#enfusion_model

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rancid silo
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THIS NOT WOOD!! BUT PLYWOOD!!

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Therefore i wrote how many this weapons do you have.

calm rune
rancid silo
calm rune
rancid silo
rancid silo
rancid silo
calm rune
# rancid silo

Thank you for showing a picture that proves my point lol

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Anyway.

rancid silo
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But when do you have problem is more better send pictures.

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And again. It is only test ๐Ÿ˜€ . Textures etc. is from A3 old model.

pure kayak
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petrlacht being petrlacht as usual it seems

eager hill
sand pagoda
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but in this case, stock has wrong "layering". it should match form of the stock

sand pagoda
shell hedge
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I love the stripes trick

calm rune
sand pagoda
calm rune
rancid silo
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๐Ÿ˜„ this not this same wood

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๐Ÿ˜„ ๐Ÿ˜„

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kids

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๐Ÿคฃ

rancid silo
vague wind
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Rename this guy petrlacht

rancid silo
rancid silo
calm rune
rancid silo
rancid silo
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SKS and K98k use anothe plywood

rancid silo
sand pagoda
rancid silo
sand pagoda
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even though it has slightly different layering, you still can apply same method to avoid weird pattern behaviour

rancid silo
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This is original production. Think Brno

eager hill
rancid silo
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This channel is about model ๐Ÿ˜‰ texturing is another level and another channel

sand pagoda
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this channel is about assets i guess :)

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texture is about procedural stuff

rancid silo
sand pagoda
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as you wish, sir

rancid silo
grizzled pivot
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Whereโ€™s PUFU when you need him

tacit eagle
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why?

rancid silo
# tacit eagle why?

About me ๐Ÿ˜„ Pufu (about IFA3, RHS etc.) ๐Ÿ™‚ another work is when people make mod and singl addon with one model. RHS use me SA61, Kar98k, F1 etc. IFA3 use me more models too.

tacit eagle
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is milkman also pizzaman and plumber?

rancid silo
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And this made only layers scale ๐Ÿ˜‰

versed escarp
rancid silo
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@calm rune Do you mean layers with glue?

tacit eagle
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the glue is not gonna be seen since they compress the layers together so tightly

tacit eagle
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and when they shape the stock on shaper lathe it will look even better

calm rune
rancid silo
rancid silo
delicate condor
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As far as I can understand they mean these parts.
Now this conversation is likely now run through all its constructive parts and much over to the non constructive passive aggressive shit so lets conclude this and move forward to other model making related matters.

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be better people. thanks.

delicate condor
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blobdoggoshruggoogly doesn look like that to me but in anycase, I dont think there is point continuing this further.

rancid silo
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i use another camera position

delicate condor
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that makes more sense then. Case concluded. Now in the future, lets keep the chat respectful for one another even if its sometimes difficult to understand what someone else says or means.

rancid silo
sly bridge
bleak depot
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I create a house and i have a probe, LOD0, UTM_collidor, and Portal with socket. but when i import the model in workbench, i have a workbench crash. i import without UTM_collidor, my game running. any idea?

tacit eagle
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doesnt the collider need have volume?

bleak depot
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yeah, BOXVOL_01

tacit eagle
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no the mesh itself

bleak depot
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what you mean with collider and volume?

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with "Force Create Portal" worked... i dont know why...

bleak depot
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ah no... my prob isnt working ingame.. i dont know why.

rancid silo
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Quick test

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Original before port

surreal ore
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You've overlooked something.

vocal forge
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Is there an MD reforger sample avatar uploaded anywhere?

delicate condor
vocal forge
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Sorry if I'm missing it but I don't see anything like that pinned, just collider meshes. I know of the sample mods on github but I don't think that's exactly what I'm looking for

delicate condor
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What exactly are you looking for then?

vocal forge
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I guess a reforger body set up for use in marvelous designer with arrangement points placed etc.

delicate condor
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Ah no such things are not ready made.

vocal forge
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Gotcha, thank you

rancid silo
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๐Ÿ˜‰

bleak depot
vocal forge
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Ah okay I was doing the same except I set the scale to 1000 when importing just now and the boundings/arrangement points added automatically

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Dude's got a nasty nipple injury btw

vocal forge
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Incase any aspiring marvelous designers are looking for the same thing I was. Someone more experienced might wanna double check this to make sure I didn't fuck anything up though

willow sage
surreal ore
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If you're that bored I have a survival framework that would love some clothing to add to it's loot pool lol. Looks great btw

vocal forge
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Running into clipping like this quite a bit in md. Any other way to go about fixing this than just grabbing the piece that's inside and kind of teasing it out?

tidal latch
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It should work if you would sort first, so collider is in collider section

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as for your initial situation - there is glitch in EBT which will be fixed in upcoming versions

willow sage
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One of RHS buddies encouraged me to Plasticity.

blazing agate
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you guys make retopo by hand, or use zbrush for example?

stray bridge
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rename the collection to "colliders" restart blender now try again, now it should work

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sometimes if you dont restart it trys to sort it in and it just disappears, restart fixes that

plush shard
vocal forge
plush shard
vocal forge
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Yeah

plush shard
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if you pause the sim then double click on it an arrow should pop up pull it outwards a bit then try unpausing the sim

calm rune
vocal forge
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Just need to figure out how to make kneepads

covert eagle
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is there any documentation for rigging and setting up a vehicle for ingame use

pure kayak
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would it be possible to straighten the arms on the reforger body to sculpt a uniform, rig it then move it back to the "Bent" position?

delicate condor
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yes

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animate the reference model pose to T-pose, model around it, weight the mesh to it, change pose back to the default pose

vocal forge
tacit eagle
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Anyone know of any resources available on creating a ghillie suit? I've tried a few different methods and nothing is quite working out

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how are you making them?

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its like combination of making a tree and clothes. if you can do both you can make la ghillie

tacit eagle
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Ah I see, I've been doing it wrong then. I've been trying to use the particle system in blender to make a physical ghillie mesh but it always leave way too much data

tacit eagle
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its just billboard planes with alpha opacity

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I think you can also make it double sided

agile crater
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@vocal forge dont forget close meshs but its very nice work congrate

vocal forge
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Still have to figure out how to make textures that don't look like ass

agile crater
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lol

tacit eagle
versed escarp
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These light portal may be the death of me

surreal ore
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@versed escarp Do you do any blender script writing?

versed escarp
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No. Is that needed for the proper use of the portals? I just have it set up like the biki

surreal ore
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no no, I just have a script laying around that might make things a little easier

versed escarp
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Ah gotcha. Thanks.

surreal ore
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I wrote a script a while back where i could select an empty and create an object at it's location

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could be useful creating the planes for portals

versed escarp
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Must be something dumb Iโ€™m missing because I canโ€™t even get the entryway sockets to show when I import

surreal ore
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I think i have a working example laying around

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give me a sec

versed escarp
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Sweet. That would be much appreciated

surreal ore
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heres the sorted view

last parcel
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Do you import with skinning on milkman ?

surreal ore
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are you reimporting with skinning and such?

