#enfusion_model
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Show me a plywood stock where the grain stops then continues in a completely opposite direction.
What. Still do know what do you write.
You do not even understand me so I am not going to continue this lol.
๐ this same i wantet write. But you write as Kid. If you have problem is problem make picture with problem?
I am 40 years old. I love pictures ๐
I know what do you mean. ๐
But when do you have problem is more better send pictures.
And again. It is only test ๐ . Textures etc. is from A3 old model.
petrlacht being petrlacht as usual it seems
I'll just leave this here. https://80.lv/articles/sks-hard-surface-texturing-in-weapons-art/
plywood might have different direction of grains. BUT only on different layers
but in this case, stock has wrong "layering". it should match form of the stock
it can be easily fixed by using Simon's guide above^
I love the stripes trick
Exactly. The texture on that rifle doesnโt look like a plywood stock at all. Doesnโt show any layering.
it does show layering, but with some bugs
I donโt see it.
YOU KNOW READ? ME NAME IS PETRTLACH
Rename this guy petrlacht
SKS wood is another as Kar98k wood. Another layers in plywood ๐
Why do you have still problem? I wrote "it is only test". I test port and this is 10 years old models. ๐
Sorry guy but I do not understand your broken English and you clearly do not understand me so this discussion is over.
How many mods or models you released in ArmA series?
If Do you have problem with me EN, dont react!
SKS and K98k use anothe plywood
How many kar 98k do you have at home? SKS use plywood with changeover layes (therefore dark and lights layers). Kar98 use direct layers and dark is only glue ๐
not enough to judge about how layers work probably
But why you send about SKS?
because you can apply same method on kar98 ?
even though it has slightly different layering, you still can apply same method to avoid weird pattern behaviour
It is only about scale layer ๐ and i wrote ,it is only test for model.
This is original production. Think Brno
Don't bother. You're wasting your time on a person that can't accept constructive criticism
no, dont start this
But i this know. I just don't understand that they are insulting me here.
This channel is about model ๐ texturing is another level and another channel
Nop. This is about models ๐
as you wish, sir
yes.
Whereโs PUFU when you need him
why?
About me ๐ Pufu (about IFA3, RHS etc.) ๐ 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.
is milkman also pizzaman and plumber?
And this made only layers scale ๐
Nope. I only handle milk and occasionally pop in to make sure everyone is acting civil.
@calm rune Do you mean layers with glue?
the glue is not gonna be seen since they compress the layers together so tightly
nop, red line is glue.
and when they shape the stock on shaper lathe it will look even better
What?
Im not talking about that. Im talking about here.
Still not know what do you mean. Really.
This layers or what do you mean?
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.
be better people. thanks.
edge?
doesn look like that to me but in anycase, I dont think there is point continuing this further.
i use another camera position
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.
Tnaks mate. I now know what people mean.
what?
some people want feedback, some donโt. Both is fine, as long as it all done in a civil manner (expect feedback if you post here either way)
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?
doesnt the collider need have volume?
yeah, BOXVOL_01
no the mesh itself
what you mean with collider and volume?
with "Force Create Portal" worked... i dont know why...
ah no... my prob isnt working ingame.. i dont know why.
Is there an MD reforger sample avatar uploaded anywhere?
pinned messages
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
What exactly are you looking for then?
I guess a reforger body set up for use in marvelous designer with arrangement points placed etc.
Ah no such things are not ready made.
Gotcha, thank you
Yeah but doesnโt work. Look at the last post from me. Worked only with force to portals. I dont know why. But Probe worked
I just import the one from the blend file into MD.
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
Dude's got a nasty nipple injury btw
Scale 1:1 in 3d
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
You have alpha opacity for BCR, or I'm wrong ?
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
sure man, drop me a dm
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?
Nvm. Just discovered layers
It should work if you would sort first, so collider is in collider section
as for your initial situation - there is glitch in EBT which will be fixed in upcoming versions
One of RHS buddies encouraged me to Plasticity.
you guys make retopo by hand, or use zbrush for example?
rename the collection to "colliders" restart blender now try again, now it should work
sometimes if you dont restart it trys to sort it in and it just disappears, restart fixes that
Retopo by hand
Is it a stacked layer?
As in both patterns being on the same layer? Yeah
symmetric pattern
Yeah
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
Make sure your simulation is set to normal as well.
