#enfusion_model

1 messages · Page 7 of 1

delicate condor
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and sometimes you want more control on shape than subdivision gives so you make it more manually

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subd can work for sure but all Im saying its not the only way to make stuff

tacit eagle
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for aircraft and cars i just retopo a lp

covert dune
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But overall I can handle bevel weights / subdivision fairly okay by now, but it's still hard to get it right 100%. Subdivision does whatever it wants. Shading/stretching issue here ? Well try to fix it and that makes another issue appear somewhere else. It's never happy. notlikemeow

woven swallow
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that's correct

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we all know that can be achieve with substance painter. screws, nails etc etc

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but yeah I would add an extra edgeloop if i really have to.

woven swallow
covert dune
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Sadly im not even at the baking

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Just at making the hp

tacit eagle
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i am master Boolean modeler 😏

covert dune
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I like to use booleans aswell. Opinions are mixed though. Some people say booleans are the greatest thing ever, some hate it and want to do the hole/cut by themselves

tacit eagle
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I just use it to make really complex models... then I retopo it

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alot of youtube videos online made by people getting a kick back from selling those boolean tools to people, you spend more time cleaning the mesh than making it right in the first place

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not saying booleans are not a good tool, but they are just that a tool, not a technique. really good for concept art and block out and some basic modeling.

woven swallow
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I don't really use bought addons.

delicate condor
woven swallow
tacit eagle
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90% of the blender paid addons are just shortcuts method of what is possible in normal blender

woven swallow
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I don't need them for now. I think the only mod i bought was the simply cloth.

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just to create this

tacit eagle
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blender 3.5 is pretty unstable 😦

midnight path
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(yes u can ask chatgpt for blender scripts)

midnight path
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thank you @woven swallow

midnight path
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is there a tutorial on how to make lights\reflectors for headlights and flashlights?

covert dune
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It's a pretty broad question but I'd say you could take a look at the vanilla ones. The reflectors and bulbs are usually on the model themselves and the glass over it is a seperate model attached to the main body (on vehicles atleast). So it's a covered 3D space instead of the usual 2d texture. But it depends on the type of light really. Take a look in the gamefiles for sure!

woven swallow
woven swallow
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hopefully that's enough room for players not to get stuck in stairs. one thing I notice in Vanilla buildings is that everything feels small and that includes stairs.. like players get stock in corners, doors and stairs..

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To basement.
Basement access is going to be optional just by blocking the door. for those who are gonna want to place these structures without modifying the terrain lol.

woven swallow
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Should I add thickness to glass?

tacit eagle
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no glass is just two panes

delicate condor
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it can still have thickness

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visually it matters where the glass starts inside its frame

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and depending how far the detail goes if the glass edge seals and such are in the texture

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this stuff

tacit eagle
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dont you have to make the glass a plane? and as non joined part of the mesh

delicate condor
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well yes

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or well no it could be welded/merged to the frame or whatever

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but that has no real use

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makes things easier to have it separate mesh

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but the glass planes can have space between them

woven swallow
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I think I'll just make a plane and add some thickness.

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currently making a collection of doors for variation.

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then I'll do the same for windows

zenith quartz
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I do subdiv and creases + remesh + corrective smooth.

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Easy bevels and means I can clip complex geometry together without actually having to merge them.

zenith quartz
# woven swallow

Have you thought about doing a kit of all your different beams, boards, doors, etc? Would be quite cool for assembling new structures using stuff that has accurate measurements already.

woven swallow
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oops..

bright raft
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Anyone had an issue, where all instanced objects in Blender, get scrambled after saving the blend file?

willow sage
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My workaround was.

While having Blender with scene opened.

  1. Opening another instance of Blender.
  2. Copying stuff simply by copying and pasting objects to instance 2.
  3. Setting export settings.
  4. Exporting
bright raft
willow sage
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I know, usually i continue work on another instance if the export went well.

sly bridge
daring condor
tacit eagle
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hey do you guys ever bake to a higher resolution low poly and then delete the unneeded geometry? or do you just make a lod0 to bake on to?

sly bridge
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i do, especially for more organics forms where baking to a lower geo lp (game ready mesh) is not gonna bake correctly for things like spheres / cylinders

woven swallow
woven swallow
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just some doors i made last night

leaden chasm
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Is there a tool(s)/method(s) to debug model's performance, like drawcalls/memory etc.? Or is it purely empirical, like spawn 10k models and compare to different version?

tacit eagle
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the home depot collect ™️

minor crystal
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i'd imagine its in the model viewer itself but ive never really checked tbh

fluid fern
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hey, If you want to work on these buildings don't hesitate ! I unfortunately don't have the time (3D royalty free, the author has given access to the source files in early January)i cant send link but if you want DM me

sly bridge
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  1. please do NOT share models directly for files you do not own / you are not the original author, no matter of the license
  2. if you really want to share something via some url provide the original link towards the place that also contains the license file
  3. this is model makers channel, with an emphasis on makers
tacit eagle
supple fable
glossy lynx
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Should be in texture makers now

midnight path
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how do i make one of those objects where the terrain texture gets cloned on top of it?

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what is that even called?

shell hedge
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There's a material you can put on it, terrain object material or something

midnight path
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like the new aircraft hangars

shell hedge
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Just open the hangar xob in preview and look at materials

midnight path
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thank you

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siiiiiiiiiiiiick

tacit eagle
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not even close for textures

midnight path
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is there a size limit for models?

delicate condor
stark jolt
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What plug-in do I need to install for blender to make my models work with the enfusion engine?

stark jolt
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Thank you so much!

woven swallow
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Anyone here has done trees or plants in general ?

chilly dragon
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Yup what’s up?

agile crater
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@woven swallow do you have problèm with alpha ?

agile crater
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i seeking somebody for import this charactere in the game, i have the blender file with weight and skeleton 🙂 + textures

sly bridge
calm rune
sly bridge
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not even sure if it is possible to change the basebody...it theory it should

calm rune
sly bridge
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¯_(ツ)_/¯

calm rune
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I have zero experience in scripting. The only thing that could possibly make any sense to me would be to duplicate the vanilla basebody prefab and duplicate the vanilla head prefab. Insert your model into each one. Then go into whatever script is used for that specific thing and change the prefab name to whatever you named your new basebody prefabs. Hell I don’t know, I’m just spitballing here 🤣

agile crater
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there the prefab there is the body and the separate head, in my opinion they are just 3ds called according to such and such a "function"

stark jolt
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So the model of my gun is modeled after the pkm. I have no anims for my model yet and only have the basic design for it. When I put my model into the game the mag likes to sit behind it where the pkm mag would normally sit and I want to change the position of the mag as I have my own model of a magazine. So to clarify how do I change the position of the magazine so that it sits in the correct spot for my model?

surreal ore
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@agile crater I'll give you a hand

stark jolt
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So I could simply do this through muzzle comp

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@tidal latch

tacit eagle
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would it be possible to change out the default pkm sight to my own pkm sights?

tidal latch
stark jolt
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Alright thank you

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I just did it and worked no problem

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You my friend are my savior

surreal ore
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@stark jolt The position of the mag depends on the slot_magazine bone in the rifle.

