#enfusion_blender_tools
1 messages · Page 3 of 1
And do i test exporting a box FBX see if tis the whole thing or just animation exports
I've reinstalled the Blender addon a few times, even went into AppData and manually deleted it to be sure. Yet, no change 
FBX not exporting?
I've never done animation exports before. You dont need to have a model/window open to import correctly?
Got your directory set up properly?
Im starting to find the lack of documentation on this arma very tedious
after letting it sit and reinstalling AR EXP Tools, it did not magically fix itself 
I might be stupid, my model didn't have any action data in Blender, so therefore it was greying out the export TXA option 
if it is greyed out, then it means that there is no armature in the scene
or actions, aka there is nothing to export
This is not related to Enfusion Blender Tools
yeah, thought because of the default warning (which I didnt know was default till now) that it meant it couldn't detect workbench for some reason. But got it sorted now 😄
why did it take me so long to find this link on the biki...
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Portal_Tools
Ty
yea, searching on Wiki is not the greatest
Would be really nice if the Reforger Biki had a "See also:" hyperlinked file structure. Like the A3 scripting ones.
https://community.bistudio.com/wiki/BIS_fnc_execVM
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?
How do i reset something to default if its already a default? And whats the point of this?
the problem is, EBT doesnt export layers as it should.
maybe i ahve to tick some secret option in blender? soemthing called Import somewhere??
i will look into this by makeing test model from scratch later
how are you exporting model?
I guess you could miss Custom Properties checked
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!
fbx > export > enfusion preset
ill try reinstall blender and EBT, maybe steam version of blender is fucky
i installed blender few years ago and relied on steam updates, that might be an issue
if layers were set initially (first import) to even default, then you have to restart it
in WB
restart what exactly?
#enfusion_blender_tools message see info box
i have blender > wb link working
see info box on what I linked
yes, its smo;l arrows
did you reset to defaults and then reimported?
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
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 propertyOnce that is done, Reimport resource button can be pressed. After resource was reimported, proper Layer Presets should be visible in the Geometry Params array
it does load, thank you. i did press smol arrow on the right on GeoParams
i suspect blender or ebt addon got fucky
since collision set does get exported \ impported \ updated properly, such as changing material from battery to engine - it gets changed in wb
but layers do not react
will try to get back after testeing and deliver conclusion
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.
there is checkbox to export only what is selected
Have this been fixed (Or is there no longer any need for the other files and folder?)
select all you want to export > export> check "export selected"
or
select all you DONT WANT > h to hide > export > check {"export only visible"
Can you describe "this"?
Missing files in the blender tools .zip
I used to be a addon.gproj and other files before. Now there is only the anims folder
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
nevermind. the config is in workbench not ebt from looks of it lol
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.
Thank You. I somehow overread that point.
Anyone has an idea why this error is showing up? there should be no non-planar faces
check for N-Gons
Doesn't work, its something else
Could it be Non-manifold edges and Non-convex edges?
is there any way to find those specific faces its mentioning?
👋🏻 could you send me the model?
Please share how you fixed it so that people searching can find the answers.
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
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 propertyOnce that is done, Reimport resource button can be pressed. After resource was reimported, proper Layer Presets should be visible in the Geometry Params array.
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'
You cannot load read only things
Hey, guys
Can anyone tell me what the problem is?
Before this I did animation for weapons and everything exported fine
Hi, have you by any chances have enabled the local view in 3D viewport? You can dm me a blend file I can take a look at it.
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
Hello, is there any error? Make sure you restart blender before installing new version.
That's what needed to happen. I restarted it twice, and then I was able to enable the new plugin. It was very strange.
Unfortunatelly this is a known issue with Blender, it doesnt completely remove addon when uninstalling it. So restart is needed to completely remove module from memory.
Blender 4.2.5 is also not the latest version. 4.3.2 is. And I’m pretty sure i heard that you need the latest version
you are wrong, LTS version is the only version officially supported by EBT
4.2.5 is latest LTS (Long Term Support) version of Blender
Oh - so im doing it wrong then using 4.3.2?
I use 4.3.2 and it has worked fine....
Yeah same
Support is not guaranteed so you are doing it on your own risk
What's must have tools for blender / reforger?
If I'm making structures do I need to add meshes and stuff in blender?
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.
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.
Heli
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.
you would need "unlocked" all references (aka sources)
packed files (vanilla or modded) don't contain sources for models or textures
how do you import .xob files to blender then
blender enfusion tools doesnt come with an option to import those files
in other words, you can only import your own .xob files back into blender
Are there any good videos or resources about rigging clothing in blender for arma?
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!
I am very new to modding btw so yeah
Yes?
how is it looking in blender?
https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear/Asset_Preparation here you have some basic info on skinning stuff
i am new i dont know what that is sorry
when i go pose and move the bone the arms moves to?
i will have a look
Also, when you checked export skinning did you clicked on reimport button afterwards?
TYYSMMMMM<3 i got it to work i love you so much crazy thank you so so much
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
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?
wire framing?
