#enfusion_model
1 messages · Page 5 of 1
Ok
anyone know what else other than skinning can mess with the rig? i swear i've exported correctly, it was workin gbefore but now its suddenly not
Is anyone working on any vehicle mods at the moment?
@urban helm if you need advice for texturing pm me 🙂
40mm AGL
heya again, does anyone know what i should look into to be able to allow an "editable" helmet? as in, i have the visor on my helmet and i want it to be attachable/detachable on the fly, is that possible?
i think the cheap way is to have be a prefab attachment
so you can take it off when you want and put it on your uniform
I think @agile crater has a bad ass armored looking vehicle being worked on but I can’t remember
ya wouldnt happen to know how i can do that?
British army mod
Nice texture on the strap. Care to share? 😅
Will this be a faction?
there is 3 factions in arma reforger right now. I believe that you can create more factions. but right now there is / will be civilian, blufor, redfor and greenfor.
🤦♂️ He is asking if it is going to turn into a faction. It is obviously a helmet..
@calm rune is there going be a non rolled up sleeve shirts?
Due to not wanting to make that version.
Vergy, loved your new uniform mod that you just dropped
Yes
It's based on a substance painter fabric preset that I know I bought as part of a pack, I'm not sure which, but it's a pretty basic hatched pattern - the stitching is added using auto stitcher, with a duplicated blurred version of that with negative height to get the deboss effect. Finally there's the dirt layer I've added over everything
fyi, M923 is sort of correct state (it still has some AO baked in diffuse) and rest of the vehicles will be tweaked one day
Ah okay gotcha. Yeah I swear I’m always in the hunt for good smart materials or alpha maps for straps or molle. It’s hard to come by.
@tidal latch ok super for your answer. after some tests , they are not lot of changed when they are AO and when they are not. only inside vehicules
something went wrong with the velcro making it stretch out, gotta fix that
does anyone know why a prefab would keep adding a belt slot back even after resetting/removing it?
You can't remove them, only uncheck the enable check box inside your prefab.
Managed to fix the stretching thanks to the feedback about triangulating
Hey Jomie,
Can you show me your armpits, i just wanna know how have you resolve extended streching problem.
That's all, uniform is great.
hello everybody i m trying to learn how making a mesh with a Material Prb Multi
Someone can show me a picture of the 2 uv set
how are they organised Thanks
@willow sage my topology is kinda bad ngl
my biggest "fix" i've found is different weight transfer settings
this is the settings i use in blender
you dont do weight by hand?
i find with those settings i've never had trouble
neither in a3 or reforger
its very rare i need to tweak by hand
Will this outfit be replacing the normal soviet outfit?
No
Are you insane? Weight the entire thing by hand. All you have to to is transfer then go in and tweak a couple areas if needed.
when you mean weight you mean to duh bones?
Weight painting
maybe, depends on how much i work on it i guess
the main goal wasn't a proper russian faction anyways, it was a rethinking of arma 3's cut "Raven Security" PMC in a modern time
is it possible to replace the wooden parts on the ak74 in reforger with custom models?
using prefab stuff
if they are separate meshes Im sure yyou can do it
no
edgy
is it just me or is looking at models using these preview color materials kinda cool
It can be!
very nice
Thankya!
whats it going to be?
DBAL-A3
Yup! And solidify. Most of the shapes are actually just flat with solidify modifier.
So Holosun LS321 will take you half of that time 😄
Oh wow, that one is... very simple. 😄
Challenging you ! 😄
Might just have to make it in the future haha.
I would like to see it from your hands
You can make a Perst-4 for a Russian laser !
Planned. 😄
Wow, last time I suggested a model to made a Moderator warned me 😂
is prst-5 just ruka?
What in the world did you suggest?
@burnt thunder literally just a normal gun. Hence why I made that comment above
This is not a suggestion channel where people pitch their ideas.
@light lynx if you have questions on topic of how to make models, this is the place, but it's not the place to try to get someone to make your favourite things.
@delicate condor no I'm well aware of that. I'm just pointing out how people do it all the time. And part of the problem I had with it was how I was told, was very rude and abrupt. I've been a mod on large discord communities so I get the struggle, just not the poor treatment when I wasn't even aware not to do it
Is all
I wish I knew how to model. Would make so much rad shit
It should be logical that this channel is about "how stuff is made" but yes it does not always convey to everyone and excited people don't always think that far ahead.
Modeling is learn able skill though which you too can pick up if you have the time to invest on learning
For sure. I'm just not very good in a 3d space. Tried it back in highschool but could never wrap my head around. Texturing would be more my thing but I don't have a photoshop subscription and I'm still trying to wrap my head around enfusions nuances 😂😂
all you need to learn is patience
Photoshop is not a requirement
It all depends on what you learn to use
Then it's good. PS is just as useless if you don't know how to use it
Modern workflows don't really include 2d texture editing much if at all
It's all done in 3d space on top of the model.
You could check out some basic tutorials for the new Blender and try them out
blender has a very good node material system
when you consider that it's free
it has all the tricks like curvature and ao
I would say excellent if you want achieve something not linear
which is basically the only reason pbr materials look as good as they do - just abuse curvature, cavity and ao maps
I've never worked on texturing other than using templates or 2d. I should look into blender. I've always avoided it due to my lack of 3d modelling skill or eagerness to learn
It may not be as difficult as you fear
After the Ground Support update For those who have clothing in their mod and can no long drag it onto the body or right click it and make it go onto the body:
-->object properties -->BaseLoadOutClothComponet -->Area type - set class-->LoadoutJacketArea or whatever type of clothing it is PantArea, VestArea, etc.
What time frame is the camouflage pattern / kit?
Russian correct..just what time?
EMR
Little WIP shots

where were you people during a3😭
Well I can not speak for anyone else but I only started taking modeling somewhat serious like 6 months ago 😅
arma 3 so limiting
Almost done with this thing. Haven't got the time to finish it but i will prob this weekend. IRL work has me super busy atm.
lol
what cannon is that by the way?
ive been working on this model what you guys think?
looks good, but you do need to break a bit the seamless textures (or at least use better ones)
ye im still looking what could fit it the best
why did you reply to me though?
Wrong guy sorry
Try to use MultiTextures like on the buildings Bohemia did. They mix 3-4 different brick textures on one wall, that way it brakes the repeating textures.
To get results like this.
you bake using PBR?
Ah those bones....
did bacon make the sights
No, he was looking into it but we need to find a way how to add separate sight for M203.
of the same type or the one on the front
Ye, will check it.
Will try to make sight for M203 work somehow, if not i will release it like it is.
@willow sage InputManager
Will check that tomorrow.
Check the one in the base one, it's animated now and might point to how?
