#enfusion_blender_tools
1 messages · Page 2 of 1
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?
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?
You can use your own, but if you want to use any windows, doors or furniture from the vanilla game, these are the proportions so you can leave appropriately sized holes to slot them into. There is even advice on wall thickness and ceiling height. https://community.bistudio.com/wiki/Arma_Reforger:Environment_Metrics
Thanks a lot!
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?
Also, how do i put stairs and and other stuff into the blender?
you don’t / you cannot - if you mean by arma you mean reforger
i mean into the enfusion engine so i can put it into the editor and look around how it looks
rephrase, because you now said something else than previously
So basically, i made a model (buildding) not finished yet, Is it possible to put the model into the "Arma Reforger Tools" so i can see how it wouldd look like in game. Or do i have to copletely finish the model first?
ahhh, yes of course you can
it actually kind of auto updates from fbx
Where do i Export my model to? what file, if that matters
Export it anywhere as an FBX, hit Import in the workbench with your project's folder selected and hit "as model" when importing.
Thanks!
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
how do i do this?
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.
ohh wow im going to try this....it would help so much thanks for info
Hello i have a problem with my belt with holster, the problem is that the prefab does not stay glued to the character in the workbench while he is moving
anyone can help?
Don't cross post dude
Ask in the relevant channel and give people time to answer.
I created the model (FBX) how to add materials / colliders? I don't understand how the material tools in blender work?
If that isn't enough info then you should get more familiar with Blender, Workbench and their terminologies.
Thats the problem, its all so vague
i don't understand how to set up collider either, and not how to get the right materials, it doesn't realy show me
i mean its not realy explaining it
what is vague?
it wont explain blender to you, youll need to learn some 3d modeling skills elsewhere maybe
RESOURCES (W): Trimesh collider exceeded maximal number of vertices/faces
What is the maximum number?
If you're getting that error then your models isn't optimized for video game usage
Okay, thanks, so reducing the number should work right?
what is the current number?
Im sorry, I found the solution i had to reduce. it was 130k
ok, and what is the number after you've reduced it?
Mistake* It was 130k+ on 1 object (of the 6) and i got it down to 58k (triangles) the other objects where not realy detailed so they didnt take too many triangles
I can make it even less but im testing right now and it looks like it works
i can at least go to 40k i geusse but just testing now
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
I made a lot of mistakes and overlaps etc but thats because im new to modeling and its a huge building, the total ammount of triangles i have right now on the building are 116k, but i can make half it it for sure. Will, lets say, 60k triangles cause a lot of performance issiues?
You know what, i just found another tool for blender, i can for sure go down even more whitout losing too much detail
Anyone knows what this bug means?
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?
Hi @random bough most of your questions have nothing to do with Enfusion Blender Tools, I recommend to try your luck in #enfusion_model 😉
Oops, sorry! Thank you for letting me know
😎
@mystic swallow
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!
Well, not knowingly, but, I’ll check it out. Thanks
So checked the firewall settings. No issues there as far as I can tell
Is anyone willing to help teach me blender to make my own modpacks for my unit?
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.
Anyone interested in helping please DM me.
So, I'm having issues with my weight transfering over to my vest in blender anyone able to vc and help
I need some help if anyone is free to help me set the bones up let me know
define ordered. who did you ordered from?
Does it matter? I just wanna learn blender to do it myself
it does, yes.
also Blender is a free software, with tons of free and commercial available tutorials. This particular channel has nothing to do with it
Whys it matter to be exact?
Alls Im tryna do is learn how to make vests and helmets for my arma unit
:/
because both paying for mods and receiving payment for mods is 100% not allowed
DM me please.
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
I mean the flags with sticks, I want to use a new model but I can’t animate it properly
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 ?
are you running Enfusion Blender Tools from experimental branch of the tools?
EBT was updated over there. 1.1 version of EBT works with 1.1 version of Workbench
1.0 EBT works with 1.0 Workbench
yea, because you are running 1.0 version of EBT with 1.1 version of Workbench.
regardless of why this happens, why is it removing my action?
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
Probably bug, what is the repro?
I just imported an action from the m16 safety blend file from reforger misc then tried to export txa
no idea what I did to fix it tho
sometimes txa exporter exports unchecked exports
it exports things which are also not visible (show export hidden). Are you sure your action had an user?
Can you perhaps send me blend file?
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
Does anyone know if your able to convert memory point rig/bone points or do I gotta remake it
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')```
Anyone else having trouble with Enfusion Blender tools?
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
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)
Try to delete the plugin and install it again
in internal test few users had that issue but that was fixed by reinstalling it
can you post picture from workbench Log Console?
Arma Reforger Workbench Log Console
could this be an issue with requiring a new character rig?
if names were changed?