Yea yk when you make a model all the lines black lines
it’s called topology
Oh I just looked it up tho too it said wireframe oh well yk how to actually make that good tho
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
wireframe is the viewport type / shading
and yes i si know how to model for games while keeping a clean topology. But there are tons of free tutorials on the subject available for you in various formats
also not relevant discussion for this particular channel
Ah well do you have any tips especially like keybind tips or vids that you recommend to beginners
Oh
Would the modeling channel be good for the rest of the conversation maybe?
not a blender user so nope. i use max.
yes
but would recommend joining blenders discord instead
Ah alr
Oh alr I'll probably do that
Thx
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?
getting this error when trying to use enfusion blender tool's collider setup
would love any help
you are using incorrect blender version
what files are missing? there should be only export files there - if you are following some old community tutorial then you could see some other files mentioned but that is thing of past
Im on 3.6?
I thought the documentation said 3.6?
Do i also need to somehow update the enfusion blender tools?? Or is it automatic
you also need to update EBT - you have to do it manually
it is recommended to delete addon, close blender and then open blender again and finally install the plugin
otherwise remnants of older version of EBT might stay in Blender
Thats everything that whats inside of the Data.zip and Blender is giving me an Error that the conversion_gameMaterials.txt is missing in that folder.
and I saw In some Youtube Tutorials that there needs to be more inside
Those tutorials are outdated
Game materials txt is inside the plugin itself - you can try to relocate it in addons settings in blender
Thanks that worked.
Anybody know what I'm doing wrong? Trying to create colliders for my buildings and export them to enfusion.
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import read this @slate halo
Excellent thanks!
I got it from that. It was the name prefix.
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.
Right now its right click > id data > rename > home keky > ctrl V for each one
prob just the way it is but if theres some kind of batch operation I could do would be great.
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?
I used 3.4.1 blender to open p3d. I choose lods ->copy, opened 4.2 --> paste.
It is best to go back to 3.6. I tested it and it works fine.
Does anyone have troubles with the latest version of the Enfusion Blender tools aftet today's update? I cannot create colliders anymore.
yeah. ı go back 3.6
There is something messed up generally somehow. The face / vertex count also does not fit anymore
Update addon
That is normal thing which was always there
Good morning maatz,
Don't forget to triangulate your mesh in Blender by using a non-destructive modifier !
It will show you a better result in counting faces ( 2x if you have only quads ) 👍
thanks for reporting it - not sure now which build will have it fixed, but internally we managed to solve it
whats up with this
i click the refresh but nothing happens, blender lts 4.2
the enfusion tools for blender 3.6 no longer work
so i updated, and now thats grayed out
Me and my team have the same issue 🤔
is the selected object with valid collider prefix??
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...
yea, that is 1.3 thing
Would be nice if LayerPresets list could be put in alphabetical order :)
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
nvm i fixed it
what is facon too importe body for blender for creat clothing
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 :/
Just looking for what anyone else does and maybe they have a better way…
same issue here have your resolved this yet?
aaa yes well.... i am sstupid
u just click on your collider and it lights up
thanks tho and @unique arch thanks
What object in blender should I use to make IK targets for weapons?
Or do I need to do that in enfusion put regular empty entitys as children of the prefab
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
ik targets for weapons?
I figured it out. You guys have the ik hand offsets built into the weapon component
Thanks for report, it's a bug, we have fixed it.
Uhh super thanks ☺️
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 💀
use Blender 4.2 LTS, not 4.1
bet
yep, works now. preciate it 🫡
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'
When trying to generate colliders. Not sure why it can't pull up the layers window
Oh use 4.2 not 4.3 prob
Er no I've done colliders already with 4.3
Uninstalled and reinstalled plugin and restarted blender its working now.
anyone know why It could be doin this ?
Anyone know why the weapon pose library provided by Bi for blender wouldn't be working? I add the library to by asset libraries in blender but it appears empty. I'm using 4.2 LTS and following the weapon animation tutorial https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Basic_Tutorial
Basic Tutorial
no, I selected weapon poses.
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.
it seems you saved BlenderPoses blend file with Blender 4.4 - try to redownload it - maybe your corrupted it
try to also click on refresh icon
nope, didn't work. Thanks for the help though,
I checked on blender 4.2.0 and same issue with fresh download of pose files.
These are the correct files, right?
I noticed I was getting a security block in the properties of the pose files, so I unblocked them but still nothing
The files are apparently serialized to text, not binary, so Blender thinks their ASCII fbx files
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
u know what, I'm downloading via right click save, I wonder if that's causing it to download as ascii
yup I'm a idiot, user error. I should learn how to use git properly
having problems with the enfusion collider tool, get getting python traceback error
now when i try to reinstall the enfusion tools i get this error
enfusion tools cannot import name 'load_icons' from 'EnfusionBlenderTools.utils
what version of blender are you using?
4.2
restart blender
yes restarted blender and it fixed
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#Updating for the reference - it is mentioned here
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:
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'
any idea?
👋 Hi can you provide the blender file? And some context when does this error occur?