'Tubeular' lol
ive made the m202 flash which is quad tube which is double
while waiting for ARMA 4 to be released, AMF is working on the potentially future elements of the French army.
HORNET AIR GUARD (anti-uav turret)
https://cdn.discordapp.com/attachments/507943761322442755/1048592988416253972/FVOWc_XWAAEwDnM.jpg
https://cdn.discordapp.com/attachments/507943761322442755/1048592947173666906/image.png
https://cdn.discordapp.com/attachments/507943761322442755/1048641786899345438/image.png
HORNET AKERON MP (anti-vehicule turret)
https://cdn.discordapp.com/attachments/507943761322442755/1048593339383033896/FVOWdiqXwAA3R2h.jpg
https://cdn.discordapp.com/attachments/507943761322442755/1048593291559583864/image.png
https://cdn.discordapp.com/attachments/507943761322442755/1048642262504067182/image.png
download it and find out
damn bacon should have said its a mod :S
arma is slow turning into tea eff tue
The weapons and The soldiers are showing
But the mod crate is empty
And the things that appears on the showcase map dont show up at the gm mode
Oh
It had an update
Now it has the bdu soldiers
There we go
Nice
Have fun. It's a pretty cool mod.
you guys are in the wrong channel
You're right, just wanted to help him out.
No, fixed some minor issues and added lods just give me max few days.
@tacit eagle feel free to do it yourself, this is not a request channel
Will add it to USMC pack, you may know guys which rifle it is
Should make it compatible with bacons lights an lasers an stuff!
M110! Sweet
Very nice DMR
dope
Yeah, you noticed that!
So I think we still guessing 😄
Just a little fonky
did you not scale it before importing into enfusion?
Here's a lifehack for scaling things which have picatinny rails:
If it was modelled correctly, that length above is exactly 1 cm.
I actually dealt with something related today..The Picatinny on the reference would not line up with my model if I went by real size. Was infuriating. 
what reference?
also cylindrical objects are the best thing to measure with they are very accurate and used in metrology
Tried to make a Midwest Industries AK rail handguard for something
bro u should drop the mod
eventually yes
Daimyo maybe you could try working on your own mod, instead of all the demanding comments etc on everyone else's..
That looks sick dude, nice job so far
I am so confused why the clothes are fighting me, its like they just choose not to bind weight to the bones
It kinda sucks and thats not counting trying to figure out patches
Yeah it is non stop.
last warning - this is model makers discussion. If you do not partake in said discussion in a meaningful way, anything of the sorts is considered spam and you will get infractions
Here's a model of picattiny that has correct dimensions.

That looks excellent!
why?
i think he was trying covert to a different program
@sand pagoda so with the mod u making u just doing the poly handguard and stock ak-74 or u planning do more weapons?
@tacit eagle might help u idk
What was your workflow to create that cover on the helmet? Did you duplicate part of helmet's mesh, scaled it and then sculpted it? Or was it done using shrinkwrap or something like that?
shrinkwrap and snapping is the way to go. you can also use some other addons for blender that help out a lot... auto retopology does garbage work typically
cover was done by other guy from our team
as far as i know he use marvelous desginer for this
we need a giant mega modding team ; _ ;
and zbrush
MD is way out of my price range sadly. So I guess, I'll have to use shrinkwrap or come up with something else
retopoflow or instamesh is good
blender cloth sim can perhaps be useful
at least worth to try it out
not a bad idea
its not as good as MD but it can get good results
I always wondered if that works. Put cloth sim on something, enable physics, let it all fall into proper place, then convert to mesh
do they work on planes? Or does it need some thickness to work properly?
Start working smart and creating clothes easily, with this addon you can create Clothes faster and easier than before. You don't need a lot of previous knowledge of the Cloth physics settings! You can simply select presets and quickly adjust them to your needs. Of course, some basic understanding of Blender would be nice. The addon is just a hel...
there are tools that expand the workflow
Damn. 👀
Definetly not usable as is, but it probably does save quite a bit of time and gets a base down
usually works for simple things
Like a tarp on a truck maybe I just thought
dont judge it just by the video
i personally i just snap some lines and use grid fill
and duh shrinkwrap does all the work after
also you dont need that simple cloth pro... you can do the same with normal blender, you just have to create a asset library and write down some presets for cloth interaction
most of the blender addons are not magic btw they just automate a lot of the processes
especially the paid ones
Is it out?
probably not
nice work but who ever designed that vehicle
its like from red faction :S
its like they combined a minivan, a atv and a mrap together
did you guys make a EBRC Jaguar?
@crisp moat its a real vehicule. and its not be out in reforger.
@tacit eagle https://www.youtube.com/watch?v=OO-0rWTPH1M
The main subject of ARQUUS Technodays was the Scarabee, a light armored diesel-electric hybrid vehicle that is still in the demonstrator stage, as it combines innovations to validate one after the other. The scale model of the vehicle had been revealed confidentially to a limited number of privileged people at Eurosatory 2018.
Read full news ab...
@tacit eagle is already in arma 3
nice im guessing the amx 10 rc too? which is my favorite
maybe who know
What team do you work with?
I'm excited for the debut whenever you drop it. Query: Is there a possibility for manual transmission? And is it AWD or RWD?
The one you're implementing
@autumn ledge what its awd and rwd ?
All Wheel Drive and Rear Wheel Drive
traction intégrale et traction arrière
Beat me to the punch
Thank you
Just wondering which drivetrain would be used for the vehicle essentially
RHS
Why u warned me for
Lmao same
never thought rhs would have issues finding manpower
@smoky fractal + @crisp moat - what does anything you type here have to do with the topic at hand, including the last message
Same was just wondering if that model were implemented in game
i have not seen a single model making related question here
neither of you have contributed in any meaningful way to this channel, the emphasis here is makers
do you work on any models and you require some help, or do you provide modeling related pointers or help @crisp moat ? what about yourself @smoky fractal ? i’ve searched before issuing warnings, everything i was able to find was along the lines of - when will you release a or b - which is spam. This isn’t the place for it, in fact this server is not the place for it
@autumn ledge its 4x4 and 4 directionals wheels
I asked what there planning for the mod pack
irrelevant to this channel = spam
read the description
No I don't do models, I asked if this was out because I liked how it looked and it would be cool to see a futuristic car in-game, I simply did not realize it was illegal to ask a question in this channel.
i just told you that you are
also read the description of this particular channel
I'm not very attentive to things sometimes so I never looked at any channel description
then you shouldn’t be so surprised about being issued a warning
with this is mind, this place is NOT for
- asking question in regards to plans, release dates and alike
- random ideas and opinions that have no relation to this channel
- anything that can be read as pressure on community developers of any sorts.
for everything else, #rules do still apply
I saw that
!mute 450842577634066435 3d you have been warned enough times
Silence!! ò_ó
...