Starting to get the hang of it I think. Found a nice free resource of some crye gear that I've messed around with to try and recreate the marine BDUs from halo infinite on the right
Just need to figure out how to make kneepads
Looking good!
is there any documentation for rigging and setting up a vehicle for ingame use
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?
yes
animate the reference model pose to T-pose, model around it, weight the mesh to it, change pose back to the default pose
Anyone know of any resources available on creating a ghillie suit? I've tried a few different methods and nothing is quite working out
how are you making them?
its like combination of making a tree and clothes. if you can do both you can make la ghillie
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
its just billboard planes with alpha opacity
I think you can also make it double sided
@vocal forge dont forget close meshs but its very nice work congrate
Thanks man 
Still have to figure out how to make textures that don't look like ass
lol
That was my main issue with the flat planes not showing up in enfusion, I'll give that method a go. Thanks!
These light portal may be the death of me
@versed escarp Do you do any blender script writing?
No. Is that needed for the proper use of the portals? I just have it set up like the biki
no no, I just have a script laying around that might make things a little easier
Ah gotcha. Thanks.
I wrote a script a while back where i could select an empty and create an object at it's location
could be useful creating the planes for portals
Must be something dumb Iโm missing because I canโt even get the entryway sockets to show when I import
Sweet. That would be much appreciated
Do you import with skinning on milkman ?

Well now Iโm not sure haha. I had to run out. But Iโll check and report back shortly ๐คฃ
Thanks!
And when importing into the workbench ? Do you check on skinning?
Yea I gotta check that part out. I didnโt see where that option was but unfortunately as soon as I uploaded that pic I had to run back out again LOL. Iโll check when I get back
ok maybe im blind...where does it say import with skinning
I can put up a picture in 30 mins.
i think you may need to click on Generate BSP too to make portals fully work
Ahh. Ok. Ive done that. It crashes the workbench.
yea, welcome to the world of portals i got the same issue 
but if you just export with skinning then the sockets will show up atleast
LOL. Thanks. I thought it was something I was doing. Iโll give that a go and just proceed with the other models
what material do you have on the portal
Addicting isn't it?
Man I've been doing nothing else for like 3 days lol
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?
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
For reference this is the Marine model from Infinite (not mine)
Focusing on clothing right now, armor is gonna be a whole different ballgame
Understandable, keep it up can't wait for this tho
You are learning quickly! I love it.
Gotta learn before MDs 30 day trial runs out lol
Nah, you will probably run another trial. It's never end like this
I'll just dm the question
do you know about our lard and flavor? blender?
is MD buy and own or is it bend over and say AHHH?
For every monthly payment you get a complementary bottle of K-Y
yeah that you pay for ๐ฆ
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 ?
Blender is a good tool for that
ok thanks
Have you used "smart" uv unwrapping?
That looks to me like hand unwrap. Smart isn't so smart. Or I just do it wrong.. ๐คท
Smart uwrap isn't smart and that's why I suspect it's been used here. It is known for creating a lot of tiny uv islands and that's exactly what we can see above. There is a lot of wasted spaces and some parts don't have uniform scale of the islands
relatively smart
I have never seen one that clean, those little islands are full components. The margins could be smaller and packed a bit better but if that is an auto unwrap, tell me the unwrapper because I want it.
tiny islands is a common theme in those
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
ZenUV and Packmaster 3. Worth every damn penny.
I manually UV unwrap all my garbage..
I got really good at it by doing it manually
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 
What could I be doing wrong? (Using vanilla AK74 anims, mixed with vanilla M16 mag reload anims)
I am able to grab the bone in both Blender and WB and move bolt mesh as well
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation#FBX_Export_Settings check export settings. You are adding leaf bones
Using vanilla weapon anims is not going to work very well unless bones or your weapon skeleton are located at same location
ohhhhhhhhhhh, I completely glanced over the "turned off" part and thought the highlight in red and exclamation points was meaning to turn it on lmao. That's on me for not reading
And I guess, since coming from DayZ modding weapons, using vanilla anims works, hand positions may just not line up the best.
Guess that's not the case with Reforger
I'm using vanilla anims for all my guns relatively successfully
hmmmm, I must be missing something still then, because it's still not animating ๐ค
maybe something is up with the blender side of things, but I can't help you with that as I don't use blender
might be a weighting issue in Blender, I'll peak at it again
actually, shouldnt be a weighting issue 
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?
wrong bone hierarchy in your source perhaps
How would I go about fixing that?