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
And this when importing fbx from ebt tab
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")
I can still do it importing regularly so not a huge deal, just letting you know.
any heli modders want to give me a hand need help
Mostly because the plugin currently supports 4.2 lts not 4.4.
Oh yeah I should have known that
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
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.
I thought you were the author of the addon. Anyways, my 2 cents
actually, I am the author 😄
thanks for your feedback ! I will patch that as soon as the coffee have stop pouring
.
also because I just reinstalled the enfusion tools and collider setup is still broken kek
how is it broken?
Dis
Can you show addon settings in Blender?
did you clear the cache ?
Uh I didn't know about a cache that needs clearing, I'll look into thst later today
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
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)
Can you show addon settings in Blender?
it works on my main pc now...
maybe just had the pc up for a long time or something
I found out where it came from. It was the shader in Blender that was poorly chosen.
how come i dont have the install button now for addons#
having a hard time exporting animations for a custom model and help is appreciated
have you changed the shader manually, or its something addon did?
no, i just clicked on the shader i circled
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
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...
Is it possible to export an object from Arma Tools to Blender? Is there a tutorial?&
hello I need to connect my tools to blender but when I extract the file zip enfusionblendertools-data it onlyn contains the anims folder
any help?
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools
I am following this guide here
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.
you need to install this, don't unzip
@fierce mango then install it on blender
ok it is what I did, but both my interface and some files are appearing different from the tutorial
I' only extracted the Data file
I installed plugin directly from the zip
yes its different to the tutorial
ohh ok
so it's already connected to my tools?
I activated the API
all I wanted to do is to try port a prefab from blender to tools
Fill in file name
thanks 🙂
Anybody see anything obvious I'm doing wrong? First time trying to export animation from ebt
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
Vertex paint
EBT doesn't work with actions that contain | sign
warning that you posted is just warning - it is not going to hurt you unless you use that very specific export profile.
Thank you very much. Now I'm getting this error if it means anything to you.
The link to the rigupdater project is broken btw but I found it
Broken on this page
what error?
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)
probably file is corrupted. Try to download it again from Github using download raw file
kk ty
some people try to save is as txt and then rename it to blend
or other weird things
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
Thanks again
Is there a reason the pivot is like this?
you are using 3d cursor as pivot
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 ?!!
have you ticked 'export skinning' in import options?
you mean when exporting from blender in FBX ?
no
the settings in the workbench for importing the asset
after checking it simply press the reimport button at the top
hello can somebody help me with this? what am i doing wrong? (w_sight should be amature)
Anyone experiencing game engine crashes after exporting from Blender as FBX? It's been crashing consistently since the update.
Every time I press to make the object collide, I get this error, does anyone know how to solve it?
Hi, can you share the fbx?
Update Blender as well as addon. You are on some older version.
bone do have relation with geometry parts
why am i getting this error now
I need help installing the blunders ADD-ONS I have a problem
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
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.
Witch blender version are you using?
4.2.7 - is this my mistake?
4.2.9 is the last one but it should work. 4.2.x is the latest LTS version
I may try to downgrade to blender 4.2 and reinstall EBT , I dont know what else to do at this point
No. You don't need downgrade to 4.2.0 Use 4.2.9 instead
if the blender version aint the problem I just try reinstalling EBT I guess
@white fern Do you know if in \Arma Reforger Tools\Blender the .zip is always up to date?
yes
But you have to reinstall the EBT again on updating. In the link is described a prcedure.
reinstalling worked!
I can't press the Colliders setup button
my blender version :4.2.9 LTS
no errors showing up can someone help
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
I checked that and I think my installation is wrong so I need some help with it
im usin 4.2.9 version but also getting this error
Try to update the EBT because it must be performed manually. How to see here:
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#Updating
FBX is not part of any loaded Addon project in Workbench. i get this when inporting
Hello, since yesterday for no reason it no longer detects Enfusion. Does anyone have a solution?
WB is running with a project?
Hi, after exporting a magazine, the some meshe are invisible. They seems totally fine in blender, no modifier, everything in the instance is exported.
Flip the normals
Thank you, is there a way to select only the faces with inverted normals ?
Check Face Orientation (Geometry)
Thank you very much !
anyone have a good tutorial, how a make mooded cars for arma reforger?
Here to start is a good choice:
https://community.bistudio.com/wiki?title=Arma_Reforger:Car_Creation
i try whit this but is very complex for me , i want a easy way
Like uncle Ben says: With great possibilities comes steep learning curve.
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?
added some more info
Need anybody to test it? Seems super useful to me.
Got to save time anywhere I can
sent
trying Blender first time and wanna import fbx file. what im doing wrong ?
are you importing it from enfusion tools plugin or the top left files > import > fbx
Drag FBX in blender window, the import button you tried is for importing an FBX that sit inside a workbench mod folder
Can someone help me with this please lol i don't understand what I'm missing ?
you're missing colliders
i added the colliders in blender tho
definitely lacking one, is supposed to be driveable or only props ?
this is just prop atm
then you need to set up your collider as BuildingFireView
https://community.bistudio.com/wiki/Arma_Reforger:Collision_Layer here is a link referencing all type of colliders and how they act
Oh ok gotcha, Would you mind jumping in a VC with me ? I need someone that's has a bit more experience to explain it ?