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jinx

last parcel
versed escarp
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Well now Iโ€™m not sure haha. I had to run out. But Iโ€™ll check and report back shortly ๐Ÿคฃ
Thanks!

versed escarp
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This is the setup in blender

last parcel
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And when importing into the workbench ? Do you check on skinning?

versed escarp
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Yea I gotta check that part out. I didnโ€™t see where that option was but unfortunately as soon as I uploaded that pic I had to run back out again LOL. Iโ€™ll check when I get back

versed escarp
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ok maybe im blind...where does it say import with skinning

last parcel
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I can put up a picture in 30 mins.

last parcel
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i think you may need to click on Generate BSP too to make portals fully work

versed escarp
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Ahh. Ok. Ive done that. It crashes the workbench.

last parcel
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yea, welcome to the world of portals i got the same issue meowsweats

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but if you just export with skinning then the sockets will show up atleast

versed escarp
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LOL. Thanks. I thought it was something I was doing. Iโ€™ll give that a go and just proceed with the other models

surreal ore
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what material do you have on the portal

versed escarp
vocal forge
calm rune
vocal forge
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Man I've been doing nothing else for like 3 days lol

tall plinth
# vocal forge

Gotta ask since I see it, but might we be seeing UNSC assets/uniforms or was the logo just placed on there for the fun of it?

vocal forge
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They actually are UNSC things, with the exception of the 8-point cover I guess. I recreated the Marine BDU's from Infinite though only the arms are visible in game and I don't think UNSC uniforms are ever shown without armor covering the chest, so I improvised a bit. Also the ballcap is my attempt at making the hat that Cutter wears in Halo Wars

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For reference this is the Marine model from Infinite (not mine)

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Focusing on clothing right now, armor is gonna be a whole different ballgame

tall plinth
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Understandable, keep it up can't wait for this tho

calm rune
vocal forge
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Gotta learn before MDs 30 day trial runs out lol

willow sage
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Nah, you will probably run another trial. It's never end like this

vague wind
tacit eagle
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do you know about our lard and flavor? blender?

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is MD buy and own or is it bend over and say AHHH?

calm rune
tacit eagle
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yeah that you pay for ๐Ÿ˜ฆ

plush blaze
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yo guys, quick question, I want to try making new buildings for reforger, how would one even start ? Is Blender a good tool to use ?

delicate condor
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Blender is a good tool for that

plush blaze
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ok thanks

tacit eagle
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I make 4k?

eager hill
last hill
eager hill
shell hedge
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relatively smart

last hill
shell hedge
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tiny islands is a common theme in those

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I don't think there's an auto unwrapper that will do everything correctly, thankfully you can use it on a selection of polygons and then adjust it

calm rune
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ZenUV and Packmaster 3. Worth every damn penny.

woven swallow
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I manually UV unwrap all my garbage..

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I got really good at it by doing it manually

topaz willow
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I have bones assigned to the parts needing to be animated, and they get imported into WB, but when testing, none of them move. I also notice w_bolt_end and w_trigger_end get added in WB for some reason thonk

What could I be doing wrong? (Using vanilla AK74 anims, mixed with vanilla M16 mag reload anims)

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I am able to grab the bone in both Blender and WB and move bolt mesh as well

tidal latch
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Using vanilla weapon anims is not going to work very well unless bones or your weapon skeleton are located at same location

topaz willow
topaz willow
shell hedge
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I'm using vanilla anims for all my guns relatively successfully

topaz willow
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hmmmm, I must be missing something still then, because it's still not animating ๐Ÿค”

shell hedge
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maybe something is up with the blender side of things, but I can't help you with that as I don't use blender

topaz willow
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might be a weighting issue in Blender, I'll peak at it again

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actually, shouldnt be a weighting issue thonk

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small difference I notice that I'm not sure if it matters or not, the vanilla AK74 bones (1st image) have everything, including the mem points, under w_root. My weapon (2nd image) has the mem points above the w_root, does that matter?

delicate condor
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wrong bone hierarchy in your source perhaps

topaz willow
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How would I go about fixing that?

tacit eagle
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Do I have to add arms to things like tshirts? Or is there something I'm missing thonk

shell hedge
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There's a hide meshes thing in the cloth component where body meshes are setup to be hidden

tacit eagle
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Ahhh, I knew there was a pesky setting I was missing. Thanks!

bright raft
willow sage
agile crater
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@tacit eagle no arms no chocolat

tidal latch
unreal sable
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Hello, I'm currently working on designing doors and I have a few queries and concerns that I hope you can help me with:

Should the door's animation be incorporated within the file itself or is it the responsibility of the Enfusion engine to manage the door's movement?
Is it necessary for me to create just one door and then situate it within a prefab?
Is the glass collider capable of responding to and simulating glass shattering upon impact?
Could you provide guidance on how to integrate door functionalities and actions within the Enfusion environment?
I apologize for the numerous questions. I find the existing wiki documentation to be quite nebulous and user-unfriendly. Unfortunately, there seems to be a lack of any instructive videos online pertaining to building creation in Enfusion. The learning curve has been steep, to say the least, and at times it feels rather exasperating.

Thank you for your time and assistance.

covert dune
# unreal sable Hello, I'm currently working on designing doors and I have a few queries and con...

I'd recommend looking into a prefab inside the workbench. There's a doorframe prefab, a door prefab, and a prefab with both combined. The door prefab carries the DoorComponent which handles which way it opens etc. (as far as I can see here), and the frame holds the DoorSlotComponent to attach the door prefab to the doorframe prefab in your new combined prefab. There's some other components aswell, but it seems pretty straight forward. ๐Ÿ‘

fluid jacinth
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Hello Comunity, I gave the prop creation a shot but have a problem wiht my geno not interacting with the player. He can walk right trough.
I sadly cant send pictures for some reason. It is a wooden shed.
In blender I have UBX_ colliders set to the preset BuildingFireView.
This also gets properly imported into the .xob there the objects habe the following Layer Presets:

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BuildingFireView
TreeFireView

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and the Interaction layers:
Static
FireGeometry
ViewGeometry
Navmesh
NavmeshVehicle

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The origin seem to be a bit funcy could that be the problem?

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Thanks for helping out

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Could it be that I have to many coliders? I have 13 UBX boxes

tidal latch
fluid jacinth
tidal latch
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And is model geometry enabled In rigid body component?

fluid jacinth
fluid jacinth
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Used building base now and it works ๐Ÿ™‚

fringe cradle
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anyone got shoes model so I can use it as reference on my reference body, so when making pants model, it doesnt overalp in game. To do it precise

summer sierra
calm rune
buoyant nymph
summer sierra
woven swallow
turbid tendon
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Has anyone had issues with colliders on their object. I have them added and they pop up when i look into the .xob, however the object just floats and can be shot through in the world editor

last parcel
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that's becuse you need add a rigid body

turbid tendon
fringe cradle
# calm rune shoot house?

hey vergy, you got plenty experience with clothing, I got question , simply i have this problem, my clothing models are overlaping with boots , and I cannot find and proper presentation of boots model to fit it in 3d program so i can use ti as reference for height overall shape of boots. Any idea or tips on doing it right? Using MD for clothing

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this is the problem

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more than happy to take any tips

calm rune
fringe cradle
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i will give a try

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cuz doing a free hand "try" to fit its always horible ending ๐Ÿฅฒ

woven swallow
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Enjoying this..

sand pagoda
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just saying, that you use trim sheets for this kind of assets

shell hedge
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is that just a fancy way of saying one texture for multiple objects?

delicate condor
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Also such textures can be used through multimaterial

shell hedge
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pbrmulti is the most fun part of workbench, fight me

brisk timber
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are there any guides for getting geo to work in reforger?

proven finch
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Is this license allowed to make mods from?

delicate condor
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where is it at?