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the mag is placed at that slot position based on the mags origin

stark jolt
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Thank you @surreal ore

surreal ore
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If you set everything up correctly your magazine will be placed correctly without altering its offset in the muzzle comp

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@stark jolt thats the best way to do it as others wont have to alter the position

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lmk if you need help

low leaf
wicked jasper
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Does anyone know what the issue here is? The hood of the engine, doors and other stuff are invisible from outside, but if i look from the inside out, its visible. I have no idea what i possibly did wrong here.

glossy lynx
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normals are flipped

wicked jasper
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That was indeed the error. Thank you bud

zenith quartz
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WIP laser.

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Very unfinished.

shell hedge
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u guys are talented

zenith quartz
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Stickers are fun.

shell hedge
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4k texture for laser attachment lets go

tacit eagle
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hmm which part to press my eye against :S

zenith quartz
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Oh in the pic that's 2K

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gonna reduce to 1K i think

calm rune
tacit eagle
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anyone have experience with geo nodes? trying to have randomized points

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and by randomized i mean by transformation for the each point

daring condor
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hang on

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its not the best

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but you can mess around with the sizes

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forgot i made it more scuffed

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this has some random roation too

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to fix this

bright raft
tacit eagle
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nice thanks, it pretty good, I will have might have to change a lot because the welds beads type 😦 and maybe figure how to join them and create lowpoly

zenith quartz
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Thank you!

daring condor
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My welds are based on the same tutorial

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Artisans of vaul if I'm not mistaken

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I can send the .blend when I'm back on my computer

pure kayak
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messing with the blender tools and reforgor

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some more WIP pics

minor crystal
minor crystal
daring condor
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I envy cod

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Having both specgloss and metrough in the same engine is cool

eager hill
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You can get the same exact results with those 2 pbr workflows

daring condor
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Yes and no

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It works a bit different still

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Take wet cloth for example

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It'd still have high roughness but also high specularity

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Specgloss is way nicer to work with for organic/ non metallic things

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And the way it handles reflections is still slightly different

eager hill
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Specularity is not for amount of light that gets reflected but for its color

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Anount of light is decided by glosiness map which is inversed roughness

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Really the difference comes down to reading reflection color from the texture and calculating it

daring condor
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It's both

eager hill
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Surface with high roughness won't have a specular reflection, but a diffuse reflection

daring condor
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Specularity is mainly a measure of how much close to a mirror like reflection you get

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Wait, I might be getting Pbr and bling thong mixed up here

eager hill
daring condor
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Spec does both

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Reflection colour is defined by tone, reflectivity by value

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Gloss map is just the surface condition, if it's rough or flat

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Not the reflectivity of a material which is something completely different

eager hill
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Specgloss uses 3 maps. Diffuse for diffuse reflection, specular for specular reflections and glossiness to decide whether use specular or diffuse reflection

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Here you can read how it works from rendering engine's point of view

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In COD two different PBR models aren't used because they want to, but because they have to

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If one was better than the other, they would use it for everything

daring condor
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What you linked literally says that the specular map is used to define the intensity of specular highlights

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And also isn't pbr specular but old school shaders

woven swallow
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You guys really go that far ?

daring condor
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Don't like people spreading misinformation about a topic that people who visit this channel might want to learn

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Re tone and value in the same RGB space, if you greyscale any RGB image you have the values

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it doesnt really like sharp angles

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most of it is taken from a youtube tutorial with some changes i kinda bodged together

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the "GeoNodes2" object for the pearls is horribly optimised and barely useable because i do not know how to geo nodes

minor crystal
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will def take a look

daring condor
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you can obviously substitute the curve from the boolean intersect with a custom one

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its not well made but it kinda almost works

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youll probably get better results that way even

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by adjusting the twist

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i wonder if there is a way to do that by snapping it to the mesh

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to get the normals from the intersecting edges

eager hill
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What you've sent basically confirms what i said. Glosiness is used to decide whether surface is rough (diffuse reflection) or smooth (specular reflection). Specular is used for reflectance value for metals and fresnel value at 0 degrees for dielectrics.
Reflectance corresponds with reflected color, not the intensity, because it's connected to photoelectric effect and amount of energy of photon which gets absorbed

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And energy of photon is directly connected to its wavelength and thus color of light

daring condor
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and the resulting specular highlight will be more or less intense depending on the value of the pixel

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its not just the colour but also intensity of the specular highlight

eager hill
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No, it's not for the intensity

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How much light gets reflected is decided by how rough the surface is

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If surface was perfectly 100% rough, then there would be no specular reflection at all, but only diffuse

daring condor
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and if a a surface was 100% gkissy and 0% specular it would not have specular highlights

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its not just the colour but also intensity of the specular highlight

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yes low gloss will make the specular highlight less intense

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but its two different kinds of highlights

eager hill
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But it's because you put a value which breaks the physics

daring condor
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what

eager hill
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You're not supposed to put whatever value you want in specularity

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That's even said in the substance article you sent that you can break the rule of conservation of energy by putting wrong value

daring condor
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yes?

eager hill
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For different materials there are set values which should be there

daring condor
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but that image is just an example of the effects

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if you want a library for what to use where there is this

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a spec value of almost 1 is also not unnatural so idk what you want

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this would roughly correspond to polymoers

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this to metals

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they have completely different reflections because of their specular value

eager hill
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You can't have a specular reflection if material has 0 glosiness

daring condor
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the glossiness is unrelated to the specularity

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glossiness only describes the surface of a material

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not the actual optical properties

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of that material

eager hill
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It actually describes physical properties. That's why it's called physical based rendering

daring condor
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i meant optical

eager hill
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If object has glosiness equal to 0, then there is no specular reflection, but only diffuse reflection

daring condor
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no

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not if it is metallic

eager hill
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And specular map decides how specular reflection behaves

daring condor
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if you have a rough metal surface there will be no diffusion because it is diaelectic