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
This worked, thanks
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 :/
Anyone having this issue: please restart blender before enabling new version.
script errors in workbench are not related to blender, make sure all your dependency mods are updated
Exactly
Negative boss
Delete plugin - close blender - install it again then
Roger
Any update?
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?
I also set the layers
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Creating_prefab see note about RigidBody
your entity needs RigidBody with Model Geometry enabled in it
lol i just figured it out but thanks fam
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?
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
Thank you for your help
with character equipment you might want to check this page for a link to reforger character https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Vest . This way you will be able to fit whatever gear you are making to reforger standards
so is there a way to make cutout in mats?
All good now, thanks a bunch !
What does that even mean?
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
ik there is a blend but that just turns all transparent
use a opacity mask
In the material there is also "Blend Mode" which you have to set to Alpha Blend after you add the mask Zelik mentions. Then adjust the Alpha Mul above Alpha Blend to fine tune it so the transparency looks just right.
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?
the tools were made for 3.6 LTS
Ok so I’ll stick to 3.6 😊
My guess is, that the blender tools will be updated if a newer version of blender LTS (Long Term Support) is available. Today 3.6 LTS is the latest blender LTS version.
I just stared using blender and it’s honestly really intimidating, anyone have some videos that could help?
Since Blender is a well know tool there are a lot of (free and paid) tutorials and guides available online. A lot of them are on YouTube, and I haven't once not managed to find something specific which wasn't explained.
I'm extra special and need my hand held unfortunately sometimes
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?
I’ll let them take most maybe even full credit as long as it’s free
Have a look at Blender Guru and Ryan Art King, they explain quite a lot of stuff
I'll check em out when I'm off work and probably be back with more questions 🤙🏻 appreciate it man
Happy to help!
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```
In last versions I didn't get this message; it just crashed every time.
#enfusion_animation message
https://reforger.armaplatform.com/news/modding-update-animation-1-1
repost - there is also bunch of other non animation yet blender related stuff here!
I will forward that question in a moment. I'm still planning adding pics to the Wiki to better explain it
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!
Just to be sure - you can open world editor in workbench?
Yes. Everything in Workbench appears to work fine (except for collider / gamemat setup)
I can import a FBX create XOB and ET, and build it out in World Editor with no problems
also, do you have any other Antivirus software enabled?
Yes. I’ve not changed it and I’ve tested turning it off
Yes. It happens with old projects, new projects and offical projects (e.g. base ArmaReforger project only)
Could you share logs in DM please?
Sure
So to confirm, you mean the Workbench log when I press Collider Setup in Blender?
I see in the screenshots you have an object named "BSP_village1i03" and in the "Tip" you write 'my advice is to set visible either a collider or the BSP' . Where did you get this BSP object in Blender? Workbench generated it and you brought it back into Blender?
it was created by hand (BSP)
Creating BSP gemoetry is not mentioned anywhere in docs. I don't know if I'm missing info or workbench is bugged. Maybe both.
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Portals not sure, right now I'm parroting information that I get from dev of this feature
Would be great to get more info on wiki from that dev, because without example it's not clear everything that is required. I think the info on FBX Import page may be outdated as it hasn't changed in a long time
github sample with explanations would be ideal
Specific question: What are the requirements for the BSP geometry? How to build it?
what is bsp geometry even used for? arent light portals still in development?
I think it might be still correct - portals were possible before Portal Tools were created
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
The BSP constuction mentioned there never worked for me, but maybe that's because it needed the BSP geometry in the mesh?
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Portals_&_BSP_Geometry updated it a little bit
there will be more data coming but that might happen in a week or more
@outer surge It works. We just needed the secret sauce (BSP Geometry)
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
isnt BSP Geometry just the BoxVol we create or is it something else ?
oh i see you have added a whole new section of that in the wiki sens i last read it
mine keeps crashing hmm
It's good now; has the needed mssing info. I'm sure it could be better but idk how.
Just started learning blender, this stuff is honestly kinda complicated yet easy at the same time
Anyone know where I can find the character blender model?
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
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
How do I use a png as a texture. I have the sign but I can't seem to use a custom image png.
check the uv map of the sign
hi, i'm trying to import a prefab into blender (version 3.6) and getting this error, how to fix it?
import from reforger's workbench into blender?
you cannot import prefabs into blender
interesting.
For which objects this option then?
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
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
you surely cannot imported prefabs containing locked xob files
But aside from all that prefab issue, is there any way to export from reforger textures?
screenshot to my knowledge
Hey, the Prefab importer is purely for structures. It doesn't support Vehicles or Weapons and as @balmy patrol stated, you can't import prefab that contains locked xob files.
Do I need the Enfusion Tools to do build maps in blender?
no
or actually, it depends if you meant Enfusion Blender Tools (that is channel name) or Enfusion Tools as a Workbench
yes I meant for me to build a map to put in workbench, will I need to download the addon for blender which is the Enfusion Blender Tools?
no
ok and my last question, can i build maps on Blender 4.0 or do i have to use version 3.6 LTS?