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@proven finch

proven finch
delicate condor
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well cant click the [i] so dunno

proven finch
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Just wanted to make sure so I wonโ€™t have any problems

delicate condor
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looks alright

proven finch
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Ok, thank you for the check

tacit eagle
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why no save the 20 and make it yo self ๐Ÿ˜ฆ

delicate condor
tacit eagle
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the life time of b learnt

surreal ore
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One might also not want to learn how.

willow sage
shut bloom
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Question does someone have the Arma Reforger Character as a A pose or T pose making garmints for the one that is in the Samples is a bit tricky.

shut bloom
sly bridge
shut bloom
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yea ofcourse its possible but it causes unessesary problems xD

shut bloom
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I thought you were referencing to the question I posted sorry xD

shut bloom
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confusion 100

plush shard
shut bloom
plush shard
shut bloom
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bit annoying ngl

plush shard
shut bloom
shut bloom
# plush shard i feel ya

btw question do you use patterns if so where do you get them cant find any good patterns for clothing ?

tacit eagle
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what kind of patterns

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camo?

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@shut bloom

last hill
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Probably MD sewing patterns as they were discussing MD I believe

calm rune
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Unless you are extremely good at sculpting details then the A or T pose is horrible for clothing creation. The bent arms helps aid you in creating realistic folds. Not sure how any folds could be problematic. If anything it just adds realism to the clothing.

heavy orchid
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Hey guys, any idea why this vehicle is importing with these messed up rainbow textures? The textures overwrite everything and there is no way to undo it. It looks fine in blender and substance painter, this only happens when importing into reforger

heavy orchid
agile crater
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Ripping start

lethal frigate
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Is there a way to make neon tubes or somethung like that for modern skyscapers

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Can it be just like one line or does it have to have some shape

bleak depot
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Any idea why the model on the roof is brighter? This is not the case with the farmhouse...

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is this a problem with the texture "AO" ?

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found the solution

last parcel
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what was the solution if i may ask ? got a similare problem with some of my buildings

shut bloom
#

first ever Garment

delicate condor
#

๐Ÿ‘

last hill
leaden trench
shut bloom
light vault
# versed escarp Ahh. Ok. Ive done that. It crashes the workbench.

@last parcel, @versed escarp Did you guys work out the issue for the workbench crashing when you reimport a model after checking the box for "Generate BSP"?

I'm trying to reimport a test model that I had made previously which had imported fine before with "Generate BSP" checked (this was before the latest update). But now workbench crashes when I'm trying to reimport the same model using "Generate BSP".

calm rune
shut bloom
faint scarab
# shut bloom first ever Garment

Awesome. When it's time to import in Enfusion could you tell me please how to rig and weigth paint it? Cause i'm following some tutorial but have always the same issue and I can't get out from that!

shut bloom
last parcel
light vault
woven swallow
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I spent a couple of minutes creating this painted wood with peeling off paint effect smart material.
Any Inputs?

calm rune
woven swallow
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Yeah I could adjust that but normally the edges are like that due to weather and rain coming from above plus other factors like gravity, wood stretching with temperature changes I've looked at many references but yeah I created this material in 30 mins after messing around with grunges and generators in substance painter meowsweats

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Tomorrow I'll tweak it a bit more but now time to hit the sack

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Thanks for your input @calm rune

knotty rapids
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does anyone know how i can make a collider for a helmet that moves with the characfter?

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iam using ucx

calm rune
knotty rapids
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i one time actually managed to have working armor but i forgot how ๐Ÿ˜ฎโ€๐Ÿ’จ

turbid tendon
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Has anyone dove into modding in weapons? Looking to see if their is a better tutoirla than the Wiki

last hill
calm rune
knotty rapids
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made it myself

knotty rapids
cinder hornet
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hello, do you people have any documentation that i can use in regards to creating custom character models? thanks

fathom bolt
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You can check in workbench

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Heads models are separate too

bleak depot
surreal ore
knotty rapids
calm rune
knotty rapids
calm rune
knotty rapids
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same for clothing

calm rune
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No. You can make colliders and assign the material but it doens't work.

knotty rapids
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what do you mean?

calm rune
knotty rapids
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and?

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you can make your own

calm rune
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exactly. You can jerry rig something but it doesn't work the same way BI will impliment there own.

knotty rapids
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i mean i dont think they use german armor classes but the rest should be similiar

knotty rapids
knotty rapids
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if i see smth wrong here im sorry

surreal ore
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Did that actually work?

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I did mine with attachable plates

knotty rapids
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but i forgot to what i parented it to

knotty rapids
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dont mind the form of the plates tried tthis beccause i thought using two broke smth

uneven vessel
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Very Lynch Dune Esque

knotty rapids
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?

uneven vessel
knotty rapids
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ah

knotty rapids
surreal ore
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Oh you couldn't get it properly rigged

knotty rapids
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exactly

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i dont know what i did wrong

surreal ore
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You have to read the docs about FBX importation

knotty rapids
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i did xD

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using ucx

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but they never wrote about where to parent too i think

surreal ore
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Yeah they explain how to do it

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I think I tried it your way the first go around and could never get to parent correctly

woeful hollow
knotty rapids
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i guess not because i never heard of a reinforcement mopdifier

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but ill try that thank you

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but a lot of modifiers make the collider invalid

knotty rapids
knotty rapids
woeful hollow
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yep

knotty rapids
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not working unfortunately

surreal ore
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That's not how colliders work

knotty rapids
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i mean it works on their default vests somehow

woeful hollow
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you can try to add a selection to the fire geometry object itself with a name similar to some kind of bone in the torso

woeful hollow
woeful hollow
knotty rapids
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i guess so

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i mean they have a collider

surreal ore
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im looking on the wiki, to find what i'm refering to and can't seem to find it now

knotty rapids
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i know

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i thought i read smth like that to but i dont find it anymore

surreal ore
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colliders are "weighted" by Relations

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though i don't see any mention in the wiki anymore

knotty rapids
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it magically disappears

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neveermind

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didnt disappeared just got one nanometer big

light vault
# bleak depot I have the same issue. I import it with force to portals or something. Then itโ€™s...

Thanks @bleak depot. Yes, this does stop the workbench from crashing. Not sure what's happened with this - something must've changed. My previous models with light portals used to import correctly without using "Force Create Portals".

Also, another observation, it looks like importing models with box volumes (e.g. BOXVOL_01) for probe volume in Enfusion now get automatically managed on import? You used to have to assign "dummymaterial.emat" to the box volume material slot on the model, but that material slot doesn't seem to get created anymore, however, the probe volume does look like its working OK.

bleak depot
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@light vault you need a dummymaterial.emat. BOXVOL_01 is active after import with material. but you need to change it with the vanilla one. not with yours. change it in "import settings" from model. i can see all my materials -> dummymaterial.emat and MatLightPortal.emat

But yeah, the BOXVOL_01 function is in Enfusion buggy... i dont know... maybe its a problem from alternative 3d software (Maya, 3ds max or so)

knotty rapids
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but ill just wait until reforger release their vests

surreal ore
#

i've actually never been able to get that to work. My bear traps didn't have animated collision because it just never worked for me. Other people have been able to get it to work though. Maybe not for clothing but for other things.

woeful hollow
knotty rapids
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i dont know how they parented it

woeful hollow
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Still, you need to check whether helmets work at all as a means of protection ๐Ÿ˜„

calm rune
surreal ore
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We know they haven't, that's why I (i can't speak for anyone else) have done tests for my own implimentation.

last hill
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In theory, the utm (triangulated collider) says it can be skinned to a bone like a piece of clothing, on the wiki, I don't know if that is accurate but there you go, it's the only type that can be weighted to a bone.

surreal ore
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And the other collider types can (or at least used to be) weighted to a single bone using the relations settings in blender.