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light cannot enter the object

eager hill
# daring condor no
eager hill
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Metal can't be diaelectric

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Because diaelectric simply means non-metal

daring condor
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right lets agree to disagree

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yeah i got that wrong

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been a while since i had to do with metals in optics

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currently used to diffusion in a different context

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the point still stands that the value of your specular map will effect the intensity of the specular highlight, not just the colour

calm rune
daring condor
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im just dropping it entirely

willow sage
shell hedge
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more like an insulator duckthinking

tacit eagle
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dielectrics are complicated, more than just a insulator

woven swallow
woven swallow
daring condor
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i know what good and bad welds look like

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i wanted it to look like that

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its literally only there for it to be baked down into normals

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and at the texture resultion itll probably have on the vehicles im working on it probably will only be a few pixels

stark jolt
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So I imported my model and got all the bones to appear on it but for some reason the mag is flipped 180 and the gun shoots behind me

glossy lynx
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the muzzle point is backwards

tacit eagle
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comparing aluminum inverted tig welding to stick welding...

daring condor
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looks more interesting

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and since they are baked down into normals you want it to be more noticeable

last hill
pure kayak
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has anyone worked out what you need for custom tree models in reforger?

stark jolt
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@last hill Its on the y axis on Blender

woven swallow
stark jolt
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No its exactly on the y-axis in the middle

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Ill send a pic

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Now it is worth mentioning the model was facing 180 where it is now and I grabbed the model and manually rotated it 180 degrees to where it is now

stark jolt
tidal latch
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Yes, what about their direction

stark jolt
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the z's of all of them were 180

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that might be the problem

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That fixed it @tidal latch

winter magnet
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Is there a guide on how to port clothes?

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In arma reforger

delicate condor
winter magnet
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I want to make a futuristic military uniform, but for a long time I can't find information on how to transfer weights and how to add to the game. I look at other mods, and others have already added other clothes, but I can't

winter magnet
delicate condor
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weight transfers and weight painting are not arma specifc things and you can find tutorials/guides on that for your 3d modeling program online

zenith quartz
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Laser!

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Now to focus on a scope.

supple fable
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Woah is that a grip i see👀

zenith quartz
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Yeah I made an RVG too.

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Also working on the BCM Gunfighter vertical grip and a Magpul AFG on the side.

brave sentinel
turbid tendon
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Has anyone tried making a building? I made a bank safe and when I walk in it the walls disappear. Any suggestions?

shell hedge
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Normals?

midnight path
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u could either flip the normals in blender, select object, edit, mesh dropdown menu > normals > flip

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or solidify the walls of the safe so you will have normals on both sides

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u can also select individual planes and flip the normals if that will work better

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planes/faces

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dm me if you need any more help 🙂

turbid tendon
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Ahhh thank you!!

calm rune
midnight path
calm rune
midnight path
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yeah but knowing what weight paint transfer is, defies logic in the traditional sense

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if you dont know anything about functional 3d models

tacit eagle
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@winter magnet there are a lot of gate keepers if you need help man I can walk you through some thing

midnight path
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anyone need highways?

calm rune
calm rune
tacit eagle
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changes nothing. Still a fact more people are interested in charging than teaching

calm rune
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Doesn’t matter, this isn’t the place for it. If you got an issue you can DM me.

tacit eagle
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youre the one making this about you man. Im just trying to help the dude. you got defensive. if you took any offense take a look at yourself 🤣

calm rune
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Wut O.o 🤣

pure kayak
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oookay then

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anyways

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highways look cool man

surreal ore
lethal frigate
midnight path
lethal frigate
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Yep

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Jk

midnight path
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thats alottttta modelling lol

tacit eagle
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😦 i wanted to burn it

lethal frigate
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Ik

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I really like the one from bf4

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So was thinking if it's achivable on a bit bigger scale in reforger or a4 ine future

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Can we put in reforger bought models from sketchfab or some other site?

tacit eagle
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your gonna be so bored building such a huge map honestly

lethal frigate
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No I would not do a huge just like a little deathmach

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Who has time to make a city of who knows how many millions of people

surreal ore
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I'm having a weird issue trying to help @agile crater. He's made a custom character and rigged it to the vanilla rig.

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I can get his model into the game but for whatever reason the root is rotated incorrectly. I've used the same template for importing clothing. So I know it works correctly.

shell hedge
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incorrectly how

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mirrored?

calm rune
surreal ore
calm rune
surreal ore
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vanilla

calm rune
# surreal ore

Oddly enough that is how everything imports. I feel like it might be a visual bug.

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All my items in all my mods are the same. Same with all of our RHS assets.

surreal ore
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@calm rune

calm rune
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That’s ah, interesting 🤣

surreal ore
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Really odd tbh

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because ive tested clothing and got them in and they work correctly

calm rune
surreal ore
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this is vanilla

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The mesh causes world crash too

calm rune
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Tbh it might not even be possible to replace the basebody in enfusions current state.

shell hedge
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isnt it just a matter of having the correct skeleton?

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scaling settings might mess up animations a lot

delicate condor
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is the actual attempt to make smaller character?

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or taller

surreal ore
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@shell hedge Nothing has been scaled

shell hedge
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between your vanilla and new character screenshots I can see different amount and placement of some joints

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it might suggest the skeleton is slightly different, maybe different enough to not work

surreal ore
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if i make him a jacket lol

shell hedge
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equip chad

surreal ore
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There's something really weird about all this tbh

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If he's a jacket he works. As a character he has 2 bones that are wrong Root and EntityPosition

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If I drag the xob on to the map it crashes

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if i try to manually create a genericEntity with a MeshObject and set the xob to it. crash

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Could Try to just make a new head

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I assume that would work

surreal ore
surreal ore
young shard
# pure kayak

Lol making the same thing except as a Vietnam Variant.

pure kayak
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i think that one was the low dome i did there

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i had a seperate high dome i made

agile crater
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@surreal ore with my blender file we can import all heads created in metahuman

pure kayak
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@young shard you working on vietnam assets?

light vault
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Hi, Just wondering if there is a way in the Enfusion tools to view the dimensions of a simple object (e.g. a door) or the dimensions of a "building hole" (that a doorset would fit into)? Thanks

agile crater
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We should ask @bohemia if this is possible and if it is not possible that they agree to make it possible. This would allow players a better immersion in the game. Then I don't know what they want to do for Arma 4

calm rune
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Would be nice to have actual dimensions used by BI themselves though. That way modders could all produce the same scale across the board.

light vault
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Thanks @calm rune , but my question was more about seeing what the actual dimensions are of an in-game object. Basically, I'm wanting to put Reforger prefab doors and windows into a custom house that I will build the model for in Blender. If I know the door and frame I want to use then what size "wall hole" do I need to create in my model in Blender. So how would I find out what the dimensions are for the door XOB in Enfusion?