Do I have to add arms to things like tshirts? Or is there something I'm missing 
There's a hide meshes thing in the cloth component where body meshes are setup to be hidden
Ahhh, I knew there was a pesky setting I was missing. Thanks!
I suggest UVPackmaster
If you still facing a problem just try replacing mem points with bones, i know that is no official solution but it works.
@tacit eagle no arms no chocolat
you can do it via relations if you want. It doesn't affect in game behavior but such setup is useful for creating animations in animation software like Blender https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Basic_Tutorial#Adding_magazine_to_the_Scene
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.
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. ๐
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:
BuildingFireView
TreeFireView
and the Interaction layers:
Static
FireGeometry
ViewGeometry
Navmesh
NavmeshVehicle
The origin seem to be a bit funcy could that be the problem?
Thanks for helping out
Could it be that I have to many coliders? I have 13 UBX boxes
From which prefab do you inherit?
Props Base and then I set the MeshObject
And is model geometry enabled In rigid body component?
Ahhh that could be the Problem thanks.
Should I use a difrent Base Prefab for Buildings?
Used building base now and it works ๐
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
shoot house?
Yooooo
Yea
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
Thank you so much!
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
this is the problem
more than happy to take any tips
You could use the boots that is attached the the character animation sample. That might work. Other then that a lot of it is just trial and error.
you are genius
i will give a try
cuz doing a free hand "try" to fit its always horible ending ๐ฅฒ
Enjoying this..
just saying, that you use trim sheets for this kind of assets
is that just a fancy way of saying one texture for multiple objects?
Also such textures can be used through multimaterial
pbrmulti is the most fun part of workbench, fight me
yes :)
are there any guides for getting geo to work in reforger?
Is this license allowed to make mods from?
well cant click the [i] so dunno
Just wanted to make sure so I wonโt have any problems
looks alright
Ok, thank you for the check
why no save the 20 and make it yo self ๐ฆ
One might need to spend more than 20$ worth of time to learn how to
the life time of b learnt
One might also not want to learn how.
Udemy times past by very quickly.
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.
A pose should be in samples
but the one in samples has his Forearms twisted forward
There is one that is rigged, so you can adjust the pose as needed
yea ofcourse its possible but it causes unessesary problems xD
I thought you were referencing to the question I posted sorry xD
confusion 100
it should just register in the sofware as A pose
yeah it works fine in Marvelous but the bend in the arms is not great because it creates folds that could be problematic later
true you can move them with the rig provided in arma samples i think
problem is that the base Character mesh is not in there so you only have the basic clothing and I will probably start causing problems if I Parent the Body to the Rig
bit annoying ngl
i feel ya
absolute pain xD
btw question do you use patterns if so where do you get them cant find any good patterns for clothing ?
Probably MD sewing patterns as they were discussing MD I believe
yes this
How would it create problematic folds?
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.
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
vertex color in model itself
I'll check that out, thanks!
no using Forza models
where is that model from?
Ripping start
Is there a way to make neon tubes or somethung like that for modern skyscapers
Can it be just like one line or does it have to have some shape
Any idea why the model on the roof is brighter? This is not the case with the farmhouse...
is this a problem with the texture "AO" ?
found the solution
what was the solution if i may ask ? got a similare problem with some of my buildings
Is that in engine or just in MD so far (looks like MD at least)?
Emmisive materials emit specular light. For diffuse you can put a point light with a custom cookie to shape it.
Thats in marmoset baked and textured ready for ingame
@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".
If you use blender I would add a weighted normal to it to fix the shading issues.
no that was due to me being dumb and having the normals reversed since marmo uses Opengl and the thextures were in Direct X kekw
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!
welp iam not doing the importing sadly so I couldnt tell you. but I think what we do is Weight transfer from the Reforger Character
nop have not gotten it to work.
Thanks - I'll see what I can work out. Was definitely working for me before something changed
I spent a couple of minutes creating this painted wood with peeling off paint effect smart material.
Any Inputs?
Looks fantastic. Only suggestion I could make is the edges is completely worn which makes it looks a little too procedural. If that could be broken up then Iโd say perfect. That being said the user could go in a manually bring back the paint on the edges himself.
