#enfusion_model
1 messages · Page 13 of 1
K i will try to soften that then
I got it a little better I think, but man honestly I really wish I had something to compare it too.
animate the skeleton in blender to have different extreme poses, and go through them while you work on the weights. Then you can check how your result looks, makes tweaking much easier.
potentially sounds like some really good advice, Thanks! Ive not messed with any animation before yet, but I'll check it out next time Im working on it
digged an old model and working on it for the arma life enjoyer
Are lightportals already implemented and functional?
When I turned on GenerateBSP, like described in Wiki, in ReforgerTools it crashes instantly
This is what I got in blender, the VolBox is working with the InvironmentProbe but not the Portals... :/
You want to leak it onto the other leg slightly then smooth out the edges.
This helps alot! Also is your weight paint blender model still up to date?
Not sure. You have to go in and tweak it regardless after transfering. Nothing everything transfers perfectly.
Yeah was using your "Arma Reforger Weight Ref" as a base for hats n helmets after watching your YT tutorial. Which is W's so thank you for that
Click on force portals
Do I still need the Portals in Blender then?
No, i work work Maya.
Click in reforger under bsp „force Portals‘‘
That worked. Thank you 👍🏻
Someone be a Gent and help an old fart out here will ya please
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#General_rules_and_habits
Im importing a door but i cannot get the FBX importer to recognise the named properties for example Doors1 is the name of the door im importing ,however i lose the selection on import of the FBX/p3d etc the Blender tools. can any kind sole point in the tute where i`m missing the porting instruction ?
Cheers In Advance
Do you have skeleton? Is that door rigged to Doors1 bone?
don't forget about export skinning - https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Import_process_in_the_Workbench
yes doors 1 bone and empty slots for axis pap and siga etc
but the model doesnt import to .xob or into blender with dorrs1 selection
doors1*
can you post pic from Blender?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation#Skeleton_Setup_.26_Mesh_Rigging here you have pretty detailed instructions about skinning and what could go wrong
you don't have vertex groups + armature modifier
see Mesh Skinning part of page that I've linked above
yeah i deleted them and tried calling thw whole model doors1 for a test
even with vertexgroup doors1 on import just the bone would move because selection doors1 didnt seem to exist
you are missing armature modifier too
hmm thats new ill check that out .
you mean the armature modifier in the skeletons lod isnt right ?
must be the import of original p3d messed up ill go through it again
no, I mean armature modifier in object
@ancient walrus
ok i shall , i didnt see that because i was on Assset prep in Props
charcter stuff i understand (ish)
ah, I will add mention of it on Prop page
thanks for help much appreciated
I'm here to annoy with my house 😛
@tidal latch im trying to understand the geometry naming convention and how to in blender , in this picture im trying to assign the geometry of the Vault door to doors1 (then animated part ) can you give me a pointer as to what it is that i need to do to achive that, ive read the wiki but for myself its not being intuitive on this part . cheers
😉 cheers i need to get off the prop section
I see that in the gif this step is missing
"In Object property of Armature modifier select Armature (skeleton) which should influence this object - in this case it is Armature" - so don't forget to do this too
thanks that soreted it
do you know what causes the flickering of the action Ui ?
you are on the edge of action range?
some geometry could also obstruct it
there are debugs for actions
Probably geometry I’ll look at Debug cheers
I'm almost done with this house.
Verts: 38k
Faces: 33k
Tris: 66.5k
Chuck some dirt at it 🙂
I am having the most confusing absurd bug in blender and its making me want to 😢
I cannot solve this
Is this New England inspired?
I believe it is North American inspired in general. Games are over saturated with euro and Asian map/features.
It looks a lot like the houses I see in New England haha.
Hej everyone, is there a poly limit for objects such as buildings etc?
those are just place holder textures. gotta finish some interior details, UV's then texture in substance 🙂
Actually.. this is Dr. Earnhardt's mansion from far cry 3 or atleast that was my inspiration when I started modeling it. but yes. the style is victorian clapboard siding house.
Ah okay haha.
Very nice model of a pretty ugly house :))
is the exterior cladding 3d mesh i assume, hence the high polycount
There is no hard limit but that doesn’t mean it should be pushed indefinitely
The the siding is actual mesh not texture on a plane
I second that
state your problem.
I fixed it. Freaking lighting was broken on an object because edges wouldn't retain mark sharp
nevermind I guess. Blender is ignoring sharp edges and lighting is fubar. sigh
It seems incredibly weird but you shouldnt need auto smooth on for marked edges to function properly but enabling it in blender appears to fix the issue, Ive never had this happen before so it baffles me.
The siding can probably disappear for a 2D texture in one of the first LODs, so it should be pretty performant
Am asking as big appartment building with interiors can get quite poly heavy after some time 😦
Just take a look on Bohemias buildings polycount/facecount and take that as oriantation. And for sure make distance LOD‘s 🙂
Hello hello! Back with another super question! So i have a modular vest made of the main body and several pouches and related components. In blender it looks just fine as it sits comfortably on the model, weight paint has been done on the main vest + groin, collider set (UBX) armature modifier set on the main vest with all the other meshes connected with the "Relation" attribute in the different objects themselves.