EBT supports 3.6 LTS - 4.0 may or may not work
Ok thanks
@dapper field
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)
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
The enfusion plugin is made for Blender 3.6 LTS, that's probably why
I’m working on the helmet rail and it’s honestly unnecessarily hard, anyone have some video on how I could make one?
Looks maybe a little low and far out over the browline. What helmet are you trying to make?
I’m making a fast helmet but it’s gonna be adjusted later on after I work on other things like goggles, balaclavas etc
Probably take your conversation to enfusion model makers, this one is for the tools themselves.
Trying to set up collisions, I cant figure out why LayerPreset Invalid
What did you select on EnfusionBlenderTools collider setup?
80mm Armour, VehicleFire
I was copying something else
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.
Hey! where i could snatch character model for scale?
if you haven't found something yet, the character rig is available here! https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_AnimationRig_Example.blend
Thanks! 
How do i get the enfusion Tools for blender?
i can only export this as fbx but it doesnt have a texture
in the workbench
Enfusion tools are not in the blender Addons list
plugin has an error on install
Doesnt work after restarting blender multiple times. removing and installing addon over and over. Reinstalling Reforger tools on steam
For it to work correctly you should probably use the currently supported version of blender
It's 3.6 right?
I have that. Managed to install the addon
But now when I save the fbx and open it in the workbench it doesn't have any textures
I don't think the blend tools export your textures for you, but I could be wrong.
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.
Okay yeah I don't know how to get an emat either
I didn't know retexturing stuff for arma is so horrible
It's not if you know what you're doing.
True, I rather spend my time doing something else
@knotty pagoda I guess you haven't assigned enfusion type material that's provided with the addon
they should be in your assets, if they are not you can append them from the library file
aka C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Blender
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
Do you know how to pack VFX and Alpha Mask ?
hey, could anybody help me out? I'm having issues importing an Arma 2 p3d file into blender.
Not sure what im missing, but, does the water still reflect the sun no matter what time?
did you changed default Enfusion Blender Tools settings? Where do you have blender installed?
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#/media/File:armareforger-enfusionblendertools_options_setup2.png seems like you have path to material conversion changed
what prefab are you trying to import?
i dont think so. i got it fixed a while ago tho. had to drag and drop said .txt file into the tools data folder
it would be easier to change it in the setting to point to correct location
hmm i coundnt find the setting tbh. but it does work ig
see this picture #enfusion_blender_tools message
I guess you changed it somehow by accident?
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
Why I see my vertex painting
I use it for Substance painter
Material it self looks ok
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
At runtime?
yes
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)
You could also use ref in emat like collimator is doing for swapping sight variants
You can also put as many as you want here and switch them
not sure if that's what the collimator is doing or not
Yes, that what I'm talking about
And then use ref to switch to texture variant of your choice
nice, i played with that functionality before and never knew what it's intended use was
Do you or can you ask someone what the cap is on textures for this?
I'd rather not test lol
255 I think?
nice
I can check it tomorrow in code if I don't forget about it
Can i ping and remind you?
actually I can just reply lol
I appreciate it either way
please do a pepe playermodel
soooo limit is 256 textures
Thanks man, I appreciate it.
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 ?
There should be a thing in import options called “import skinning” (I think it’s called that), then press reimport at the top and it should show it then
In WB, just to clarify
@lofty ember Thanks mate ! worked instantly !
if there is no skinning and there are only empty objects, then its better to use Export hierarchy instead of Export skinning
Are they ever gonna update the tools for blender?
3.6 is still the latest LTS from blender...I wouldn't make changes to the plugins without getting a new LTS either
What LTS is ? and Why not update the tools so we don't have to be downloading different versions of blender. I don't understand.
Long Term Support.
Even as a non blender user, i currently have 3 version installed so i can run different addons that are not really supported anymore.
considering previous blender LTS releases, a new version is bound to be released and set as LTS in june - july
I'm not mad or anything like that but that sucks. specially for me that likes to keep everything in one place and not having to download different versions of the same program. but okay.
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
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
Awesome! thanks that's good to know guys at least we know it will be updated.
Thanks ! Thats good to know ! Will this permit to change an axis on a door component ? Im struggling with this to make a window shutter open up and not on sides
Didnt succeed with Skinning export sockets
doesnt seems to work 😅
May have plugged it into the wrong axis in proc anim editor
I didnt used Proc Anim component, i finally found a workaround with bones, thanks to @wispy slate who gave me a nice trick
Does enfusion -> Blender work in the latest version?
When i go through the validation process i get this
It's been told like a million times that Blender 3.6 LTS is what plugin uses. You could have even scrolled up a bit and found this information.
