#enfusion_blender_tools

1 messages · Page 3 of 1

limber badge
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Maybe try reimporting the blender addon?

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And do i test exporting a box FBX see if tis the whole thing or just animation exports

lofty ember
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I've reinstalled the Blender addon a few times, even went into AppData and manually deleted it to be sure. Yet, no change sadge

limber badge
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FBX not exporting?

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I've never done animation exports before. You dont need to have a model/window open to import correctly?

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Got your directory set up properly?

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Im starting to find the lack of documentation on this arma very tedious

lofty ember
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after letting it sit and reinstalling AR EXP Tools, it did not magically fix itself sad

lofty ember
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I might be stupid, my model didn't have any action data in Blender, so therefore it was greying out the export TXA option notlikemeowcry

languid hornet
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if it is greyed out, then it means that there is no armature in the scene

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or actions, aka there is nothing to export

languid hornet
lofty ember
languid hornet
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yea, searching on Wiki is not the greatest

limber badge
lime hound
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have issue with EBT. i assign collision, materials, and layers, using EBT script. but when i export FBX, to brokebench, Collision types are empty and i have to re-type them in manually. Where dig?

lime hound
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the problem is, EBT doesnt export layers as it should.

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maybe i ahve to tick some secret option in blender? soemthing called Import somewhere??

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i will look into this by makeing test model from scratch later

languid hornet
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I guess you could miss Custom Properties checked

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Do not forget to check "Custom Properties" property when exporting to FBX from Blender - otherwise Layer Presets settings (among with other properties) will be lost!

lime hound
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ill try reinstall blender and EBT, maybe steam version of blender is fucky

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i installed blender few years ago and relied on steam updates, that might be an issue

languid hornet
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if layers were set initially (first import) to even default, then you have to restart it

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in WB

lime hound
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restart what exactly?

languid hornet
lime hound
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i have blender > wb link working

languid hornet
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see info box on what I linked

lime hound
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yes, its smo;l arrows

languid hornet
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did you reset to defaults and then reimported?

lime hound
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i will try dis later today, will make new model in new file from scratch, something like cube for testing to see whats working and at what step something going wrong

languid hornet
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In case it is not loading to you

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

lime hound
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it does load, thank you. i did press smol arrow on the right on GeoParams

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i suspect blender or ebt addon got fucky

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since collision set does get exported \ impported \ updated properly, such as changing material from battery to engine - it gets changed in wb

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but layers do not react

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will try to get back after testeing and deliver conclusion

lime hound
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Concluding ebt issues - i removed blender completely from pc(uninstalled from steam and manually removed all left files), installed it again from steam, installed EBT plugin again and in started to work as intended, layer and gamematerials changes are now being correctly propagated into workbench.

surreal schooner
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Is there a way to exclude objects from export?

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like a prefix or something

icy rain
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there is checkbox to export only what is selected

proven arrow
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Have this been fixed (Or is there no longer any need for the other files and folder?)

lime hound
proven arrow
languid hornet
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missing files?

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they are no longer required. Like, for very long

tranquil osprey
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when i go to send anything "to" EBT from the workbench to blender it just says this. but there is no area in the EBT plugin to set a blender executable? what am i missing here lol

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nevermind. the config is in workbench not ebt from looks of it lol

lean epoch
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Hi all, need some help here. I am sorry if this has been answered before, but I really tried to find the answer and wasn't able to. Is it possible to export a *.xob file to Blender with the EBT installed? I only get this message.

languid hornet
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It is not possible

lean epoch
random bough
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Anyone has an idea why this error is showing up? there should be no non-planar faces

random bough
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Doesn't work, its something else

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Could it be Non-manifold edges and Non-convex edges?

random bough
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is there any way to find those specific faces its mentioning?

fringe willow
stuck plover
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Having a issue, my collider type is not changing

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fixed nevermind

limber badge
stuck plover
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Changed the collider in blender, exported fix then deleted the model files out of enfusion and reimported, can't just reimport have to delete the model from enfusion and import cleanly

languid hornet
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https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Physical_material_(Game_material) see infobox here

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.