I do the import procedure in Reforger and that is the final result:
the pouches are disconnected from the main body of the vest and are taking a little round trip on the countryside. Any suggestion on what i'm doing wrong?
are you sure your pouches have armature modifier?
They don’t when I place it and import it in reforger it becomes suddenly empty and no object is shown
Pouches are patented with relations to the object
Rephrasing: the armature modifier makes my mesh disappear once imported. Maybe it conflicts with the relation attribute?
That is not correct way
Yes, for pouches don't use relations
Use skinning instead. You can also put pouches in separate fbx files and then attach them via slot system in game
Take a look at Alice systém in game
Thanks! With skinning you mean the armature modifier + weight paint right?
Yes
I will try that, thank you very much. One last question: some pouch meshes have sub-meshes (like the radio pouch which has radio body and antenna sub mesh) is the procedure the same? Or should I join them first?
@tidal latch made some attempts and the process of skinning every single piece it’s very very lengthy in my case and I’m not sure I can do that without falling behind of schedule. I tried something a little bit different by joining meshes to the main object (removing attributes which were making my skin black hence not receiving textures from the .emats) however one problem remains: for some reason some items (e.g. radio+pouch meshes) remain “plastic gray” without any chance to be textured. Maybe you have a rough idea of what could be causing it?
Why it's lengthy? If you wanted to use relations, then skinning everything to one bone would be equivalent
As for plastic gray - might be because of vertex colors
Lengthy due to a lot of meshes and submeshes and because right now I always dealt with skinning by Mass painting body weights onto my object. Not sure that’s the right way to do so in my case though
The weapon mesh skinning guide confused me a bit especially about vertex groups creation
Yes I did, i saw it is an base vest and items are slotted into through separate prefabs, I wanted to add some snap points to use as a reference for this purpose but i'm struggling there too. I'm learning everything by trial and error so it gets a bit difficult. This model has a main mesh, with submeshes which contain yet other submeshes so i'm going a little bit crazy about it
I succesfully skinned the main mesh to spine 5 so it rests on the chest, however the trouble starts when I need to skin the other separate components to the main mesh in a specific place
I wanted to add some snap points to use as a reference for this purpose but i'm struggling there too
you cannot do it. You need to snap it by using controls
Can you perhaps share pic from blender?
Never good idea to put deadlines or schedule on learning modding. It takes what time it takes
it is nice to have goals and challenge yourself though
even if you cant always meet it
I actually made it!!!
I took inspiration from your hints and I went the ALICE way
Skinned the base vest, created colliders for the rest and imported each piece separately as an indipendent fbx which I slotted on the vest. The result is a fully modular vest! Thanks everybody 😊😊😊
@tidal latch especially to you
Anybody make any nice palm trees or know where I can find palm tree models?
I need a good smorgasbord of tropical vegetation. Hornbeam kinda looks good but I need less temperate and more subtropical plants and brush.
Hello, I was told by a friend that I can find some work here modeling guns and such for mods. Is that true? If not can anyone point me in the right direction?
@serene saddlework would be an overstatement - see #creators_offers
ah
Any idea how to fix this error with my prefab?
"can not be registered at ModelSwitchManger because it doesn't have valid mesh object"
Hello, Can I get a document for "Material" in Enfusion Blender Tools?
I cannot find it 😥
I'm making a new weapon.
That's pretty self-explanatory. The mesh object is invalid
I would suggest looking into blender tutorials and learning what a material is in relation to an object
I know the materials do, but it printed "Material001 is not an Enfusion material."
I made BCR and NMO textures referenced: https://community.bistudio.com/wiki/Arma_Reforger:Textures
I figured it out. I was using a prefab as the preview model and enfusion didn't like that. Switched it to a .xob and it got rid of the error.
Makes sense as a prefab isn't a mesh lol
Hey, has someone experience with Lightportals? Workbench is always crashing on import... With ForceCreatePortals it´s not crashing but the Lightportals are not working. I got the Lightportals and Boxvolume set up in Blender like said in Wiki...
Also got the Lightprobe in the Prefab
@neat canopy Like this?
Only Windows for now
Assigned the material names
Then like this?
But okkkk I understood more now. Will try now to make it work thx for now
in Blender, Output fbx without Material?
Does anyone use Nomad to do hardsuface modeling? I did a crash course today and might have some questions
just post your questions man
Lol sorry for the delay,
I can’t seem to get alphas to work correctly. When I try to use them, it seems to try to build a 3-D voxel version of the alpha instead of an overlay. Also, is there a way to start low poly as default with the shape or do I have to select a lower resolution with each shape and apply that with each one?