PM tomorrow I go to bed now ^^
ahh dang ok, thank i'll message you then
Hi! Does anyone have images of the mesh of the destroyed houses?
im importing it from Enfusion Toll in the middle because i dont have FBX in FIle>Import
tryed that but 0 reaction from blender
Make sure that "FBX format" is ticked on in the Add-Ons Menu under Blender Preferences
thx, but now i get this. Any advice?
maybe this is because i renamed file from .xob to .fbx?
You cannot do that. .xob is one file, .fbx is different file with different data.
It's like you would rename .txt to .jpg.
To import fbx you need actual model with actual .fbx format
Is it possible I could try it out too? Doing a few models that would need lods 😄
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
Try looking in the import settings of the xob
You can manually set them there
gotcha. yea bacon ended up letting me know that....after I figurd out how to manually designate it in the prefab XD
So I did end up getting it working but it probably wasnt the most efficient way
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
you can't do it
I am new to blender, is there anything that I should get? Any plugins or anything
Let's make another donut🍩 Watch Part 2: https://www.youtube.com/watch?v=tBpnKTAc5Eo&list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&index=2
This is the start of Blender tutorial series for complete beginners. In this series you'll learn Blender's core functionality and features while making your very own donut. To start, this video will teach you th...
Ucupaint is Blender addon to manage texture as layers for Eevee and Cycles renderer.
question where can i find weights for the vest?
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?
restarting bleder does not work either
download trough steam or website?
i personally would say website
okay, thanks a lot!
what happened to the materials? it only shows one?
and it shows an error at the metal collider for some reason too
yeah, i did use it though,
thanks
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
A - Creating the HierarchyStart by creating your working hierarchy, right-click → New Collection.Wha...
I am not sure what do you mean by “having duplication”. If you go into edit mode mqa will highlight mesh elements that failed the qa test. Also focus next operator under the mqa settings will focus the view on the failed mesh elements.
Yes I've found it since, I must have had a problem with the plugin because in edit mode it didn't work, but now it's ok
Collider setup not working?
Wokrbench API is active and running, everrything is updated to compatible versions
Select valid collider
hey. I'm having the same issue, did you correct this? how can I verify that workbench api is active? I also disabled windows firewall
edit: fixed, there was a small button here, I clicked it and it put me back in object mode. not sure what it meant but it worked.
👋🏻 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.
Hope this is also explained in the BIKI. Sounds very important to me.
We’re can I find the model to help with rigging and weights
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.
No, that is not possible now
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.
Any banner models to insert just image?
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?
Add a texture to an object article:
https://artisticrender.com/how-to-add-a-texture-to-an-object-in-blender/
UV Mapping guide:
https://artisticrender.com/the-definitive-tutorial-to-uv-mapping-in-blender/
Check out the E-Book:
https://artisticrender.com/e-book/
Website:
https://www.artisticrender.com
Keep in touch on our channels
https://ww...
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
Enable the net API in workbench.
Anyone know of a fix for Blender saying ASCII Fbx unsupported when trying to import an FBX file?
Export fbx as non asci in some other 3d software
Or buy better fbx plugin for blender
What "Free" 3d software can you recommend?
Google is your friend.
https://aps.autodesk.com/developer/overview/fbx-converter-archives
I love you
Would for sure love to check this out
Same
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.
do you know what game ready means?
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
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
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
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:
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
Check
No matter the model, you are gonna have to do quite a bit of setup for the model to fully work in enfusion
Yes that’s the part that there are no videos or anything that can help me guide me
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.
loop tools addon is good for bridging, but how is the heat going to escape?
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.
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?
not possible + illegal
okay then is there any way to get a template of how a helmet is supposed to be on a 3D model?
cause that's what i'm trying to do right now
like
you would have to ask rhs team
then its a no
also looks like you crossposted this same question on multiple channels.
please clean up the rest
i mean
excuse me
is this illegal or?
cause he pretty much exported models from arma reforger
he says the model is from sketchfab
hm curious
so no there is no way for you to get the models unless the maker gives them to you
this is final
I dont know what you mean by that
A video showing you how to use RHS patches to create your own custom patch.
Mod: RHS Status Quo - https://reforger.armaplatform.com/workshop/595F2BF2F44836FB-RHS-StatusQuo
Interested in joining our Aussie Arma Community? Jump into our discord server and say hi. https://discord.gg/tpmtactical
Music from #Uppbeat
https://uppbeat.io/t/night-dri...
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
this is totally different thing
ooooh
and it uses rhs mod and applies another texture on that piece and creates a new item from it
that's exactly what i want to do
nothing leaves the modding tools
is that so
no you want to model on top of their model
which you can not do
I dont want to have to say this again
like in OPRFargo?