dim dune
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Hi, so there is a mod that i wanted to rework that i have added as a dependecy, so i created a prefab of it. But cant seem to get it into blender. After installing the pluging and look at the wiki, i get thiss error in blender when i try to import using the plugin ```Python: Traceback (most recent call last):
File "C:\Users\Steffen\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\EnfusionBlenderTools\core\operators.py", line 181, in execute
for x in range(len(result["ematPath"])):
~~~~~~^^^^^^^^^^^^
KeyError: 'ematPath'

languid hornet
radiant grotto
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Hey, guys
Can anyone tell me what the problem is?

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Before this I did animation for weapons and everything exported fine

fringe willow
maiden heart
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With the latest expiremental branch I tried installing the new blender tools. But they will not install in 4.2.5. Is there anything else that needs to be done? The previous version of the tools will not connect to 1.3 exp workbench

fringe willow
maiden heart
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That's what needed to happen. I restarted it twice, and then I was able to enable the new plugin. It was very strange.

fringe willow
fleet seal
languid hornet
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4.2.5 is latest LTS (Long Term Support) version of Blender

fleet seal
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Oh - so im doing it wrong then using 4.3.2?

wise eagle
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I use 4.3.2 and it has worked fine....

fleet seal
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Yeah same

languid hornet
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Support is not guaranteed so you are doing it on your own risk

slate halo
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What's must have tools for blender / reforger?

analog jackal
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If I'm making structures do I need to add meshes and stuff in blender?

white fern
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The Reforger Workshop is more to "assemble" parts. For example, you create an (in Reforger) existing house with different, existing exterior stairs.
If you want to have a new house (or assets in general) in Reforger you have to create it by a 3D modelling program like blender and then importing it in by the Arma Reforger Workshop in your mod. If you want use then with new textures you have to create it in a graphics program or blender or special programs to paint on 3d models.
There are plenty of tutorials out there that explain this process.

river monolith
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shame the #enfusion_resources isn't moderated/cleaned up to meet its real intention. Could have been a good place to stack up links to tutorials that are buried in youtube and spread throughout all of these channels.

vague wigeon
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Heli

amber jay
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Does anyone know how to import .et prefabs from workbench into blender?

i already have a duplicated version of a offical unlocked btr-70 model in workbench, and have all the configurations set as instructed in the manual without any errors, and yet am met with the default blender cube instead when sending it to blender.

and yes, i do have blender 4.2 LST with EBT, as also instucted in the manual, including turning on Net API with the correct port.

languid hornet
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packed files (vanilla or modded) don't contain sources for models or textures

amber jay
balmy patrol
slate halo
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Are there any good videos or resources about rigging clothing in blender for arma?

shell spear
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I’ve been trying for hours to import my rigged FBX into Enfusion Workbench, but bones don’t show up (Bones: 0 - 0). I’ve tried Y Forward, Z Up, deform enabled, applied rotation & scale, disabled leaf bones, and checked Export Skinning, but nothing works. If anyone has a tutorial or knows how to fix this, please help! I’ll check replies when i wake up. Thanks!

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I am very new to modding btw so yeah

shell spear
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Yes?

languid hornet
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how is it looking in blender?

shell spear
languid hornet
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What about skininning?

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Is the mesh moving correctly in blender

shell spear
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i am new i dont know what that is sorry

shell spear
shell spear
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i will have a look

languid hornet
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Also, when you checked export skinning did you clicked on reimport button afterwards?

shell spear
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no?

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i will try

shell spear
brazen bear
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Can I make a model In blender and animate some stuff there then move to enfusion? Also I'm still new to modding so I don't really know how to make high quality models do you guys think you can help maybe? Please tag me when you reply

brazen bear
# balmy patrol yes

Do you by chance know how to do good wire framing to make a model not look like trash and be impossible to add detail?

brazen bear
balmy patrol
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it’s called topology

brazen bear
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Bc I was able to block out the gun I wanna make but the topology was very bad the vertices were stretched across the whole thing I didn't like that bc I can't add detail then

balmy patrol
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also not relevant discussion for this particular channel

brazen bear
brazen bear
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Would the modeling channel be good for the rest of the conversation maybe?

balmy patrol
balmy patrol
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but would recommend joining blenders discord instead

brazen bear
brazen bear
brazen bear
ancient tiger
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Hi, I just tryed to use the Tools in Blender, but the -Data.zip doesnt work. There are missing files in there. Can someone help me?

restive barn
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getting this error when trying to use enfusion blender tool's collider setup

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would love any help

languid hornet
languid hornet
restive barn
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Im on 3.6?

languid hornet
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yes, 3.6 is not correct

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4.2 LTS is currently supported version since 1.2.1

restive barn
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I thought the documentation said 3.6?

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Do i also need to somehow update the enfusion blender tools?? Or is it automatic

languid hornet
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you also need to update EBT - you have to do it manually

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it is recommended to delete addon, close blender and then open blender again and finally install the plugin

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otherwise remnants of older version of EBT might stay in Blender

ancient tiger
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and I saw In some Youtube Tutorials that there needs to be more inside

languid hornet
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Game materials txt is inside the plugin itself - you can try to relocate it in addons settings in blender

ancient tiger
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Thanks that worked.

slate halo
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Anybody know what I'm doing wrong? Trying to create colliders for my buildings and export them to enfusion.

stuck marlin
slate halo
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I got it from that. It was the name prefix.

slate halo
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Am I approaching this right for setting up colliders? Copying them and then renaming them with the collider prefix (not done yet in the screenshot) It has worked but if theres a better way would love to know.

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Right now its right click > id data > rename > home keky > ctrl V for each one

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prob just the way it is but if theres some kind of batch operation I could do would be great.

plain yoke
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I installed blender 4.2. When importing p3d, only lod01 is imported. Other lod and geometries are not imported. Could there be something I missed?

cloud lynx
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I used 3.4.1 blender to open p3d. I choose lods ->copy, opened 4.2 --> paste.

plain yoke
civic glacier
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Does anyone have troubles with the latest version of the Enfusion Blender tools aftet today's update? I cannot create colliders anymore.

civic glacier
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There is something messed up generally somehow. The face / vertex count also does not fit anymore

languid hornet
inland bloom
languid hornet
unique arch
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whats up with this

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i click the refresh but nothing happens, blender lts 4.2

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the enfusion tools for blender 3.6 no longer work

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so i updated, and now thats grayed out

prisma thorn
languid hornet
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is the selected object with valid collider prefix??

prisma thorn
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Uff okay that "fixed" it. Sorry for being dumb. Has this changed just recently? 😅 Or maybe I haven´t updated my tools for a while...

languid hornet
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yea, that is 1.3 thing

river monolith
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Would be nice if LayerPresets list could be put in alphabetical order :)

scarlet rose
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Hello when i hit send to blender it says "No blender executable set! Please set one in EBT Config! just need some help if anyone knows what to do here

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nvm i fixed it

queen gale
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what is facon too importe body for blender for creat clothing

lilac salmon
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Does anyone have a good resource for or can explain what an efficient workflow is for handling materials when exporting fbx? I read the wiki page on it and on materials, how blender and enfusion do not coalesce when it comes to materials.

My current and daunting workflow:
export fbx to enfusion -> press “update materials” in blender enfusion tools -> import all of the texture images to enfusion -> spend a lot of time reassigning the images to their correct spot in all materials, sometimes up to 50 :/

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Just looking for what anyone else does and maybe they have a better way…

static mirage
unique arch
static mirage
slate halo
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What object in blender should I use to make IK targets for weapons?

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Or do I need to do that in enfusion put regular empty entitys as children of the prefab

prisma thorn
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I just tried the MLOD baking in blender, but I get this error message? Has anyone an idea what is wrong? Blender version 4.2.8 LTS with Enfusion Tools Version 1.2.1

The error message appears when I press Bake MLOD

languid hornet
slate halo
fringe willow
prisma thorn
pale onyx
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when i try to update materials in Blender it gives me this error.

SCRIPT : GetResourceName 'scripts/WorkbenchGameCommon/EnfusionBlenderTools/TextureInfo.c,33'
RESOURCES (E): Wrong GUID/name for resource @Assets/Vehicles/Pantsir-S1/Data/PANTS10R_pantsir_BaseColor.edds Assets/Vehicles/Pantsir-S1/Data/PANTS10R_pantsir_Roughness.edds 0" in property "path"
SCRIPT : GetResourceName 'scripts/WorkbenchGameCommon/EnfusionBlenderTools/TextureInfo.c,33'
RESOURCES (E): Wrong GUID/name for resource @"Assets/Vehicles/Pantsir-S1/Data/PANTS10R_pantsir_Normal.edds {FCD6348EBAC249DD}Assets/Vehicles/Pantsir-S1/Data/PANTS10R_pantsir_Metallic.edds 0" in property "path"

(blender error also posted)

dont flame me, im learning 💀

languid hornet
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use Blender 4.2 LTS, not 4.1

pale onyx
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bet

pale onyx
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yep, works now. preciate it 🫡

slate halo
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Python: Traceback (most recent call last):
File "C:\Users\andir\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\EnfusionBlenderTools\core\operators.py", line 1302, in invoke
layerPresets = get_layer_presets()
^^^^^^^^^^^^^^^^^^^
File "C:\Users\andir\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\EnfusionBlenderTools\core\utils.py", line 639, in get_layer_presets
layerPresets = wbLayerPresets.get("Layers").split(" ")[:-1]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AttributeError: 'NoneType' object has no attribute 'split'

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When trying to generate colliders. Not sure why it can't pull up the layers window

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Oh use 4.2 not 4.3 prob

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Er no I've done colliders already with 4.3

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Uninstalled and reinstalled plugin and restarted blender its working now.

pale onyx
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anyone know why It could be doin this ?

south blaze
languid hornet
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perhaps you have selected in view "current file"?

south blaze
south blaze
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Here's my setup. If I try to open the pose blend file in 4.2.3 LTS or 4.4 I get a "file type not supported" error.

languid hornet
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try to also click on refresh icon

south blaze
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I checked on blender 4.2.0 and same issue with fresh download of pose files.

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These are the correct files, right?

south blaze
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I noticed I was getting a security block in the properties of the pose files, so I unblocked them but still nothing

south blaze
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The files are apparently serialized to text, not binary, so Blender thinks their ASCII fbx files

south blaze
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What file size do you see for the obj? When I download their only 206 kb. If I try to convert the ASCII to binary I get a insufficient perameters error, which makes me think the files are empty

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u know what, I'm downloading via right click save, I wonder if that's causing it to download as ascii

south blaze
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yup I'm a idiot, user error. I should learn how to use git properly

vast mesa
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having problems with the enfusion collider tool, get getting python traceback error

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now when i try to reinstall the enfusion tools i get this error

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enfusion tools cannot import name 'load_icons' from 'EnfusionBlenderTools.utils

south blaze
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what version of blender are you using?

vast mesa
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4.2

languid hornet
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restart blender

vast mesa
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yes restarted blender and it fixed

languid hornet
earnest wadi
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Hi, since update 1.3, I installed the Enfusion Blender Tools plugin, but I'm getting a Python error.
I'm using 4.2 lts. I exited and restarted Blender, but I still get the same error:

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Python: Traceback (most recent call last):
File "C:\Users\jordi\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\operators.py", line 1440, in execute
self.set_game_materials_exec(context)
File "C:\Users\jordi\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\operators.py", line 1410, in set_game_materials_exec
material = get_random_colored_material(chosen_material_name)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\jordi\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\utils.py", line 885, in get_random_colored_material
material.node_tree.nodes["Principled BSDF"].inputs[0].default_value = random_color
~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^
KeyError: 'bpy_prop_collection[key]: key "Principled BSDF" not found'

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any idea?

fringe willow
slate halo
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Python: Traceback (most recent call last):
File "C:\Users\andir\AppData\Roaming\Blender Foundation\Blender\4.4\scripts\addons\EnfusionBlenderTools\core\operators.py", line 191, in execute
result["coords"][0] = "0 0 0"
~~~~~~^^^^^^^^^^
KeyError: 'coords'
bpy.ops.scene.ebt_import_prefab(filepath="D:\Arma4Life\Arma4LifeAssets\Prefabs\Characters\Clothing\Headwear\SkimmerHat.et")

Get this with blender 4.4 when importing a prefab

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And this when importing fbx from ebt tab