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 
Tomorrow I'll tweak it a bit more but now time to hit the sack
Thanks for your input @calm rune
does anyone know how i can make a collider for a helmet that moves with the characfter?
iam using ucx
The collider will automatically move with the helmet. That being said there is no armour in game yet to my knowledge so the only collider needed would be for the ground model.
i one time actually managed to have working armor but i forgot how ๐ฎโ๐จ
Has anyone dove into modding in weapons? Looking to see if their is a better tutoirla than the Wiki
Lot of folk have. I have, bacon has, river has, rhs have, shadow has. The tutorial on the wiki has more information now than it did when we all learnt how, start at the first one and work from there.
How? I know for plate carriers, helmets, etc BI has not implemented ballistic armour yet.
made it myself
only problem know is that i cant keep it on body height
hello, do you people have any documentation that i can use in regards to creating custom character models? thanks
No but you can find the skeleton for it in tools. You need to have your character duplicate on itself cause one need basic textures and other one need wounded textures
You can check in workbench
Heads models are separate too
I have the same issue. I import it with force to portals or something. Then itโs okay ๐๐ผ
ive gotten armor to work as well with plates, but it's not convenient as to how it works
what do you mean? I used custom game mats that represent the german armor classes
Yeah ballistic armor is suppose to come in the Air Assault update but god knows when that is gonna drop now. So if anyone has working armor its not the way BI intended.
i mean everything for working armor is in the engine atm
For vehicles yes.
same for clothing
No. You can make colliders and assign the material but it doens't work.
what do you mean?
exactly. You can jerry rig something but it doesn't work the same way BI will impliment there own.
i mean i dont think they use german armor classes but the rest should be similiar
and you also have that
if i see smth wrong here im sorry
thats why it now looks like this 
dont mind the form of the plates tried tthis beccause i thought using two broke smth
Very Lynch Dune Esque
?
ah
btw the blue coll on the bottom is my plate collider
Oh you couldn't get it properly rigged
You have to read the docs about FBX importation
Yeah they explain how to do it
I think I tried it your way the first go around and could never get to parent correctly
did you try to make a geometry fire add a "reinforcement" modifier and attach it to some body bone?
i guess not because i never heard of a reinforcement mopdifier
but ill try that thank you
but a lot of modifiers make the collider invalid
do i find this under the normal modifier tab in blender?
this?
yep
not working unfortunately
That's not how colliders work
i mean it works on their default vests somehow
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

It turns out that the helmet does not work in the game?
im looking on the wiki, to find what i'm refering to and can't seem to find it now
colliders are "weighted" by Relations
though i don't see any mention in the wiki anymore
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.
@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)
it still doesnt work
but ill just wait until reforger release their vests
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.
try use vanilla Vest_PASGT.xob
i dont know how they parented it
I mean that you should try to connect it as a model in your prefab.
Still, you need to check whether helmets work at all as a means of protection ๐
they don't
They donโt because like I said earlier BI has not implemented ballistic protection yet.
We know they haven't, that's why I (i can't speak for anyone else) have done tests for my own implimentation.
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.
And the other collider types can (or at least used to be) weighted to a single bone using the relations settings in blender.
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.
nice
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.
i may have made a mistake
it seems like it still doesnt work
Lol after seeing your video I'm pretty sure I had similar results
when i disable the layer for stepping up on it in the rrigid body just lays on the ground
so
Try changing the layers in the rigid body
yep
iam not stepping up on it anymore
but it just stays on the ground
doesnt come up to the bone
What are your layer presets?
just interaction aand projectile
Should try with a prefab for worn, that uses layer presets that differ from the item
me?
Yes
i think you can only use xobs for this
The screenshot would suggest otherwise
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
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)
how many bones do you have exactly?
25+133
can you post screenshot from workbench with bones section visible?
you are missing something then - Reforger character has 161 bones
okey, i'll chek it
25+133 = 158
thanks! I'll let you know if it's solved
Solved, you were right, It was some missing bones
Yep, 163 total bones including entityposition and collision. Any more or less and it breaks everything
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) ๐
@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
I have setup everything exactly like the SampleMod_NewCharacter
In the Prefab right ?
do you have an opacity mask on your material?
You mean on the entire mesh ?
Yes
it's best to just duplicate a vanilla material and change the textures
I have _A on every piece
hmm I didn't got it ! Will try ๐
with everything set up correctly, you can test without going into the game
Thank you that was it !
.
Yeah I'm using the World Editor
You can test with the prefab opened by sliding "User Param Alpha"
Oh didn't know, thank you !
That's what i was meaning by not going into the game xD
I made the texture from scratch.