I’m also confused on how to change the size of the alpha that projects onto the model
sorry, would love to help but what is the question here in regards to this particular channel - model_makers?
which is more configuration problem, not model one
Would anyone be able to take the time to explain how to take the mag an scope to make it sepreate
New project who this? (if you can identify what this is you can have a metaphorical cookie)
It’s the Czechoslovakian variant
Found it
VZ.52
good job 🍪
right now Im having all sorts of trouble with the workbench but ah well
I might just have to figure that part out tomorrow or something
Good luck
thanks a lot! I will take a look! And do you know if there is a limit to model size? E.g. how big (length, wirdth, height) a model can be. I remember in the old OFP and ArmA Days there was an engine limit somehow
I don‘t know if there is a limit for the model geometry, but for sure it is way beyond the one A3 had.
Can anyone help explain why the the bolt and trigger are out of place here? This only happens on the .et, while the .xob appears fine. Well actually, the bolt and trigger might be the only ones in the "correct" position
But has it still a collission?
Do you have your own animations or are you reusing vanilla ones?
So then 😌😁
Perfect, thanks a lot! 🙂
Currenlty I am reusing the M14 as a base to get started with it. I assumed it might be animation related and the weighted bones are getting translated, but I haven't gotten that far yet. Would it be as simple as making adjustments to the animation positions?
borg reskin
you would have to make new weapon animations
and IK anim
if you want to reuse player animations, then you might need to position your weapon close to vanilla one
joy
How do I add a dirt layer to the top of the helipad we have been working on? The multi texture shader has been difficult to understand enough to unlock that route. I need to make this thing dirty and used lol
pbr multi would be reasonable to use here as it would make it fit in better with vanilla stuff
setting up for animations this still happens with the weapon, It seems parenting to RightHandProp sets the origin point of the weapon to that bone, not the snap_hand_right like I initially expected. Should I match the origin point of the weapon model to the hand position or is there an easier way to fix this?
The origin of your weapon has to be in the correct location or there will be an offset. Which is what's happening for you.
👍
can I not simply move Prop.R to a more appropriate position in the animation? Or will that cause problems in the engine?
Doesn't it make more sense to just properly orient your weapon, as to follow standards?
Instead of making all of your animations have an offset?
probably
I've literally never animated before, so this is all fundamentally new to me
I'd suggest properly configuring your weapon before trying to animate.
will do, reimporting the model to the workbench shouldnt be a big deal either
Doing interior work for a Frigate.
Looks absolutely beautiful
Very WIP.
I cant figure out why for the life of me the magazine is higher up than it should be in the workbench. In Blender everything is correct with the rigging, but it appears that in the Workbench its snapping to Scene_root that is generated by enfusion, and not snapping to snap_weapon like it should correctly be. Thats all I could guess. Anybody able to identify what the problem is? Everything else so far has been correct but this one refuses to cooperate no matter what I do
The workbench works off of slots and snap points, so the magazine positioned in the mag well on Blender, create two new empties, one for the mag, one of the weapon. Position identical position on the Blender workspace. Name one snap_magazine and have it be a part of the magazine hierarchy. Name the other slot_magazine and have it be part of the weapon hierarchy. Then in the prefab stage, set the snap point of the magazine prefab, to snap_magazine and in the weapon prefab, under I believe muzzle component, set the magazines slot snap point as slot_magazine
Yep, this is exactly how I set it up. I can double check that the prefab is set correctly, but it's a weird issue, I don't think it actually happens once I load it in a running game, but animation is unfinished and broken there still anyway, so I'm not relying on that.
Did you select export skinning on the model import settings on both weapon and mag?
Correct
Hmm seems to be something not correctly set but without shots of everything I can't say what
Can you show the xob with the slots and snap points?
I'm not at the computer now but later I can check the prefabs again. That's the only thing I can think of
Very nice
you can see here that the snap points should be all correct, in-fact, everything looks fine in the .et visually, and in blender. Only in the animation viewport does it appear out of place
I would actually say they are not placed correctly. I just started with animation and weapon stuff, but from what i witnessed is that the Mag will get snapped to the slot_magazine of your weapon.
So basically
Yeah, I see thats what happening, but thats Scene_root, not snap_weapon, even though above you see the prefab is set to use snap_weapon to slot_magazine
nvm then
but this only happens in the animation editor, which is really confusing
animation is hard 
I guess its just as everything else in life 😄 Once you more or less undestand how its working its just gathering experience
But understanding a new topic for the first time that you know what you have to do is always hard
I kind of wonder if its possibly related to a broken/missing node editor in the animation graph. I honestly have no idea what to do with that
I made a post in #enfusion_engine but basically, I followed the tutorials instructions on duplacting the .agf from an existing weapon, and I get back all sorts of errors which the tutorial doesnt have nor adress, and adding said graph will cause the workbench to crash if I equip the weapon in the world editor
oof
Can you show how did you set preview models?
Animation editor does not read data from prefab - it is just a model
If you want to snap child prefab to something, then set it in animation editor
incredible, so yes, you are right. I did not have the child bone set in the animation editor. So thats fixed now
it did not occur to me to check that here
As for graph - what errors do you have?