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Python: Traceback (most recent call last):
File "C:\Users\andir\AppData\Roaming\Blender Foundation\Blender\4.4\scripts\addons\EnfusionBlenderTools\core\operators.py", line 191, in execute
result["coords"][0] = "0 0 0"
~~~~~~^^^^^^^^^^
KeyError: 'coords'
bpy.ops.scene.ebt_import_prefab(filepath="D:\Arma4Life\Arma4LifeAssets\Prefabs\Characters\Clothing\Headwear\SkimmerHat.et")

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I can still do it importing regularly so not a huge deal, just letting you know.

vague wigeon
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any heli modders want to give me a hand need help

raven rune
slate halo
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Oh yeah I should have known that

wind trail
#

Hi, for those who are interested to have an automatic collider bounder, you can find the blender plugin here (it extend the default tool) :
https://github.com/AntiPoney/Blender_x_Enfusion_AutoColliderBounder/releases

it create automaticaly a children object with a custom transparent material and it try to bound the size to the selected object mesh

I've tested it quickly and I'm pretty satisfied but I was wondering what people would think about it and if some people are willing to test and give feedbacks :).

*download the project and load the plugins like the Enfusion tools plugin

GitHub

Automatically add a collider to the selected object and set it to the correct size. - AntiPoney/Blender_x_Enfusion_AutoColliderBounder

fringe willow
# wind trail Hi, for those who are interested to have an automatic collider bounder, you can ...

looks really cool. Great stuff.

Note that the way you produce UCX will not work with Enfusion. You would need to delete edges and faces before using "convex_hull = bmesh.ops.convex_hull(bm, input=bm.verts)" like so:

    convex_hull = bmesh.ops.convex_hull(bm, input=bm.verts)```

As this will give you better results when mesh has multiple mesh shells. 
Other thing is Blender Quick Hull algo will produce results which sometimes doesn't work with Enfusion as it will consider some mesh features like degenerate, as there are different tollerances for what Enfusion consideres convex etc. For such convex meshes Enfusion will refuse to import them as colliders. 

You can do some additional processing to try to fix the collider mesh after using ops.convex_hull(). You can use  EBT - Model Quality Assurance features to preview errors in colliders.
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I thought you were the author of the addon. Anyways, my 2 cents

wind trail
quaint geyser
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also because I just reinstalled the enfusion tools and collider setup is still broken kek

quaint geyser
languid hornet
#

Can you show addon settings in Blender?

wind trail
quaint geyser
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Uh I didn't know about a cache that needs clearing, I'll look into thst later today

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As I'm about to leave work and probably go to bed when I go home
Also the laptop I'm on is fresh install, and if has same error as pc st home

wind trail
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not really a "cache" but blender usually duplicate addons into appdata while keeping a trace to the locally imported file. it might help to fully delete what blender is keeping in the background (most of the time in appdata)

languid hornet
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Can you show addon settings in Blender?

quaint geyser
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it works on my main pc now...
maybe just had the pc up for a long time or something

earnest wadi
sinful flax
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how come i dont have the install button now for addons#

vague wigeon
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having a hard time exporting animations for a custom model and help is appreciated

fringe willow
earnest wadi
#

no, i just clicked on the shader i circled

wind trail
#

Hello, I present to you all another blender add-on I've made to extend the default Enfusion Tools add-on possibilities

it allow to export collection with the armature directly from a right clic hover any collection to the "batch fbx export" folder. for a faster & easier workflow
https://github.com/AntiPoney/Blender_x_Enfusion_CollectionWithArmatureExporter/releases/tag/dev-releases

GitHub

Blender X Enfusion - collections With Armature Exporter
A Blender add-on export collection to the enfusion default fbx batch folder but with the armature of the scene
Features

export fbx with arma...

obsidian grail
#

Is it possible to export an object from Arma Tools to Blender? Is there a tutorial?&

fierce mango
#

hello I need to connect my tools to blender but when I extract the file zip enfusionblendertools-data it onlyn contains the anims folder

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any help?

quaint vector
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Hello i have this error when trying to export animations, the .txa file is not shown in workbench, however it is shown in the windows file browser.

fierce mango
#

I cannot find out how to install EBT addon

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thats my issue

quaint vector
#

@fierce mango then install it on blender

fierce mango
#

ok it is what I did, but both my interface and some files are appearing different from the tutorial

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I' only extracted the Data file

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I installed plugin directly from the zip

quaint vector
#

yes its different to the tutorial

fierce mango
#

ohh ok

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so it's already connected to my tools?

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I activated the API

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all I wanted to do is to try port a prefab from blender to tools

quaint vector
slate halo
#

Anybody see anything obvious I'm doing wrong? First time trying to export animation from ebt

flint compass
#

Hello, Can you help me with this sign. When I export the sign it comes out plan black with no way to edit. Exporting as FBX

raven rune
#

Vertex paint

languid hornet
#

warning that you posted is just warning - it is not going to hurt you unless you use that very specific export profile.

slate halo
#

The link to the rigupdater project is broken btw but I found it

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Broken on this page

slate halo
#

Python: Traceback (most recent call last):
File "C:\Users\andir\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\txa\operators.py", line 204, in execute
with bpy.data.libraries.load(self.filepath) as (data_from, _):
OSError: load: D:\Blender Projects\Character_AnimationRig_RigUpdater.blend failed to open blend file
bpy.ops.view3d.ebt_update_rig(filepath="D:\Blender Projects\Character_AnimationRig_RigUpdater.blend")
Copied 1 selected object(s)

languid hornet
#

probably file is corrupted. Try to download it again from Github using download raw file

slate halo
#

kk ty

languid hornet
#

some people try to save is as txt and then rename it to blend

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or other weird things

slate halo
#

I just right clicked on it and downloaded the first time. The raw version works, except it says my skeleton doesnt have a "rig" key but thats my issue

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Thanks again

slate halo
#

Is there a reason the pivot is like this?

languid hornet
serene glade
#

hi, i am working on antiair search light, it my first time with blender and enfusion. I ve already rig my light, and put the bones, when i export it to enfusion, it doesn't recongizes the bones.

Someone can help me figure out what is the problem ?!!

tired vale
serene glade
tired vale
#

no

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the settings in the workbench for importing the asset

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after checking it simply press the reimport button at the top

serene glade
#

ohh

#

even like that thgey don't show up, i've probably messed it up in blender

quaint vector
#

hello can somebody help me with this? what am i doing wrong? (w_sight should be amature)

plain yoke
#

Anyone experiencing game engine crashes after exporting from Blender as FBX? It's been crashing consistently since the update.

zenith sigil
#

Every time I press to make the object collide, I get this error, does anyone know how to solve it?

slate halo
#

If you're on blender 3.6 that's probably your problem

#

4.2 is supported that's all

fringe willow
wicked shore
sinful flax
#

why am i getting this error now

fickle flower
#

I need help installing the blunders ADD-ONS I have a problem

frail trench
#

Hi, I ve got issues using the Materials Tools to set up a collider. I modeled 3 LOD's and a UTM but when I try to setup its collider I get this error message https://prnt.sc/PNTqlDmK_isB

Lightshot

Captured with Lightshot

#

I tried asking Grok and GPT and they told me that there might be something wrong with my workbenchlayer.config , but I couldnt get any more precise answers.

white fern
frail trench
#

4.2.7 - is this my mistake?

white fern
#

4.2.9 is the last one but it should work. 4.2.x is the latest LTS version

frail trench
#

I may try to downgrade to blender 4.2 and reinstall EBT , I dont know what else to do at this point

white fern
frail trench
#

if the blender version aint the problem I just try reinstalling EBT I guess

frail trench
#

@white fern Do you know if in \Arma Reforger Tools\Blender the .zip is always up to date?

frail trench
#

or do I need to reinstall arma tools aswell for it to get updated

#

ok

white fern
fickle flower
#

I can't press the Colliders setup button
my blender version :4.2.9 LTS
no errors showing up can someone help

rich scroll
#

Make sure you’re in object mode or make sure enfusion is running in the background while you have blender running. See if that helps

fickle flower
scarlet rose
#

UTM, UCX, UBX, etc

rough pulsar
white fern
rough pulsar
#

FBX is not part of any loaded Addon project in Workbench. i get this when inporting

edgy oriole
#

Hello, since yesterday for no reason it no longer detects Enfusion. Does anyone have a solution?

spark knoll
#

Hi, after exporting a magazine, the some meshe are invisible. They seems totally fine in blender, no modifier, everything in the instance is exported.

spark knoll
supple herald
#

Check Face Orientation (Geometry)

spark knoll
fringe turtle
#

anyone have a good tutorial, how a make mooded cars for arma reforger?

fringe turtle
white fern
shell spear
#

just made this with gpt to auto create lods and name them with a decimate modifier and a ratio slider, you guys think this would save alot of time? plus if you think anything should be added to this or just a waste of time?

shell spear
#

added some more info

slate halo
#

Got to save time anywhere I can

rough pulsar
#

trying Blender first time and wanna import fbx file. what im doing wrong ?

shell spear
icy rain
fervent ravine
fervent ravine
#

i added the colliders in blender tho

icy rain
#

definitely lacking one, is supposed to be driveable or only props ?

fervent ravine
#

this is just prop atm

icy rain
#

then you need to set up your collider as BuildingFireView

fervent ravine
fervent ravine
#

ahh dang ok, thank i'll message you then

outer surge
#

you most likely missing Rigidbody on the prefab with these settnings

deft lagoon
#

Hi! Does anyone have images of the mesh of the destroyed houses?

rough pulsar
rough pulsar
white fern
rough pulsar
rough pulsar
vital horizon
vast barn
# shell spear

Is it possible I could try it out too? Doing a few models that would need lods 😄

fiery trail
#

so I have the tools installed, ive designated my colliders with the given gamematerials, when I import the files it just shows up with

RESOURCES (E): Wrong GUID/name for resource @"{6D43C691FD7C8E81}Slum_Props.gamemat" in property "SurfaceProperties"
RESOURCES (E): Wrong GUID/name for resource @"{31671DAC3A80A921}Slum_x1.gamemat" in property "SurfaceProperties"

#

Obviously the error literally tells you whats wrong, but I have no idea how to fix that.