I see what you did there, scratched wood and all
Any idea why is bug ?
Mesh normals
What do you mean ? in blender? I'm completely new to 3d and especially to blender.
Well if you are using a material with ccw culling then mesh normals facing away from you arent rendered
Or something
ahhhhhh ok i understand better thanks a lot for the info i'll try to modify it! (i don't know how, but i'll figure it out ๐ )
I dont know blender but maybe this helps https://docs.blender.org/manual/en/2.79/modeling/meshes/editing/normals.html
I'll take a look at it, thank you very much.
in the viewport settings there is a option to toggle face normal direction
and backface culling
๐
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)
what are you making
an armoured vehicle
You should make the turret and cannon seperate anyway
You make your gun, it will be it's own prefab
https://i.gyazo.com/19cbd5fca8fd4bf0d6353feb0cc51147.png
Then you make your turret prefab. The gun prefab gets added to it using the weaponslotcomponent
https://gyazo.com/10b51f69dd6af7fd9f3213f86646bdc0
The gun/turret combo prefab gets added to your vehicle prefab using the slotmanagercomponent
https://gyazo.com/ffd5756d588b5abe22bcf7976563a574
thank you
and your poly count is fine. Just make sure to create LODs.
i have stuff separated, i nave a fully modeled interior for the most part, just need to add a few more things
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.
LOD0 of the BTR body is 173k, you're fine
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 ๐
IRC the chestrig needs to contain all the sample file bones
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
you could transfer weighting info from one mesh to another then adjust where/if needed
Hmm yeah
And what is the most important vertex group for a rigid plate carrier ? Does they need to be all here ?
I think I forgot to make the platecarrier parent with the Character, I'll test
Did you enable the import options for skinning and hierarchy in your xob and hit reimport?
Yes, let me finish the reimport and I tell you how many ^^
Character animation rig is the wrong model to be using for creating clothing. You need to transfer the weights from the weightref model that Vergy posted for us. Do a search for weighting tutorial from vergy on youtube.
Thank you I go take a look ๐
9+150
So Ihave to use which rig ?
I don't find the one of Vergy, I only have "Character_animationRig" and "Character_Template"
Stand by for a link to his post
You will find the blender files for the weight reference and skeleton in the #enfusion_blender_tools channel of the official Arma Discord server.
FBX Import Documentation - https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
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.
I tried with the same rig of Vergy and still have the problem link before
you should have 163 bones in total
I have 9+149 (158) ๐ 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
try using Character_Template then
Empty objects that are in the scene also need to be present
Thank you all ! I got it working ! Now it's just some tweaks ! Next step, importing my old uniforms ๐
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.
in the import options on the fbx file in Enfusion, check you have checked the "Export Skinning" box.
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 ?
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.
Hmmm ok ! I have looked at the guides but i was a little lost ๐ i try again later ๐ thx ๐
Vbl thingy
try to put these checkboxes in the model view in xob format and click button "reimport resource" (top button)
no bones again :/
I try to follow the guides but nothing more. Maybe i do something wrong
are you exporting it correctly?
Missing Armature might be the culprit
Use default, Blender FBX export and not the EBT FBX one
Yes check that :/
Maybe a problem with my parent ? Object parent with armature bone or armature bone parent with object ?
what is this structure? ๐ฎ
in any case, Workbench imports only one (1) Armature, what you have is definitely not going to work
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCar download it and check how sample car looks like
on https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation page you have few more details about skeletons and mesh preparation
creating vehicles is a complex task so it is better to grab some experience with creating some simpler things as listed here https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets
Ok thx for all the infos ๐
it's true that it looks a little more like what we see in the guide ^^ @tidal latch
amazing work!
Thank you!
Any inputs?
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
I would breakup the Edge damage it seems to constant and that makes it look unrealistic.
yeah, the wood edge wear is way way too consistent, you need to randomize it a lot more
= not all edges needs to be darker (paint chipped)
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 ๐ฆ but lots of fun creating an open world for piracy ๐ดโโ ๏ธ ยกRaise the flag!..
- Clothing makers
- Miscellaneous Modelers
- Scipters..

Lets work together 
those are awesome!
Gallow Preview.
Inputs are very welcome!
aight. time to do the cannon ship version
I think the boards are maybe a little bit too neat. Could make the odd one a bit longer or shorter. 
Would give it a more rustic look imo
damn it! you're right on that! quick fix ๐ thank you!
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?
Aha figured it out!