When you guys are done i might got a question for you also reyhard 😄
when I copy an animation graph, for expample here the m21, nearly the entire node tree has these errors that appear
How did you created .Aw file?
iirc I used duplication of the m21.aw
well I tried to make a change and now the workbench crashes if I open the weapons animation workspace. Guess I will delete that one and do it again
I think I might have found a reproducible crash @tidal latch Which is somewhat related or caused by following the initial steps of the tutorial https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup
First, deleting the .agr and .agf files generated by the will make that animation workspace inoperable. Returning an error and loading and showing an empty workspace.
Replacing .agr files with duplicated ones from an existing weapon, in this case ak74 .agr will now cause that animation workspace to crash the workbench.
related to the topic, it appears in the tutorial that creating a new animation workspace only generates n .aw file, while in the case of the current workbench, creating a new animation workspace generates all the necessary files - .aw, .asi, .ast, .agr, agf to begin with.
This is all Version 0.9.9.104 of the workbench

I don't understand anything anymore, nothing I do related to this animation tutorial seems to work as intended or shown, stress
any attempts to duplicate existing templates or replace with existing bring back errors and dont work or change anything
Yup, it seems duplicating any existing .agr will cause the .aw to crash, and since if you delete the .agr it will brick that given .aw, there is no way to replace or fix it afaik if you do this. This will effectively force you to delete the entire .aw and make a new one.
feel like I probably need someone who can guide me through this animation process because I've reached the end of the wiki and its not helping me with this at all.
that thing is changed again in experimental - there is "Create empty" option
So I need to follow that same process with "create empty" Checked?
Well thanks, I solved that problem. the animation is still warped like above though in world editing.
yes, in any case, this discussion belongs #enfusion_animation since quite few posts already 😄
@covert shore - wrong channel. Please keep this exclusively for model making discussions and not inquiring what other people might work/make or not
somthing radio
i know now because the dish but i wont spoil it....
I don't know if it's a handheld thing or a vehicle sized thing
If the latter I guess a radar?
From Left
To elaborate:
Blue: Regular prefabs, you'll want to use these for the vast majority of applications.
Pink: PrefabLibrary prefabs are usually just their blue counterparts, except that they have some special randomization values (scale, rotation) on them. They can also not be edited otherwise. These are intended for some terrain making applications, but I'd still recommend going with blue unless you know better.
Orange: PrefabsEditable, these can be placed and deleted by GMs.
Hi, i have a question to clipping errors with a model (gun). I have setup two colliders (one easy for the world as Weapon and one more complex as FireGeo). But the gun can still look into stones and gravel with the whole barrel. Is there a way to fix this? And: Is there a way to limit the maximum angle while in laying down? TY
I have a new problem, imported a bunch of models and never seen this
some of the textures are appearing black without anything defined in the materials... and the black mesh areas are unaffected by the material colors
@crimson nexus the verts are painted. Open it in blender and repaint them from black to white.
Just open vertex paint mode and press shift-k.
With white selected as the color of course
Thanks for the heads-up
No worries
What air defence doing
Hey guys little question: I have the odd feeling that my weapon has a very light rotation, how can I make sure it is not the case and eventually fix this rotation in blender without having to redo all or fix it piece by piece? I have also the odd feeling this same rotation has been inherited by the memory points. Any suggestion?
Pantsir with a tiny bit of mix of the 3-4 Pantsir models
Guys I’m debugging my optic, it looks like that and I’m not quite sure how to fix it. Any idea?
The texture is offset and i’m not understanding if it’s a problem related to the texture I created or if there’s an issue with optic placement. I’ve tried a lot of stuff but apparently nothing works
you are sure the optic reticle is dead center on the crosshair in the reticle texture?
I did solve that playing with offset 😊 now I’m stuck elsewhere. Although my collimator material shows the red dot, it is not visible on the glass 😅
It flashes just briefly and then it’s gone
Even following collimator guide closely I cannot manage to make it appear 🙁
you are not combining collimator and 2d optic?
I inherited attachment base and added the SCR_Collimator and Collimator controller. I modified then.emat as per the guide and the preview of the material shows the red dot with the effect. But when I go and@test it (but also from .xob preview) I just see the empty glass and nothing more
I was considering now building it as PiP optic but I’d like to make it work the right way
Before combining I was trying to make it standalone
I’ve actually downloaded and imported the sample following the guide and the issue unfortunately remains. Combining will be something I’ll do after but I need to make the standalone item work first 😊
It's grayed out when you can't use it, not that confusing. If it was clickable but not able to be used, then it'd be confusing.
@leaden wasp wrong channel
i hate how i can read that so well 🙃 🇦🇺
Folks, my helmet when worn shows both microphone and chin straps in first person view. How can I hide those without having to remove it from my model?