I keel u, @smoky fractal!! Ò_Ó
Daimyo Cross#3876 now has 4 infractions.
A drama happend while i was sleeping
is that carl the talking lama?
WIP Blockout
Tactical precision tractor
Unmanned precision guided farm vehicle - sponsored by Tesla
Someone made a towing system now with this you only need tanks and you too can become Ukrainian
Say what?! Logistics are almost a thing?
Is there any way to create a spring on the bipod that is working correctly?
Have tried it by the bones but it seems to not "clamping" other side of spring to hinge.
Edit: Checked Humvee suspension bones, its useless in this case
I think doing this as procedural anim is a way
will try both
similar to the fire mode selector
Typically springs are made as textured tubes as otherwise they eat polices like crazy
Main thing for it to work animated is to distribute weight on its whole length evenly between the bones on its both ends
Yep need to bake them.
the gloss makes me want to make a hazmat suit
maybe not even that hard too, just make a metaball and press inflate/deflate

Could team up with Vergy, he's making a gas mask. Could be an NBC suit instead of a HazMat
@agile crater
understand but the animation ^^^must i creat a skeleton ?
I think you can just do a keyframe and stretch it down
is that a pipe inside a pipe?
yes
toob-ception
but the real question is what is it?
I googled it out so pointing it out doesn't count
did you do a image search?
no I googled for "two tube rocket launcher"
does anyone know of a tool that can take a couple individual meshes, let's say 4, and combine their UV tiles into 1 (four 25% size tiles) tile?
something automated so I don't mess it up doing it by scaling manually
I have like 8 meshes I'd like to squish into two textures
Now that would be great
hmm 😦 maybe you can bake them to a new uv
In blender I think you can rename all the UV to the same name, join them and rearrange the uv islands
@shell hedge I found this program called SpriteUV2
texture merge, interesting, thanks I will try this out
if that tool does not work i may have an idea but I dont want to spam the channel. so you can write me if you like
going around edges and breaking/unbreaking phong shading is oddly satisfying
How many polys should I stay under for a vehicle?
300k
@urban helmsurely not 300k. depends on vehicle
Enfusion still requires LOD's to be made manually for models, right?
yes
You can use simplygon to partially automate it though.
or unreal :))
^^
Or dont do lod and set pixel size scale to 0.1 so the mesh disappears instead of switching lod (actually don't do this)
Wait is this how I can make grass meshes cull quicker?
Genius
unreal? please explain because I HATE making LODs 😅
I would be that guy that downloads another game engine just to make my LOD life a little easier. Thank you! 🤣
well simplygon seems to have allot more use cases and is prob the better choice and you can use it for free.
Does UE have its own thing now or is it powered with simplygon?
it’s a mix. well, today (ue5 full tech) it uses nanite, so no lods needed
Do you know which pipeline you are suppose to use so it doesn't break the UV?
never used simplygon but seems to be that most workflows dont break UVS. I guess you have to do it trial and error
Can not find a tutorial related to my issue so I am just stumped. It creates beautiful LODs but gives me a completely new UV which I do not want.
well some tools seem to bake textures down and create new Uvs to do some stuff just try some other workflows i guess
there should be a tick someplace
@delicate condor
As of engine release 4.22, UE4 support for Simplygon has been deprecated and will no longer be supported. You can continue to get updates from Simplygon but will have to do your own integration into the engine. As an alternative, we have our own internal solution which you can read more about on the Skeletal Mesh Simplification documentation pages
As others have said, you are most likely not going to hit the hard limit on poly count with effusion, but there are many caveats.
600k vehicles import just fine and are currently working on active mods in game, but have fun with import times and workbench crashes whenever you reimport your mesh. For these reasons alone it's beneficial to break up your asset into separate meshes where possible.
The engine can handle a million poly object. But handle isn't "runs great". Lowest possible poly count for the required detail and asset scale is still the best choice. No one wants to use an asset that causes performance issues for some.
Use case always needs to be taken into account. Is this a one off asset? Will there be multiple in scene? If there will be multiple, could it cause severe performance issues if the number of them in the scene gets too high?
I said 300k tries for vehicles because thats what war thunder uses for their Air and Land stuff, DCS similarly as well slightly more actually... but dont just do 300k because you have to...
the T-72 is around 200k tris
or 120 verts. note this is with the simple tracks billboard style tracks
not the full 3d ones
3d for games is always about balancing quality and performance.
Depends on the game
AE86 in Assetto Corsa is over 200K tris, a comparable car in DayZ standalone is under 40K
well we are talking about enfusion games here, assetto corsa might also be using the 1st and 3rd person for its mesh. and for dayz I dont think cars are all that common.
Yes, Enfusion, so Assetto and similar games needs car to look good because it's a racing sim, shading has to look good as light moves on the sheet metal, you need a couple, even several hundreds of thousands of triangles. DayZ (also Reforger) just needs a functional vehicle, the model looks crappy by comparison. But it looks good for a Bohemia vehicle (https://i.imgur.com/FoihxdN.jpg). Definitely good enough to stick into Reforger and match the other vehicle assets. It depends what you're making... but you can pull that car in the picture off at 40,000. So someone makes Volkswagen Golf with 300,000 tris... needs to be reduced.
well idk. the BTR alone has around 190k Triangels.
How much has UAZ, URAL?
probably pretty close I know with the ural the undercarriage is very simple
Ural has 66k
I believe the ural was the first vehicle they made for refrogwies
Sorry for deleting 7th 3/4 mod. I'm in halfway of redoing whole content of orinal one mod with something more suitable.
Some of you have seen it earlier maybe.
Progress so far. soon to be towing Tanks.
I have to ask why a tractor out of all the vehicles to choose from?
cant really talk about that yet
Tactical Ukraine Wrecker
1960 Era Mod 😉
2 tube destruction tool
The bipod looks like its carried by soldier due to length but i imagine it's be too heavy realistically. I love it
anyone know what could cause this both models have the same setup just mesh changes no idea why it won't move the object into the inventory I have another model that also does this
The pink version of your buttstock is taking up 10% of the backpack, the black one is taking up 28%. Still not enough to fill the backpack, but it's noteworthy I think.