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I could do this with trial and error, but it would better to just know the dimensions 🙂

calm rune
surreal ore
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@light vault

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This is a bi door

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on my asset

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dimensions i used

light vault
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Thanks @surreal ore . How did you find what those dimensions were?

surreal ore
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a lot of manual testing lol

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windows are easy though

light vault
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Right! So that’s what I’m trying to avoid! LOL!

surreal ore
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they are named with their dimensions

light vault
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Ok….hmmm…let me check that out. Thanks

surreal ore
covert dune
#

Whoever named them that way; I salute you. salute ❤️

surreal ore
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@covert dune No shit lol

stark jolt
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Been trying to figure this out but the custom mag keeps going to the middle of the gun

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I have one

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oh wait a slot_magazine

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not a snap_magazine

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so my gun model has a slot_magazine

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and my magazine model has a snap_magazine

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@lucid bridge

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Yes the vanilla mag aka the stanag/banana mag is set in the correct spot

light vault
stark jolt
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The vanilla mag fits perfectly as shown here

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The custom mag does this

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Nothing was changed between the two accept the MeshObject went from a vanilla mesh to a custom mesh

woven swallow
last hill
# stark jolt The custom mag does this

Did you position the snap point of the magazine to the correct point in Blender? When the mag is in the weapon, duplicate the slot_magazine empty and name it snap_magazine and export it again with the snap magazine selected and the model. Then in the workbench do your import settings to import the bones and reimport.

If you did all that show us the positions of the dummy/empty points.

stark jolt
#

@last hill Are you talking about duplicating the slot_magazine in enfusion workbench?

last hill
# stark jolt <@293168886419947530> Are you talking about duplicating the slot_magazine in enf...

No, in Blender where you create the skeleton bones etc.

I use 3ds Max but the idea is the same.

By duplicating the slot_magazine dummy which is in a pretty close to right position on the model as it gets the standard mag in fine, if you duplicate it and rename it as your snap_weapon (that is what tells your modded mag where it needs to snap to on the weapon) and then export the magazine out with the collider and your newly copied snap_weapon dummy then reimport with skeleton and heirarchy checked on workbench import options for your model file.

It's all covered in the tutorials for weapon creation on the wiki

stark jolt
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Okay so in my gun model I need a snap_magazine not just a slot_magazine

willow sage
stark jolt
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Thank you @last hill and @willow sage I’m going to look into both of these thoroughly!

agile crater
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@woven swallow i did a test with metahuman but if its working with meta its will work with charactere creator 4.

agile crater
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i will not pay 300€ for a soft that will not work in arma 4 ^^

shell hedge
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not sure if this helps

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simplygon has a reputation for being okay, but for most things decimating with uv edge respect, or angle respect is a good start

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but I've never seen a fully automatic LOD that was satisfactory without any manual tweaks

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I think there was a BI presentation where they mentioned that they do LODs manually a lot of the time by just collapsing vertices

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mad respect for anyone doing that on the team

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for my stuff I usually collapse by surface angle and by uv first and then go into manual

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most of the time it was enough

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you can also have blender's decimate respect edges marked as sharp or seam, or material borders

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I usually only pay attention to like the first 2-3 LODs, higher ones can be just blobs

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but there are more experienced artists here so they might have some cool tips for you

tacit eagle
#

I am trying to attach only one bone to my object. but when i export it it either has entity position or root as a second bone. any help would be great

tidal latch
calm rune
#

#creators_recruiting Keep in mind that you can not legally pay someone to inject it into the engine its self. Everything outside of engine is fair game.

inner girder
#

Thank you 🙏🏼 @calm rune

tidal latch
#

In console log you will see error that some the vertexes are skinned to root

tacit eagle
#

yeah thats it. any solutions?

tidal latch
#

Skin all vertices to some bone

#

In object which have armature modifier

tacit eagle
#

thanks

woven swallow
#

this shape has been a grind for me.. I'm surprise to be honest lol

midnight path
#

why does the engine use Y as height

#

and not Z

woven swallow
shell hedge
#

you mean the proper coordinate

#

unlike blender

midnight path
#

what

#

in every industry z is vertical

woven swallow
shell hedge
#

Y is up on a chart

midnight path
#

not in cad

#

or 3d printing

shell hedge
#

then they are wrong obviously

midnight path
#

Z is vert

shell hedge
#

of course I'm just messing with you, different tools use either system

midnight path
#

LOL u did have me

shell hedge
#

Y is up in unity, Z is up in unreal engine

midnight path
#

i dont get it tho

#

when i export from blender i tell it Y+ front and Z up

shell hedge
#

it's not standardized / software developers choose the one they prefer

midnight path
#

and it comes into enfusion correctly

#

even tho its reversed

woven swallow
shell hedge
midnight path
#

"FBX is a popular 3D file format that was originally developed by Kaydara for MotionBuilder, acquired by Autodesk Inc in 2006."

woven swallow
#

wait whats? I don't use Autodesk at all and most of the modders use blender..

midnight path
#

he means fbx format

shell hedge
#

I have no idea why some projects use Y and other use Z

pure kayak
#

Blender does export fbx

midnight path
shell hedge
#

but you only need to worry about this once, when you are setting up your export settings

midnight path
#

not even.. i tell it z up and enfusion knows that z means y

shell hedge
#

even if you could convince everyone to use Up/Forward/Right there's going to be someone that will start using Up/Forward/Left

pure kayak
#

speaking of all this, is there a way to export my say, headgear facing the right way?