Yo i need some help, im working on some platecarrier again and ive got 2 issues the first is that 90% of my pouches are the same material wich definitely should not be the case, the second problem is that some of my textures are just black ive tried this vertex repaint stuff as @crimson nexus seemed to have the same problem but that didnt work after reimporting
Anyone know what’s goin on
fixed the black textures it was indeed as easy as shfit-k-ing in blender so now the only problem are the pouches xD
Check your DMs
brosky, you should use different 3d editor for this
you cant get models from this thing working in reforger
try blender, its simple enough for a begginer and also there is a ton of guides in internet
I use blender for the smart UV unwrapping and the importing to arma. Blender is great and is powerful but not a beginner easy tool to use. I switched from blender for my main modeling process because I can take my iPad anywhere and work on projects with a stylus and blender is the end tool to clean up stuff and import to arma.
Very familiar with blender and used it for the past several years but switched to nomad due to the ease of use and the fact I can work on stuff anywhere and not be tethered to my pc.
Don't use smart uv unwrapping. It's anything but smart. Instead a free option would be uv packer addon. Paid (and better) alternatives are uvpackmaster or rizomuv
It’s like Einstein compared to nomads UV unwrapping lol
Will look into this
Taking a look at the UV-Packer Addon for Blender. It works much better than the default packer included in vanilla Blender. Visit my website for links to my assets, addons, the discord, and other useful resources.
https://www.pzthree.com/
here is a quick demonstration
it's as good as it gets for free
you can also check uvpackmaster 2. It's an older version, but it's available for free iirc. I don't know how it compares to packmaster 3
default smart uv unwrapping is quite bad, so i wouldn't recommend using it
also an asset like the one you're doing should be textured with multimaterial workflow instead of the normal one
Wait I might be mistaking pbr nodes for baking multimaterial
Looks like I can multi-material bake in nomad too
Honestly I have no idea what I’m doing with model making but I’m a career artist both traditional and graphic and 3D is a semi new avenue for me and I’m *“faking it till I make it”*so to say 😅
Appreciate the help
Question for the model makers here, zbrush is coming to ipad soon (2024) is there anything i can do with it for reforger? I finished my donut in blendr then my PC borked so this gives me new hope.
donut - the worst tutorial available. anyhow, you will still need a pc unfortunately. Looking forwards to zbrush on ipad (m1) as well, but i some nice 3d modeling software wouldn’t hurt either. Currently there isn’t any proper ones
Ok thank you for your opinion 👍
If the donut tutorial is bad what would you recommend?
Chamferzone's revolver tutorial if you want to do weapons.
Or the flashbang by the same person, which is on YouTube.
The flashbang one is great, deffo learned some new stuff. +1 
while not a blender user, i have been modeling (mainly max) for about 15 years. all tuts from this self titled blender guru are trash. Arimus 3d is an awesome dude that covers multiple software, including blender
also yes, chamferzone is decent
Perfect thanks for the suggestion, I finished the donut tutorial about a year ago and I didn’t really find it that great and I didn’t do anything since but I’ll give those a go
I need some custom assets like huts trees tunnels etc where can I get them
Plenty of places like art station,cgtrader, TurboSquid etc
I think its pretty self explanatory but still
My normals are acting up weird. The red ones are shoving as "correct facing" while the blue ones are "incorrect"
And bcs of that, making textures becomes a nightmare as it register those as wrongly facing faces.
apply scale. It's negative now
Thank you. :)
search up Aryan on yt, that guy has some really good stuff
Thanks I’ll give it a look!
Okay so i have a bit of a bizarre question, how are the red dot sights on stuff like the MX 3GL actually modelled and rendere
I am considering doing a red dot for it but i don't quite know how Arma handles it best
Oh. Does that apply for A3 too?
No, it's a bit different iirc
That's not a channel for A3 tho
Here is a page for A3 https://community.bistudio.com/wiki/Arma_3:_Weapon_Collimator_Sights
Aah okay cheers
In the future i'd recommend to ask in #arma3_model
I've been fretting between ladder or red dot in modelling and stuff cause of how techn-
You know, now i just realised i posted in the wrong channel lmao
Apologies my man
I'm looking to get my feet wet making props in Reforger. Besides terrain making I'm a modding noob. Is there a good step-by-step walkthrough?
Aiming to create relatively simple objects like street signs, post boxes, etc.
Start from learning general modeling first, then look into game modeling and then what are the specifics of doing stuff for reforger
Thanks! Working through Blender tutorials atm
in general modelling for reforger is the same as for every other game out there. what is specific is the texture channels. Duplication and editing of vanilla content is pretty straightforward
Well, that's a start 😅 Will report back in the distant future...
Idk if this one the right channel... Can someone point me in the right direction to where i can set the "wreck" model when my car is destroyed
Got it
Set the checkbox „Import Skinning“ in your Import Settings of your .xob in Workbench and reimport to apply
Hi guys, I'm making my first building based in my homeland Colombia, in blender and substance painter and I have some questions on the next steps to follow.
- Which textures sizes are the best recommended for Enfusion, I think is 2048?