So I fixed this not sure what the issue was but I just took the pso1 and removed some components and adjusted what I needed and fixed the issue not sure what was causing it but odd to say the least
this was before I changed everything again works now but this is a weird bug or issue https://cdn.discordapp.com/attachments/1050275935129178193/1051326186350972999/2022-12-10_21-33-06.mp4
Odd. 
very
@autumn ledge yeah more info over here https://en.wikipedia.org/wiki/FHJ-84
The FHJ-84 (Chinese: 84式62毫米单兵防化火箭; pinyin: 08 Shì 62 háomǐ dānbīng fánghuà huǒjiàn; lit. 'Type 84 Individual 62 millimeter anti-chemical rocket') is an over/under twin-barreled 62 mm incendiary rocket launcher developed by Norinco for the People's Liberation Army. Type 84 features two tubes that can be loaded with 62mm incendiary and smoke rock...
there are a lot of inaccuracy. such as 5kg per rocket which is incorrect. Chinese weapons are mostly impossible to find info and pics on.
I'll say lol
Seems legit though. Id imagine they took schematics from Russian Rocket trucks but id like to see their variant
Does anyone know why BI keeps doorframes and windowframes seperate from the base model of houses ? Is it something useful for LODs or ?
I can understand doors and windows, but why the frames ?
Doors and Windows are separate Assets linked to house prefabs. So one has to produce for example a door only once
I know, my question is about the door/windowframes. 😅
I dont understand why they are seperate
Isn't it the same principle? Having the same doorframe, but put door A into it for one house and for another house door B
So it's for variety you mean ? So you can mix and match the door and window frames ?
I think so, but I am only a terrainmaker😅
@covert dune
The reason to separate them is to simply make them modular in case of upcoming assets, damage system and other unknown stuff.
You make f.e: 10 different models of doors and you can mix them in house assets.
That does make sense now. Thanks you two! 
Now just the question arises if BI offers their standard door and window sizes somewhere so custom buildings can be made compatible. 
Hmm, I believe that in their sample assets there will be place for buildings also. Just to compare their sizes and make "lightportals" as they have announced them.
And also what is more, because buildings in reforger are showing only face that are visible towards you (without opposite not visible sides), they will need to deliver something to show how to correctly set them to work exactly how they are doing it in Reforger rn.
Hm yeah no sample building for now. Hopefully in the future. 🙏
Yes, you are correct. The modularity is for diversity and customization.
And you can make custom doorways already, the sizes are probably derivable from the asset viewer.
If I had to guess, you could also go with 1m x 2m and scale it as needed
gazelle cockpit
How do I set my helmet to be hidden when in first person view?
Aha located it here: https://www.youtube.com/watch?v=8o3WnGLIQ_4&t=13m20s
Have to set the opacity map and enable some settings around alpha bias
It's kinda insane to me just how high poly a good amount of Reforger's assets are. 😄
I'm starting to feel like I'm going too hard on cutting down polygons / verts sometimes.
Ithaca Model 37 blockout.
Who is the one currently working on the FAL? Punky or Ashyl?
teambuilding device
If you are coming from A3, it may be an adjustment, however, compared to some other games it is still quite low; it's not uncommon for Hero assets to have up to a million triangles. In Forza your ''Heroes" are cars, in MSFS they are planes etc.
MSFS doesn't have that many polies
Per guidelines here, 900k for a "Huge" plane: https://docs.flightsimulator.com/flighting/html/mergedProjects/How_To_Make_An_Aircraft/Contents/Modelling/LODs/LODs.htm
its around 500k tris for lod 0
A lot of models you see are assets that are bought from websites that are not game ready. People just shove them all in engine and do not even create LODs and publish. The normal player obviously doesn’t see this or realize that his game’s performance could be smoother.
My HP models are anywhere from 5-20 million polys yet after my retopo is finished it is down to a small 3-4k tris lol.
average sculptor enjoyer ^
I haven't actually looked at any modded ones yet, but some vanilla models (particularly the VZ-58 or whatever) are very highly detailed.
is it more than 30k?
I’m referring to clothing assets mainly.
I think so.
Fair yeah.
I think my last rifle's LP was ~38K all together.
HP was 20-30 mil, can't remember.
I think my hind HP so far is like 5mil
Good count. I know some developers that do not even consider sub 10mill even a proper HP.
Zbrush gave some nice bevels. 😄
Hopefully the XM5 won't be totally annoying to work on.
I'm already at the point where I'm doing pixel measurements to find widths. 
yes pixel scaling is best
Some nice calculations over there.
I wish there was a website where I could download specific weapon parts dimensions.
like an aggregated one? would be helpful... you have to google individual stuff 
Yeah but there's no exact measurements on each part. The only way I can think of is going to gunstores and see if they let me measure shit up 😂
@shell hedge https://www.firearmsguide.com
Firearms Guide is the largest guns & ammo reference guide, used guns value guide and gun manuals, schematics & blueprints library.
I'm buying it right now.
paywall
Big sadge, I’m gonna have to stick to gunbucket
The good news I guess is that so long as I’m making character models, I won’t necessarily need the gun models
While I’m here, I suppose I may as well ask, what’s the vert limit on Enfusion character and weapon models? And would I be able to make custom skeletons for animations once the characters are completed?
I do not know what the max limit is but I do know that one of the vanilla Jackets sits at 11k verts for LOD0.
Idk exact limit but its pretty large
My guns are like 30k verts and its fine
11k is rookie numbers
we've actually been playing for weeks with clothing mod packs that had 40k+ on some items and no LODs
and it was fine
Right. In Squad one of the uniforms is upward of 120k verts.
doesn't mean not having LODs is good, just saying
I couldn’t imagine needing 120k verts tbh
no wonder why sqaud runs like dog schiet
Says you. I get a constant 90-130 FPS on full servers lol.
I made a uniform for A3 that was around 11k polys total IIRC, and the only why I could imagine adding more is if I went back and redid all of the fabric elements
he just comes here to troll
Yeah I am slowly seeing that.
no squad runs pretty bad
When I made A3 clothing I tried to keep Jackets and Trousers both below 2k verts. In Reforger I like to splurge a little and keep each individual item below 7k. For all I know I could use 20k but Ive not seen a dev come out and give us a real limit.
How do you handle things like wrinkles and folds? The way I do it, that being vert-by-vert, It’s kinda hard for me to wrap my head around it
Works wonders on solid symmetrical things like helmets and guns thoughh
sculpting bruh or cloth sim
Aight then
Well when I retopo my HP I just try and place my quads in an area where they catch some of the deformation but not all. If you go along with every fold and wrinkle the topology is going to be very messy. So 70% of it is just baked.
also you can use proportional editing
a3 doesn’t have cloth physics and it makes me seethe
this is for enfusion, and we are talking about how to make clothes in blender. I dont think anyone has done cloth sim in enfusion either
Im not seeing cloth simulation for characters happening
Isn’t cloth sim the thing that gives long coats physics, or were you talking about something else?
90% of the low poly work can be done with the shrinkwrap mod
You can easily create clothes around your character by using the Sewing function of the Cloth sim. It works best if you use the settings demonstrated in the video.