#

its referancing a file that doesnt exist, and when I create the gamemat file I get the same problem

#

ive found the meta file and whatnot, It looks like I could manually edit it to get what I need, but isnt the entire point of all this so that I dont have to do that? lmao

misty pendant
#

You can manually set them there

fiery trail
#

So I did end up getting it working but it probably wasnt the most efficient way

dusty thicket
#

Yo can someone help me figure out how i can export the standard prefab Ak74 into blender? i duplicated it into my project but i cant export it via the EBT plugin

heavy beacon
#

I am new to blender, is there anything that I should get? Any plugins or anything

white fern
white fern
quartz forge
#

question where can i find weights for the vest?

random bough
#

Python: Traceback (most recent call last):
File "C:\Users\name\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\EnfusionBlenderTools\operators.py", line 1674, in invoke
layerPresets = get_layer_presets()
File "C:\Users\lname\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\EnfusionBlenderTools\utils.py", line 116, in get_layer_presets
layerPresets = wbLayerPresets.get("Layers").split(" ")[:-1]
AttributeError: 'NoneType' object has no attribute 'split'

#

ERROR: what does this mean? im trying to do the collider setup but gives me this error in blender?

random bough
#

restarting bleder does not work either

misty pendant
random bough
#

download trough steam or website?

misty pendant
random bough
#

okay, thanks a lot!

random bough
#

what happened to the materials? it only shows one?

#

and it shows an error at the metal collider for some reason too

languid hornet
random bough
#

yeah, i did use it though,

random bough
#

thanks

autumn gust
#

Hi, since 1.3 the new blender pluggin has changed.
I want to validate my BSP, so I went to Model Quality Assurance, selected the BSP preset and clicked on MQA Overlay.
However, it shows me that my object is in error, but compared to before, I don't have a dupplication of this object to see exactly where my non-manifold arretes are.
Do you have an explanation?
Then I can update the tutorial https://wiki.nabla.sh/books/3d-building-creation-tutorial/page/3d-creation

fringe willow
autumn gust
random bough
#

Collider setup not working?
Wokrbench API is active and running, everrything is updated to compatible versions

languid hornet
#

Select valid collider

tight hinge
fringe willow
#

👋🏻 Only to UTM colliders game materials can be assigned in edit mode, as it can have multiple of gamemats. Rest of colliders can only have one gamemat. These must be set in object mode.

white fern
severe shuttle
#

We’re can I find the model to help with rigging and weights

ebon moth
#

Am I able to add a bone to the armature that comes with the rigging model from BI and still use it? I need to deform some respirator hoses that are a PIA and would be much easier with a bendy bone.

languid hornet
ebon moth
#

Good to know, I suppose I'll have to figure out another way to rig the hoses, or have the rebreather they go to just floating off of the character while swimming lol.

fair pilot
#

Any banner models to insert just image?

fickle leaf
#

Hi guys. I'm trying to open a building model from Arma 2 Sample Models in Blender. Is there any guide or tutorial on how to apply textures to my object?

fringe turtle
#

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

anyone know how fix this erro in blender whit arma tools

slate halo
waxen karma
#

Anyone know of a fix for Blender saying ASCII Fbx unsupported when trying to import an FBX file?

languid hornet
#

Export fbx as non asci in some other 3d software

#

Or buy better fbx plugin for blender

waxen karma
inland loom
thorny turret
compact fjord
bitter tide
#

Im new on blender. I bought the amrap pro. Problem is i thought it was game ready. it is not. I dont know what it needs to be done. cant find videos about it.

bitter tide
#

help please

crystal rain
bitter tide
#

Yes

#

But for arma reforged is not letting me put the LOD’s or colliders correctly. And the physics too

#

As I said I am new

#

There are no videos of how to make it arma reforger ready. So it’s trial and error

boreal sable
#

Does anyone know why when I export a model from blender to enfusion the scale and rotation are not matching what is in blender? Here is what I mean:

#

As you can see, blender shows that the buttstocks dimensions are in inches and quite small, but when exported into enfusion with a scale of 1 it comes out to be 10 times bigger than a BTR

languid hornet
#

probably due to usage of "Base_LOD0" empty object

#

I guess it is rotated and has scale of 0.01 or even smaller

#

use collections to organize stuff instead of empty objects

#

you could try to perhaps select "Base_LOD0" empty object, empty all transforms and then unparent all the objects

boreal sable
#

oh, okay, I tried to clean up the file as much as I thought I needed to, but some of that stuff was from the person I downloaded it from. I'll give that a shot

#

how do you empty all transformations? Kinda new to blender..

#

nevermind, got it, and also thank you that worked:

scarlet rose
#

For some reason the hat not moving with the person and when lined up properly in blender and I export it over to Enfusion tools it goes off to the left

waxen karma
bitter tide
bronze nova
#

Anybody know how to close a hole on this handguard? Model was bought. I have some knowledge of Blender but I have no idea where to begin. Also trying to preserve the UV as much as possible.

lunar trellis
bronze nova
#

No worries! I only need to close one hole on each side, since early carbine handguards only had 6 holes instead of 7. 7 hole handguards only came in the 90s I believe.

full kite
#

how do i export MICH 2000 or any other helmet from RHS' mod to blender so i could model my own shit based on it?

full kite
#

cause that's what i'm trying to do right now

#

like

fallow moth
full kite
#

GUUUUUHHHHHHHH

#

they won't bother

fallow moth
#

then its a no

#

also looks like you crossposted this same question on multiple channels.

#

please clean up the rest

full kite
#

i mean

fallow moth
#

crossposting is against the server #rules

full kite
#

excuse me

#

is this illegal or?

#

cause he pretty much exported models from arma reforger

fallow moth
full kite
#

hm curious

fallow moth
#

this is final

full kite
#

like in RHS?

#

where you can basically do that with patches

fallow moth
#

I dont know what you mean by that

full kite
#

like here for example

#

he uses RHS patches as a tempalte which i assume you can do with other mods

#

you can even upload them afterwards no one really cares lol

fallow moth
full kite
#

ooooh

fallow moth
#

and it uses rhs mod and applies another texture on that piece and creates a new item from it

full kite
fallow moth
#

nothing leaves the modding tools

full kite
fallow moth
#

which you can not do

#

I dont want to have to say this again

full kite
fallow moth
#

I dont know what that is

full kite
#

it's a server

fallow moth
#

ok

full kite
#

that has a mod of rusich patch in it

#

that uses SOBR from RHS as a tempalte

#

lole

fallow moth
#

I dont know all the mods and all the servers

full kite
#

lel...

fallow moth
#

@balmy patrol was this something you guys dont allow?

#

no the retexturing but the insignias used

full kite
#

anyways how do you think the tape stuff was done for spearhead and conflict in europe

#

they're different but somehow fit perfectly on helmets created by RHS

fallow moth
#

youll have to ask them

#

if we find out they ripped models they be out permanently.

full kite
#

they're two biggest war in Ukraine servers

#

probably asked very nicely

#

lol

fallow moth
#

does not matter at all

#

now

full kite
#

yup sure

fallow moth
#

this matter is now concluded. Theres nothing you can do

#

I dont like your salty attitude

#

dont drag this on further

balmy patrol
balmy patrol
fallow moth
balmy patrol
#

i’ll check cheers

stoic tangle
arctic sage
stoic tangle
#

idk why azov signs not banned too

#

but "Русич" under sanctions in European Union and in Switzerland, Canada, Australia, New Zealand, Japan, UK, USA

#

very dangerous mod for console publisher like Sony

full kite
#

wolfsangel isn't banned in germany france or belgium

stoic tangle
drowsy cosmos
#

anyone an idea why it is only an static shirt on my body ingame and not rigged....?

languid hornet
#

Make sure that you have 🟥 230 bones in total 🟥 and there is at least one skinned bone - i.e. 1 + 229

In Details tab, you can find current amount of bones and dummies in Bones section. First number represents amount of bones and second, number of dummies. By default, bones which are not affecting any mesh (there is no Vertex Group representing it)
full kite
#

where can i read about that

stoic tangle
full kite
#

do you mean american legistlation that didn't even pass hearing or what

#

i suggest you read your sources geg

stoic tangle
full kite
#

i don't gloat about it

#

and azov still doesn't get any supplies from le evil west GEG

stoic tangle
#

I dont will continue cause I and you against rule about politic, but we can continue in DM

misty pendant
#

imo i would not use any Irl groups in a mod , your probably safer using countries or making a made up group

stoic tangle
dim dune
dim dune
grizzled herald
tawny spire
#

Would anyone be able to explain UV mapping for 3d models for Arma reforger mods

Im wanting to prepare the screen of my tablet model to display the map. However im a noob when it comes to blender.

Any help would be greatly appreciated 🙂

slate halo
#

Anybody know why I'm not seeing my colliders properly in blender? It's showing the mesh like its a UTM collider in blender, but shows a box collider in enfusion

#

Generated by right click/EBT objects/Colliders/UBX

misty pendant
slate halo
misty pendant
slate halo
#

Know anything about setting up wheels? Do they need to be separated individually?

slate halo
#

Oh I see now

slate halo
#

Are these vanilla for vehicles and if so does anybody know where I can find them? My vehicle front end is up in the air like its sitting on something so I'm assuming theres a collider on thes

#

This is in runtime

misty pendant
# tawny spire anyone ????

https://www.youtube.com/watch?v=XleO7DBm1Us&ab_channel=OnMars3D i dont know to much myself but this guy has some great videos

Master 3D Modeling and Topology Today: https://www.onmars3d.com/

After watching this tutorial, you will learn how to master UV unwrap in Blender 4.0. We are using vanilla Blender with no Add Ons or plugins.

Join my Discord: https://discord.gg/vybvJnEeya

Patreon: https://www.patreon.com/OnMars3D
Artstation: https://www.artstation.com/onmars3...

▶ Play video
jade sapphire
#

Which bone is best to attach a backpack to?

odd viper
#

Using batch export, all my FBX files are not at 0,0,0 once imported. Is there a way to set the collection origin or something to fix this?

civic glacier
#

or did I misunderstand your message? 🙂

deep ether
#

Hi people, I am having a hopefully a rather small issue.
After using the blender enfusion tool and having my enfusion workbench open, why can't I use the collider setup button on blender?
And yes I also opened the api thing on the enfusion and the addon installed

civic glacier
#

Did you import your model once in Enfusion? I think you need to register your fbx file once in your project in Enfusion. Then you should be able to use Enfusion tools for further work in Blender

deep ether
#

Thanks will check it out

languid hornet
deep ether
#

Prefix being UTM_ right?

#

Sorry I am rather new to all this

languid hornet
odd viper
# civic glacier You can add an empty in Blender and name it using the COM_ prefix. This is used ...

Isn't COM for physics? I have multiple models in a single blender file, and all are setup with their components (LOD, Collision, Sockets) in their own collections. They are spread out over the scene in blender, and when I used Batch FBX export in blender, they maintain their global position when imported into the engine, usually applying some weird offset. I can force each model to 0,0,0 on export with a plugin, but this doesn't work for sockets as empties in blender don't have an origin, so the socket loses it's position information.