@dull stone
Thank you 😄
Well, luckily for me thats also the version im using, so all should be good... oh wait :I
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
lol
Am i maybe missing something 🤔 Theres indeed no ValidateResource.exe
Make sure you enable net API and have up to date tools and the up to date plugin
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
any explain why i keep getting this error report when i try to enable enfusion tools on blender
use blender version 3.6
I don't have that file. Perhaps you are using an older version of the plugin.
Ahh good to know, @raven rune, thanks for checking 😄 Yeah then ig ill reinstall everything again
No need, just uninstall the plugin from blender and reinstall from the tools\Blender folder.
This exe is missing in public version of the workbench - it will be added in the future though
Good to know, thank you 😄
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.
Watch Blender tutorials in your language to learn how models work in relation to textures and materials. Once you have a basic understanding of that, then watch tutorials about rigging and creating animations. Then when you understand that, you need to learn to work the modding tools. After all of that, you might understand everything well enough to make a functional vehicle.
Hey zastava : )
Im figuring out the same right now. Check out the vehicle creation/vehicle modding page on BIs wiki
https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding
https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
It covers most of the things in regards to creating a new vehicle.
Hope it helps!
Anyone run into issues with the enfusion .asc export in Blender?
Here is my settings in blender ^^
And here is the .asc file, notice how it exports as 0ms
I use world creator and here is the dimensions below inside that program
Question I’m making a Carl gustav recoiless rifle and a upk 23 mm gun pod what do you guys all use for texturing?
Substance Painter is the most popular tool with the best feature set and design, but I know some people get by just fine with Blender alone.
Any tips with blender I keep getting weird artifacts when I try to texture like I’ll get random segments of the mesh are completely opiate colors or are different colors then what’s directly next to it
Sorry I use Susbstance myself. You have a good UV map, right?
Yeah but I think I found the issue it thinks the face is inside out it’s putting the texture on the inside of the object instead of outside
Don’t know how to fix that
flip normals
keep in mind that Enfusion uses vertex colors and they will influence whatever you have in texture
definitely go with SP or mixer or such. 😄 You can make really solid materials in Blender, but exporting them is ehhh
Oh interesting, is there a wiki on that?
I don't think so but you can search here on discord
Vertex colors?
I've been waiting for fucking world creator to support ASC format they told me to use a converter. I don't think blender would be a good choice to convert your ASC file.
Got a good alternative to create asc files?
I haven't tried any converter brother. I've been busy doing other things.
I guess dimensions are incorrect - check with something smaller first. Common issue is that you incorrectly state length of side
EBT can export ASC file properly only from a terrain mesh that was created by EBT(eg. EBT's asc file importer). How did you get your terrain into Blender?
Is it possible to import models from Enfusion to blender?
in case you mean xob files then no, only if you have source FBX files
alright thanks
World creator plugin for blender
so that's the problem basically, the plugin creates terrain mesh in a different way than EBT
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?
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?
tools work with blender 3.6, not blender 4.X
Much appreciated, solved on downgrade!
Ohhhhh
Thank you bro
I’ve been looking everywhere for this information
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
Blender is not a texturing tool for game assets, ideally youd make these in Substance Or Quixel mixer, 3D coat or such.
You can sometimes export textures out of Blender, when they can be baked down. But if youre using procedural masks and etc its not possible.
To simplify: If you can make it a texture, it can go into the engine
Is your mesh fully unwrapped and everything?
oh i didnt know they wrote documentation on that 😄 The more you know
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.
Could anyone help me or give me a tutorial on how to correctly export to enfusion? With collisions
I saw these two tutorials but they didn't help me much. I have already imported structures with blender collisions. I would like to know if it is done the same way with vehicles or is the collision added inside the Reforger?
On the car creation page, theres a chapter on this exact topic, titled "Creating Colliders" 😄
I am currently figuring out the same, so take it with a grain of salt. But making it in blender does seem like the most optimal way
They dont go super into detail unfortunately. But you can always compare it to already existing cars in the engine
I'll look again, there are times when I struggle a little with the translation haha thank you
Yeah the documentation is a little chaotic at times for sure xD
Well that’s good to know for future reference, I’m pretty new to this so I wasn’t exactly sure how to go about this at first so that’s why I made the textures in blender thinking I could just export them to Arma but it’s makes sense why mostly everyone uses substance. so I’m definitely going to save up for that.
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
Where would I go to map the textures with the enfusion type materials exactly? I’m not sure if I’m blind
You can also just try their trial version or if you know artstation, if you get their pro subscription you get half a year of Substance for free 😄
i think its like a limited time offer or smth
Yeah i totally understand 🥲
Please refer to https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Materials_Preview#Materials_Synchronisation fbx export and material export sections. Enfusion type materials are in the library.blend file provided with ebt add-on. You can append them from the library file if they are not in your assets list.
I'm making it
awesome 😄
Ah that explains why I cant get it to work! Do we know if there are plans to update them in future?