- I have the doors and windows modeled, which is the best approach? include then here in blender file, or create a separate file and add them to a prefab?
- How is better to export the textures? all packaged in the fbx? or it require them to be in a folder, seems substance created a bunch of textures for each layer. how can i aproach this?
- Finally, I think the best approach is to generate a standalone mod for the buindings and then import them into my terrain. how do I import other mods, do I need to publish it in order to import it on my terrain?
Thanks
this may be a silly questions as I haven't handled models, but if a model already comes with meshes does that mean it will have collison when imported into reforger?
I just learned that is a solid no, can I add collision in the reforger tools or does it need to be added in blender?
You have to add it in Blender
Take a look here:
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
-
I am not sure but with 2048 it should be fine.
-
I allways add them in as Prefabs. Makes it easier to add the glas prefabs to windows and you can later use them for other buildings as well.
-
I just drag and drop my textures in the folder of the worbench. Wich imports them directly. Then you have to create a material in the workbench and there you can combine each of your texture layers.
https://community.bistudio.com/wiki/Arma_Reforger:Textures
FYI: Reforger uses so called Multitextures for many objects. They are very good for big meshes like buildings, because they need less texture storage space on you harddrive and also give you a better texture resolution. Just you have heared of them. 😉
Look at Bohemias assets to understand how they work.
- You dont need to publish. Open your map and go to your Projekts options. There you can add project dependencies like your building.
I've been staring at the site for ages and just can't seem to get it. I'm a total blender noob, may have to pay or beg someone to do it, lol
If you are a Blender noob you should first focus on learning how to use blender itself. After that, the site explaines it pretty well how to export and import to Enfusion/Workbench. Also, to use the Wiki side with blender, you should first install and activate the "Enfusion Blender Tools" plugin for blender, if you haven´t done it already.
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools
I know how you feel, it´s just many things to learn and sometimes figure out by yourself. No one here can give you a private tutorial but if you have questions on a specific topic you can always ask in this channel. It´s just really hard and nearly impossible to explain such a huge topic from blender basics to tools to Enfusion just by text.
Thank you so much for answering. I saw and substance generated 200 texture /normals / rough files just for a single building. I think it is too much. I think is due to the pack blender process, how do you make this process more efficient without messing the UV. (found the UV unwrapping process a pain and boring.)
200 textures? for a single building?
Yeap, substance exported a file for each layer. Seems I will need to pack various elements in a single texture map.
For example grouping all the first floor elements inside the same uv map packed together
But when I do the uv/pack in blender some of the UV faces change orientation and distance generating distortion in the UV
right yea don't do buildings like that use Masks instead and do it like BI did it, its much easier
You defently should do that 😅 . Also make windows and doors or lamps there own object and add them later to your object as prefabs.
Have you applied location, rotation and scale to you building in Blender? After that the uv packing should be better.
Also use Masks aka Multitextures/Multimaterials for texturing like @last parcel recommended.
If i have a model, which uses 3 different materials, does it matter performance-wise if textures for these materials are in separate bitmaps or in one atlas? Even with atlas it is still gonna be 3 drawcalls. So does it make any sense to bother compiling textures into atlas?
How I do that inside blender, is the same as pin the UV?
or is there an addon that helps with UV unrawp, packaging and making sure all is grouped efficiently
To apply scale, rotation etc. You have to select your object and press STRG+A
There are addons but most of them don´t come for free.
here is my test on pack islands together
but the UV got distorted, so I will need to retexture it
Did you apply the scale like I described above? The big squares in your UV still don´t look right
What do you mean by atlas?
Ah ok
this or three separate texture files
the lower the number of individual materials/textures the better
Ok, I applied all the transforms, now should I try to select different elements (All first floor for example) and then pack islands?
Yes, also unwrap again and then pack the islands, otherwise the transformations are not applied to the UV
i know that, but given i have no option going below 3 materials (3 guaranteed drawcalls), does combining textures of these materials into single file/atlas makes any sense performance-wise?
It doesn't. GPU stores all used textures as one big image
just load time into vram
Little update friend, I'm getting reforger to register the colider but it still dosen't seem to have collision. (I walk right through it) I'm hoping there's something as simple as a tick box that I'm missing lol
Have you setup the geometry in the import section of the model?
Should be in where you go to reimport the .xob
i have it set as the wood floor for surface properties and prop for the layer preset. same as exported from blender. i’m trying to import a wooden walkway. do i need to set mass or margin under geometry or should i be using a different layer preset? (im trying to import structures for fishing village models)
Have you used the naming Conventions (Prefixes)?
Wood should be good. Use something like BuildingView or BuildingFireView
I used UCX instead of UBX for a cube shaped collider 🤦♂️ that's probably my issue
Could be. If still Not working, use UTM_ . Then your collider only has to be a triangulated mesh, the shape is not important then.
I just made this in a couple of minutes. any inputs?
Much better than anything I could come up with in a couple of minutes
thanks
Another variant. trying to creat the oil painting effect by generating a normal map lol
any inputs are appreciated.