I dont know what that is
it's a server
ok
I dont know all the mods and all the servers
@balmy patrol was this something you guys dont allow?
no the retexturing but the insignias used
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
yup sure
this matter is now concluded. Theres nothing you can do
I dont like your salty attitude
dont drag this on further
not sure what the question is
no one asked anything
The mod mentioned above and if the shown insignias are ok.
i’ll check cheers
lol why

basically nazi signs https://ru.wikipedia.org/wiki/ДШРГ_«Русич»
idk why azov signs not banned too
but "Русич" under sanctions in European Union and in Switzerland, Canada, Australia, New Zealand, Japan, UK, USA
there is document https://eur-lex.europa.eu/legal-content/EN/TXT/PDF/?uri=CELEX:32022R2476
very dangerous mod for console publisher like Sony
because azov isn't using nazi symbol
wolfsangel isn't banned in germany france or belgium
they was, after 2022 unbanned cause politic
anyone an idea why it is only an static shirt on my body ingame and not rigged....?
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)
wolfsangel was banned until 2022...?
where can i read about that
azov, not wolfsangel
where can i see that
do you mean american legistlation that didn't even pass hearing or what
i suggest you read your sources geg
not politic chat but ok, Pentagon banned do help Azov concerns that there were individuals with neo-Nazi views in the regiment. And if you google you will see "Azov suspected of human rights violations"
so is russia suspected of human rights violations
i don't gloat about it
and azov still doesn't get any supplies from le evil west GEG
I dont will continue cause I and you against rule about politic, but we can continue in DM
imo i would not use any Irl groups in a mod , your probably safer using countries or making a made up group
idk, it very thin ice, cause Arma is a big sandbox for milsim and real historical place
oprfargo:
Did a little update to the weapons plugin for blender. Biggest change is that you can now add a bone and socket/empty object to the part you separate automatically. https://youtu.be/m3qkYLVp60Y
its from sketchfab, uaz is all over the place lol
spearhead didn't make the tape mod. we use one from the community mods.
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 🙂
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
Collider name in blender probably starts with UBX_ try UTM_ or another one
Yeah I thought it was supposed to be UBX but i'll use UTM for now ty
Yeah if it’s supposed to be a box use ubx I missread your msg and thought you were seeing it wrong ingame
Know anything about setting up wheels? Do they need to be separated individually?
Oh I see now
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
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...
Which bone is best to attach a backpack to?
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?
You can add an empty in Blender and name it using the COM_ prefix. This is used to determine geometry center of mass (https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation/Asset_Preparation#Creating_colliders)
or did I misunderstand your message? 🙂
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
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
Here (https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Materials_Preview#Materials_Synchronisation) it says:
In order to successfully import meshes with Enfusion materials, it's expected that:
- FBX is registered in Workbench (xob and xob.meta files already exists)
so this ytep you might have to do
Thanks will check it out
is your object a collider with valid prefix? Action is disabled if object doesn't have correct prefix
for instance https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Collider_shape more info here
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.
this going to sound rather stupid... i didnt had it selected XD
it worked that time, but now with a different model i just made i get this error now when selecting some materials:
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 ?
you are using wrong zip
can you provide some more info and context? What objects? Can you provide whole screenshot of screen when it is happening?
What zip am I to use ?
It's whenever I have a UTM_ object selected and want to use the collider setup in the enfusion tools within blender.
Material selected are: metal - terrain
can you show screenshot? Are you sure you have only UTM_ object selected?
I can't reshow exact thing but I tried this multiple times, with some reboots in between.
I imported model, did uv mapping, copied the model, renamed it with UTM_ prefix, then selected the UTM model only, and try to give it a material and it just says fuck you and throws me the above mentioned error
some pic would be nice to see - with error, selection and outliner expanded (so material slots and meshes are visible)
better? cant rlly show materials but they are dont matter too much becuase ANY material i pick causes this error, but second screenshot shows which materials i selected
That is empty object
Not an object with mesh
I also mentioned to expand everything in outliner
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.
@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
Hi, is there any detailed guide on how to import building textures, for example, into arma, from a blender, since I saw a video only about the texture of the terrain, and this is not exactly what I need, maybe someone else has educational material similar to Piano_Man, but more deeply revealing this topic and explaining using the example of a building for a game?
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...
Created a blender addon to help with the NLA animations setup #enfusion_animation message
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.
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?
Hi bro, maybe you don't have the reforger tools running at the same time as the blender?
which character are you trying to load?
or file to be precise
Unfortunately I do.I also have to keep turning on api.It never stays on.
workshop? That is weird error. Provide exact and full error
@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 .
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)
Now it just says error lol I’ll try a different file later after work
what error?
It literally just says “Error”
where?
In blender while hitting export
@languid hornet
...that is not just Error 😄 😄 😄
you are using relative path for saving which might not exist
uncheck relative path in save window
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
no pings pls
Character_template.fbx and head_template.fbx from SampleMod_NewCharacter
They are not ascii
Are you sure you correctly downloaded it from github? Iirc there is some weird way to download thing in broken text form
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.
🤷♂️ 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.
Did you downloaded whole repository?
I did not, just those fbx files, Ill try that.
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
Yes, It worked after downloading the whole thing. Apparently you cant just download individual files. I thought you could since the wiki linked straight to the files needed.
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
Can you perhaps record how you tried to download single file before?