Not before a new LTS version is released by blender foundation, which generally happens around june-july
@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
Enfusion Blender Tools do not work with Blender 4.1. See few messages above
thank you, next time will read up a little 
Should probably put a big red neon sign next to the tools download on the wiki about using blender 3.6
there is no download link, since Blender is distributed with Arma Reforger Tools but I put warning on Wiki https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools
for some reason i cant export .txa
i am using 3.6
provide more details what are you doing
which particular version of LTS 3.6? latest one is 3.6.11
yes i am using 3.6.11, i am trying to export door and steering animations and am getting this error
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.
3.3.1 Blender
what
Download this version of Blender and it will work!!!
ok ill try
Install the latest version of the enfusion tool addon for blender then it will work
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
can add collision
how do you add collisions meshes?
if you are adding collision to the barbed wire its probably to complex for UTM take out the barbed wire and try again.
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?
Export your FBX as binary(not plain text), Blender doesn't support ASCII FBX anymore
It's a model I bought. I can't import through Blender. Is there a way to convert?
use Autodesk's FBX converter https://aps.autodesk.com/developer/overview/fbx-converter-archives
It worked, thank you very much!
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).
You honestly don't wanna make clothing in Blender. You'd wanna use specialty software. Your last step would be importing to Blender and rigging to the Reforger character skeleton. Then using the plugin to configure it correctly before exporting for AR use.
ive never really used anything other than blender and im not going to be learning anything other than blender, would you say its worth it to just use it? or just, not lol
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.
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
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.
yea i already suck at organics in the first place. but unfortunetly, theres literally 0 mods for what i want to create so i wanted to create the mod myself but i dont think im good enough at literally anything to make it
Same. Other than writing scripts.
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
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.
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Do you want to support Blender Secrets? Sales of the book directly support the continued production of these videos. Hopefully forever!
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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.
https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation check those tutorials - there are links over there to Reforger github repositories which have various models that can be used by modders
Thank you!
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?
moving of the tree is done through material in Workbench
ok i‘ll experiment then
There's no need to experiment. Just look at one of the vanilla trees and mimic it, in all aspects.
kk
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....
Experimental tools have now ability to change port used by Net API. Both Workbench and Enfusion Blender Tools have to be updated. Default port was also changed to 5775 to avoid clash with that particular app
Has "Create / Update Selected Editable Prefabs" plug-in been fixed in the Experimental release?
Hello, I need help, I am starting to create clothes. When I try to import this FBx it does not load the external face
The normals are wrong.
ticking on "face orientation" or "backface culling" in your view will help you catch this early in the future
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.
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?
You need to add colliders to the model
why did you wrote here after receiving answer here ? #enfusion_tools message
anyone got a breakdown or guide on whats needed in blender to get a tank model ready for arma?
is that it? Theres a lot for weapons but not for vehicles?
currently, yes there is a three pages on it just have a look.
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
nope, and BI won't change that until blender LTS is released
that sounds a bit weird tbh
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
No I do need it
I need to set up my collisions for a vehicle mod
yeah I know
for some reason it removes smooth shade
and unparents everything
thats probaly because I mixed smooth shade with auto smooth in some areas
LTS is 4.2 right?
yes, but don't expect Bi to update their tools as soon as LTS drops
https://projects.blender.org/blender/blender/milestone/19
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)
but Idk how else to set up colliders
colliders are imported based on their naming convention, not because these are done in blender...
But then how do you assign things like material type
because I'm pretty sure if I recall you have to set like material type and panel thickness
you can assign these on import
I will take a look at it later then. Thanks!
The 4.2 LTS version is already in beta state. So be patient, the new release is near. 🙂
https://builder.blender.org/download/daily/
When I try to import a prefab file into blender, I get this error.
which prefab did you tried to 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. Function is meant mainly for structures and baking MLODs
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
In enfusion under import settings have you ticked 'export skinning' and clicked reimport?
found it, also that fixed it thank you so much!
glad it wasn't some huge mission lol
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
thanks
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?
this channel’s purpose is, as the description suggests, for feedback / discussion related to existing blender tools for reforger
there is a specific discord server for learning blender software, but this particular one isn’t it
Any1 know this error when importing the plugin to blender
Wrong blender version. The Enfusion plugin works only with the LTS versions of blender. Latest LTS version of blender is 3.6.
I'am trying to make it for Arma, so not sure if that still opts me out of here.
Specific Blender tools (the ones provided by BI) questions are fine. Blender software questions (such as yours) are not. This channel’s purpose is not to answer / start discussions in regards to blender as a software used to create game assets (the process is the same for most modern AAA games including reforger)
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
is anyone else having this problem with the tools?
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
Tech support doesn't begin with "have you tried turning it off and on again" without a reason 😆
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!!!