#

atm it faces backwards

shell hedge
#

rotate it 180 haha

woven swallow
#

lol

midnight path
#

yeah either mirror it or spin it around

pure kayak
#

hmm

#

then it wouldnt be on the position of the head in blender, odd

#

ah well

midnight path
#

after you do that reposition it

#

hit ctrl+a and apply transforms

pure kayak
#

Oh i mean

#

it'd be reversed on th head

midnight path
#

what are your export settings

pure kayak
#

these are what i normally use

midnight path
pure kayak
#

ah

midnight path
#

when i use that it comes out correct

pure kayak
#

alrighty, i'll try that

#

thank ya

brave sentinel
#

how can i add proxy to character body? Or what i need to make clothes fit normally

calm rune
brave sentinel
#

i mean, i created character body and now clothing not connecting to it

woven swallow
calm rune
brave sentinel
calm rune
woven swallow
#

@calm rune you or BIS should make a video step by step on how things like this are done. a tutorial series.

calm rune
# brave sentinel yes

You will not get vanilla clothing to fit onto your own base body unless it has the exact or smaller dimensions as the vanilla one. IF you have everything set up correctly you might be able to override certain meshes but other then that it is not possible. Nobody to my knowledge has successfully gotten there own base body in engine yet and everything working how it is suppose to. You may very well be the first.

calm rune
surreal ore
#

@brave sentinel You successfully imported a base body that works?

woven swallow
brave sentinel
surreal ore
#

That's odd because I wasn't able to get it working as my armature was coming in at an offset

#

@brave sentinel Do you mind getting in voice?

brave sentinel
surreal ore
#

That's fine maybe tomorrow i can help you out

pure kayak
#

primarily an A3 project, but i am messing with the idea of a reforger version, at the very least i wish to share this

fathom bolt
tacit eagle
#

@fathom bolt haven't tried recently, I wanted to just have random deviation with just a curve but I dont think thats possible without creating a face for it to use

agile crater
#

@sick dirge do you know if your Team will give the possibility too player too creat them own charactere in blender and export it in Enfusion engine ?

zenith quartz
#

Thanks!

fathom bolt
pure kayak
tacit eagle
#

not good 😦

pure kayak
#

clay welded

tacit eagle
#

made L bracket mesh that goes around the two mesh
geonode randomly placed points on face with random scale and aligned to normal
voxel remesh and smooth using sculpting and verts

delicate condor
#

is geonode the method you want to use or are you open to other ideas? (might not be as automatic )

tacit eagle
#

well I can sculpt it by hand, but that takes like 15 to 20 min per section so its not very quick. the method does not matter too much but I am trying to learn more about geonode since its pretty good just really hard to tell it what you want to do

#

slightly better I just inflated the bead, remesh curvy

delicate condor
#

how about array of blobs on a curve?

pure kayak
#

and perhaps just add some randomization to that ^?

delicate condor
tacit eagle
delicate condor
#

this produced pretty neat results

#

the above is with remesh modifier added on top

tacit eagle
#

they all look terrible or too clean 😦

delicate condor
#

well might get better with experimenting with it

#

Id say dont obsess with it too much.

#

when baked into a texture it will be mush anyway

#

xD pro welders are puking now

#

def gonna experiment with this later

pure kayak
#

uniform will probably be changed

burnt thunder
#

What helmet is that

tacit eagle
#

it looks like a m59

pure kayak
#

Chinese GK80A

#

similar ish to the yugoslav helmet

pure kayak
#

last pic for a while, i grunged the textures up, how does this look?

autumn ledge
#

Looks good

pure kayak
#

question, for trees

#

Im trying to use blenders "particle hair" system to put planes on branches for the leaves, but they spawn weirdly, like rotated the wrong way around. how can i get them to follow the branch nicely?

delicate condor
#

rotate them in the object maybe

#

it has to face right way (dont remember what that was) to align right with the hair particles

pure kayak
#

alrighty, will try that out

#

right so i tried a few rotations

#

the "thinner" bits are the stems, some face the right way the others dont

#

kinda lost at this point

delicate condor
#

I recommend reduce the praticle count so you can see easier until you fix it

#

it can take some practice to get the hang of it

#

dont remeber all the settings off the top of my head unfortunately

pure kayak
#

wait one

#

i may have just got it

delicate condor
#

the object you want to place on particle needs to be built with its connection point at the origin of the object and it has to point along axis Y if I remember right

pure kayak
#

yup that was it

#

thank you!

delicate condor
#

also you want to use the particle instance on it

pure kayak
#

the scale is way off obviously but ya know lmao

delicate condor
#

does reforger do each leaf ?

tacit eagle
#

do banzai trees yell out banzai at random?

delicate condor
#

you probably wont want single leafs 🤔

pure kayak
#

hmm, good point

delicate condor
#

that would be crazy amount of polies

pure kayak
#

surprisingly only about 8k tris

#

the tree is about 11k tris

#

like total

delicate condor
#

typically one would make a bunch of branch models that are then spread around

pure kayak
#

i see i see

#

i'll check that

delicate condor
pure kayak
#

good point

#

I bought a megascans license for access to atlas textures and such so i will dig through lmao

#

right, taking a look at reforger trees i get what they've done

#

i'll give another go

tacit eagle
#

is there a lot of planes on them?

pure kayak
#

No

#

well kind of

#

The leaves and branches are large planes

#

like goat said

#

less planes more l eaves

leaden chasm
pure kayak
#

hmm

#

Would you be able to give some advice on how i should handle branches and leaves if i only have a texture of leaves?

leaden chasm
leaden chasm
#

Main difficulty is to use as little unique polyplane textures as possible to get better texel density but still manage to achieve desired tree shape. If you plan to do versions of same species or different ages you would want your polyplane to fit them all, or at least to have all branches for the species within a single atlas.

pure kayak
#

i see

#

i had some made atlas's from megascans which i purchased, but it only came with leaves

#

i might use thme as reference and model some new ones with branches

leaden chasm
#

There are atlases with isolated leaves on megascans

pure kayak
#

Oh thats what i meant

leaden chasm
#

There are some branches as well, but less, and you would probably still want to assemble branches yourself

delicate condor
#

yeah make a few leaf models with the textures you got and create highpoly branches and render textures out of those

#

something to keep an eye out too is unnecessary transparent surface

pure kayak
#

aha

#

I had a big square for those, that helps a bunch

#

thank you!

light eagle
light eagle
#

Oh nice. No more locked to export to engine specific formats.

agile crater
#

Horriblegoat best painter in microsoft paint

daring condor
tacit eagle
daring condor
tacit eagle
#

yes I did

tacit eagle
tacit eagle
#

@tidal latch nevermind I got it!!!!!!!!