Turns out I just did a right click and save link as... which saved it as an html file with an fbx extension lol. I got these glasses imported into the enfusion tools, but they are hanging off the side of the face, not like I had it in blender. Not sure what went wrong there, but I've seen this issue posted by others as well.
Read Headgear tutorial on wiki to learn about rigging and skinninf
Im guessing this is the wrong tutorial then: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear/Asset_Preparation
It's correct one
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
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
It looks like it has non working skeleton
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).
There is big warning about it in the article
yeah I see where it says ```
no longer necessary to rotate equipment by 180 degrees
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.
Regular export needs you to check checkbox in import settings manually
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
Thanks, I've got it all sorted now! 🙂
Where was the relative path check box at in save window?
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
I also turned that off now,when I go to the export on the addon it’s blacked out and won’t do anything.
I got all textures over to enfusion I just need the rigs to port over
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.
wrt your model being inverted, you'll need to enable viewing face orientation and flip normals on parts that are the wrong way round: https://brandon3d.com/blender-face-orientation/
Hi guys, any tips on a good tutorial with the workflow from fbx -> enfusion ready world assets
specifically:
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding if you're totally new to this
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation if you already understand how the tools work
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
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
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
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.
Drag the model into the workbench inside your folder, open world editor and create subscene, save it and then you can drag the model .xob to your world. If you want to change the textures just double left click on the model inside the folder and it will open the model settings, on the right you will see the materials. Otherwise arma boot camp #3 on YouTube
Thank you for the reply, that did help some. Im testing with a box with a rock texture,, just for testing. Am i supposed to be recieving an output of textures somehow? This is where im getting lost. WHen i export I only get a .fbx file. In the Bootcamp video, it looks like they have a BCR that is shaped to their help. I gotta be missing something.
BCR is the texture, to upload the texture simply drag them into the folder and click yes when asked
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'
I unzipped the plugin and fixed the hardcoded windows-style \\ paths. If any other Linux users want my .zip let me know.
Don't unzip the plugin, just select the zipped file when adding a new addon from disk
Ah nvm seems you already fixed the issue
Is there a video out there on how to make a uniform on blender step by step?
I'm sure there a quite a few Blender tutorials on youtube about creating clothing.
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.
I have the Character_Weights_Template.blend I have a 3D model of the clothes i’m just having a hard time, sizing it to the character
Also, I’m new to all this
Then you'll need to watch Blender tutorials to learn the basics of how to use the software.
Who do you recommend to watch for those?
I don't really have any recommendations unfortunately. Just watch some videos on learning the basics. Navigating Blender is weird if you ask me. Some of the controls and functionality is unintuitive.
Hey Zelik, your C130 mod really impressed me. Have you created a tutorial on how to add our own models? or do you have a discord server?

the modification of the mod isn't allowed unfortunately
No, I want to build an airplane using R3D Core as a dependency. But there are no tutorials how to do it.
Of course, there’s no tutorial. In this community, you’ll find almost nothing not even basic stuff, except for some poor Bohemia documentation. You have to figure out everything on your own
it's not minecraft modding or UE5
and this, makes me really upset
People here literally gatekeep knowledge
Yeah unfortunately, also BI's current tutorials are outdated.
I don't have a C130 mod.
Oh, I'm sorry, I wanted to ask you because you are a member of Project Redline. 🙏
i wont gatekeep dictionary from you though.
I won't*
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
hey gang, my EBT colliders have stopped working and refreshing doesn't seem to be re-enabling them
Make sure your in obj mode, and you dont have any other naming conventions in the object name
Okey doke, cheers
I had _LOD before, drove insane for a wahile
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?
I would just manually skin that to a single bone. Like spline 4 or 5 or whatever works best for your backpack
🤷♂️
Sorry the answer wasn't for you 
OK thanks I was trying now to leave only one vertex for example spine5 and give it the weight only to the rear part and then leave only the front part that is hooked onto the body blue and it seems to work
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?
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
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
Have the same here, for different objects, which worked before. I even imported the fbx from EBT into a new Blender file and then tried to import the textures, no chance
Blender 4.2
what i find working is settingup whole material on tools and updating it to blender
while it connects u can change everything
Yeah, thats what I am trying
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
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...
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!
Do you already have a video out about it? Or just the gum road page?
Just Made it! https://www.youtube.com/watch?v=xY1vQMzOixM
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...
Awesome! I’ll take a look once I’m home but it’s looks like a useful tool for me
What a great tool!
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.
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
I believe it could be because you’re running a blender portable build from a onedrive folder as its root potentially. Try a local system install maybe 🤷♂️
Thanks for the input! I’ll be making another tutorial here soon for sure 👍
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 🙂
Tbh it’s worth the at least the $5 it normally is
That was exactly the issue, thank you very much!