I guess if this ISN'T possible right now, it would be sweet if the Batch FBX Export could read an empty in the collection as the "collection root" and move it to 0,0,0 on export, while maintaining the local offset to each other component in the collection.

deep ether
#

it worked that time, but now with a different model i just made i get this error now when selecting some materials:

tawny spire
#

is there any reason why the EBT.zip isnt installing onto blender ?

#

im installing it properly but it wont show up in the add-ons menu to enable it ?

languid hornet
languid hornet
tawny spire
languid hornet
#

the one mentioned in the documentation

deep ether
languid hornet
deep ether
languid hornet
#

some pic would be nice to see - with error, selection and outliner expanded (so material slots and meshes are visible)

deep ether
languid hornet
#

Not an object with mesh

#

I also mentioned to expand everything in outliner

ruby elm
#

Anyone got a link that explains the process of downloading a project from blender to enfusion?I got that free RAM TRX 3D model and when I port it in to enfusion it’s only the model with no textures.Im a noob at all this so bound to be a noobie mistake.

mental locust
#

@ruby elm on blender if you set a texture then export the mesh to en fusion , the mesh will be white , you have to importe texture to enfusion , after all your inporte ( texture and mesh) then open a world select your mesh from the world editor put the mesh somewhere in the world , select it , on the properties at bottom right click on mesh and there you will able to add your texture on it

balmy rain
balmy rain
# ruby elm I’ve looked but no luck also

I was trying to find some information, and some people suggested that I look at how PBR textures work in modern games, created and assigned using blender.
And as I understand it, you need to watch something like these videos and study the instructions from this page of their documentation.
https://www.youtube.com/watch?v=144TWlEYFtM&pp=ygUScGJyIHRleHR1cmUgY3JlYXRl
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Materials_Preview?useskin=darkvector

In this tutorial you will learn how to set up textures in Blender.
Free textures used in the tutorial:
https://polyhaven.com/textures

Cool Add-ons for Blender:

Human Generator:
https://bit.ly/3rBjJXy

Massive Cars And Vehicles Add-On:
https://bit.ly/3cuWF8N

1100 Textures in Blender:
https://bit.ly/2QEJ7yN

Flip Fluids Simulation Addon:
https...

▶ Play video
dim dune
ruby elm
#

Anyone know why my enfusion addon won’t let me export saying can’t find workshop?I have 4.2 and api activated.Is there anything else I’m missing?

#

I’m also on HP so the dell problem ain’t a thing.

rare silo
#

getting an error about ASCII FBX file not supported? Does this mean I can no longer use blender to import the character example fbx file to learn how to set up some glasses?

balmy rain
languid hornet
#

or file to be precise

ruby elm
languid hornet
ruby elm
#

@languid hornet Workbench is not running, net api is not activated or port is already taken.

#

I have it running and api activated so not sure .

languid hornet
#

try changing port

#

maybe some service is already using default port

#

(you need to change port both in EBT in Blender and in Workbench ofc)

ruby elm
#

Now it just says error lol I’ll try a different file later after work

languid hornet
#

what error?

ruby elm
#

It literally just says “Error”

languid hornet
#

where?

ruby elm
#

In blender while hitting export

languid hornet
#

pic?

#

full screen preferable, so whole context is visible

ruby elm
#

@languid hornet

languid hornet
#

...that is not just Error 😄 😄 😄

#

you are using relative path for saving which might not exist

#

uncheck relative path in save window

ruby elm
#

Where is the that exactly?I ain’t near my computer atm so I can’t look around.

#

@languid hornet sorry for @ you just don’t know if you will see the message haha

rare silo
languid hornet
#

Are you sure you correctly downloaded it from github? Iirc there is some weird way to download thing in broken text form

rare silo
#

I think I tried downloading the mod from the workshop and then opened that in workbench/blender. I'll try downloading direct from GitHub, thanks.

rare silo
# languid hornet They are not ascii

🤷‍♂️ I downloaded directly from the github but blender is telling me it is ASCII and not supported. Ive never done this before either, so maybe theres settings I missed that I need to be aware of? I've no idea.

languid hornet
#

Did you downloaded whole repository?

rare silo
#

I did not, just those fbx files, Ill try that.

languid hornet
#

if it is ASCII FBX, then you would be able to open in txt editor

#

I just downloaded it from Github and it is binary

rare silo
languid hornet
#

You can -I just did it

#

Used Firefox and I've logged in to github

#

Click on download raw file

#

Ive seen few times that people managed to download things in weird text form but I don't remember what was the problem

languid hornet
rare silo
languid hornet
#

Read Headgear tutorial on wiki to learn about rigging and skinninf

rare silo
languid hornet
#

It's correct one

rare silo
#

Ok I stopped before the colliders part, wasnt sure i needed to do that for sunglasses. Imported facing the wrong way and off to the side this time, it got worse lol

#

I think my skeleton is facing the wrong way somehow

rare silo
#

Still not sure if I need colliders, but Ill continue with that since it still is giving me the same result.

#

This says its for protection though and I dont expect glasses to provide any form of protection

languid hornet
#

It looks like it has non working skeleton

rare silo
#

Ok I think I see where I messed up. It says you can skin the asset using one of the two methods listed. I did weight painting, but it fails to mention that you still need to "assign" a vertex group (which is under the other section for manual skinning).

languid hornet
#

There is big warning about it in the article

rare silo
#

yeah I see where it says ```
no longer necessary to rotate equipment by 180 degrees

rare silo
#

well I got one pair of glasses done, but now I cant repeat the process for the rest! 😡 💩

#

got it! Regular export does not do bones, you have to use the enfusion tools export for that to work correctly.

languid hornet
#

In any case, here is quick instruction how to do it - select both of the FBX files in Workbench and then click with Right Mouse Button on one of them. From the context menu, select Register & Import option and then select as Model option when asked how do you want to process given file.

Make sure that Export skinning option is checked and reimport the model via Reimport resource button
Make sure that you have 230 bones in total and there is at least one skinned bone - i.e. 1 + 229
    In Details tab, you can find current amount of bones and dummies in Bones section. First number represents amount of bones and second, number of dummies. By default, bones which are not affecting any mesh (there is no Vertex Group representing it)
#

From wiki

rare silo
#

Thanks, I've got it all sorted now! 🙂

ruby elm
#

Where was the relative path check box at in save window?

ruby elm
#

Now it won’t do nothing when I click on export on enfusion addon man 🤣

#

Also when you hit export is that for animation and everything in scene?It don’t say any other option the wiki says for the txa file

ruby elm
ruby elm
#

I got all textures over to enfusion I just need the rigs to port over

severe garden
#

Hi guys, Iam sorry but i need your help. Iam new in modeling for arma reforger and i want to make some patches for my group. I have some issues with model, can you help me?

#

Some parts are inverted and some parts dont show up.

rotund trench
shadow token
#

Hi guys, any tips on a good tutorial with the workflow from fbx -> enfusion ready world assets

shadow token
#

its basically just some simple rocks i want to start with that just... have to lie there and do nothing 😛

#

Most of the tutorials i come by go way deeper then i need

#

But yeah, im pretty new to blender in general

lofty island
#

Hi guys trying to import the 3D model on infusion I have a problem regarding the bones I get 230 bones but when you try to wear the clothing are not in linea, what am I doing wrong what is the most common error that occurs, I am a beginner I can not identify it

shell spear
#

Does anyone have like 5 mins to help me set up the blender tool? I keep running into snags and it's lowkey annoying me lmao

coral cedar
#

Is there any video that shows how to import a 3d model with textures and set it up to be placed in world? Even a simple square with a random (let’s say metal) texture. I’ve been watching a few blender tutorials, but they’re not about Enfusion. I’m a visual person and prefer videos or someone showing me. Sometimes the Biki is confusing to me.

crystal rain
coral cedar
crystal rain
modern geyser
#

When I try to install the blender addon from EBT-ArmaReforger.zip to a completely fresh install of Blender 4.2 LTS I get this error:

RuntimeError: Error: [Errno 2] No such file or directory: '/home/[myusername]/.config/blender/4.2/scripts/addons\\EnfusionBlenderTools\\data\\icons'
modern geyser
#

I unzipped the plugin and fixed the hardcoded windows-style \\ paths. If any other Linux users want my .zip let me know.

graceful fossil
#

Ah nvm seems you already fixed the issue

wraith tiger
#

Is there a video out there on how to make a uniform on blender step by step?

raven rune
raven rune
# wraith tiger Not really

Unless you're meaning Reforger specific, then there are quite a few. Creating models isn't game specific, it's software specific. If you're meaning tutorials for taking already created models and "porting" them to Reforger, then download the samples to get the rig. You would then need to watch tutorials on rigging said clothing model to the Reforger rig. In most cases though people are using software like Marvelous Designer to create clothing.

#

oof, you'll need the character template regardless.

#

Which contains the rig and the base mesh of the character.

wraith tiger
raven rune
wraith tiger
raven rune
wispy crown
arctic sage
unkempt current
wispy crown
unkempt current
#

it's not minecraft modding or UE5

#

and this, makes me really upset

#

People here literally gatekeep knowledge

wispy crown
wispy crown
meager bluff
unkempt current
meager bluff
unkempt current
#

I did the same

arctic sage
#

https://superhivemarket.com/products/matplus?num=2&src=popular

Anyone had a chance to use this yet? Seems like a good price if it can do most of what SP does. looks handy

rotund trench
#

hey gang, my EBT colliders have stopped working and refreshing doesn't seem to be re-enabling them

arctic sage
rotund trench
#

Okey doke, cheers

arctic sage
#

I had _LOD before, drove insane for a wahile

lofty island
#

Hi guys, regarding weight transfer, do you recommend adding more weight to the backpack so that it doesn't move?

#

In which piece of clothing is it advisable to add more weight?

rich scroll
#

I would just manually skin that to a single bone. Like spline 4 or 5 or whatever works best for your backpack

rotund trench
#

🤷‍♂️

lofty island
#

Sorry the answer wasn't for you meowfacepalm

lofty island
strong mantle
#

got qeustion, whenever I export my blender seems to only do a partial export with the txa exporter like my firing animation only got 3 frames out of the 5 it has in blender it self.
Did anybody encounter something like this or would now a way to help?

crude osprey
#

Python: Traceback (most recent call last):
File "C:\Users\m\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\Shaders\shaders_ops.py", line 865, in execute
report_body = load_enfusion_materials(xob_path)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\m\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\Shaders\shaders_utils.py", line 265, in load_enfusion_materials
report_body += setup_enfusion_material(shader_type, ematPath, sourceMat)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\m\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\Shaders\shaders_utils.py", line 178, in setup_enfusion_material
parsedProps = parse_matprops(matProps)
^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\m\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\Shaders\shaders_utils.py", line 109, in parse_matprops
if parsedProps[prop][4] == "true":
~~~~~~~~~~~~~~~~~^^^
IndexError: list index out of range