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I don't know if that was removed or what, I was unable to find it on the wiki, though it used to be there.

knotty rapids
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nice

karmic adder
#

I'm using Vergys Military Gear as a dependency and having issues with material overrides.
Essentially, the mod has a base model of each equipment type which is then used in prefabs that have different material override parameters, to give the model different appearances.
The issue is that for some reason, the Worn Material Overrides do not appear to be working, it will just show the model with its base materials for me - the item override works though.
It also works when looking at the prefab in the Resource Viewer (instead of the World Editor), when looking at a character wearing it in the RV it again doesn't.
It also looks as it should when directly opening the VMG addon, just not in my own one. Temporarily this issue also disappeared before it came back, but I hadn't made any changes.
This is a really weird issue I have no idea how to approach anymore, I hope someone more familiar with material overrides can help.

knotty rapids
#

it seems like it still doesnt work

surreal ore
#

Lol after seeing your video I'm pretty sure I had similar results

knotty rapids
#

when i disable the layer for stepping up on it in the rrigid body just lays on the ground

#

so

surreal ore
#

Try changing the layers in the rigid body

knotty rapids
#

yep

surreal ore
#

Try character no collide

#

Or whatever it's called

knotty rapids
#

iam not stepping up on it anymore

#

but it just stays on the ground

#

doesnt come up to the bone

surreal ore
#

What are your layer presets?

knotty rapids
#

just interaction aand projectile

surreal ore
#

Should try with a prefab for worn, that uses layer presets that differ from the item

knotty rapids
#

me?

surreal ore
#

Yes

knotty rapids
#

i think you can only use xobs for this

surreal ore
#

The screenshot would suggest otherwise

knotty rapids
#

true

#

ill try that

knotty rapids
#

does anyone know why my clothing is just flying and not moving with the characterr animation?

#

i only have 61 assigned bones and 101 not assigned ones

blazing agate
#

Hey I have my model imported in enfusion, all bones look like are working fine:

#

I prepared the prefab using an existing one, duplicating it to my project

#

and replacing their pants for mine

#

but when i wear them

#

they don't work

#

any ideas of what's going on?

#

(The skeleton is the one from the samples)

tidal latch
#

how many bones do you have exactly?

blazing agate
#

25+133

tidal latch
#

can you post screenshot from workbench with bones section visible?

blazing agate
tidal latch
#

you are missing something then - Reforger character has 161 bones

blazing agate
#

okey, i'll chek it

tidal latch
#

25+133 = 158

blazing agate
#

thanks! I'll let you know if it's solved

blazing agate
last hill
#

Yep, 163 total bones including entityposition and collision. Any more or less and it breaks everything

alpine thorn
#

Hey guys ! I just finish my first helmet for Reforger, and then go to test it inside the World Editor. Everything work fine, expect 1 thing, it is visible in viewpilot (or LOD0) ๐Ÿ˜…

surreal ore
#

@alpine thorn for your helmet to work correctly it has to have everything that the vanilla helmets have

#

ParametricMaterialInstanceComponent

#

has to be set up correctly for hiding in first person

alpine thorn
#

In the Prefab right ?

surreal ore
#

do you have an opacity mask on your material?

alpine thorn
#

You mean on the entire mesh ?

surreal ore
alpine thorn
#

Yes

surreal ore
#

it's best to just duplicate a vanilla material and change the textures

alpine thorn
#

I have _A on every piece

surreal ore
#

is also needed

alpine thorn
#

hmm I didn't got it ! Will try ๐Ÿ™‚

surreal ore
#

with everything set up correctly, you can test without going into the game

alpine thorn
#

Thank you that was it !

alpine thorn
alpine thorn
surreal ore
# alpine thorn

You can test with the prefab opened by sliding "User Param Alpha"

alpine thorn
#

Oh didn't know, thank you !

surreal ore
#

That's what i was meaning by not going into the game xD

alpine thorn
#

Okay

#

๐Ÿ˜…

woven swallow
woven swallow
woven swallow
#

I made the texture from scratch.

shell hedge
#

I see what you did there, scratched wood and all

stone terrace
#

Any idea why is bug ?

shell hedge
#

Mesh normals

stone terrace
#

What do you mean ? in blender? I'm completely new to 3d and especially to blender.

shell hedge
#

Well if you are using a material with ccw culling then mesh normals facing away from you arent rendered

#

Or something

stone terrace
stone terrace
#

I'll take a look at it, thank you very much.

tacit eagle
#

in the viewport settings there is a option to toggle face normal direction

delicate condor
#

and backface culling

tacit eagle
#

face orintation

#

gudder

#

babber ๐Ÿ˜ 

delicate condor
#

๐Ÿ‘

drowsy gulch
#

What would be the max polygon count for vehicles? Im just at 92,000 on my model right now and would like to know if i have to load my turret in separate to the hull (hull is 51,353 and turret is 40,731, total is 92,084)

tacit eagle
#

what are you making

drowsy gulch
tacit eagle
#

still doesnt tell us anything

#

show us

#

the game can handle a lot

drowsy gulch
glossy lynx
#

You should make the turret and cannon seperate anyway

light eagle
light eagle
#

and your poly count is fine. Just make sure to create LODs.

drowsy gulch
tacit eagle
#

For a vehicle like this maybe you can push an extra 50 k. There is no limit. I like to use warthunder as a base of reference.

#

So you can afford to bevel somethings. in my opinion for the most part if you can see those angle steps at a reasonable distance it's not enough. Just look at how bad they made the inside of the btr 70. The closest thing to the gunners view is that stupid 12 sided cone they called an optic which easily have been 24 at a minimum.

shell hedge
alpine thorn
#

Hi guys ! I'm currently working on a vest (plate carrier) for Reforger. I'm in the phase of the configuration and rigging, and tried to use what we can find with the sample helmet on the github. But as I can't find any vest example or tutorial, I don't know exactly how to setup it, and so the rig is barely bizare ๐Ÿ˜…

sly bridge
#

IRC the chestrig needs to contain all the sample file bones

alpine thorn
#

Yes it is

#

But I think it's more a problem of weight to the vertex groupe

#

But I have to manage to make it as real for not deforming like the character_animationrig_example

sly bridge
#

you could transfer weighting info from one mesh to another then adjust where/if needed

alpine thorn
#

Hmm yeah

#

And what is the most important vertex group for a rigid plate carrier ? Does they need to be all here ?

alpine thorn
#

I think I forgot to make the platecarrier parent with the Character, I'll test

last hill
alpine thorn
#

Yes, let me finish the reimport and I tell you how many ^^

last hill
alpine thorn
#

Thank you I go take a look ๐Ÿ™‚

alpine thorn
#

So Ihave to use which rig ?