#

All one piece goes over vest

last hill
tacit eagle
#

Yup the ones I've been asking for your help with for over a month lol. I got it though thanks

#

@last hill

last hill
#

I did explain as best I could what to do and pointed at the tutorials I learnt from. Sorry I couldn't do more

tacit eagle
#

you left me on read

#

wrong guy lol

#

no big deal though

#

this will be the sight picture if its to smol get some skill and a higher res monitor

#

debating on adding the Panzershrek 54-1 last days of ww2 in berlin launcher or the model 1, 3 and 4 sights for this thing

minor crystal
# tacit eagle

procedural using the nodes setup you were messing with? or did you just manually end up sculpting it

young shard
chilly dragon
#

M1 Garand hi poly. Interior is modeled, not too accurately but its not like you will really see it. Also a few different parts for a early and late variation.

zenith quartz
#

High poly finished.

#

I'm not sure how I should do the actual optic / reticle, ignoring the collimator aspect.

woven swallow
#

any inputs? Ithaca Model 37

covert dune
#

This 'bottom plate piece' on the stock seems flatter on the real deal than you have it. (If this is the kind of input you're looking for. 😅 )

woven swallow
tacit eagle
woven swallow
#

@covert dune Working on a more accurate buttstock. 😛

covert dune
pure kayak
#

since you legends can do great hard surface stuff, what would be some advice for tryin out a weapon model?

tacit eagle
#

know topology, forget booleantrash "workflow", make good block out, understand how general LP and HP work, have enough geometry to work with but not so much where you struggle

rain wadi
#

One of my colleague uses Fusion 360 for weapons and his workflow is really awesome (he can produce high quality and optimized stuff very very fast)

rain wadi
#

NOT MINE

#

Fusion

fathom bolt
#

Fusion too but I need to do the LP now…

rain wadi
#

That's cool

fathom bolt
#

3M faces 😂

rain wadi
#

Do you use zbrush to help with that?

#

I mean the topo

fathom bolt
#

Nop i need to learn it

rain wadi
#

This is an incredible piece of software

fathom bolt
#

Yes i know but in my school I need to learn 3DS first and I love blender so 😅

rain wadi
#

It's worth it for Zremesher and Decimation Master

#

I'm not a huge fan of 3DS

#

Blender meowheart

fathom bolt
#

But first I need to do a LP cause the interior is modeled too

#

It’s a huge work I think

pure kayak
#

i cant afford anything but blender and MD

rain wadi
pure kayak
#

indeed, just gotta learn to do things better 😄

bright raft
#

I gotta ask, is modeling in Fusion and remeshing it in Zbrush later easier than normal modeling?
Honestly asking as I might later try it, but seem like a bit of a hassle

zenith quartz
#

Both are very clunky software. You need Moi3d as an intermediary too.

zenith quartz
# pure kayak indeed, just gotta learn to do things better 😄

I'm settling on Blender for all of my modelling at this point. Zbrush has a better remesh function but the software itself feels like it was made by aliens. I use boolean workflow and establish a good block-out first, then detail one part at a time generally. Then remesh / corrective smooth / decimate at the end. I can give you a demo if you want too.

pure kayak
#

that'd be cool sometime

#

i just want to dip my toes into some weapons

zenith quartz
#

And despite Nyu_Veles protest, Boolean workflow for weapons or other hard surface assets is great. It's non destructive meaning you can tweak any angle until you eventually apply them once you're happy with it. Especially useful if you are modelling from photos instead of patents.

#

Another thing is to get good at using Google patents and espacenet.

#

Since you can find a lot of very good reference on there searching by company name and then digging for a bit.

pure kayak
#

sadly i doubt theres a patent for the chinese type 81

#

though it is basically a weird ak

zenith quartz
#

Oh yeah no. :D

#

But sometimes there's Russian stuff even.

pure kayak
#

Mmh, will take a look

#

atm im focusing on getting basic character art in for my little project

zenith quartz
#

For your first weapon I would recommend something simple. I actually probably might have something you could model whenever we can call and I can show ya
Would today but I'm doing the low poly for my Holo today

pure kayak
#

all good!

#

that'd be awesome to give a go at doing it with guidance

rain wadi
#

also, there some interesting non destructive addons for blender

#

I tried Fluent, it's pretty cool but I think there is another "better" non destructive addon

chilly dragon
#

Rifle grenades, might make the signal and purpose built smoke grenade later. Hopefully the rifle mortar will make do for now...

zenith quartz
#

Blood sacrifices bring the bestest bakes.

tacit eagle
#

Why not just buy moi3d or rhino it's a one time purchase it can also do auto retopolgy pretty well and is nurbs and mesh

bright raft
zenith quartz
#

7.3K 😄

bright raft
#

Nice, and this is one UV?

zenith quartz
#

Yup!

#

Excluding the glass of course.

upper torrent
#

Is that going towards modern optics pack or standalone?

zenith quartz
#

It's for my own project.

zenith quartz
#

Thanks!

tacit eagle
wary inlet
#

hey i am wanting to do some modeling some assets based off of ones in game as a base, in the VFX trailer the man imports the character mesh, how do i get the mesh as a .fbx?

pure kayak
#

through the samples page

#

@wary inlet

#

should be in new character

wary inlet
woven swallow
#

Feels good to make your own models from scratch. I enjoy it.

burnt thunder
#

Bote 👍

woven swallow
#

SI

gilded jewel
#

how can i reshape a binarized addon template?

delicate condor
tacit eagle
gilded jewel
delicate condor
zenith quartz
#

Romeo 5X as a quick break from texturing the UH-1.

#

(Haven't finished the actual lens yet.)

tacit eagle
woven swallow
#

Some progress 😛

tacit eagle
zenith quartz
#

Textured and finished.

#

Can't wait for Collimator support. 😄

midnight path
#

made some much needed road signs

shell hedge
# midnight path

those confuse my anti dazzle high beam assist sadge car thinks it's traffic

midnight path
#

they have a layer of this holo film that is super reflective

brave sentinel
#

What is the best way to do LODs in blender?

bright raft
tacit eagle
#

deleting edges and stuff

#

make sure you have your uv open while reducing lod because sometimes you can break your uv 😦

brave sentinel
#

Thanks!

shell hedge
#

decimate is really powerful, especially when you ask it to preserve uv edges and stuff

tacit eagle
#

Also a good reason to do seams only where necessary because you will also break uv trying to reduce features with seams

zenith quartz
#

Quick gun light.

woven swallow
zenith quartz
#

Thank you!

#

I had to backpedal a little. But about to start texturing.