Hello guys, i have a small problem with my new helmet. The Model itself and also the collider works well. But if i remove it from the Character or replace it with another one, it stays in the Air and does not drop to the ground. I also played arround with the ItemPhys in the prefeb settings, but nothing work.
Do you have an item version configured? The item version needs to have a model wich is placed on the ground. you cant use worn version for item.
Just used the same. So, i need the model without Bones and put this in the Item Model Slot of the Prefeb?
nais. can you show the roughness?
I exported it using UTM and exported from blender with the “triangulate faces” box checked. i think it’s something between my export and importing into arma. it detects the collider but it doesn’t give it the priority of being static and i still can’t walk on it. i know it has to be a checkbox somewhere im not hitting but even following the arma tutorial im still missing whatever it is.
You Need to add the Riged Component to your model/prefab in Reforger Workbench.
Now I think I know where I'm messing up. I need to add an armature? I don't have any bones for my model
No, you dont need a Armaturen
I apoligize for being so new at this. Thank you for your patience
It’s a little gritty looking verses oil paint strokes with brushes is my only input. (I paint and draw for a living if that helps)
Thanks for the input!
Looks great though good job 👍🏼
The wood grain and the weathering on the frame looks legit.
I got it to work by adding rigid body as a componet in the world editor
Yeah, thats what I meant. Nice.
I knew I was missing one thing! lol. That's what happens when I get in over my head on stuff.
The model has the UTM extension, but when I add it to the game, it is not visible. What should I do?
You need two objects in your Blender file. One is the UTM_YouName wich handels collision later on.
But you also need one object that represents your actual model. This one has to be named YourName_LOD0 (LevelOfDetail 0).
Thats how the LODs work and what for they exist 😉
https://community.bistudio.com/wiki/Arma_Reforger:Level_Of_Detail
Hi, I'm about to import my first building in enfusion, tried to do the best I Can. Whish Me Luck.
I dont know what are volumetric boxes, I didnt includ them
also I added some boxes in each window and door as light portals
seems my colliders are bad: Non orthogonal transformation on collider 'UBX_InnerWallPrimerPiso12'
how can I solve this?
Forget it, I appliead transfomrations
Hy Guys what means Wrong GUID/name for resource
😄
Hiya anyone got the list of the bone that Hideable here ? or it is using bone name
it’s coming
True
Beyblade?
Thanks very much
https://youtu.be/NW0u6V7Kkh0
Why can't you go through the wall? There is a void in the blender in this place
If you use UBX_ it will always make a Box shaped object out of your model collider. Instead use UTM_
To work for that, your collider needs to be a triangular mesh
The most symmetrical rice farmer hat you've ever seen actually 💀
Ice cream mod
Vietnam UNDEFEATED
Please tell me how can I do two sided render on the plane?
go to material and change culling
Current wip anyone know if it possible to import multiple materials for objects with multiple meshes
SCORE BOARD
i think it has too much polygons.
I can already tell you if that model is ripped from war thunder you will recive no help from here and that won't be allowed on this discord.
That is stolen.
yup it is i guess
I'm just asking question what if put this thing into arma. i'm not expecting finding some help or something. of course i'm not gonna make a mod with stolen modelings.
I just got confirmed from who sent this model, it's definitely ripped model.
well, screw it, im not gonna use it
is this real life?
impressive
Hey, i have a small problem with "Mesh hiding" - I have a Combat Shirt (Rolled Up) where i hide the upper Arms and Torso in the Prefeb. But if now PickUp my new Vest, the Hiding will override/rest. Is there a way to set Priority of Mesh hiding?
don’t use / post and even think about using ripped models if you want to stay around
no mate, i meant the roughness channel :))
Sorry about that, I'll be more careful next time.
btw, I never said I'm gonna using ripped model tho
I'm a ripped model 😉
Is it somehow possible and allowed to get buildings from DayZ SA into Reforger?
not allowed no
Any update on Arma 3 licensed data package?
negative
@thorny cobalt DO you know somethin about "Mesh hiding" in reforger?
no
Any chance that we get a SampleMod for new buildings and a tutorial into the wiki? Havent tried out anything by now, but I think doors and windows will be a problem
¯_(ツ)_/¯
If I bought these models, how hard would it be to import into enfusion?
Hi, I would like to replicate this glow in the eyes of the NVG, does anyone have any advice?
RHS has nvgs like that, maybe they would be able to help?
Make light with distance very small like few centimeters
same like you would put any light expect it's on character slot
theres a limit of like 30 (citation needed) dynamic lights at a time so using light here might make things like random lanterns in cities not working
oh no, a3 light limit ptsd kicking in 
This is not like A3. If you hit the limit, lights further away are replaced by some faking of the light. You never have the same as A3, were all lights disappears, 😄
so, could it be a solution to create an emissive material on the lenses? And how can I direct the emissive light towards the operator?