#

I don't find the one of Vergy, I only have "Character_animationRig" and "Character_Template"

last hill
#

There is links in his description to the weightref blend file and full instructions on how to use it.

#

Follow that and you will be good to go.

alpine thorn
#

Yeah I saw the video ^^

#

I already know about it

#

I will check for the good rig

alpine thorn
#

I tried with the same rig of Vergy and still have the problem link before

tidal latch
#

you should have 163 bones in total

alpine thorn
#

I have 9+149 (158) ๐Ÿ˜• So I think I still not have the good one

#

And maybe in the prefab I put the wrong value but I double check it

tidal latch
#

try using Character_Template then

#

Empty objects that are in the scene also need to be present

alpine thorn
#

Thank you all ! I got it working ! Now it's just some tweaks ! Next step, importing my old uniforms ๐Ÿ™‚

sweet mist
#

Hi all, i am working on importing a car model from blender to enfusion, i started adding bones in blender but when i import it i dont see any bones in enfusion, i guess i am missing something obvious but i don't know what is it (leaf bones are unchecked during export) any idea?
thank you for the help.

leaden trench
sweet mist
#

I do it but same problems :/

#

i am not sure how to properly configure import settings, right now i am exporting my blender .fbx file into the addon project folder, then in workbench resource browser i double click ont it and there is a import settings tab, that is right now bugged and i dont even see same options as i had last time, is this the proper workflow to do ?

covert dune
# sweet mist

Have you looked at the sample car or some of the guides ? In the weapon creation tutorial some things are explained about skinning and naming of bones, and the sample car downloadable from github shows the vehicle equivalent aswell.
I never did this myself, but I could imagine it could be good to look into. Especially the bone structure like v_root, v_body etc.

sweet mist
tacit eagle
#

Vbl thingy

woeful hollow
# sweet mist

try to put these checkboxes in the model view in xob format and click button "reimport resource" (top button)

sweet mist
tidal latch
#

are you exporting it correctly?

#

Missing Armature might be the culprit

#

Use default, Blender FBX export and not the EBT FBX one

sweet mist
#

Yes check that :/

#

Maybe a problem with my parent ? Object parent with armature bone or armature bone parent with object ?

tidal latch
#

in any case, Workbench imports only one (1) Armature, what you have is definitely not going to work

sweet mist
#

Ok thx for all the infos ๐Ÿ™‚

sweet mist
#

it's true that it looks a little more like what we see in the guide ^^ @tidal latch

zenith quartz
woven swallow
zenith quartz
#

Thank you!

woven swallow
#

Any inputs?

last parcel
#

does someone know how to remove the shading the boxvolum does to roof when it needs to go outside it to cover everything inside ? see example

shut bloom
sly bridge
#

= not all edges needs to be darker (paint chipped)

woven swallow
#

thanks, I'll tweak those later when I'm ready for export. right now I'm just making a bunch of assets. I might do a Pirate open world type of game mode. so... these subjects are welcome to join. no money tho ๐Ÿ˜ฆ but lots of fun creating an open world for piracy ๐Ÿดโ€โ˜ ๏ธ ยกRaise the flag!..

  • Clothing makers
  • Miscellaneous Modelers
  • Scipters..
lavish vigil
#

^^

woven swallow
lavish vigil
woven swallow
#

Lets work together blobcloseenjoy

lavish vigil
woven swallow
#

those are awesome!

woven swallow
#

Gallow Preview.
Inputs are very welcome!

#

aight. time to do the cannon ship version

covert dune
#

I think the boards are maybe a little bit too neat. Could make the odd one a bit longer or shorter. thinking_pikachu

#

Would give it a more rustic look imo

woven swallow
woven swallow
uneven vessel
#

I'm trying to animate the bullets disappearing in a magazine as it's fired in the same manner as the M60/M249 belts ('bullet meshes to hide' via MagazineAnimationComponent), I'm getting hung up on not being able to import separate meshes - I've got each bullet set up as a separate model in Blender (see pic 1) but then on import it doesn't seem to respect that structure, and instead splits meshes by material - am I doing something wrong here, or do I need a separate material per mesh?

uneven vessel
#

Aha figured it out!

#

Turns out ticking 'Merge Meshes' does not help with importing separate meshes ๐Ÿ˜…

bleak depot
last hill
# uneven vessel success!

This is something I couldn't figure out myself until recently-ish when I did the MK48 for TFM. I look forward to revisiting and setting it up for my PMAG's for any future content that's for sure. Adds that bit of immersion. Now if you figure out how to make the magazine drop on the ground when it's empty that would be awesome too as at the moment empty magazines just disappear.

uneven vessel
#

Oh grand, yeah if there's anything I can share to assist lmk - 1 trick is I needed to assign an animation (workspace? Instance? One or something else) to get the bullet hiding to work, even if it didn't need/use the animation

lucid crystal
#

Is there a means to edit current buildings in Arma-reforger? I want to edit a few of the vanilla buildings, mostly textures and take off the roof's of some for a horror mod i'm working on.

last hill
agile crater
#

no skeleton on your model

midnight path
#

suspension, rotator and wheel will be same as doors _l01, _l02, _r01, _r02

#

take a look at the bones section in the uaz469.xob

#

it should give you a good idea on how to structure your bones

#

feel free to pm me if you need more help @sweet mist

#

rotator bone on roughly the pivot point for where the front tires will turn for steering

midnight path
spice topaz
midnight path
#

Thank you :)))

#

got many many more to come

#

soonโ„ข

tacit eagle
surreal ore
#

@zenith quartz looks good

tacit eagle
#

Block

dire estuary
zenith quartz
fathom elbow
#

isnt the design also copyrighted itself?

zenith quartz
#

Probably, but picatinny rail makes it a bit different. I think. Haha.

fathom elbow
#

Guess it worked for BI so far... so you could say you are just "continuing the tradition"

zenith quartz
#

Hahaha.

zenith quartz
#

It's not very time efficient but it looks neat.

nocturne sparrow
fathom elbow
#

i would use Glonk

zenith quartz
#

Glonk woulda been good.

sand pagoda
#

glonk is good hehehehe

covert dune
#

We weren't ready when austrian clockmakers hit us with the Clock-19 kekw

shut bloom
#

Blok-21

steel tapir
#

Amazing ๐Ÿคฉ

fickle knot
#

thx ๐Ÿ™‚

spice topaz
#

This out yet

steel tapir
#

@fickle knot do you have a modding discord ?

fickle knot
#

Nop ๐Ÿ™‚

spice topaz
steel tapir
#

Are you going to make blue and green variations of the bands ?