#

Added the LED. 😄

brave sentinel
#

is there a way to move detach point in weapon?

supple fable
#

E11 right?

misty solstice
#

Nah I bet it’s just a goof

sharp dirge
#

whats it for 👀

tacit eagle
#

I dont think you understand what you doing

misty solstice
#

Yep

keen wing
#

Wait what was that all I saw was E11 and how the message was deleted

misty solstice
#

It was somethin that looked like it nothin serious

keen wing
#

Now I wanna see it

shell hedge
#

I didn't see anything

misty solstice
#

Nope

young shard
#

Oh looks like my cat was stepping on my keyboard. Oops.

misty solstice
#

Loves cats

sly bridge
#

keep it on topic or don’t post at all..

#

if it isn’t modeling related it is spam, and spam gets you infractions

surreal ore
#

Speaking of, I'm doing some testing lol

chilly dragon
#

M1C Garand, 10 and 16 inch bayonets as well as the Enbloc.

tacit eagle
#

i think that is a rubber eye cup

chilly dragon
#

you think right

tacit eagle
#

it just doesnt look smooth, soft.

chilly dragon
#

Very good point it was just a hard edge but I've smoothed it out now, thanks for that

light vault
#

Hi, I have a question about using "slots" in buildings to include doorsets and windows, etc.

I'm looking at BI's "FarmHouse_E_1L01.et" as a pre-fab example which uses the "Slots Autogeneration" component under "SCR_DestructibleBuildingEntity" to manage many doorsets and windows, etc. The "generate slots" check box in unchecked and "Entity Slots" is 0. It does not use "SlotManagerComponent".

When I try to use the same approach on my pre-fab, I have no problem setting up the "SlotBoneMappingObject" with the pre-fabs I want. However, these entities do not then visually appear on my house pre-fab that is in the viewer at that time. But if I check "Generate Slots" checkbox on and off, then the door and window entities will appear in place ("Entity Slots" remains 0).

However, If I then save the pre-fab and then place it in the world, the door and window will __not __appear as part of the pre-fab.

As far as I see, I'm following the "FarmHouse_E_1L01.et" example - I can't see any differences. There must be something I'm missing here, but I can't find anything. Any help to explain what I'm doing wrong would be greatly appreciated! Thanks.

distant pewter
#

Hey guys, I was wondering if there are any tutorials anywhere for making buildings in reforger with multimat materials? thank you

fluid fern
shell hedge
#

I just used user channels for it

fluid fern
#

Yes but I didn't understand how you did it

tacit eagle
#

da overkill

willow sage
#

Say henlo to long range radio 😄

zenith quartz
#

Henlo

placid sage
#

Henlo!

summer sierra
#

Henlo

covert dune
tacit eagle
#

Henlo

neon night
#

Henlo

zenith quartz
#

🫡

bright raft
#

Love it. Especially the close ups

zenith quartz
#

Thank you!

glossy lynx
#

Can I ask what the plan for these models is?

zenith quartz
#

They're for Calamity, a mod I'm working on intended for Arma 4.

#

Calamity is a homebrew, near futuristic setting situated during a global environmental calamity. Decades of armed conflict, economic paralysis, social unrest, and environmental disaster harbor a new Cold War, where remaining world powers vie for control over usable land, valuable resources, and regional influence. Cutting-edge technology, artificial intelligence, and ultramodern weapon systems have reshaped society and the battlefield alike, enabling unique and interesting set pieces, engagements, and scenarios unique to our 2048 setting.

tacit eagle
#

is based

shell hedge
#

I don't have enough courage to think that far ahead, anything I make now would probably go through 51532 revisions by the time arma 4 is out

zenith quartz
#

I'm just dumb and ambitious. 😉 👍

tacit eagle
pure kayak
#

camping chair inspired by A3s camping chair

near bear
#

Does anyone here know how to get and port arma 3 p3d files to reforger and If so dm me cause most of the stuff on the enfusion wiki is very confusing

light eagle
#

What arma 3 stuff?

near bear
#

It is kinda vague in how you do it

light eagle
#

So first things first, porting assets meant for RV isn't a simple task.

Second, you can't port other people work. P3D import is only meant for non binarized P3Ds

near bear
#

What is a non binarized p3d if you don't mind me asking

light eagle
#

Packed mods are generally binarized. You can't view or edit the models. You can only play with them.

near bear
#

Ok thanks for letting me know and is there a way to check if a mod is binarized or is it safe to assume it probably is

light eagle
#

Besides nearly all mods being binarized in a2 and a3, you again can not use assets from them anyway.

near bear
#

Alright thanks for clearing it up. Last question I promise could I port things from vanilla arma 3 or naw

light eagle
#

nah

near bear
#

Alright thanks hind mod very cool btw cant wait

light eagle
#

FYI, the porting of P3D's to Reforger is meant for people to a) port their own work from A2/A3, or b) port over the Arma 2 Data Pack assets. We don't have an Arma 3 Data pack yet, so it's just the A2 stuff.

near bear
#

Ok that clears up alot thank you

delicate condor
#

In case someone were to try to take someone elses work like that they are likely to end up banned from the workshop.

tacit eagle
#

I cant wait for plasticity 3d to come out so I can buy it. hopefully its on the steamos. I dont know how it compares to moi3d

sly bridge
#

@pseudo kelp - please keep this channel for model related questions, with an emphasis on makers.

tacit eagle
#

Guys, do you know how to make clothes for arma character models?

fathom bolt
pure kayak
#

this ^, though blender i'd suggest is needed for retopology

#

and substance painter for texturing

#

blender is free on steam, and substance painte has perpetual licenses for steam too, but Marvelous designer is a monthly cost

thorny rivet
#

Why is only uaz got doors attached via slotmaneger and will be in future all vehicles has system that uaz have with doors? Because this new system completely destroys my better vehicles mod, but its make possible make door armor, wich is good, but i dont really want to expose 50 metal sheets one by one to the coordinates again

glossy lynx
#

I would recommend you duplicate the UAZ with everything on it, that way you can delete the slots you don't need

shell hedge
#

Marvelous Designer makes quite a few things easier than in Blender but ultimately getting a more expensive tool doesn't automatically make you a better artist

#

I've spent a lot of time making models in the past and I still suck at it, so yeah

thorny rivet
#

thats the problem

#

i dont know how i can attach my slots to new uaz with "one click"

tidal latch
#

i would recommend using inheritance then

glossy lynx
#

I guess if you inherit you can just disable the doors

thorny rivet
#

this prefabs cant be inherited

pure kayak
thorny rivet
tidal latch
#

read the paragraph

#

especially the part about World Editor

#

on your pic I see Resource Manager

thorny rivet
#

Got it, thank you

#

is it possible now to copy slots that i made for previous uaz and paste them into new one?

tidal latch
#

the easiest way would be in text editor

woven swallow
#

still gotta add some thickness to the walls.

delicate condor
#

cool!

woven swallow
#

thanks

woven swallow
#

lol I found a screenshot of the RV i was making but I lost the files..

surreal ore
#

@woven swallow You looked at how portals and probes work?

woven swallow
surreal ore
#

You need them for buildings in Reforger

woven swallow
#

Quick updated version of my sailboat.

glossy lynx
tacit eagle
#

@shell hedge old one ive made

burnt thunder
#

I like that weird little sight it's got style

zenith quartz
#

It's... Funky. A fun sight but definitely weird.

burnt thunder
#

True

shell hedge
#

been looking at adding a ZU-23 to the game

zenith quartz
#

Placeholder reticle.

shell hedge
#

cute

#

let me scan the qr code doesnt let me 😦 enhance?

zenith quartz
#

It's a data matrix.