Of course!
hello friends, I want to make a gun model from scratch https://www.mkeusa.com/en-US/catalogue/small-caliber/mpt-76mh/23/13 This is the weapon I want to make, it was made in blender with a 360 degree visual. I want to add this weapon to Arma Reforger. but I don't know how I can
I would say this is good starting point:
https://www.youtube.com/watch?v=VyXbwzvfVog&list=PLW_2sDEfasH1FfrJgHpyUviFuC15CP_Ih
Laying out the goals of my tutorial.
this guy has a model in his hand
If you want help on creating a 3D model you should look more for sources of creating 3d models like blender tutorials (or other 3d programs of your choice).
look for blueprints of weapon
Subscribed great tool and great video looking forward to what's next I needed this to help with my project
well its currently unavailable
It’s been reposted as of today, I am out of town for about 2 weeks so development and tutorials are paused unfortunately
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.
Can you explain to me like im 5 what use cases this can be used for?
Does this tool help setup BOXVOL and what is needed for probes? I am struggling to get even a basic cube to funciton with a lighting probe when in workbench.
Where do i find the EBT add on?
go into arma reforger tools files
@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?
Also, Miro is no longer working for Bohemia
in any case, are you sure it is USP_ cause of it? Are you maybe in Edit mode?
Its the USP collider
@languid hornet Line 836 in utils, the if statement is missing a check for
EnfusionObjectType.SPHERE_COLLIDER
@fringe willow
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
Can you check what version of EBT you have?
"version": (1, 3, 0),
update to 1.4.1
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.
Sorry, my bad. You will need to wait until 1.6 is released
Double check that sphere collider are added to the if statement on like 836 before release please. lol
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 
Got it nvm, thank you all 
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
is there any chance the Blender Tools get updated to an higher LTS version ?
Is it possible to load full map into Blender using enfusion blender tools?
You can export the heightmap
If you mean models and stuff idk doubt it.
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 🙏
I want to export a full map with objects and stuff actually, so probably it need to be unpacked via .pak files
make sure to apply transforms before export
I did it
I did everything like for the UBX, wish doesn't have this issue
Why would you use a capsule instead of a cylinder for a cylinder shaped object?
Your problem is probably because of this ^^
Someone tomd me for the center of the object, idk why I wanted a capsule
I think I saw a bullet had a capsule so I did the same
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
Sounds like this issue is model based so it would be make more sense to post it in the "enfusion_model" thread and when you provide more information about your steps of importing and maybe some screenshot of where you can show the failure I would expect that the experts here can help you.
Am I allowed to pay somebody to rig clothing in blender?
technicly you cant paid someone to rigg a cloth for reforger
but you can pay someone to rig a cloth in blender with a skeleton that happen to be same number and name of bone than reforger again really shady so might need to wait an official answer
Yes. You just have to be the one that imports and sets up the prefab.
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...
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
Keep in mind that cross posting is forbidden here.
oh fair? was just not sure where to put it. can remove if required
In search of a weapon gear equipment vehicle modder for to help get my server up and running.
This channel is fine but you can only post the same issue in one channel
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
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
not possible with vanilla assets
What about mod? Maybe i want to retexture modded clothing? Theres is a way?
Only possible way to paint it in Substance Painter is if the mod creators are willing to send their model over to you, which is highly unlikely.
Only way to currently retexture assets is to screenshot the texture in workbench and edit over it
I see, yeah i was kinda guessing cause mod have "Right & Condition term" or something like that...
I appreciate your answer! thanks
tried reinstalling tools and got an error on load, will try a blender restart but what version are you on for blender?
4.2.15
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.
Someone any Idea why i cant tell Blender/Enfusion Tools to set the Material to Dirt? Or any Material at all?^^
do you have workbench open as well? And updated the enfusion blender tools?
I do have Enfusion open yeah, but you might be right with updating the tools. Havent done that since i installed them a few Months ago. 
Where do i get them from again?^^"
Install folder of Workbench 😄
thx buddy 😅
Yeah the Tools where Outdated, its fixed now.^^
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...
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!
does anyone know how to get rid of the "end" bones?
please, because ive been trying to fix this for the last 2 hours
found the issue
already fixed it
at least you didn't spend weeks on and off trying to figure out an issue lel
true
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?
Exactly
I forgot to disable leaf bones when exporting
I still have few issues tho
I ll see it tomorrow
Honestly I just use the fbx export option in enfusion tools since it does all that anyways
Thanks for the tip I will have it in mind
when i export terrain to blender it opens 3.6 instead of 4.2
how do i point reforger to the 4.2 directory?
ok i found the ebt config and changed it, but now upon export i get this:
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'
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
okay so if I just hit sort again it works
and now exporting fbx
idk man imma just go huff some more glue
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
Ah… a little confused. I’m assuming you’re asking how to animate it, in which case you’ll need to use the NLA track to consistently take shots, move the wheels and track, take a shot, repeat until you’ve got a full rotation. At least, I’m pretty sure that’s how you’d have to go about it
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
To make it even worse this is my first time using blender or the Enfusion engine so I'm probably way in over my head but I'm gonna try anyways
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
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
Hi @austere onyx,
I installed the EBT new and recognized that the zip is different named(EBT-ArmaReforger.zip) as described here (same for the EBT-ArmaReforger-Data.zip):
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#Installation
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
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?