#

what that means

#

shows when updating material in blender

maiden isle
#

List ind x out of range usually indicates that you try to access things (materials here) that are not present. Maybe check material config again? I think blender and EBT are kinda different

prisma thorn
crude osprey
#

what i find working is settingup whole material on tools and updating it to blender

#

while it connects u can change everything

compact fjord
#

made my own addon for blender since bringing in Pre-Made assets was a Pain, helps with custom made assets of any type really. If anyone is interested LMK or if anyone wants to be a tester DM me and i can maybeee send you a free code

#
Gumroad

AR Panda's Tools combines two powerful addon sets into one unified interface: 🔧 Mesh Mangler: Complete mesh processing pipeline for game-ready assets 🎨 Enfusion Fixer: Specialized texture management for Arma Reforger/Enfusion projects This addon streamlines the entire workflow from raw mesh import to final FBX export, handling LOD generati...

compact fjord
#

Thank you all for supporting me! I am making a tutorial as well as a new update to the addon today! All feed back is appreciated!

frozen wolf
compact fjord
# frozen wolf Do you already have a video out about it? Or just the gum road page?

GET 50% OFF FOR THE NEXT 48 HRS CODE: PANDATOOL50
Thank you for all your support, I am apart of the modding team for Casual Ops Central discord.gg/driftusy

You can also msg ne in the blender tools channel at discord.com/invite/arma

I am NOT a professional modder in any capacity, I do this for fun. Happy to answer any questions I get on this vi...

▶ Play video
frozen wolf
bright kestrel
#

What a great tool!

frozen wolf
# compact fjord Just Made it! https://www.youtube.com/watch?v=xY1vQMzOixM

Tool looks amazing! I just bought it myself because I know it will be a big help in the future lol. I will defiantly say something that would help me and and probably others would be the follow on tutorials like you mentioned at the end and maybe even a short start to finish of using the tool to take an FBX then bring it into reforger as a working building/model.

fringe girder
#

I get this error when I'm using the Bake MLOD tool in EBT. Anyone know what's the issue? Thanks! Python: Traceback (most recent call last):
File "C:\Users\AdDlE\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\bake\operators.py", line 359, in execute
target_texture_path = Path(get_texture_path(target_objects[0].data.materials[0])).resolve().as_posix()
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\AdDlE\OneDrive\Blender\Blender 4.2 LTS Portable\blender-4.2.4-windows-x64\4.2\python\Lib\pathlib.py", line 871, in new
self = cls._from_parts(args)
^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\AdDlE\OneDrive\Blender\Blender 4.2 LTS Portable\blender-4.2.4-windows-x64\4.2\python\Lib\pathlib.py", line 509, in _from_parts
drv, root, parts = self._parse_args(args)
^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\AdDlE\OneDrive\Blender\Blender 4.2 LTS Portable\blender-4.2.4-windows-x64\4.2\python\Lib\pathlib.py", line 493, in _parse_args
a = os.fspath(a)
^^^^^^^^^^^^
TypeError: expected str, bytes or os.PathLike object, not NoneType

compact fjord
compact fjord
#
Gumroad

AR Panda's Tools combines two powerful addon sets into one unified interface: 🔧 Mesh Mangler: Complete mesh processing pipeline for game-ready assets 🎨 Enfusion Fixer: Specialized texture management for Arma Reforger/Enfusion projects This addon streamlines the entire workflow from raw mesh import to final FBX export, handling LOD generati...

#

Sorry friends I messed up on the discount code, so I made the discount live again for 48 hrs 🙂

frozen wolf
#

Tbh it’s worth the at least the $5 it normally is

fringe girder
compact fjord
vocal meteor
vocal meteor
white fern
crude osprey
jade solar
crude osprey
#

well its currently unavailable

compact fjord
sweet quest
#

Hello, I would like to know how to make a vest modular. Let me explain: I have the base of the vest and I would like to be able to customize the pouches or other parts. If anyone has some little tips, I’d be glad to hear them 🙂 If I’m not in the right channel for my request, please excuse me and redirect me to the right place, thank you.

waxen karma
coral cedar
frail wave
#

Where do i find the EBT add on?

crude osprey
#

go into arma reforger tools files

raven rune
raven rune
#

@thick bridge Sorry for the ping but are you aware that Collider Setup doesn't work with USP Colliders

#

oof, pretty sure silent pings don't even give a notification. If any green name sees this can you pass along the info?

languid hornet
#

Also, Miro is no longer working for Bohemia

languid hornet
#

in any case, are you sure it is USP_ cause of it? Are you maybe in Edit mode?

raven rune
#

@languid hornet Line 836 in utils, the if statement is missing a check for

EnfusionObjectType.SPHERE_COLLIDER
languid hornet
#

@fringe willow

raven rune
#

Until an update is pushed one can just add

enfusion_type == EnfusionObjectType.SPHERE_COLLIDER or \

to line 843 of the utils module.

#

specifically the core.utils module btw

fringe willow
#

Can you check what version of EBT you have?

raven rune
#

"version": (1, 3, 0),

fringe willow
#

update to 1.4.1

raven rune
#

From?

#

I'm using the version that is shipped with Workbench

#

and the version I have installed is the same version in the Workbench directory.

#

@fringe willow Where is the new version hosted? The version currently with Workbench is 1.3.0.

fringe willow
#

Sorry, my bad. You will need to wait until 1.6 is released

raven rune
#

Double check that sphere collider are added to the if statement on like 836 before release please. lol

arctic sage
#

had a lil bit of a google search, but could anyone let me know how to stop armature flicking between a pose and resting pose (?) when switching between object and edit mode 59918pepeangry

#

Got it nvm, thank you all 11658pepepray

simple belfry
#

Would anyone know why when I put my object in the world it worked fine, rigidbody it worked fine, but once I started adding the rest of the components now my objext falls through the ground

void juniper
#

is there any chance the Blender Tools get updated to an higher LTS version ?

verbal tide
#

Is it possible to load full map into Blender using enfusion blender tools?

slate halo
#

If you mean models and stuff idk doubt it.

spark knoll
#

Hey, my collider end up at the wrong position after the export to tools, it does this only when I try to make a capsule, I don't have this issue when I do a simple collider for weapons, any help would be greatly appreciated 🙏

verbal tide
lunar trellis
spark knoll
#

I did everything like for the UBX, wish doesn't have this issue

raven rune
#

Your problem is probably because of this ^^

spark knoll
#

I think I saw a bullet had a capsule so I did the same

brittle crown
#

someone please help me with importing my model armature and animations ive been trying everything for like 2 days now and its doing my head in

white fern
slate halo
#

Am I allowed to pay somebody to rig clothing in blender?

sly vector
raven rune
high seal
#

https://drive.google.com/drive/folders/16tq25OMyyvVO_vVUQ256oJYI2CWQe5q8?usp=sharing

here are the blender files and fbx rigged vehicles for folks to play with from latest video
https://www.youtube.com/watch?v=KjFD6MhIGa4

Episode 2 of the Toilet Kart build series.
In this part we take the kart into Blender, do basic rigging/skinning, set up the steering + wheels, and get it ready for Enfusion. I also bring the rigged kart model into the Arma Reforger tools so we can start testing it in-game.

The stream recording cut out so a couple sections (weight painting / bo...

▶ Play video
quaint geyser
#

I came here to soon ask why my collider setup no work
then I uninstalled blender tools and reinstalled but then the blender tools no work
I tried to install 4.2.6 to see if it worked on older version but it didn't
then I opened a new file and the plugin worked
then I opened original file and the collider setup work
duck tape, caffeine and prayers

white fern
high seal
#

oh fair? was just not sure where to put it. can remove if required

slim mica
#

In search of a weapon gear equipment vehicle modder for to help get my server up and running.

slate halo
pine phoenix
#

Theres is a way to export the model and send it to Substance so I Can make a retexture? or thats not possible? I Try to Send the model to Blender and nothing happen

pine phoenix
#

I saw theres is a way to extract textures and work with the raw image but i was wondering if thats possible to import the model to Substance painter to have better control of the texture

lofty ember
pine phoenix
lofty ember
#

Only way to currently retexture assets is to screenshot the texture in workbench and edit over it

pine phoenix
#

I see, yeah i was kinda guessing cause mod have "Right & Condition term" or something like that...

#

I appreciate your answer! thanks

dusty creek
quaint geyser
#

4.2.15

dusty creek
#

Wish the documentation had "last game version" for stuff like this (Current as of 1.4 for example). A restart did work after selecting the zip file, so thankfully crisis adverted.

copper tangle
#

Someone any Idea why i cant tell Blender/Enfusion Tools to set the Material to Dirt? Or any Material at all?^^

lofty ember
copper tangle
#

Where do i get them from again?^^"

lofty ember
copper tangle
copper tangle
wild cradle
# pine phoenix I saw theres is a way to extract textures and work with the raw image but i was ...