#

Not sure if this will work but here.

shell hedge
#

ohhh I thought it's a qr code that would send me to never gonna give you up

placid sage
little kayak
#

data matrixes do contain data, but are not compatible with QR data codes (which always have 3 large and 1 small markers), so most apps can't read them

shell hedge
#

I can't scan it with barcode reader also

tacit eagle
#

The wheels are probably the only thing salvageable on my zu 23

shell hedge
tacit eagle
#

its really bab

shell hedge
#

just voronoi fracture it and put burned metal/rust texture over it

#

ez

#

the wreck model I was looking at costs $30 sadge

tacit eagle
#

maybe I make 👉 👈

daring condor
tacit eagle
tacit eagle
late swan
#

Atac pweez

sly bridge
pure kayak
#

guys whats wrong with my reforger (joke)

tacit eagle
#

Is this the raven security mod from awhile ago?

knotty ledge
#

Please delete if not allowed. This is literally my first 3d model (WIP) creation based on tutorials. My plan is to implement the donut in game somehow as something silly for people to have fun with. Just wanted to share 🤙 I have a whole list of ideas Id like to put in game for this community just right now learning the tools and how to make them do what I want 🙏

woven swallow
tacit eagle
tacit eagle
bleak yew
thorny cobalt
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long-term deadly, short term very enjoyable XD

bleak yew
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It sounds like my last relationship

willow sage
# bleak yew It sounds like my last relationship

If you are following BG tutorial make sure that you are watching Donut 3.0, you will probably get lost somewhere while watching previous versions.
Arma Reforger has actually some consumables in files, so since it's your start with 3d modelling go for it.

woven swallow
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Lol

tacit eagle
tacit eagle
delicate condor
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Depends a lot on the model in question and how much automated reduction can be used

tacit eagle
shell hedge
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took about an hour for the gun I've released today: gun, mag, scope, suppressor

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I messed up with LOD1 so add a few minutes to it

sly bridge
plush shard
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any good tutorials on importing clothing

livid gate
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What is a good texture resolution for Reforger? Particuarlly for small items like Grenades

sly bridge
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1k i assume

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it’s all about texel density rather than tex resolution

midnight path
delicate condor
midnight path
midnight path
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for lights and glass and stuff do i use prop_base ?

surreal ore
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@midnight path do the doors open? The main reason we haven't released and SUV is that very reason

midnight path
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havent gotten to that part yet

delicate condor
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theres maybe some wrong shading happening in the door openings but good start

shell hedge
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just edge breaks, looks dope

#

vantablack

summer sierra
light eagle
midnight path
light eagle
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Ahh. Thought someone mentioned the A2 model.

sly bridge
midnight path
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David Holiday

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i redid all the textures for enfusion

sly bridge
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send me a dm with the link for the original files if you don’t mind

midnight path
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done

tacit eagle
shell hedge
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is that color?

tacit eagle
livid apex
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I'm wondering if it's possible to nest weapon attachments with the slot system? Could I for example have a rail that slots onto a weapon, that I can then attach further attachments to?

fathom bolt
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If you put an attachment component in another attachment component maybe

shell hedge
zenith quartz
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Yes it's possible.

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I don't know how it'll work with player customization but you can 100% do it in prefabs.

shell hedge
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I would actually love to add this to my RIS attachments mod so that you could add a RIS adapter to an AK or whatever

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I'm worried the game might not detect a scope in a nested scheme like this, I'll check it out right now

shell hedge
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nah the attachment storage slot is not recognized

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only on guns

livid apex
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Ahhhh RIP

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Still would have been a very interesting concept!

surreal ore
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@shell hedge Yeah, sadly found that out when working on procedural weapons

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Tried making my attachments guns, but that broke the inspection ui

fathom bolt
tacit eagle
surreal ore
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You modify the material on it in workbench.

light eagle
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You can change the material class in workshop to MatPBRBasicGlass. it has the transparency functions in it.

stark jolt
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Two things I am looking to fix in this screenshot. Firstly how do I prevent the clipping of the gun through the vest, is this simply solved through adding colliders to the vest model? Secondly how do I prevent the mag in the pouch from becoming warped (as seen in the screenshot), does this have to do with setting proper weights up in blender?

tacit eagle
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Wrapping mag is do to bone weight.

shell hedge
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if you have multiple joints weighted to the mags then they will deform yea

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or mags weighted to multiple joints, however you're supposed to say it

light eagle
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I'm gonna go out on a limb here and suggest he meant "Warping mag is due to weighting it to the bones.

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Mag should all be the same bone weight paint as the pouch they are in.

buoyant nymph
delicate condor
# tidal latch you cannot 😦

What do you think of an extensions of the animation IK system. So that also vests could also have a point on the front that would alter the weapon resting animation to keep the hands and weapon at the front of the vest and whatever bags etc is added on it.
Or possibly some configuration value to blend rest arm pose between 2 near and extreme far poses that could be set per vest to control the clipping
Probably not the easiest thing to implement at this stage but maybe something to pass on for consideration for the future.
Animation adaptivity with worn gear would be amazing

livid apex
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Is the a tutorial on how to animate a weapon? I understand getting the bones in on blender and skinning. But when importing to enfusion it doesn't seem to have registered the bones on the model? They're all parented to a root bone aswell

tidal latch
livid apex
tidal latch
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yes

livid apex
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Ahhhhh ok thanks!

kindred grove
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i dont know if thats the right channel, but is there a tutorial on how to make custom uniforms? or clothing in general?

sly bridge
midnight path
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for some reason the colliders keep getting combined into UTM_FG_body

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this hasnt happened before

shell hedge
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turn off the merge thing

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merge trimeshes or whatever it was