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
allright mint thankx
Woohoo!
Tried installing 1.2 enfusion plugin and this happened
nevermind, restarted blender and it worked
thanks for this
when are the blender tools going to be updated to the blender version 4.1 or later?
see LTS mention - it was asked here few times already
U habe the right blender version ?
U need a specific one idk which one
All good brodie I just had to restart blender and it worked
Gotcha fam
just swap the modifier to simple instead of catmull clark
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
Thank you very much, appreciate it @white fern
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?
Does anyone have a little bird model they are willing to give up?
are you reloading some plugins perhaps?
Not manually unless Blender has a setting to do it by default?
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
Whose P3d file?
Can a vehicle be textured straight through blender or does it need to be done through enfusion?
I'm glad my embarrassment is helping to educate others 
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
this particular question has no meaning. workbench can only be used to assign materials (and their respective textures maps) to the models.
Workbench (enfusion is the engine, not the toolset) is NOT a 3d modelling or texturing software
Im new to blender with the intention on implementing a model into enfusion. Just not sure if a model can be imported into enfusion with the .emats already assigned and configured
eventually yes. For the purpose of game asset development, the improvements towards the animation parts is the relevant bit - https://developer.blender.org/docs/release_notes/4.2/
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
thank you. I now have this neat deal when exporting to my project
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
I do have the export profiles installed.
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
issues is that you are trying to use relative path between multiple drives - such thing is not possible. Uncheck relative path option or have blend file on same drive as export location
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!
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?
check port in workbench and blender
Just keep in mind that are few more things beside EBT which needs update. Due to changes in animation system, also Rigify rig will have to be updated. There are also few addons that we are using internally which are still not compatible with 4.0+ Blender but we hope that at the beginning of Q4 we will be able to migrate to new LTS
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
procedural materials will always require you to bake it down / exported as raster texture maps anyways.
for anything game assets related, 3d texturing/painting is the way to go (substance painter, armor paint, mari etc) minus for things that can use seamless textures instead (PBR_Multi for instance)
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
Is there any easy way to rig a uniform? Like shirt and pants. At least some basic skinning, not doing the whole from scratch...
i had to uninstall and reinstall but i got it thanks
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...
nice
having some trouble with blender export profile i.e as go to export animation there are no 'p_sampleweapon_offset' exports setup
is there a specific part that has a solution to the issue? cuz ive been looking through
could you read it please and let me know if there is something unclear afterwards?
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
yes, you have to click on "Add" button to add new export profiles
is that why hes sideways
no, this is probably some mistake on your side
I guess you have object transform keyframed somewhere
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
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
no it was from a discord part of a tutorial
ok, that is probably your issue
roger
not sure how to fix it so you might start from scratch
would u have a link to the github rig?
its on the wiki on the page that I've linked
thats fine needed to make some adjustments anyway
thanks for all ur help man sorry to take u away from stuff
much appreciated
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?
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
Jup it worked fine
just scaling it properly is so annoying
is there a fbx of a vanilla weapon somewhere?
ahh great, well its not xD
ohh have to check this
do you know why my gun magically grows when i get it into my hand. dont mind the snappoints. will fix it soon
something has scale modifier in your project probably
apply all transforms and reimport?
btw when scaling weapons that are in good proportions but not good global scale I found that a good way to get close to how it should be is to simply create a bullet of diameter of the caliber the weapon fires and scale the weapon until the inside of the barrel fits the bullet (easiest way)
Your 20mm HE Thompson is coming along nicely.
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
If it were modeled to real world dimensions it would be.
Hey!
Try unchecking the "Relative Path" box when picking a folder
Hi ! Did you manage to import a prefab with the blender import module?
You can only import your own, you can't import the vanilla ones.
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
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
You mixed few things up
Export of fbx should happen to folder where you have your mod. Not to folder with animation export profiles
small details that are making my life impossible hahaha
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.
Just copy/paste the real path
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?
you've reached the end of my knowledge if that wasn't the problem
mine lacks options, I don't know what needs to be done
You lack file name (File) parameter
here?
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
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
ahmm, what do you mean by send a prefab to blender?
Did i do a stupid again
can you be more precise about what you are trying to do?
how do i get the base body model so i can make gear and stuff
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
oh thanks
also take a look here https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation
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
Can someone help me with this?
I have that in blender
Read the error you're getting in Blender and reference the link I posted to fix it. It literally tells you how to fix that error.
Have the blender tools finally been updated to 4.2 LTS?
not yet
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.
can you post screenshot of your current settings
ended up having to restart to due to other issues, but what are the basics for exporting a simple IK pose for a weapon?
what info is needed in export, looked on the wiki but couldnt get it.
what info you were missing from Wiki?