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You keep saying that but the results are just ugly when you have complete piece of clothing that contains pockets and such. The way I see it, just do it manually and perfect the craft. More rewarding and results will always be better.
you can then use snapping to define those areas / build them up
there is no point in arguing over techniques. any technique is fine if get good with it
hell you can use multiple shrinkwrap mods with their own vertex groups to define the end of sleeves
When you say “do it manually,” do you mean with extra bones in the animation skeleton?
I think that’s how TF2 does the medic’s lab coat, but I’m not sure sure
Talking about retopology. Nothing to do with the skeleton.
I meant in the context of making a model and skeleton from scratch
brother skeletons / animations/ rigging what ever are the last thing you make
typically*
not necessarily if you create a new character with new shape it is beneficial to create the skeleton first and create mesh around it so joints and such can be tested while they are made
and the player model with all the animations are in the samples
I know, i guess what I’m asking is if I had a model that had an integrated coat, would it be possible to use the rigging to make custom animation for the coat physics rather than relying on the computer to do it automatically. Like I say, I think that’s how the medic’s lab coat is done in TF2, and given how I’ve heard rumours that Enfusion would enable custom skeletons, I was curious if that would be a possible avenue to take
very difficult
Cause I’m not too fond of the ancient MMO approach of gluing the coat to the legs
And tedious I imagine, but such is custom work
you would likely need to recreate all the animations
so is it worth the effort for just coat tails? 😅
you can absolutely make clothing animations just using joints all over your coat
likewise you can use joints to make vehicles get dented when collided with
and so on
question is do you have the time
Im gonna say system to constantly read character animation to animate coat tails migth get bit heavy
Funnily enough, I was considering an animation overhaul for A3 that would change the running/walking/sprinting animations to something to emulate the old Battlefront 2005 animations.
Then I saw the list of animations that there are in the Animation viewer just for running with a rifle and realized it would be far lengthier of a process than that
correct, but I'd happily trade 5 fps for a working batman cape
I managed to teach myself some basic 3d modelling, so if I can learn how to suffer through weight painting, I shouldn’t have too much trouble learning animations
😅
The one thing I’d be afraid of is losing track of which animations I need versus which ones I’ve done
animation_new.blend
animation_new_2.blend
animation_newest.blend
Basically yeah lmao
blender allows you to save separate actions
you may want to just start with blender animation guides and tutorials
So I could make a list of actions inb4 hand and just go down the list?
sure
Awesome. I’ve got to get my model finished before I do any of that though, so once I get my files from home, I should be good to resume work on them
Prepare for it to be a bit more involved and tedious than you make it sound right now 😅
Oh I know
The model I made for A3 was all done and dusted, so I sent it off to our aux mod header; the conversation went something like this:
“Did you weightpaint it?”
“What’s weightpainting?”
press autorigging buttons
Auto what now
the thing that weighs your stuff to joints by distance (and other modifiers)
No one has told me of the existence of this button
I don't use blender but check this out https://www.youtube.com/watch?v=7piAUK9AQs4
it's not a solution to everything, but it might help you
With my existing model being in the Arma 3 template, I don’t think I have the ability to view the armature, but thank you anyways; it will help with my future models
you can get the armature from the sample character mod
You mean for Enfusion, or A3?
Ah
Retopoflow is cool. I just wish I had / anything to use it on. 😅
there are some good free alternatives and technics
you know. Retopoflow is free aswell. you just have to download it through Github.
That is what I use.
i am the big dumb I never used the githhub
there's a button to download contents as zip
more Progress. HP is at about 50 % done.
great j-job morty
tractors are the staple of arma series since ofp
anyone remember doing stuff like _m2 attachTo _tractor? I sure do
Just wanna hook up Ashyls AA to the tractor 😂
Is there a uniform that is already weighted that we can use to transfer the weight onto different uniform models? Really struggling to figure out how to get the weight correctly.
just keep messing around with it until it looks right
also make sure you have the geometry to make sure it bends smoothly
and should be quads for deforming animations
Assuming you use blender.
Yes that is what I am talking about and thank you!!!.
WIP: Ithaca Model 37
daily toob
@tender shore
@finite knoll what happen ?
None was just showing him
what do you guys say would be good project to start with when you have never used blender before? I was thinking of maybe a grenade or something similar that is rather simple (I hope?)
donut
haha, im actually following blender gurus Donut tutorials 😄
something simple yeah
it will take some time to get into the program since it has a lot of different tools
Donut grenade, best of all worlds
Mmm shrapnel sprinkles. Hundreds and thousands of them
Maxwell the carriable cat™️ would be the perfect 1st time mod
I would say start with small stuff, like you say grenade. But also props and everyday stuff are nice and range from all sorts of complexity.. but perhaps make your favorite beer can, or tools from your garage etc.. so you got reference lying at home. Avoid things with a interior model… unless you really determined and won’t give up, then go with something that really motivates you. Even if that’s a tank with full interior
C'est horrible ton fusil. Il manque le côté texture, on a l'impression que c'est du plastic. Mais il y a du beau travail de fait pour la ressemblance. Courage, c'est presque terminé.
Keep it up mate!
its there a fast way to make a body pose from a 3d model change to the reforger body pose?
I hate too much the lattice
I use the lattice due to the great results but you could always try applying the mesh(with empty groups) to the skeleton then move the bones inside of the model then reset pose. Not sure if that would work but you could try.
Thanks dude!
English please?
he said it's bad because it's untextured, probably didn't realize it's wip
Your rifle is well made but the texture is horrible
It's just some basic colors applied in Blender lol
no man everything posted here is 100% final
Not sure if anyone got this problem, but with one model, every time I import it to workbench, its getting exported empty
One time tried to rename the file and get solved, but later tried the same and nothing
If i import it to substance painter for example, all works well, only happen in workbench
Thanks, but that Shotgun's texture is just a place holder. not textured yet. I still gotta do the UV's so i can texture it in Substance Painter.
ingame and working still need to work on textures
Hey,
Should i be worried that my pivot ID for helmet is empty ?
No attachment follows the skeleton.
Edit:
To clarify this stuff i have done whole norotos mount for pvs and it was following the helmet. This time i'm not able to set it in one place.
Hi everyone, let's model and unwrap a Flashbang in Blender!
This is the Blender part of the tutorial where you will learn how to setup a reference image to the right scale, lowpoly and highpoly creation by making use of various free plugins, modifiers, tools as well as unwrapping our low poly. Once this is done we are getting everything prepare...
Very useful for getting into creating game assets.
im not a fan of using bevel modifiers I just use bevels or do edge loops
While I'm here is there a sample for a building mesh from reforger?
So I can get sizes right.