Turns out ticking 'Merge Meshes' does not help with importing separate meshes ๐
Hmโฆ I Write it tonight. Iโm not on the pc yet
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.
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
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.
If they are modular prefabs then to a degree yes. Editing the actual models of the vanilla stuff, no.
no skeleton on your model
v_root > v_body > v_door_l01
v_door_l02
v_door_r01
v_door_r02
v_axle_01 > v_suspension* > v_rotator* > v_wheel*
v_axle_02>v_suspension* > v_wheel*
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
I wonder what this could be?
thats the gatoma
Oh alright great work on that BTW
Fuck that's awesome ๐ช
@zenith quartz looks good

Very nice
Gloch? ๐
Block
That is as hot as a ghost pepper shit! ๐ how did you make the text go inward? Actually looks like itโs affecting normals?
Copyright avoiding Glock. ๐
isnt the design also copyrighted itself?
Probably, but picatinny rail makes it a bit different. I think. Haha.
Guess it worked for BI so far... so you could say you are just "continuing the tradition"
Hahaha.
It's an object that's being booleaned into the model and then a remesh / corrective smooth pass on top.
It's not very time efficient but it looks neat.
BI convention is actually "Mlock" ๐
i would use Glonk
Glonk woulda been good.
glonk is good 
We weren't ready when austrian clockmakers hit us with the Clock-19 
Blok-21
Amazing ๐คฉ
thx ๐
This out yet
@fickle knot do you have a modding discord ?
Nop ๐
Alr cool tho
Yeah all is possibel ๐
Yeh ?
Maybe make the camo a bit more yellow cause it kinda looks like UCP
yeh of course . I just test for import on enfusion
I make the better texture later
when all is imported
@steel tapir + @spice topaz this channel is for people who create models for enfusion. if you canโt contribute in a meaningful way please donโt post at all..:
no
then why is his character wearing DayZ pants?
to be more precise, these pants are called USMCPants in DayZ Standalone 
It isn't. No they aren't.
Similar yes, but they are not the DayZ ones
so similar that they are exactly the same
in the game files, these pants are called bdu_pants_woodland_co.paa
so maybe I made a mistake in the classname, but I was not mistaken in where they came from
Ah the wiki has two pages, one is from old dayz 0.59 from before engine switch
BDU Pants in DayZ on current patch
and pouches on body armor and warbelt are most likely from CODMW2019
#enfusion_configuration message
And this looks like the DayZ "Combat Jacket" with different texture
@fickle knot Well content theft is clearly illegal and forbidden, anything else you want to say about that?
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.
model makers
everyone post donuts




I can't wait for the first in-game edible donut mod.
COMBAT DONUT
Those look really nice and matte
Rather than being a jagged, one colour bland thing like I see some uniforms
which game is the pants from?
In which program did you made that clothing?
A3m? What is this?
Probably Autodesk 3ds Max
can you send screenshot how it looks in substance painter?
unlikelyโฆ
Oh I'm not saying they definetly made it themselves, A3M just sounds like Autodesk 3ds Max. 
as a daily max user for the past 15 years or so, this is the first time i see / hear someone call max a3mโฆ
As a Blender user, I wouldn't know. ๐
you've just been using it wrong then, clearly it's a3m
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).
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.
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).
Not at all. You posted ripped content so now questions are being asked. Everyone would be treated the same.
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
*fires them railguns at @fickle knot* ร_ร
c.o.r.s.o#0000 now has 2 infractions.
ยฏ_(ใ)_/ยฏ
why is it relevant to you? going offtopic in a channel where i prefer to stay 100% on topic
Okโน๏ธ
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.
wdym by rebuild? @late spear
Like redo all the doors and windows axis points, redo all the textures
if they're p3ds then you can open them with the addon for blender and it may handle most of it for you
A lot will need to be refitted yes
afaik. I haven't ported any of my stuff though
@light eagle can tell you what all is involved though
Well that is what I thought but was hoping for a easier solution.
Donut!
There is likely a lot you can reuse too. But I don't think there are any one click solutions
No one click solutions. But a bunch of things to speed up your work.
Not really needing a one click solution, but a few of my structures I lost the blend files to.
if you have the p3ds then you should be fine, assuming you're coming from alternate Arma titles
What do you mean alternate Arma titles
a2/a3
Yes it is from A3
If you have the original P3d that works yes
Okthats what I was hoping
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.