Can you explain what are you trying to do?
put an fbx into blender
Was that FBX already imported into Enfusion?
i was hoping to get the male model from arma into blender
If no, use Blender FBX import. Import FBX in EBT is for importing materials from enfusion ( https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Materials_Preview#Materials_Import )
is it not fbx for the character?
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
Could someone help me? I have two items that are coming like this from blender. I couldn't figure out how to fix this.
Search for vertex colors here
ok, thanks
all ok, thank u so much
Anybody have the updated RHS prefabs
My bad
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 ?
Van halen
Hell yeah
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
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
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?
Have you read description on wiki?
You can only load prefabs which you have all source models for
so .emat missing?
Fbx probably
ok i dig deeper 🙂
What are you trying to do?
You cannot load locked models or prefabs which contain locked models
if its overrided to my mod, its count as Locked?
How did you override model?
only prefab overrided
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 🙂
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 🙂
why not use 3ds max then?
It is also mentioned on wiki that importing of et is mainly for buildings
It doesn't work with cars, weapons, characters etc
reyhard, any chance of getting a building sample? The lighting & portal setup is quite involved, a sample would be very useful.
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?
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
is the port same on both workbench and blender side?
How can I set it on the blender side? I didnt set it before and it had always worked in the past
check wiki
its in the EBT settings
hello guys how i can fix that?
well, it is just info
you can start making material in Workbench now
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 ?
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?
or is it even planned
I think theye mentioned they are updating to 4.2 in the latest devlog about face bones?
I could be wrong
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
I simply want to know what is the proper process for rigging clothes in blender for arma refoger.
You will find the blender files for the weight reference and skeleton in the #enfusion_blender_tools channel of the official Arma Discord server.
FBX Import Documentation - https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Same process for shirts etc, You would just have to go in and clean the weights which any blender tutorial can teach you
Does anyone know how i can find those specific triangles? they are degenerated
Does this enfusion tool show what the issiue is ? the validatorr
r u mssing faces?
everrrything looks fine to me, "the enfusion engin says mesh ... face .... triangulation failed" check if the face is planar and not degenerated.
how do i find those 3 specific faces?
oh go to mesh - face normals and search for the faces that arent facing the right way
in blender?
yes in bledner
where is the "face normals", my object is very big too btw
look uup a youtube vid for face normals
alr thanks!
is there a way to find the specific faces because i can not find them trough all the different tools on blender,
@random bough Hello 👋🏻, could you provide the fbx file?
@languid hornet The memory points on the new skeleton are weighted to the rightshoulder bone
Will this be okay?
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
I hate to @ you again but can you save my partner and I's sanity by confirming thursday is an experimental frog and not a stable frog?
...u want to be banned? 💣
It' 8am and we're already into the jack daniels trying to figure out the skeleton tool
Reyhard
haha, jk
@languid hornet by chance could this be confirmed? Given the fact that the skeleton wasn’t uploaded to the repository till today it would be the smart move to allow modders more than 2 days to test/implement updates to their own content before a full frog drop
For sure there will be no stable this week
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!
how did you end up with armature having not 1.0 scale?
I am using sample items and I get exactly the same... So no idea.
What blend file are you using? Are you aware that there was small hotfix 2 weeks ago? https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter
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?
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 
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?
armature
It totally might be a me problem.. But I do wonder if anyone else might face the same issue
is there a timeframe for tools becoming available for blender 4?
4.2 is used on experimental tools already
cheers
Is this working??
Ask in one channel and wait for an answer but, no you can't edit models that you didn't create.
Hy guys, i want update model skeleton to new one but i don't have this option in blender addon anyone know why?
install the plugin from the experimental client
yours is out of date, 1.2.1 is the newest
oh i see thx
why does it come up like this in-game? rigging issue?
if anyone knows how to fix pls @ me
did you enable "export skinning" in the import settings?
stable or experimental? How many bones do you have?
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
Compare which bones are missing
I got it now but the UV maps are missing
it was my template for the bones
not missing but messed up
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
Thanks i will look it up
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
there is no tank simulation so all tanks really are just a vehicle with many wheels/ axles and a track animation
look at the rhs t14 for exampe
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
no you dont really. you just may have to edit the bones names in the vehicle prefab / proc animation if you choose different names
ok
i would recommend to just make it the same as rhs did so you have some reference 😄
thanks alot
or spacestriders abrams
is there a way i can look it up for the reference?
open one of the mods in the modding tools
yes how?
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Other_Existing_Projects download it and then use those instructions
👍
I'm trying to export it but this error pops up
I figured it out
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
thats one from github
in any case, continue discussion in #reforger_samples
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?
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?
Ok great. Thanks! Do I need to add the colliders for each object to the group as well? are colliders for these objects even necessary if my receiver (separate object) has a collider already?
the group for each of their assigned bones (w_bolt, w_trigger, etc.)
what group?