Ran into the same problem
there are samples for the humans
Yeah found the Github but no building samples.
and in enfusion you can measure stuff as well
yes ive seen it done, personally if I was doing buildings do not go with 1:1 scale with real life with things like door ways, hallways and rooms, its better for gameplay to make things a little bigger
Yeah. That's why I wanted to see Reforger's scaling.
Yeah seems there doing a lotta interesting things with this engine.
that cant be correct
Well, good topology is probably a good thing to learn, and putting holes in things is going to teach you it
Regarding the flashbang vid
just under 180 in my "put a cube over the character" test
yeah that's what I thought
Gonna try and make it fold under ? Or just keep it nice and simple ?
just gonna keep it simple first time around later on maybe abit more advance
Aight 👍
❤️ Check out Weights & Biases and sign up for a free demo here: https://wandb.com/papers
❤️ Their mentioned post is available here: http://wandb.me/variable-bitrate
📝 The paper "Variable Bitrate Neural Fields" is available here:
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This way you end up with a lot more geometry than you need. It doesn't seem to be much, but with bevels you can easily double the amount of verts your lowpoly model has. It's unnecessary
This is true Plus you can always go back and readjust.
with how reforger has 30k for weapons im more than fine with that. 3 sided bevels for most.
Can i use models from Arma 2 for Reforger? Will am be banned?
You can use arma 2 models
Isn't the MH60 an Arma 2 model?
Not anymore
Not anymore? who modeled the new version?
It’s a purchased model, it has not been the arma 2 model for quite a lone time
cool
but why, just get used to bevel mod so you can easily separate high-low and then bake into a normal map
it looks just as good while being more efficient
could even set it just have 1 bevel in the game model while 3 or 5 for the high poly
my base mesh is separated between a few clicks of the modifier and a few deleted edges
if it works it works ig
awesome, can I have this for reforger scripting? 🙂
I think the second AI will start making scripts, models, textures etc. for games, I'll no longer be able to appreciate games the same. Then it's just lazy money making at that point with no love behind it.
You'll appreciate games more, but likely the ones made by people.
#other_games_chat though
Wasn't planning to discuss, just adding my 2 cents. I understand however! 👍
All gud, just steering any further related stuff there.
Hello does anyone know how to make structures like modern homes and modern buildings like banks?
In terms of 3D modelling, or implementing into Enfusion ? That'd be good to know
modern houses are just cubes with holes for windows in them
I'd say texturing is much harder than making the model
yes in the enfusion engine
im sure many people know. but Im sensing you are not lookinf for information on how to make stuff but you are looking for someone to make stuff for you
which again is the #creators_recruiting
Yes exactly
and as a tip, do provide more information of what you want instead of make people ask you.
not here though
Yea I just seen the template I will make one thanks for the tip.
The Pew Pew Stryker.
Am I in trouble rn?
Lmao
Made a drum magazine that be used by all sort of ak's
Siiick!!
Been waiting for drum mags
I hate reloading lol
Very nice
i have searched your contribution in this channel, there were none, as such i suggest you read this pinned message once again - #enfusion_model message
wrong channel, see above
same as above -> this is model makers channel, emphasis on makers
last nice warning before i start issuing formal warnings once again
read the #rules of this server in relation to cussing, also read the pinned messages
Query if I'm being hopeful in regards to a post, is that the same thing as an idea or unrelated opinion? Or even pressure on a community?
how do you contribute to this particular channel? please show me where you posted any pointers, or any models of your own, or asked any questions on the topic
How have you contributed to this particular channel? i searched through all of your post in this particular channel, i haven’t seen any that would fit the bill. You either post on topic, or don’t post at all.
hmm i have a weird issue in workbench, every time I reimport a texture it loads a low quality mip into the object until I restart workbench
I complimented the guys mod
December 5th @ 5:13pm regarding transmission of the MRAP . I do ask questions but i apologize for my enthusiasm on the channel from the creative minds making me want to jump into modding myself.
Landmine or Vehicle Mine?
Will there be an option to delay the triggered explosion?
Apologies
!mute 379787998402838528 7d - spam in #enfusion_model channel + failing to listen to a moderator
Silence!! ò_ó
...
I keel u, @autumn ledge!! Ò_Ó
It's vaguely based on different Italian mines and some concept art.
So it must be a some kind of Pizza mine, or at least foccacia.
Jk,
VS1 looks like yours one here so I think this is a good direction, visually accurate.
Ahhhhh
Guys bad news no tubes until criminally negligent evil omni
utility corp fix powa
@midnight path - don’t
what?
this is makers channel, not where do i find free models channel
im pretty new to all this, i model stuff for 3d printing and people make free models all the time, i didnt know i couldnt ask that sorry
does somebody know how i can align the selected faces parallel to the Z axis? (so up/down) I have seen the command S+X,Y, Z+0 but because the selection is a circle it explodes 😄
there is probably a faster way but try to select all edges individually and then do s+x s+y
or turn on vertex snapping while only moving the bottom vetrexes on the z plane until it aligns with the top one
that worked, thanks 🙂
M142 Himars,in progress.
Imagine bringing that thing to Conflict lmao
Finally back to my shotgun.
that shroud is very rough, you should add more geo or use a shrinkwrap to keep it from deforming with SubD
or use this method
Using mostly modifiers, we can quickly create a complex cylinder with uneven holes, which can be used for modeling a gun barrel for instance.
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i need some help with importing a vehicle if you have some free time can i ask you some questions in dm?
I prepared the model itself, my friend is importing cars.
yes sorry, to prepare the model. there is a tutorial for importing but not for preparing the model
theres only one video on youtube about preparing a car model and its for arma 3
https://www.youtube.com/watch?v=NDcq7t80nog&list=LL&index=15&ab_channel=Urbanized
is this the same for reforger?
Sorry about some of the video being at a different resolution, for some reason some clips recorded at a different resolution.
https://steamcommunity.com/profiles/76561198139397505/
Music Used:
Passenger - Let Her Go (Mike Stud Remix)
IanJ & Michael Edward - Battle Scars (Remix)
Jackson Breit - 679 & No Diggity
Witt Lowry - I Could Be
I honestly don't know, my friend will figure it out.
Yeah I wasn't happy with it so I decided to redo the heat shield and it looks much better. I'll check out your recommendation thanks!
i fucking hate blender
less hating
moving the camera is such a pain in the ass
maybe you just do it wrong 
nothing about the controls are intuitive
my camera keeps panning around a centerpoint
always found them to be very clear myself
and i cant change that on the fly
you have enabled a thing
dont remember where that was exactly but Im fairly sure you have to enable that
pretty much all controls are cusomizable by default
i figured it out -.-
what was it?