#

Like this?

fickle knot
#

Yeah all is possibel ๐Ÿ˜‰

steel tapir
steel tapir
#

May I say something @fickle knot

fickle knot
#

Yeh ?

steel tapir
#

Maybe make the camo a bit more yellow cause it kinda looks like UCP

fickle knot
#

yeh of course . I just test for import on enfusion

#

I make the better texture later

#

when all is imported

sly bridge
#

@steel tapir + @spice topaz this channel is for people who create models for enfusion. if you canโ€™t contribute in a meaningful way please donโ€™t post at all..:

woeful hollow
#

Did Bohemia give permission to port clothes from DayZ to Arma Reforger?

last parcel
#

no

woeful hollow
# last parcel no

then why is his character wearing DayZ pants?
to be more precise, these pants are called USMCPants in DayZ Standalone blobdoggoshruggoogly

thorny cobalt
#

It isn't. No they aren't.
Similar yes, but they are not the DayZ ones

woeful hollow
thorny cobalt
#

That's not the DayZ pants shown on DayZ wiki

#

๐Ÿค”

woeful hollow
#

so maybe I made a mistake in the classname, but I was not mistaken in where they came from

thorny cobalt
#

Ah the wiki has two pages, one is from old dayz 0.59 from before engine switch

woeful hollow
#

BDU Pants in DayZ on current patch

#

and pouches on body armor and warbelt are most likely from CODMW2019

thorny cobalt
#

@fickle knot Well content theft is clearly illegal and forbidden, anything else you want to say about that?

feral jolt
thorny cobalt
#

Also for your information, the model MAKERS channel is for model MAKERS.
Not for rippers/thieves taking other peoples stuff and pretending that they made it.

shell hedge
#

model makers thonk everyone post donuts

sand pagoda
zenith quartz
#

I can't wait for the first in-game edible donut mod.

tacit eagle
#

COMBAT DONUT

tacit eagle
#

Rather than being a jagged, one colour bland thing like I see some uniforms

tacit eagle
#

which game is the pants from?

woeful hollow
#

looks like it's not from any game... notlikemeow

#

maybe u mean UF PRO?

tidal latch
#

In which program did you made that clothing?

tidal latch
#

A3m? What is this?

covert dune
#

Probably Autodesk 3ds Max

sand pagoda
#

can you send screenshot how it looks in substance painter?

sly bridge
covert dune
#

Oh I'm not saying they definetly made it themselves, A3M just sounds like Autodesk 3ds Max. blobdoggoshruggoogly

sly bridge
covert dune
#

As a Blender user, I wouldn't know. ๐Ÿ‘

shell hedge
#

you've just been using it wrong then, clearly it's a3m

last hill
#

Can you show us the raw model in your 3D software?

It looks like Marvelous Designer with those puffy seams etc but I could be wrong, the low detail could be from ripping and porting (the first image has disconnected verts which I see in crap rips hence my question).

calm rune
#

Your credibility is on rocky ground right now so when you post images of clothing that you say you made but doesn't look like it fits the model then questions will be asked.

little kayak
#

That as well, however ripped (even not directly by the uploader) content is not something new in Arma.
And to protect the original content creators we, as a community, have to be harsh at times to prevent people getting banned (or worse) for using illegal content.

#

If its all self made, I'm sure you understand that and shouldn't it be an issue to provide some proof (eg. screenshots of your work process, or source files) to one of the orange guys (moderators).

calm rune
#

Not at all. You posted ripped content so now questions are being asked. Everyone would be treated the same.

sly bridge
#

I would thread very carefully if i were you.
You still have the ban hammer above your head...

#

i am serious yes

#

!purgeban 639387590411157506 0 ripping content, including Bi games = 0 tolerance

wet skyBOT
sly bridge
#

ยฏ_(ใƒ„)_/ยฏ

steel tapir
#

What did he do lol

#

Steal assets ?

sly bridge
late spear
#

I am thinking of doing my Gulfcoast Islands terrian for Reforger but I have alot of assests that I created like roads, bridges, and structures. Am I going to need to rebuild every one of them to add them to the terrain. Sorry if this has been answered before but searching discord and the web is not really giving me any relevant a answers.

surreal ore
#

wdym by rebuild? @late spear

late spear
#

Like redo all the doors and windows axis points, redo all the textures

surreal ore
#

if they're p3ds then you can open them with the addon for blender and it may handle most of it for you

delicate condor
#

A lot will need to be refitted yes

surreal ore
#

afaik. I haven't ported any of my stuff though

#

@light eagle can tell you what all is involved though

late spear
sand pagoda
delicate condor
#

There is likely a lot you can reuse too. But I don't think there are any one click solutions

light eagle
#

No one click solutions. But a bunch of things to speed up your work.

late spear
surreal ore
#

if you have the p3ds then you should be fine, assuming you're coming from alternate Arma titles

late spear
light eagle
#

a2/a3

late spear
#

Yes it is from A3

delicate condor
#

If you have the original P3d that works yes

late spear
#

Okthats what I was hoping

light eagle
#

If you don't want to create new textures from scratch, I did a write up on converting the spec/gloss non pbr textures from a2/a3 to the current metal/rough pbr packed textures Reforger uses.

#

This could help you as well. it's a blender script to convert your memory points to named empties.

import bpy

# Get the "Memory Points" collection
collection_name = "Memory Points"
collection = bpy.data.collections.get(collection_name)

if collection is not None:
    # Create a list to hold objects for deletion
    objects_to_delete = []

    # Iterate over each object in the collection
    for obj in collection.objects:
        # Check if the object is a mesh
        if obj.type == 'MESH':
            # Go to object mode and select the object
            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.context.view_layer.objects.active = obj
            obj.select_set(True)

            # Enter Edit Mode, select all vertices, and go back to Object Mode
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.object.mode_set(mode='OBJECT')

            # Create an empty for each vertex
            for vert in obj.data.vertices:
                # Create new empty and link to the collection
                empty = bpy.data.objects.new(f'{obj.name}_{vert.index}', None)
                empty.location = obj.matrix_world @ vert.co
                bpy.context.collection.objects.link(empty)
            
            # Add the object to the deletion list
            objects_to_delete.append(obj)

    # Delete the original objects
    bpy.ops.object.select_all(action='DESELECT')
    for obj in objects_to_delete:
        obj.select_set(True)
    bpy.ops.object.delete()

    # Deselect all objects
    bpy.ops.object.select_all(action='DESELECT')```
#

So you don't need to manually recreate your action points.

late spear
#

That is what I was hoping for. I did not have the files for color_id or the blend files to recreate them. I had a drive failure couple years ago that had them on it.

#

Thanks @light eagle and @delicate condor for the information

delicate condor
#

๐Ÿ‘Good luck!

shut bloom
#

So seems like that Light portals still are not able to be implemented since the workbench crashes as soon as you reimport with generate BSP sadge notlikemeow

wary inlet
# shell hedge

oh god i knew this was coming ๐Ÿคฆโ€โ™‚๏ธ, now you jut need to throw it like a frisbee

woven swallow
woven swallow
covert dune
woven swallow
covert dune
#

It's a nice wood finish, and I like the little indents. DOJfingerGuns

#

Although most of the examples I see on google have an iron ring in the center, likely to aid stability and assure smooth steering. thinking_pikachu

woven swallow
covert dune
#

Gotcha! Was wondering if you would, since you talked of the pirate stuff a while ago. I'm sure it'll turn out great with how you handled wood so far. salute

midnight path
#

โค๏ธ

woven swallow
wary inlet
wary inlet
# woven swallow

tbh i would absolutely love a mod that includes weapons and vehicles from the colonial ages!

shell hedge
#

I'll do the blunderbuss

woven swallow
#

Getting there... a lot of work in this ships..