Arma Reforger is a major graphical improvement over previous BI titles. We finally have the use of PBR (Physics-Based Rendering) materials! This differs from the previous Diffuse/Specular format BI used in earlier Arma series games and DayzSA/Take on Helicopters/Take on Mars. Do not fret though, there is a free method for converting those ol...
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
๐Good luck!
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 
oh god i knew this was coming ๐คฆโโ๏ธ, now you jut need to throw it like a frisbee

Does it look good ? haha 
It's a nice wood finish, and I like the little indents. 
Although most of the examples I see on google have an iron ring in the center, likely to aid stability and assure smooth steering. 
I will be adding those details later. I'm not just making the wheel. I'm modeling a whole ship
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. 
Thank you!
all aboard!
tbh i would absolutely love a mod that includes weapons and vehicles from the colonial ages!
That's the idea so far..
I'll do the blunderbuss
Getting there... a lot of work in this ships..
i remade this becasue i got bored haha
Haha looks very nice and similar to mine
shiver me timbers ๐
Blenderbus and also this need to have rockets on the bottom of it like in Todd Howard's game failout 4
hi any idea of what grid size and comparison object we have to make a 3d object on blender for effusion
Enfusion uses same metric system
1 blender unit is 1 meter
ok I managed to find the reforger chimera to do my size comparison.
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?
Did you use the Enfusion Blender Tools plugin?
Yes for exporte and importe
you have blender materials not actual textures
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
so, do I add a PNG image in the material? or instead?
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.
Could simply untick merge meshes in the import settings but having the proper naming conventions will be more sufficient
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?
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.
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.
Yeah and the bigger the resolution the more graphically intensive
Gotta balance quality and performance
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.
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
Now many things get clearer. Thx
Question, if i dont know exactly, where the 3D models are coming from, better delete?
yes
you are resposible for what you get into game, and you need to own the models / textures in order to get them into mods
Ok
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.
Ok ! i see thx
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 ?
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
that's what I did in this case
is there an offset in the prefab?
My bone is perfectly on the usb drive like this
in the prefab in workbench
Offset 0 0 0
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.
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 letโs 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 Iโm just spitting out something youโve already tried.
This is already the case, the bone and attached to the pc
So it seems to be not recognising the computer orientation, is that what you are trying to find out about? What is your bone set up? Assuming you have the computer itself weighted to a bone so the engine knows it is being rotated?
Yes it is
Collider is also weighted so it is being recognised?
so I'm not colliding...
I don't do a lot with items in the world, mostly taking stabs at things
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?
so colliders are important...
In anything interactive, yes, they are very important from my knowledge I have learnt in my time with Enfusion/Reforger, they literally tell the engine what is there and what isn't.
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?
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
Good luck, feel free to ping me with the outcome, or a simple reply directly to me so I know if I was of any help, I'll be in Blender setting up a boot model for uvmapping.
After setting up the colliders it doesn't work any better, but thanks for the helping hand ๐
Alright, can you show the shot of your configuration for the laptop itself and the usb?
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
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
or the bones, I don't really know how to do it because I followed a tuto ^^', and what do you mean by configuration, blender or my enfusion with the script? Okay, I see, making empty on blender at the connection point, but what do you mean by "weighting the slot as 1.0" in blender?
Also, quickly, is your laptop itself weighted to a bone? Or is it showing 0/?
Stand by one sec
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
I agree, but my usb has no bone at all, but I'm not sure it's the problem.
Let me just get you a screenshot, see if it will help at all, if you make a slot on the usb, it may then be able to figure out where to attach to specifically on your laptop model
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.
a slot like this on your mk18 you talk to me ?
Slot yes. They don't need weighting.
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.
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.
Hopefully.
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.
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.
I'm going to direct message you real fast and show you on a quick video stream
A lot of work but getting there
Old pistol vs new pistol.
Textures aren't quite where I want them yet (mainly the dirt) but I consider it an improvement overall.
New one is also about half the tri count.
Looks like a real pistol
i just finished my model in blender, just wondering which file do i put in enfusion to put out for the workshop?
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
There is a Prop Guide in the wiky. (https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation)
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
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
Have a look at InventoryItemComponent > Custom Attributes > PreviewRenderAttributes
Perfect, thanks
How do I hide the headgear from 1st Person?