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?
you shouldn't have such complex fire geometry in first place
if you want collider to be animated with object then its not done via vertex groups. More info here https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear/Asset_Preparation#Setting_relations:_Using_Make_Parent
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
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.
probably yes, keep it simple otherwise game will struggle when your weapon will be present in game world
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.
got go now but I guess you might have more luck with answer in #enfusion_configuration
got told to post here.... repost from model makers
its not working on blend file. Batch file can be only used on fbx
blend files you can update inside of Blender
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)
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Skeleton_Updater#Settings updated doc with the link
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_Weights_Template.blend this one should be used
so lame im banging my head against this wall too right now
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.
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.
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)
What are you doing exactly?
Where do I set the "blender executable" for exporting from Workbench to Blender? (version 1.2.1.169)
@shell spear Did you get an answer to this?
U cant send models that u didint creat
OK. Thanks...I'm wanting to export one of my models
Thanks. Here?
yes
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?
This just fixed it!
Export skinning is enabled by default for playstation and xbox, why not PC?
xbox and playstation can open blender and enfusion workbench?
No, but there are individual import settings per platform.
you import your FBX once, it is converted into .xob and is used in your mod across all platforms
all platforms use the same content you publish in your mod
this is what i mean. There are individual settings per platform. They appear to all inherit from PC for now though, so maybe the export skinning option was enabled on all the others when I enabled it for PC.

Hello, sorry to bother you I can't put collisions on my 3D model 
Is it because of these 2 things that are missing? The thing is, I don't know what to put.
Hello, according to the error message in the first image, I’d say you either haven’t enabled the net api in Workbench or Workbench is not running which is needed for some things when working with EBT
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.
if i edit gamemat in import settings manually works fine, do i need it on all .xobs or possible set in Blender too?
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.
Anyone know why my bones appear as memory points?
only bones with skinned mesh will appears as bone in the workbench, if no vertex_group assign it will appears as mem point
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
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Collider_Usage check merge tri meshes option
Hey, im having trouble when im trying "Collider setup". Using blender 4.2.5 LTS from steam and experimental plugin
Are you also using exp tools?
Exp plugin needs exp tools
Why is it that when I move a model with a calider to tools, infusion sees the calider but the model remains transparent?
yup, got it to work, it wasnt needed before a took a break from learning, thanks !
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?
I'd follow the asset import tutorial in the bohemia wiki to get accurate instructions
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import here's some of it
I would recommend to go through it since I already see you have some wrong stuff like wrong scale
did i lod this right by having each part that would move there own LOD?
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
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.
thank you
it is more #enfusion_model question.
Okay thanks
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 😐
You can use enfusion blender tools so you don't have to set it manually
Yeah I know that's why I opened Enfusion Tools on the right side in Blender (my previous screenshot), but I couldn't find that option. If it's by any chance "Colliders Setup" then I'm getting an error -> "Workbench is not running, net API is not activated, or port is already taken. Check documentation for more details!"
Did you checked documentation?
Have you checked mentioned things?
does anyone know why my bones arnt being exported with my model?
i do something wrong
what do you do?
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.
Thank you reyhard for help 😳 🫡
Thank you but I didn't really understand your answer. Do you know of a tutorial that could help me?
Hello, i am not at the pc atm, but in general should be quite simple. Open up your workbench application and in the settings enable NET API. And leave the Workbench running in the background as you work on your model in blender. Let me know if this solves it for you.
I will look at this when I am on my computer, thank you very much for your quick response.
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?
are you sure they are not imported? Maybe they are merged into one trimesh? If they are not visible in Workbench, then check for errors in Log Console
for merging trimesh search for... merging trimesh here on wiki
I figured it out, I wasn't attaching the colliders to a bone and applying transformation. Got them in on the next export and the mod is actually done and about to go live! Thank you for your help
Small sign gendarmerie.
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
What was the problem?
just had to check and option in the workbench setings
Can anyone help me with blender can’t get files to load to blender
???
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?
Anyone got a definition for each Collision subtype naming?
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)
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.
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 ??
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Creating_prefab see mention of collision
Was the page with colliders explanation useful?
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
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
you don't need to create a prefab. You need RigidGeometry component only. Prefab is the most recommended way though since otherwise it is very hard to manage multiple prefabs
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.
You don't want RigidBody everywhere. If you inherit from some base prefab, then you don't have to worry about it and you are already establishing good habit of having some structure to your work
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.
but I am
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
Workbench running before blender launch?
it is, yes
Workbench settings set to allow API usage?
Antivirus set to ignore workbench and blender?
never had to do that before, but I'll give it a shot
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
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 
did either WB or blender crash on you?
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 :^)
All i could suggest
PC restart still didn't fix it 
You have the API enabled in workbench?
Yuppers
Thought about it lmao, probably need to take a break anyways for dinner. Maybe it'll fix itself
I dont blame you i've been feeling to same trying to get ladders working.