'orbit around selection' box was ticked
there we go
Sure would make up for Soviet's AK-74 full auto 45 round mags! LOL!
@vast crystal + @midnight path
fair warning here - unless you made that vehicle yourself, or bought it from some trustworthy website, you might be in a bit of unnecessary headache, and unless you provide some proof of ownership it might be removed from BI’s workshop/ you own account banned
honestly thats probably the only 2 ways to even get vehicles.. ive found some free files but they never contain interiors
and that youtube video isnt mine and its from about 6 years ago
I said it is fair warning, i wasn’t accusing anyone of anything, but there were several such imported cars removed since reforger was released, with the users being blocked from further uploading and their accounts banned
Did I say that I stole the model, or did I personally make it?
I just want to transfer the model from A3, I took it from RHS, for the test.
you took what from RHS? The himars model shown above?
Of course Himars, and I do not hide it.
did you get permission to do that from anyone from RHS? because having that model in blender means reversed engineering
You did not hide it but you also did not say you stole it until you were just confronted. Big no, no lol 
I will not publish this model anywhere, except to check whether the model itself will work after conversion and registration of scripts.
Not stolen, but borrowed.
IP theft does not work like that. Only thing that is going to save you is if you got permission. Or if the IP owner decides to give you a chance to quit whatever you are doing with it.
So I quit a long time ago, I didn’t manage to do anything with her)
In a word, I will wait for the RHS equipment in the arma reforger
Long time ago, as in “in progress” pictures 2 days ago? Lol. Anyway, I’ve said all I had to say on the subject.
yes, exactly 2 days ago, after trying to revive the model in the game, I didn’t succeed, and I quit this business.
you won’t be around here to wait for anything
reverse engineering is prohibited around here, i, as part of RHS, do not condone any of our models being ripped and then called borrowed
I feel like a perma ban is a bit harsh and emotionally driven but whatever
valk's messages are kinda mean wow
I was quite worried when i saw that pink nomaterial found status on model.
feel free to read the #rules of this discord
I would've banned too, and I'm not from RHS. If you want a second opinion
Zero tolerance for content theft.
Bonus points for posting it in "model makers" and as "in progress" to pretend the stolen model was made by himself.
I can't for whatever reason figure out why adding memory points to the model breaks the animations this is maya autodesk I do most of my rigging in this and I have had it work in the past so I know that's not the issue as i exported it from blender same thing
just stop working I also don't have some bones painted I doubt that's the issue I'm also inheriting from the vanilla ak74 base so i'm following all the bones from the ak74 model
how exactly are the animations broken
If you want to use existing weapon animations then bones need to have exactly same location as the original model
movement animations are fine weapon animations stop working reverts back to like have no bones bolt position returns back to default models
this would be it not working
this woukld be it working
When I was fooling around with weapons when it came to the magazine location all I did was adjust the magazine memory point and it worked perfect.
not the magazine it's the weapon animation breaks when adding memory points
No idea. When I was messing with it that was like 6 months ago.
There is answer above already
If bones are not at exactly same location then you need to create new animations from scratch
Imagine if people learned blender instead of ninjariper they would actually make good stuff
use bone for "eye" instead of memory point
actually, I would use only bones, they behave like memory points too.
just take a look
For whatever reason the issue resolved itself I literally did nothing to fix it lol but yea I'll keep that in mind for using bones as memory points I wasn't aware you could do that
100 mistakes and only one success can sometimes learn a lesson
Sorry, need to do that
actual fix for this issue was simply restarting workbench exporting it to fbx and having it automatically update in world editor breaks the animation good ot know
but so far I got this bad boi in and working just need to make attachments now
😉
Make hand pose to hold mag
working on an M16
That an A1?
yep
Nice but make the inside a tube out of a separate mesh, don't extrude the outside in
Also the inside carrying handle has a draft angle to it and a very slight noticeable flat step In the middle
The webbed section of the carry handle is also beveled with a large radius and not very flat
Probably you've right, Wolf can i suggest you to import this hp model just to see if stanag fits magwell?
I'm kinda 83% sure that beside fact you've done impressive and outstanding work model is too narrow.
And also there is chance that I'm wrong.
ok so i made a house in blender, what do i need to do for colliders and doors and stuff?
Make sure you have the proper prefix names (LODs, UBX_, UTM_, etc) then press “Sort Objects”. The collider collection will be made for you. Then you can proceed with Colliders Setup.
thank you!
is that like a translation??
"In Addon Folders field please select folder where you have checked out Reforger data."
1: where is the addon folders field it is speaking of and 2: what is checked out reforger data?
did you put the addon in the blender addon folder?
go on youtube and look up how install external blender addons
when i go to blender directory there is no addon folder @tacit eagle
and which addon? i thought it just wants the reforger gproj
OH i already did that
its common courtesy to not call downloaded models "self made" . luckily yours is a free model that can be used for this purpose.
well it was just planes, i sat there for 4 hours rebuilding the entire thing
still am stuck though... @delicate condor
where you have downloaded the reforger data to
the reforger data that i unzip in the instructions?
or the game data itself?
yes that is the directory right there
in the screenshot
its all set up correctly by the instructions
but this part is confusing wording "In Addon Folders field please select folder where you have checked out Reforger data."
there is no addon folders 'field'
checking out is term related to version control and repositories where you "check out" a branch
I got this. but mine is bit older version still
yes
i dont understand why mine is different
im using blender 3.3 like tutorial gave me
yours says version 0.95
mine says 0.9.7
you will need to wait for someone from BI to wake up and take a look at your error probably.
dang, thank you for trying
Some Wip boots I’m working on!
Can someone tell me why i can't get a simple pickup action to work. I've done this a million times before and it just won't work lol
you should ask in #enfusion_scripting. This channel is for model making, so most people here have no experience with user actions. You can also look how other prefabs are made and read docs https://community.bistudio.com/wiki/Arma_Reforger:Action_Context_Setup
then I suggest reading into patch notes. See what's been changed
did some work on my m16
wut tube should i start working on?
panzerfaust
which one
RPG-75 ? Looked pretty interesting on wikipedia
I wanna see those tubes textured.
@covert dune we did dat
any bohemia guys here that can scroll up a little and look at my issue from last night?
its about midnight in the bohemia land again 
That would go great with the Ww2 German Military mod.
The tubes you were making, are they part of some mods? Did you texture them?
I’d like to see some of them textured. I’ve seen you make 10+. Haven’t seen you texture one yet.
Okay let me re-phrase. I'd like to see you(Nyu) work on your existing models(finish them). Is that better Bacon strip? I'm not going to give an answer to his question in a different channel.
idk maybe he just likes making models
Theres really no need to pressure anyones work here.
