set the updater tool to? The docs blur out most of it and I'm unable to suss out where to look. (Sleep deprived brain)

ivory vortex
#

^fixed reinstalled tools

tender rapids
#

so lame im banging my head against this wall too right now

tender rapids
#

reinstalled, followed all directions, still cant get skeleton updater to work. Im very frustrated with this

#

I feel like im missing something that seems obvious but I'm just not seeing what it is I am doing incorrectly.

bright kestrel
#

Im not sure if its EBT directly or Workbench itself, but it seems exporting IK poses no longer actively updates the pose in a previewed world.

Is it possible to enable this again somehow? It was a massive timesaver for adjusting origin points and general pose tweaking.

light flame
#

Anyone wanna help me with updating an item on the new skeleton? no matter what I do it doesn't change - UNless I move it in blender but I want to set it to the new skeleton (Bones)

languid hornet
ionic wadi
#

Where do I set the "blender executable" for exporting from Workbench to Blender? (version 1.2.1.169)

ionic wadi
shell spear
ionic wadi
languid hornet
#

In wb plugin settings

#

Plugins - > settings afair

ionic wadi
languid hornet
#

yes

twin halo
#

Hi there, I am trying to export from blender to import in the reforger tools to make a weapon mod.
However, the enfusion blender tools are failing to export the memory points with no error in the logs.
When I open the XOB file in the workbench, there are no points in the "bones" section
Can anyone help please?

twin halo
void panther
twin halo
#

No, but there are individual import settings per platform.

void panther
#

all platforms use the same content you publish in your mod

twin halo
edgy oriole
#

Hello, sorry to bother you I can't put collisions on my 3D model notlikemeow

#

Is it because of these 2 things that are missing? The thing is, I don't know what to put.

fringe willow
rare wharf
#

How to set material in Blender to FireGeo?

I try set "Glass laminated 4mm" to "FireGeo" layer and export FBX.
Result: Gamemat Error in console, .meta file contains {536BF67B2052B869}material/metal.gamemat, however .XOB collider contains "code|default.gamemat" in WB.

I loaded SampleCar front windscreen and i see different way in FireGeo material:
its "None" material in "FireGeo" layer but i see Common\Materials\Game\Glass_laminated_4mm in material list.
How can i use this way? I tried copy but error when use \ or /.

i tried this: https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Materials_Library but not see game materials there.

rare wharf
#

if i edit gamemat in import settings manually works fine, do i need it on all .xobs or possible set in Blender too?

languid hornet
#

Whenever you wanna changed Game material on any collider, first reset Geometry Parameters in Import Settings for an asset (.xob), otherwise new .gamemat won't be assigned and you will still see the old one.

This can be done in two ways:

By clicking with Right Mouse Button on Geometry Params property and selecting Reset do default value option
By clicking on arrow on the right side of Geometry Params property

Once that is done, Reimport resource button can be pressed. After resource was reimported, proper Layer Presets should be visible in the Geometry Params array.

arctic dirge
#

Anyone know why my bones appear as memory points?

icy rain
#

only bones with skinned mesh will appears as bone in the workbench, if no vertex_group assign it will appears as mem point

arctic dirge
#

what about vehicle colliders? when i make 2 separate colliders for my doors when i export them in to the tools they show up as 1 collider and not 2

fluid elm
#

Hey, im having trouble when im trying "Collider setup". Using blender 4.2.5 LTS from steam and experimental plugin

languid hornet
#

Exp plugin needs exp tools

snow scarab
#

Why is it that when I move a model with a calider to tools, infusion sees the calider but the model remains transparent?

fluid elm
still geyser
#

how do i make it so my armatures are bones when i upload it to arma

#

is it like a lod where i have to name it differently?

lofty ember
#

I'd follow the asset import tutorial in the bohemia wiki to get accurate instructions

still geyser
#

did i lod this right by having each part that would move there own LOD?

tall basin
#

hey trying import a model from arma reforger into blender but i keep getting this error

#

ive looked in the base tutorials and cant find anything

languid hornet
# tall basin hey trying import a model from arma reforger into blender but i keep getting thi...

https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#Import Prefab (.et file) - importing models located in prefabs (including prefabs located in hierarchy). It is only working on prefabs where source FBX are available - that means, you cannot use this function to edit read-only assets like Arma Reforger or downloaded mods. Function is meant mainly for structures and baking MLODs.

tall basin
#

thank you

still geyser
#

Okay thanks

floral peak
#

Hello, I have a question as a total beginner with modding, etc.
Where can I find "Custom Properties" in Blender? I was following some tutorial https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation/Asset_Preparation#Preparing_mesh I'm now at layer presets moment, and I don't really know where I can find that option. Also, I don't know if I made the collision geometry right, but I'll see later if it will work by any chance in-game 😅
Thanks in advance guys!