plush shard
woven swallow
#

Haha looks very nice and similar to mine

wary inlet
tacit eagle
#

Blenderbus and also this need to have rockets on the bottom of it like in Todd Howard's game failout 4

stone terrace
#

hi any idea of what grid size and comparison object we have to make a 3d object on blender for effusion

delicate condor
#

1 blender unit is 1 meter

stone terrace
#

ok I managed to find the reforger chimera to do my size comparison.

stone terrace
#

Hello, little question on blender I have 2 well dissociated texture, one red and one blue, but when I import it on reforger I have only 1 texture displayed on the right and complete white. any idea?

karmic adder
stone terrace
delicate condor
#

blender materials have no direct connection to game (practically any game)

#

you will need to create actual texture files (tga/png) that get converted to fitting Reforger textures

stone terrace
karmic adder
#

That's not the issue, Blender material slots will carry over to Enfusion.
I suspect the issue is rather related to you having multiple different objects with only one material each - try merging them into one object with multiple materials.
Also make sure your objects are exported properly: You need to name them right (e. g. Laptop_LOD0, UTM_Laptop) and then sort using the EBT.

surreal ore
#

Could simply untick merge meshes in the import settings but having the proper naming conventions will be more sufficient

proven pulsar
#

I have a questions regarding materials. I quite don't understand the reason for using multiple materials, when one could just additionally use the opacity and emissive map. I am a noob, but maybe with materials the rendering is more customizable?

surreal ore
#

Using multiple materials allows for better looking models. Not every piece of the model can get the correct texture detail if the entire model shares the same uv space.

proven pulsar
#

Well than the argument is just about the size of the UV map. With a bigger resolution, details will be more visible and you can chose a fitting size inside the UV map for each part of the model.

surreal ore
#

Yeah and the bigger the resolution the more graphically intensive

#

Gotta balance quality and performance

karmic adder
#

You might also want different materials not just in terms of what's on the texture but also in terms of material type or PBR parameters.

surreal ore
#

Yes

#

Like a render target material or something

#

I think multi-materials are still better as opposed to actually multiple material slots (depending)

#

Anyone know how many draw calls for a multi-materials?

#

I'd assume they're less performance intensive

thorny cobalt
#

For one? I'd say one

#

one call per material

upper iron
upper iron
#

Question, if i dont know exactly, where the 3D models are coming from, better delete?

sly bridge
#

you are resposible for what you get into game, and you need to own the models / textures in order to get them into mods

upper iron
#

Ok

summer sierra
#

Not sure if the correct channel, anyone have any tutorial videos on creating a placeable GM prop. I have a hard time interpreting the wiki normally.

surreal ore
#

@stone terrace

stone terrace
stone terrace
# surreal ore

So, I did as you said, when the pc is in the initial 0 position it works fine (first photo) and when I move it a few degrees (second photo) it doesn't manage to put itself in the right place (and yes I haven't put it perfectly in the port yet, it's just for testing). any idea ?

surreal ore
#

there is an offset because of the origin of the usb drive

#

that's why i said to import it into blender and adjust accordingly

stone terrace
surreal ore
#

is there an offset in the prefab?

stone terrace
#

My bone is perfectly on the usb drive like this

surreal ore
#

in the prefab in workbench

stone terrace
#

Offset 0 0 0

surreal ore
#

try unticking Inherit Parent Skeleton

#

not too sure

stone terrace
surreal ore
#

let me see the usb model in blender

stone terrace
stone terrace
# surreal ore let me see the usb model in blender

The problem isn't that it's in the wrong place - I can fix that by changing the position of the bone - but, as shown in the video, when the PC is in the Initial position (beginning of the video) the USB flash drive clicks into place, but as soon as the PC is in a different position, the flash drive doesn't click into the right place at all.

crisp musk
#

Have you tried maybe just setting the pivot ID to a bone that already attached to the computer and not the USB itself? For example letโ€™s say you had a bone in the center of the computer and you set the power pivot ID of the USB to that, then just edit the offset of the USB and then see what it does.

#

Idk maybe Iโ€™m just spitting out something youโ€™ve already tried.

stone terrace
last hill
last hill
#

Collider is also weighted so it is being recognised?

stone terrace
last hill
#

I don't do a lot with items in the world, mostly taking stabs at things

stone terrace
last hill
#

I know for item pickup models for uniforms it needs to have a collider to let the world know it is there

#

Could you try rigging a standard box, as a UBX collider and exporting with that set up as a itemfireview layer preset in the blender tools? Just to see if that is possibly the cause of the engine not realising it is there?

stone terrace
#

so colliders are important...

last hill
#

It may not be the issue, just another idea for you to try mate, don't get your hopes up

#

Assuming you are already aware of how to set up the collider mesh?

#

Sort Objects in Blender Enfusion Tools > Collider Setup when mesh is selected for your collider?

stone terrace
#

a friend is helping me set up the colliders i'm going to test and see if it works thanks for the idea to explore

last hill
stone terrace
last hill
#

Also your bones are showing 0+7 in the shot above, did you weight the mesh model in Blender? @stone terrace It should say 1+6 etc once you weight your mesh to the bone. Again, not sure if that is the problem either, but it's definitely showing there no weights are applied to the model itself, just the empties are there

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Can I suggest you make an empty, calling it usb_slot on the laptop, weighting the slot as 1.0, then reimport your laptop. Then make your empty in the same spot on the usb stick, calling it usb_stick weighting the stick as 1.0 and then reimport, setting it as your connection position in the prefab?

#

This is only a suggestion as I had issues when I was building my MK48, the top cover had to be weighted, to allow it to flip the scope/sights up and down when open and closed. Just an idea from a modder who has had issues with what I would call similar problems

stone terrace
last hill
#

Also, quickly, is your laptop itself weighted to a bone? Or is it showing 0/?

last hill
# stone terrace

Same issue as your usb, nothing is actually weighted to anything. Let me see if I can get you a screenshot of what I am trying to explain

stone terrace
last hill
#

You probably won't need to weight your empty on the laptop. You might not need to weight it on the usb. I'm just not sure.

stone terrace
#

a slot like this on your mk18 you talk to me ?

last hill
#

My mk48 lmg had to be weighted as it was animated.

#

Can you do me a favor, create yourself an empty on your usb mesh and give it a name. Then import on the workbench with skinning and hierarchy checked, reimport, then in your workbench usb prefab itself, set that new empty as your child bone. Then in your laptop, create a slot empty and reimport. Without weighting as none of it is animated.

stone terrace
#

If I understand, I'll make a bone point on the tip of my USB to link them, and when it's put into the SlotManagerComponent it will align X, Y, Z and angles.

last hill
#

The laptop and usb itself may need to be weighted to something for the engine to recognise where it is, but that I am not sure of as I don't do those kind of mods - yet.

stone terrace
#

Okay, do you have a tutorial for weighting a bone? Because I haven't figured out how to do it, I'm new to blender.

last hill
#

I'm going to direct message you real fast and show you on a quick video stream

woven swallow
#

A lot of work but getting there

zenith quartz
#

Old pistol vs new pistol.

Textures aren't quite where I want them yet (mainly the dirt) but I consider it an improvement overall.