It's not pressure. It's wanting to admire a product in its full. He makes great models so when asked what he tube he should start working on I suggested a current one.
boot porn
🔥
good boot 👌
Toooooob!
worked on some smaller parts and started blocking out some parts, like the buttstock is still on a blockout course
worked on some smaller parts and started
Time to get with the scans
Finally had some time to work on the shotgun. re-did the Heat shield.
just a heads up for anyone getting any issues with importing models and it coming up black in parts in blender remove the color attributes and should fix your issue I don't believe anyone gave a fix so far so here it is
Why you have 2 models on ones
twice the protection
That’s not your only issue there lol
yea lets put the guy down for trying to share a helpful tip about color attributes
Nobody is putting him down. Literally giving him feedback of clear-cut issues. Suppose to give him feedback and a hug or something? Man you have recently developed some assumption issues or soft skin. Not quite sure but its one or the other.
Maybe it's me, I don't get offended easily so I do not baby people.
easy boys
develop on the issues noticed, don’t just state it and let it like that
As side note, vertex color thing was mentioned here few times
Oh I see I hadn't looked up vertex color just black model I just recently found out what it was called but good to see people figured it out 😄
not to worry I was just importing models I haven't started work on it but it will be fixed before I release it haha
Unrelated but Urban Rescue Ranch smacks
Love what the guy does he's super funny aswell I hope he gets to accomplish everything he sets out todo 😄
Indeed, not many people would be able to do it
the one available in game master FX was a hit, now we have red and blue!
latest version of my cannon 😛
is there anyone here that can import models for me?. they are finished, but my blender isnt communicating with enfusion for some reason
Are you exporting them as FBX?
yes
Then all you should have to do is right click the file inside Enfusion and import + register.
i have everything set up correctly
blender will not connect to enfusion tools to grab collider stuff.
Click sort first.
i did
What is your collider object's name?
So you don't have a collider?
Nope.
so what am i doing wrong
It just applies materials. You need to make a collider mesh. Look at the wiki in weapon creation (probably is on other pages too) to see how.
Not that I know of. Its just basic shapes. Wiki shows different kinds of colliders and you can always look in the workbench at BI's stuff to see how they did colliders for whatever you're trying to make.
when is bohemia making a college style course for their engine
lol
somebody make me a tutorial from start to finish on how to import a object correctly, with all the little nuances, so i can learn this. and i will return the favor by making objects and things for you
im fairly experienced in making 3d models for 3d printing, making stuff for games is a whole new world
Anyone have any useful advice / resources for character art creation? Clothes, vests, helmets, backpacks, etc. I'm using Marvelous Designer, Zbrush, and Blender.
Anyone know if it's possible to to reduce ads/recoil with attachment slots? been trying to figure this out and can't find anything I see that I can reduce ads walking speed but I'm more looking for faster ads/recoil with attachments getting added on if that makes sense
i think you would have to make a script where the active attachments edit the values
Start with your "visual" lods
Doughnut_LOD0,Doughnut_LOD1,Doughnut_LOD2
Then do your colliders for each
The link shows the different types
UTM_Doughnut_LOD0,UTM_Doughnut_LOD1,UTM_Doughnut_LOD2
Hit sort, then go into the colliders collection select a collider and hit colliders setup
Then choose the material and Layer Preset
did some more work, only got the handgrip to finish it up.
very based work
Is it just the perspective or does the bolt hit on the upper receiver (ie not lined up to the barrel)?
I can foresee a lot of folk running around screaming about different cultures while firing wildly.
Assuming it is an xm16e1 the whole lower and upper receiver is not quite right. The mistakes are not visible unless you are purposely looking for them but visually the rifle looks beautiful.
Hello I'm having an issue so I was able to get the m4 stock slot of the buffertube it shows in the prefab menu but as soon as you load into the world the stock doesn't show up it also doesn't show up in the prefab render view first picture is the edit prefab the second picture is prefab viewer any ideas to why it won't show up I think my slots is setup right
@sick shardStill Around?
yea @surreal ore
What are you trying to do exactly? Which prefab are you trying to modify?
basically I want to attach the m4 stock to the buffer tube via slots but it doesn't seem to be that simple
the universal inventory seems to just be a inventory so I scrapped that from the prefab back to square one
@sick shard hope that gave you a laugh 😅
HA Yea I'm just as confused as you don't worry slots in dayz sa was pretty easy but seems to be way different in reforger
Give me a minute and ill see if i can get nested attachments to work
Just add another attachment storage component don't make it child of existing attachmentstoragecomponent.
Have same issue, check how it was done in Usmc weapons.
I'll check that out thank you
No worries, mine basic attachments like a rails that was a child of barrel weren't showing also, same for stock that was child attachment for buffertube.
so as far i see, the car tutorial gives the most detailed explanation on how to import a model
I'm just going to assume it's not possible to attach my stock to a buffer tube than to the akm till they add such a function I'm going to put it on the back burner
Yeah you can do it. I had the ability to put different butt-stocks on my Block II mod that I released a while back. If the mod still works.
I had to add new classnames, then a snap point on the rifle, snap point on the stock, import the rifle with no stock, then set up the stocks as prefabs, the rifle as a prefab then inherit from the base rifle prefab with the stock attached (or have it as an object that could be hotswapped with a matching stock class).
Bit of fluffing about to get it working but it is definitely possible.
why are you not using attachment slot component?
I was but the outcome was I couldn't attach the m4 stock to the buffer tube since the buffer tube isn't apart of the model the system I want to do is AKM -> Buffertube -> m4 stock I have it right now where you can swap out stocks handguards and dustcovers
my plan is to make a tarkov like modding system if that makes sense
I'll upload a video showing you what I did maybe it'll clear up some stuff https://www.youtube.com/watch?v=pAx8xiLIAxc
not sure if this channel is intended for questions regarding blender or other 3d software itself as well, so please inform me if it isnt, but I would like to know how i can align the vertex (1) to the edge (2) but only on the X- and Z-Axis? When I enable the snapping to edges, grab the vertex, press shift+Y to disable transformation in the Y-Axis and try to snap it to the edge (2) the vertex ends up somewhere in no mans land 😄
first turn off that merge on the mirror mod or set it to a very low value
i also never use bisect
make sure the snapping is set correct for what you wanna do
@sick shard
I'm working on the same thing
my setup included proc animations,but when the preview is rendered it happens before it animates
@quiet fog shift + x, y, z axis to exclude which ever axis you want and type in 0 to center it
you can also use the 3d cursor ( change to transform pivot point)
Wtf is going on with that front iron sight?
select an edge, vert and press shift + s > cursor to selection and then scale 0 to what ever axis you want
@young shard Pay attention to what i said below the image
Ah ok. That's weird.