Yes you can export it as an fbx and should be able to import that into Substance this video helped me https://www.youtube.com/watch?v=JRcm75FfYig&t=12s

Updates:
08/17/25 - None at this time

Bohemia Interactive Substance Painter Export Profiles
https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Substance Export Profiles

My references:
https://youtu.be/bsRyO1QStC8?si=b04BnuQW8QhShVpL (4 part series, Piano_Man has great videos and he sounds better than me!)

Beginner Tut...

▶ Play video
bright kestrel
#

Seems the latest tools update has made it so you can no longer reimport animations in real time whilst previewing. This was a vital function for being able to adjust IK poses, tweak reloads and fight weird problems assosciated with importing animations from the Blender rig to the engine.

The crash log:
00:27:46.394 RESOURCES : RESOURCES : ResourceBuildTaskSerial 'Reimporting 3 resources' 00:27:46.394 RESOURCES : RESOURCES : Rebuilding @"Assets/Weapons/Rifles/ARY_UZI/Anims/ARY_p_UZI_ik.txa" 00:27:46.397 ANIMATION : Assets/Weapons/Rifles/ARY_UZI/Anims/ARY_p_UZI_ik.anm Reloaded 00:27:46.398 RESOURCES : Build successful 00:27:46.441 PROFILING : Rebuilding took: 46.216800 ms 00:27:46.441 RESOURCES : RESOURCES : Rebuilding @"Assets/Weapons/Rifles/ARY_UZI/Anims/ARY_p_UZI_safety.txa" 00:27:46.444 ANIMATION : Assets/Weapons/Rifles/ARY_UZI/Anims/ARY_p_UZI_safety.anm Reloaded 00:27:46.444 RESOURCES : Build successful 00:27:46.445 WORLD : UpdateEntities 00:27:46.445 WORLD : FixedFrame 00:27:46.445 ANIMATION : AnimUpdate 00:27:46.445 ENGINE (F): Crashed 00:27:46.558 WORLD : UpdateEntities 00:27:46.558 WORLD : FixedFrame 00:27:46.558 ANIMATION : AnimUpdate 00:27:46.558 RENDER : ---------------------------------------------------------------- 00:27:46.558 RENDER : ---------------------------------------------------------------- 00:27:46.558 RENDER : Rend: Fps:1000000.00 (0.00ms) | Present 0.00ms | Wait4GPU 0.96ms (graphical 0.96 + copy 0.00) | defrag 0.00ms 00:27:46.558 RENDER : Rend: DP:0000 DPI:0000 DPR:0000 DPID:0000 Tri:00000 Vert:000000 CSRun:00|AllV:00x(00000) AllI:00x(00000) BegV:00x(00000) BegI:00x(00000)|TRes:0236 00:27:46.558 RENDER : GPU DXGI: VRAM 1713MB(15405MB) | System 185MB(15162MB) | AMD Radeon RX 7800 XT 00:27:46.558 RENDER : ---------------------------------------------------------------- 00:27:46.970 ENGINE (E): Application crashed! Generated memory dump: C:/Users/x/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-03_00-26-15\ArmaReforgerWorkbenchSteamDiag_2025-11-03_00-27-46.mdmp 00:27:46.997 CRASH REPORT : Crash reporter started! 00:27:46.999 CRASH REPORT : Sending analytical data. 00:27:46.999 CRASH REPORT : Sending Request... 00:27:47.185 CRASH REPORT : Crash Analytics: OK 00:30:32.674 CRASH REPORT : Preparing Report 00:30:32.675 CRASH REPORT : Memory dump Size: 290 kb 00:30:32.675 CRASH REPORT : Logs Size: 80 kb 00:30:32.675 CRASH REPORT : Sending Crash Report! 00:30:32.677 CRASH REPORT : Sending Request... 00:30:33.988 CRASH REPORT : Report Result: - SUCCESS - Crash GUID: 2c8a79d2-8bf8-4a12-ad1d-291c38255340 00:30:33.988 CRASH REPORT : Crash Reporter Finished!

novel folio
#

does anyone know how to get rid of the "end" bones?

novel folio
#

please, because ive been trying to fix this for the last 2 hours

novel folio
#

already fixed it

quaint geyser
austere onyx
# novel folio already fixed it

When you find a solution to an issue you have had, it is always nice to also post the solution so people in similar situation can find it as well 🙂

#

I take it that you had leaf bones enabled during export?

novel folio
#

I forgot to disable leaf bones when exporting

#

I still have few issues tho

#

I ll see it tomorrow

quaint geyser
#

Honestly I just use the fbx export option in enfusion tools since it does all that anyways

novel folio
unique arch
#

when i export terrain to blender it opens 3.6 instead of 4.2
how do i point reforger to the 4.2 directory?

unique arch
#

ok i found the ebt config and changed it, but now upon export i get this:

rare rain
#

Hey, dont know how I fucked up. My model was importing from Blender to the enfusion tools just fine last night. Imported the same FBX from Reforger to Blender and modified it, but now it wont let me reupload. It will upload the first .emat with the correct name, others with incorrect names, and not upload the fbx. I get these error msgs for each of my x5 .emats in the tool's console:
RESOURCES (E): Wrong GUID/name for resource @"{9D686B9DF649B847}WIP (NO COLLIDERS)/Other/data/Rubber_insulation.emat" in property "_resourceName"
SCRIPT : GetResourceName 'scripts/WorkbenchGameCommon/ResourceInfo.c,512'
RESOURCES (E): Wrong GUID/name for resource @"{9D686B9DF649B847}WIP (NO COLLIDERS)/Other/data/Rubber_insulation.emat" in property "_resourceName"
SCRIPT : GetResourceName 'scripts/WorkbenchGameCommon/ResourceInfo.c,380'
RESOURCES (E): Wrong GUID/name for resource @"{9D686B9DF649B847}WIP (NO COLLIDERS)/Other/data/Rubber_insulation.emat" in property "m_ResourceName"
SCRIPT : GetResourceName 'scripts/WorkbenchGameCommon/ResourceInfo.c,470'

quaint geyser
#

Getting an error when sorting objects

  File "C:\Users\Bitch\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\operators.py", line 1375, in execute
    visible_layer_coll.hide_viewport = False
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AttributeError: 'NoneType' object has no attribute 'hide_viewport'

And an error when using Enfusion tool's FBX export

I've reinstalled blender 4.2.15, and deleted the folders in app data local and roaming.
blender is the version downloaded from the website, not steam.
Blender files are on onedrive, but error persist when saved to desktop

quaint geyser
#

okay so if I just hit sort again it works

#

and now exporting fbx
idk man imma just go huff some more glue

soft bison
#

Attempting to make a m4a1 Sherman with blender does anyone have information on how to get tracks/wheels to move how that works if so please let me know thank you

rare rain
soft bison
rare rain
# soft bison Exactly what I meant thanks for the help bro

Yeah, gonna be honest. That process is gonna fucking suck. I hated animating simple gun functions (esp. reload animations). Animating the movement and rotation of each track and wheel on a tank is prob going to be mind-numbingly tedious and precise effort

soft bison
rare rain
#

Got learn one way or another. I’m still pretty much a novice. Didn’t even finish the gun a yr back. While I did the animations (several times), it wouldn’t export right no matter what. Got the other ones in a just uploaded what I had and moved on

#

For now I’m just sticking to static props. No animation req.. so nice

soft bison
#

Well if I succeed I'll shoot you a message I appreciate the help bro and if I fail I'll probably do the exact same thing lol

white fern
formal canyon
#

Anyone have experience converting rotation vectors from Blender to Enfusion?

Iirc Blender is a right-handed system (z axis up) and Enfusion is left-handed (y axis up). Yesterday I was exporting some normal vector data (as CSV) from Blender and couldn't find the magical transformation to get that data useable in Enfusion

rare rain
#

Regarding the creation of LODs for complicated/detailed vehicles (ie, many parts), does anyone have a good rule of thumb for target triangle/poly reduction (%) per LOD level. I haven’t started work on them yet, but I’ve watched a couple of tutorials. However, unlike their examples, my models are super detailed (my vert count is still comparable to Reforger vehicles tho). Just based on when I worked on my colliders, Ive got a feeling that my models are gonna look like shit once I start decimating over 1/2 of the vertices (even if I separate and individually decimate each part)

#

Probably gonna need to remove entire parts that are far less visible at LOD 4, like deleting dashboard switches, pedals, parts of drive shaft, etc. Anyone else got any recommendations?

rich meteor
#

So..
Trying to make a Castle i got in my old home "town", just going to make it Super simple..
I got it to import, with Collider.. Why are some faces not showing? I'm new to these stuff... I see the faces depending on which direction i'm looking and i got the collider.. but i don't see the walls etc..
Some faces actually arent there.. in the window frames f.ex.. But there are big walls inside are "missing"

rare rain
#

This will cause your textures to be applied to both sides of your model's faces

crude osprey
rich meteor
slate halo
#

Anybody having issues with .net api saying it cant connect to workbench since updates?

#

Still supports only 4.2 lts yes?

languid hornet
#

Did you updated EBT after 1.6?

slate halo
# languid hornet Did you updated EBT after 1.6?

Yep. Keep saying port is taken or .net isn't enabled, but it is enabled. Tried making sure any other blender and workbench processes were killed first. I'll probably mess with it more later, but not a huge deal, nothing I can't work around.

languid hornet
#

And do port in blender and workbench matches?