P.s BTW maybe I installed the Enfusion addon wrong because I only used the plugin zip, because I didn't know where I should put the data zip 😐

languid hornet
#

You can use enfusion blender tools so you don't have to set it manually

floral peak
languid hornet
#

Have you checked mentioned things?

still geyser
#

does anyone know why my bones arnt being exported with my model?

#

i do something wrong

languid hornet
#

what do you do?

still geyser
#

I figured it out but now a new problem occurred

#

Look at the animation page

floral peak
# languid hornet Did you checked documentation?

Yeah, I checked the documentation (I hope you meant the website wiki). I made a little progress, but again I started to struggle, but I feel like it's pretty easy to fix, but my knowledge isn't that big because I was always having fun building some simple models without bone, colliders and so on.

P.s Sorry for the late response, but after my previous message, I went to sleep.

languid hornet
#

Check fbx import page for naming conventions

floral peak
edgy oriole
fringe willow
edgy oriole
#

I will look at this when I am on my computer, thank you very much for your quick response.

nova dagger
#

Does anyone know why only 1 out of 12 colliders are importing to Enfusion? Do I need to attach each of these colliders to a bone?

languid hornet
#

for merging trimesh search for... merging trimesh here on wiki

nova dagger
edgy oriole
#

Small sign gendarmerie.

violet mantle
#

Workbench is not running, net API is not activated or port is already taken. Check documentation for more details!
does anyone know why I'm getting this error when trying to import a model i cant figure out why im geting it

#

never mind i found the problem

languid hornet
violet mantle
#

just had to check and option in the workbench setings

smoky seal
#

Can anyone help me with blender can’t get files to load to blender

smoky seal
#

???

distant dagger
#

Has anyone run into the issue where when you are trying to assign a model to a bone… the “select” and “assign” menu does not show up when in Edit mode?

limber badge
#

Or even better anyone got a video of someone exporting a model from blender to enfusion where they use colliders and explain? All search engines for me are giving garbage results (Probably because of my governments overreach)

limber badge
#

Anyone willing to pop in VC for like 10mins and help me understand how to export with correct collisions. Just testing with a simple set of stairs and i can't seem to import right. Collision box is showing in model workbench but cant get any collision in map.

sharp otter
#

Hey can anyone help set my blender tools up, also can anybody give me answer about exporting a patch from arma workbench into blender if possible ??

languid hornet
winged lichen
#

It’s a good page but for me personally it’s not intuitive when you are sat in blender and reading it the flow does not lead to a good import to enfusion its nothing big Just some kind of disassociating between print and actual . I will make another object and video it and see if the reason is personal or general

limber badge
#

It was usefull. One thing the FBX Import page fails to mention however is that you are required to create a prefab to get collisions working.
I do also think @winged lichen is right. The pages are bit jaring but i remember Arma 3 BIKI being a hot mess in first few years of release so not surprising xD

languid hornet
limber badge
#

Ok But how do you place a RigidGeometry component by itself? Every method i've seen used it is attached to a GenericEntity which i don't see as being that different from a prefab. It seems enfusion works kind of similarly to Unreal engine in its layout + structures hierachy.

languid hornet
limber badge
#

If anybody would be willing to share a blend file and project file of a building they have made i would be eternally gratefull. I will also make a tutorial PDF on the steps to reproduce.

lofty ember
#

but I am thonk These are the EXP Blender tools btw, and running the EXP Workbench as well. I've tried restarting both

#

Was working earlier, as I was able to setup colliders

limber badge
#

Workbench running before blender launch?

lofty ember
#

it is, yes

limber badge
#

Workbench settings set to allow API usage?

#

Antivirus set to ignore workbench and blender?

lofty ember
limber badge
#

If its using ports to communicate small chance your AV detected it and decided to cry. Even if its just a callback port might be a thing. I'm not a network engineer so i could be talking outa my ass

#

All i know is ports = papers please when AV's are involved

lofty ember
#

Nope, allowing Blender through firewall changed nothing, the EXP Workbench was already allowed in it

#

All this is odd because literally like an hour ago, it worked because it allowed me to setup colliders for my model thonk

limber badge
#

did either WB or blender crash on you?

lofty ember
#

nope, only thing maybe is I restarted WB because it was buggin out (yknow, the usual). But I've since restarted Blender as well to figure it out and no change. Even after repeated restarts with both, no change

#

Guess next step is a PC restart :^)

limber badge
#

All i could suggest

lofty ember
#

PC restart still didn't fix it hmm

limber badge
#

You have the API enabled in workbench?

lofty ember
#

Yuppers

limber badge
#

Tried punching it?

#

It never works for me but it might be different for you

lofty ember
#

Thought about it lmao, probably need to take a break anyways for dinner. Maybe it'll fix itself

limber badge
#

I dont blame you i've been feeling to same trying to get ladders working.