Watch from 13:08 - https://www.youtube.com/watch?v=8o3WnGLIQ_4&t=800s
wrong channel for these sort of questionsโฆ(read description + pinned)
Ahh well zelik, if you actually read this @ me somewhere with a response, donโt wanna double ping you
@broken path no I haven't released it. It will be a part of my survival framework more than likely
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.
My models have randomly started wobbling when placed 
COM or center of mass issue?
That was the issue, thanks ๐ฅ
Hey guys Im having this problem with splits and holes in the model. Does anyone know how to fix it please?
can you show the wireframe of the imported file?
weird, how do you import it?
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 ?
I remember someone had this issue with bullets on an LMG belt
#enfusion_model message
@covert dune Thank you I think I might be able to solve the issue now.
Yep the scaling was the issue lie @sick shard discovered.
what do you set the partical distance too when exporting from MD?
Around 5
i leave for a while but the workbench keeps dragging me back, ssh-60 i modeled and textured
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?
socket = pivot?
My normals/face orientation is messed up and I canโt seem to find any info on flipping normals in any arma stuff
you would fix that in the source model
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 itโs imported over
You're checking with the Face Orientation option Blender, right ?
yep not blender
and blender by defauls draws both front and back of a face
where games typically draw only front
Sent wrong pic
so it might look right in blender if you have not set it up to no draw backfaces (backface culling)
but its likely not
Is it because one mesh goes inside the other, the algorithm that figures it out recomputed the normals and flipped it?
or you have negative scaling which when applied on export flips the faces
should not be
Ok Iโll try both tips
Import model into Blender, click on the magazine, go into edit mode, alt+N, recalculate Outside, export back to fbx, fixed.
no need to reimport if its already made in blender
Wasn't sure. But yeah. ๐
So flip the normals backwards in blender for it to show up correctly in tools?
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
Thanks guys trying now
Rookie mistake forgot to apply transformations ๐ thank you guys for the help
I cant figure out how to export my model with the textures and UVs in place so that carries over to Arma Reforger.
Iโve tried the tutorials and whatever my issue is itโs not covered in those vids ๐
.
I know this is going to be possibly a super silly easy fix but I canโt wrap@my head around it
If you created the UVmaps yourself, then you export the fbx out, then the materials in enfusion/reforger are where you'd plug in your textures, created or imported by you, into enfusion/reforger as png/tif/tga.
Otherwise you'd have to uvmap your model/mesh first.
Make sure your Material names are not eg xy.001
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
Is there multiple positions it is called to? Checked the xob file and prefab of the original mine to ensure you have all of the colliders etc built? If it's a mine, it might have multiple prefab positions that are called
@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
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?
Yes
I think so, yeah. For doors and such
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.
you could try to aim to be near vanilla poly counts
thanks ๐ค
Any tooltips or documentations to get started on that front?
I've found these links:
https://www.youtube.com/watch?v=H0BfD3Ri8L0
https://www.youtube.com/watch?v=K5IC4uIvZfA
https://www.youtube.com/watch?v=kEP34CbPWUo
But I can't find a way to export the Materials/Textures from Blender to Substance Painter, only thing I've managed to extract was using UV Editing view:
You can just drop them into substance as textures, and then when you drag/drop them onto your object you can tell substance what it is. Match the size to your UV, then bake and export
I tried that with the following link between SP and Blender:
Leaf:
- color -> BC
- metal -> nothing
- rough -> ORS
- nrm -> NM
Bark: - color -> BC
- metal -> ORM
- roughness -> ORM
- nrm -> NM
But Bark is a little weird lol
Wtf are orm and ors?
occlusion roughness metallic, not reforger workflow I guess
And occlusion, roughness, spec? I assume
ORM has three channels, occlusion in R, roughness in G, metallic in B, looks like you applied the whole image instead of just the channel
you need to get a grasp on what channels in an image are before proceeding
"But Bark is a little weird lol"
I can totally see normal data from the leaves in the bark
Ok I need to use the unpack program for that thanks
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
Wonder if that all use packed textures like that?
what do you mean?
This image
I think that's just how the plant grows from the looks of it actually
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
just look how they setup the mine they have ingame and just do it like they do.
I made a few with that method, I was trying to make a proximity based one but not sure if that's even possible
this would probably be the "hard" way, depending on what you wanna achieve but you can make use of the spheres and write ur own script to execute it when a player (chimeraCharacter) is inside the "zone"
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.
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.
If you tried making a curve using an existing generator, this would be about as good as it gets: #enfusion_terrain message
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.