#

Try also setting different port - it happened once that some Dell app took previous default port of workbench net api

haughty tundra
#

Hello, I'm having an issue with collider setup. When I click the dropdown, there're no options. Any thoughts on how to fix?

crude osprey
#

update blender addon to 1.6

spark knoll
#

Hello, can I use Blender 4.4 version ?

heavy ice
spark knoll
heavy ice
icy bone
#

Hi, When i export my model 3d .fbx from blender to enfusion. my blender app crash and dont respond. Anyone know what hapend?

heavy ice
#

Are you guys planing to update the tools for Blender 5.0?

languid hornet
#

next LTS is 5.2 scheduled for July

slate halo
#

Probably having a random brain lapse but can't get colliders to export for some reason rn. Anybody see anything obvious?

heavy ice
slate halo
slow sparrow
#

I just recently got into the workbench to try and make a cinematic. I used mocap and retargetted it onto the arma rig but i have absolutely no clue how this export part works

slow sparrow
#

well... I figured out how to export it

#

but I have no idea how these action things work, if anyone could help itd be amazing

bright kestrel
#

Was this section removed in the latest tools?

karmic whale
#

Hi folks,
I'm having a problem with importing 3d models into the game after the new update, weird thing is it is only hapenning now...

I imported a 3D model, placed it on the world with RigidBody colliders work. When I reload the world, same placed object colliders don't work, am I missing something?

#

(I THINK), "terrain" layer preset is broken or something, I'm getting the same problem with default DirtCover prefabs, not only they don't have colliders, they disappear too... Unless I'm doing something wrong...

slate halo
karmic whale
worthy talon
dark prism
#

Hi everyone, I found a video on YouTube where on Blender uses a tool called "AR Vehicles", does anyone know how to activate it?

slate halo
slow sparrow
#

So apparently each line of key frames are "actions" and these actions are listed in the export menu. The stick figure image was because i used cascadeur to retarget my rig. You can compress the actions into one big action so its easier to export, the profile, if youre animating the full body, shoulf always be full body ABS. Also the stick figure can appear if blender and enfusion have different scaling, make sure its metrics which is what enfusion uses.

rare rain
#

Does anyone know what causes this "'ShaderNodeBsdfPrincipled' object has no attribute 'node_tree'" error when trying to export .fbx to Enfusion tools? I get it occasionally. Generally, it occurs when I turn the proprotional editing off and modify the model. I have no idea how to fix it. Its prevents me from exporting the model. I know it has nothing to do with the nodes in the materials (second/third screenshot) since the first few exports using other parts of the model with the same materials exported fine.

fringe willow
#

Hello. Materials being exported are considered an Enfusion surface material, but shader nodes assigned are not one of that come with EBT library. EBT cannot export custom shader setup. You have options in properties panel in materials tab to manipulate materials. Also check if there is option in FBX export to not update materials. Try that as well.

slow sparrow
inland loom
#

Is there any way to bypass this existing material/emat check? It is very annoying when exporting item model variants of existing models that use the same textures as the non-item variant, and this issue did not occur before the 1.6 tools update.

bright kestrel
spark knoll
#

Hey, is there any good tutorial that show how vertex groups are corrected for character clothes ? Jacket or pant specifically, I see there is vertex isolated from their groups with no weights on them I'm very confuse. I'm specifically wondering if I can remove these isolated ghost vertexes from they group and keep them only for the logical groups, as well as removing a vertex group from my jacket (eyes, finger ect... )

inland loom
# bright kestrel Ive also encountered this and its very frustrating.

open %AppData%\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\core\fbx\operators.py with an editor like VS code.

Goto line 716, find and remove

                    if material_path.exists():
                        export_data.status = "ERROR"
                        export_data.errors.append(f"Material with path '{material_path}' already exists in Workbench! ")
                        return

I didnt have time to test it yet but this should "fix" it for now

raven rune
fringe willow
bright kestrel
night cove
#

Goood day folks! Pretty new to blender/tools, learning as I go and looking for help!

I have a blender fbx imported, all is working (for the most part). However, I’m trying to mimic the UH open door animation.

Bones are named the same, however if I parent the door to the bone and weight paint it in blender, for some reason when imported to tools, the door will be out of position and the size of a small city.

The animation seems to work despite this, it does open and close, but it is swinging open on the wrong axis.

Anyone have any ideas to the issues? Google and YT are my friends, just need pointing in the right direction!

Many thanks!

tight lark
icy rain
night cove
#

ok perfect, thank you!

quaint geyser
#

please we need face IK and FK targets so that making memes in arma reforger is not as painful :(((

wind cairn
#

Hello guys i was wonderign anyone know if theire are any blender template with the weight and bones for the Flag?
I was hoping to make my own flag aswell as flag pole

arctic sage
#

I thought I saw @raven rune have a template? But I could be wrong

rare rain
#

Animation/blender model issue here. Im creating colliders for my Soviet KUNG trailer. I was initially unable to enter it without crouching, so I split the collider for the doorframe into a FireView and BuildingFireView. I can walk in and out of it fine when its on the ground now. That said, my character wont perform the climbing/vault animation to enter it when its elevated, such as when its on a vehicle. I've attempted to fix it by modifying the buildingfireview colliders and adding a cube building collider under the trailer, but neither worked. Does anyone know how to solve this?

mossy elm
#

installed the blender addon for the first time and when i tried to send a model to blender i got this error

  File "<string>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender 5.0\5.0\scripts\modules\bpy\ops.py", line 109, in __call__
    ret = _op_call(self.idname_py(), kw)
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AttributeError: Calling operator "bpy.ops.ebt.call_blender_function" error, could not be found```
slate halo
scenic burrow
inland loom
#

If you set the emat OpacityMap to {70A53F4EA373F142}Assets/Characters/Basebody/Data/HeadClipping_A.edds (to hide headgear in first person for instance) and use the new import button in the Blender Tools, it won't import the opacity map setting.

raven rune
inland loom
#

Yeah most likely but it’s something that probably needs addressing still given how the new system is setup in the blender tools or else your emat will lose its settings

maiden heart
#

Anyone else crashing now when you export an animation with the world editor open?

jaunty laurel
#

I keep getting this instead of what the wiki says I should get so I can create the folder etc... Anyone know what I am doing wrong

foggy aurora
#

Note : i am exporting animation from blender to the enfusion tool

maiden heart
#

I even tested Blender LTS 4.5 with the latest tools and it still:

  • Export animations with the world editor open.
  • Doesn't update animations like IK's so I have to do m4_hand_anim1, m4_hand_anim2, even though it says its "updating" them.
    Shoot, even updating textures can cause crashes.
#

It didn't used to be like this. I could just open the world editor and push updates and nudge things. What used to be 5-10 minutes of work is now taking 30+ because of all of the crashes or forced manual restarts.

dark prism
#

Hi everyone, I wanted to know if there's an automatic way to create the vertex group on the Reforger armature. This way, I don't have to manually set the vertices based on the armature. I hope I explained myself well.

flat jewel
dark prism
#

Thanks for the reply, I did it but it doesn't fit perfectly on arms.

minor orchid
#

hey everyone, i feel so nweebie to ask but : i'm trying to create a building, i'm having a steep learning curve and i'm stuck on using materials created inside blender, ex: concrete and glass. I've created them using matPBRBasic and successfuly exported them to enfusion. But that's where i'm stuck, i can see that the tool search for .gamemat and i don't know how to go from emat to gamemat, i have 300+ blocks that needs to get the right material

brazen pilot
hasty kiln
#

Hey guys, I’m working on an EXO suit, I’m trying to make sure this suit appears in the extra equipment slot like how it is right now, I’m trying to figure out. Is it a component that does it or is it something else that does it? If anyone has any ideas, let me know.

lofty island
dark prism
dark prism
shell spear
#

Hi, I'm looking for someone to teach me how to mod.

jaunty laurel
rare rain
fleet seal
lofty ember
slate halo
#

And don't spam / crosspost

deep whale
#

if someone knows blender can you dm me

jovial elbow
#

im looking for the new car mod on github but cant find it so i can make a can do anyone know where it is on github

slate halo
heavy matrix
#

Hey everyone, is there a video tutorial on how to add a custom building using Blender data? I've searched on YouTube but haven't found anything helpful.

pine hazel
drowsy terrace
#

Hi guys Im a beginner modder. I have spent a lot of hours in Blender, but I have mostly worked with low-poly models and sometimes with high-poly models. Can u advise me smth?

I want to create mods focused on vehicles and etc to make it easier and clearer for me with modding in Arma Reforger, please

pine hazel
meager bluff
#

hey this might sound stupid but the pose library we were given should work with the char weights template char right? im trying to weight paint more efficiently. and rn im adjusting weights on the modified A pose and then testing them in workbench. and it occured to me that i might be doing this whole thing in a less than effective manner 😄 (im teaching myself like 4 different programs at the same time and im trying to improve my workflow)

slate halo
meager bluff
slate halo
#

Ohh yeah missed that sorry

#

There is a project with all of the heads if you don't know about that. I'm not sure if it will help or not.

meager bluff
#

so sometimes i need to manually smooth clean repeat till things act as i want them

#

the whole process would be 10x quicker if i can just set the following poses(crouch, Lay down, ) and see the immediate result in blender plus work the weights in those poses till the model morphs appropriately

#

i mean it prolly works im just burned out and too lazy to figure it out on my own rn. so i figured id ask

slate halo
hasty kiln
slate halo
fallow moth
#

as it bears strong resemblance to once I'ce seen ripped from games like COD