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"
Go to your .emat (textures for your castle) --> look for a drop down list that currently has "CCW" selected (I think it under "General" section) --> Change this to "None". Sry, I cant open the enfusion tools rn to confirm it exact location if its not under "General", but that drop down list is def in your .emat
This will cause your textures to be applied to both sides of your model's faces
check face orientation in blender
Thank you! That worked 🙂 (Y)
Anybody having issues with .net api saying it cant connect to workbench since updates?
Still supports only 4.2 lts yes?
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.
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
Cool will do thanks
Hello, I'm having an issue with collider setup. When I click the dropdown, there're no options. Any thoughts on how to fix?
update blender addon to 1.6
Hello, can I use Blender 4.4 version ?
All of 4.x is alright
Thank you!
you're welcome
Hi, When i export my model 3d .fbx from blender to enfusion. my blender app crash and dont respond. Anyone know what hapend?
Are you guys planing to update the tools for Blender 5.0?
we are sticking to LTS versions
next LTS is 5.2 scheduled for July
Probably having a random brain lapse but can't get colliders to export for some reason rn. Anybody see anything obvious?
How many vertices does your collider model have?
Oh yeah. Several colliders most of them are not big but there are a couple that are 100k so thats probably it. 64k the limit I think?
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
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
it's 65
Was this section removed in the latest tools?
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...
terrain layer stuff has to be in default layer in hierarchy
They are for my 3d model. The colliders work once I spawn the object, but won't after I reload the world...
Can you please spawn the DirtCover prefab on your terrain and then reload the world to see if the same thing happens, or if I'm the only one experiencing this bug.
Thanks.
hey same here man, did you figure it out?
Hi everyone, I found a video on YouTube where on Blender uses a tool called "AR Vehicles", does anyone know how to activate it?
Use Search function and Search this channel or models channel somebody here made it. Might be a link.
I mean, i asked google ai a bunch
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.
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.
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.
DMs
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.
Ive also encountered this and its very frustrating.
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... )
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
Why not use the default exporter?
Thats a good point, Ill look into removing this check
Thank you! ❤️
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!
Hey, you cannot simply use the animation from the huey, as it's not only rotation, but also the translation and scale of the bones that is included in the animation. That's why it snaps back to the intended translation, and the scale. You'll have to make your own animation, at least for the door, the character animation may still work as is
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation I suggest this weapon tutorial, it is where animation are covered, @tight lark explained perfectly what is happening
ok perfect, thank you!
please we need face IK and FK targets so that making memes in arma reforger is not as painful :(((
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
I thought I saw @raven rune have a template? But I could be wrong
just retexture vanilla one
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?
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```
only supports LTS versions. no LTS blender 5 yet
it works for me with Blender 4.5 lts and 5.0
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.
I'm pretty sure that functionality is expecting source files to exist.
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
Anyone else crashing now when you export an animation with the world editor open?
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
Export works fine with me even with world editor opened
Note : i am exporting animation from blender to the enfusion tool
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.
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.
sure, if you're talking about the character armature, you can transfer the vertex groups and weights from the Character_Weights_Template to your object: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear/Asset_Preparation#Transfer_weights
the weights usually needs some adjusting afterward, but it makes for a good starting point
Thanks for the reply, I did it but it doesn't fit perfectly on arms.
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
If it already fits the body, you can find OverrideMeshesToHide in the BaseLoadoutClothComponent and add the mesh you want to hide there.
Head
Head_Neck
Torso
Buttocks
Thigh_L
Thigh_R
Arm_L
Arm_R
ArmUpper_L
ArmUpper_R
Hand_L
Hand_R
Leg_L
Leg_R
Groin
Calf_L
Calf_R
CalfLower_L
CalfLower_R
Foot_L
Foot_R
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.
You have to transfer the weights, and give them a solid weight
I transferred the weights, but I don't know how to make them solid
Change the class in baseloadoutcomponent. Use zelick character mod also for extra slot.
Hi, I'm looking for someone to teach me how to mod.
Check out TPMs videos on YouTube just type “tpm reforger” in search and there’s tons of info in his videos
Cant help w/ your issue, but I can save you time w/ ur screenshots. Windows key + Shift + S opens screenshot tool via 'Snipping Tool', which you can just copy paste into Discord. Sick exo suit btw
Pls do Death Stranding: Reforger Edition 😄
gonna wanna post in #creators_recruiting using the template found in the pinned messages
And don't spam / crosspost
if someone knows blender can you dm me
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
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.
What do you mean exactly? There’s info on wiki and videos on importing models, buildings etc
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
The samples linked above includes one for a car, the wiki has more details
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)
You can use Transfer Weights from the blender reforger character template project
yea but face interpolation or even point interpolation isnt a catch all.
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.
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
Quick video importing FBX creating a collider in blender and exporting for enfsion
You’re awesome bro thank you so much!!🫡🫡 seriously thank you!!!!
Quick video for beginners I made for a guy on our team, figured i'd put it public.
Hello. I would need to know the source of the exo suit model.
as it bears strong resemblance to once I'ce seen ripped from games like COD