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New one is also about half the tri count.

tacit eagle
#

Looks like a real pistol

turbid crow
#

i just finished my model in blender, just wondering which file do i put in enfusion to put out for the workshop?

uneven vessel
#

.fbx

#

what are you creating? have you followed one of the official guides?

turbid crow
#

i am doing some props for operations. Im trying something really simple i hope. I just want the avatar to be able to pick up and put the entity in its storage

#

can you point me in the right direction of the official guides? Something that explains how to make the object interactive with said player

hazy crane
#

If you want them to be used in the inventory then you should follow the same procedure but using item_base prefab instead of a prop_base + some aditional configuration

tacit eagle
#

Is there a way I can get a better inventory icon for these props I'm making? They're so small you can't really tell what they are

covert dune
tacit eagle
#

Perfect, thanks

slim knoll
#

How do I hide the headgear from 1st Person?

broken path
#

Is this a released mod??

#

Hella long ago but this is wanted by many

sly bridge
broken path
#

Ahh well zelik, if you actually read this @ me somewhere with a response, donโ€™t wanna double ping you

surreal ore
#

@broken path no I haven't released it. It will be a part of my survival framework more than likely

mighty quartz
#

Anyone got a tutorial on animated doors that move verticial like a garage door? Trying to import some of my old assets and want to keep the doors sliding and lifting.

tacit eagle
#

My models have randomly started wobbling when placed thonk

shell hedge
#

COM or center of mass issue?

tacit eagle
distant pewter
#

Hey guys Im having this problem with splits and holes in the model. Does anyone know how to fix it please?

sly bridge
distant pewter
#

Like this?

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This maybe clearer

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@sly bridge Does this help?

sly bridge
covert dune
#

I think it's notable that it happens on all spots where lots of vertices come together. Wasn't there an issue where the game merged vertices too close together ?

distant pewter
#

@covert dune Thank you I think I might be able to solve the issue now.

distant pewter
#

Yep the scaling was the issue lie @sick shard discovered.

calm rune
#

what do you set the partical distance too when exporting from MD?

wary inlet
#

i leave for a while but the workbench keeps dragging me back, ssh-60 i modeled and textured

kindred thistle
#

In a model, should the socket be located where the center of the object is supposed to be, or rather where the origin is supposed to be?

inner girder
#

My normals/face orientation is messed up and I canโ€™t seem to find any info on flipping normals in any arma stuff

delicate condor
inner girder
#

So flip the normal in blender to be backwards to show the right orientation in reforger tools? @delicate condor

#

The model in blender is all in the right orientation but not once itโ€™s imported over

covert dune
#

You're checking with the Face Orientation option Blender, right ?

inner girder
#

The view in blender

#

Oops not blender

delicate condor
#

yep not blender

#

and blender by defauls draws both front and back of a face

#

where games typically draw only front

inner girder
#

Sent wrong pic

delicate condor
#

so it might look right in blender if you have not set it up to no draw backfaces (backface culling)

#

but its likely not

inner girder
#

Is it because one mesh goes inside the other, the algorithm that figures it out recomputed the normals and flipped it?

delicate condor
#

or you have negative scaling which when applied on export flips the faces

inner girder
#

Ok Iโ€™ll try both tips

covert dune
#

Import model into Blender, click on the magazine, go into edit mode, alt+N, recalculate Outside, export back to fbx, fixed.

delicate condor
#

no need to reimport if its already made in blender

covert dune
#

Wasn't sure. But yeah. ๐Ÿ˜›

inner girder
delicate condor
#

check if the magazines scale is negative first

#

then turn on backface culling so you see what way faces point at (will be useful in the future)

#

then go flip or recalculate normals on anything that is the wrong way

covert dune
#

you can check the orientation with this aswell

#

anything red is the wrong way around

inner girder
#

Thanks guys trying now

inner girder
#

Rookie mistake forgot to apply transformations ๐Ÿ˜… thank you guys for the help

inner girder
#

I cant figure out how to export my model with the textures and UVs in place so that carries over to Arma Reforger.
Iโ€™ve tried the tutorials and whatever my issue is itโ€™s not covered in those vids ๐Ÿ˜….
I know this is going to be possibly a super silly easy fix but I canโ€™t wrap@my head around it

last hill
stray bridge
tacit eagle
#

Does anyone know why changing the model of a mine in the MeshObject data might stop the mine from being armed? All the animations and everything works, it just won't stay armed and it defaults back to its original state after a few seconds

last hill
tacit eagle
#

@last hill Ah that makes sense, I didn't bother with any of that I literally just changed the mesh data so I'm not surprised it doesn't work properly haha

#

Thank you, that's a good place to start, I'll take a look at all the colliders. Just on a side not, do you happen to know what MineFuze_M15AT_M603.et does? I'm assuming it's the collision for detonating the mine

noble ravine
#

I'm trying to export a model from Blender to the Workbench, following the tutorial on the Wiki, I've used Enfusion Tools plugin in Blender to export my .fbx file into my Models folder located in my project.
After the export, WB creates a .txo and .xob files.
The model is correctly imported but the textures aren't and everything is white.
Does the textures needs to be exported/imported separately?

kindred thistle
surreal ore
#

@kindred thistle the socket is the origin of the attached object

young flame
#

Perhaps someone can educate me a little, does anyone know the poly limit? currently importing a weapon 29k LOD0, what is everyones practices for setting up extra LODs? do you have a polycount for each lod? also what are the distances for rendering each LOD? i know sometimes its takes more resources to load each lod than it does to load all faces.

shell hedge
#

you could try to aim to be near vanilla poly counts

kindred thistle
noble ravine
tacit eagle
noble ravine
surreal ore
#

Wtf are orm and ors?

shell hedge
#

occlusion roughness metallic, not reforger workflow I guess

surreal ore
#

And occlusion, roughness, spec? I assume

shell hedge
#

you need to get a grasp on what channels in an image are before proceeding

surreal ore
#

"But Bark is a little weird lol"

#

I can totally see normal data from the leaves in the bark

noble ravine
#

Ok I need to use the unpack program for that thanks

surreal ore
#

Or just open the images in Photoshop and export the channels and their own textures

#

Or use Blender compositing to separate them and save that way

#

@noble ravine where's the model come from?

#

Never even heard of orm,ors standards before

noble ravine
surreal ore
#

Wonder if that all use packed textures like that?

noble ravine
surreal ore
#

I think that's just how the plant grows from the looks of it actually

tacit eagle
#

Does anyone know what ProximityTriggerComponent does? I thought it would make my mine blow up when I walk close to it but it doesn't seem to do anything

last parcel
#

just look how they setup the mine they have ingame and just do it like they do.

tacit eagle
#

I made a few with that method, I was trying to make a proximity based one but not sure if that's even possible

stray bridge
fluid fern
#

Hi all,
I wanted to know if anyone had worked on train tracks?
If so, are they flexible?
Because I made some 1 year ago but I don't have the source anymore (because they're still ugly).
https://reforger.armaplatform.com/workshop/59E74A971B88D82B-Rail_Enfusion
What I'm also looking for is whether anyone has managed to make generators out of them? like the wall? I can make them but the rails are too big or not really aligned.

karmic adder
#

For straight lines, it should be easy, but I'm pretty sure you'd have to script an entirely custom generator type if you want smooth curves to be possible.

#

So unless you want to spend a significant amount of time writing an entirely new generator type, you're probably best off just using the existing prefab generator for long straight lines and then manually connecting them with curves.

shell hedge
#

align them by a bone or joint

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like hot wheels tracks