How do I add my models to Gamemaster?
afaik emissive mats don’t shine on other objects
When adding retextured clothing to characters in the BaseLoudout component, the engine seems to completely ignore the material and apply the default. Is there any way to fix this? I know it probably has something to do with the deflated model, but I can't figure out how to get around it. Adding my own prefab to the deflated also causes issues
is scr_destructionmultiphase broken or something it used to work and now the model just ether disappears or I'm just not allowed to attach to it objects like helmets anymore?
This might be the wiki page you are looking for to get models to show up for gamemaster. If its not the right one I think it also links back to some other gamemaster wiki pages.
https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration
Hi, have a small Problem: "HeadClipping_A.edds" does not work on Slot components of the Helmet. So, they show up in First-Person view.
Does anybody how to create pbr multi materials?
because for a bulding i have like 24 materials weighting 300mb
So how do I make my models placable via GameMaster?
you already got a response to your question when you asked it here
I get a Error, that my Shirt does not have a Collieder... But original does also not have one?
ENTITY : Create entity @"ENTITY:1" ('GameEntity','Assets/Characters/CombatShirts/CombatShirt1.xob') at <0.000000 0.000000 0.000000> RESOURCES (E): Trying to create RigidBodyComponent on model @"Assets/Characters/CombatShirts/CombatShirt1.xob" without geometry
original is using _item variant in MeshObject, which has collider
So, i can use _item Version on Mesh?
in MeshObject component, yes
How do you set that up?
@grizzled kayak 🙏🙏🙏
Thanks
Is there currently a bug with Texture overwriting? I Set different textures in the Prefab and they will show in the Editor. But inGame the model just use the regular one.
Hi. What could be the reason that the arrows are not in the center of the object? Although in the Blender Set Origin in the center of the object
Applyed Transforms in Blender?
this?
Yes
Inflated and deflated model clothing item?
i disabled deflated
Applied to prefab and made sure to set the texture override to the right slot in the worn item material override?
OMG
There is a + by worn Model 😦 shame
Ok, so now the Itam on the ground and the worn is right.. the Preview Render (inventory) is still wrong?
Ok, the problem is: There are the original Boots from BIS Set as Preview-Model. But i cant remove it. Update: Removed it in Notepad++
When do we get to see something in engine?
Probably when the High/Low poly models are done and textured.
Well that is a given. Just wondering because we have seen multiple posted over the last Year but nothing in engine yet.
Of this shotgun?
Yes plus multiple other things.
I'll put something in game when I want to. I've been looking for interested projects to join and help but so far nothing to see. I got invited to join other studios and i rejected them cause their project wasn't interested to me. I learn to model for fun and I ain't modeling something i don't like. plus I've been on and off.
Sounds like the same with me.
Ive got one active group that I'm in.
But do a lot of stuff I want to do in the moment that later I end up stop doing.
I mean. I'm not trying to start an argument or drama but the only reason i haven't toch the engine is because I have no use for this models in game for now.
I get bored and keep switching to other unfinished models.. but then again nobody is pushing me haha
I do have finished models tho
I've got maybe a 100 unfinished projects.
haha yeah
I feel ya
today i felt like working on my shotgun..
tomorrow i could work on my house model
and so on
Just like how I'm currently making a BF 109.
BF 109 ?
WWII fighter
German WW2 plane.
Im probably gonna end up abandoning it though lol.
I do have a plane model somewhere (Unfinished model) haha
this is my lastest finished model haha nothing crazy..
It is very nice.
thanks
When a model gets a bit frustrating or boring I just switch to another one haha
So today i touched my Ithaca model 37 shotgun "trench gun" and here's an update. any inputs?
(those are just place holder textures "not final" ).
also is it ok to leave LOD factors as they are? or is it better to change them? For FPS?
this made me confused when checking out these two vanilla assets. Can someone explain please...
Same. Or I just start a whole new model.
I want to try and make some unreal environment art so I can get a portfolio up.
So Im probably gonna start doing that.
Are there any good tutorials on how to make turrets? I tried to make one but it doesnt spin or do anything. I know I got the model rigged correctly ("v_turret_01" and "v_gun_01") but I am at an impasse right now.
wind on the vegetation material looks a little jank on fronds, but overall looks decent in engine despite my dreadfull screenshot skills 😆
hey do you know mby if you can somehow flip pbrtreecrown wind animation so that is at the bottom rather then on top?
i have no clue how it works, i just tone down default values, is there a map specifically for vertex motion?
idk... also one more question if you could help... been looking for interaction layer to add colision sound and I cant find it xD it is the interaction layer for sound right?
i think so? i havent dealt with this sort of thing before so i am guessing that it would have to be in there
yeah but I cant find where are these settings 😂 Well thanks for the help, trees look great btw! Great job!
No, it didn't help
thx
Do you have already setup colliders?
I don't quite understand what it's about
Do you mean UTM and LOD0 model format? If so, they are there. A collision was added through the Reforger Tools addon
And its also centered in Blender?
Does anyone know how i can tranform the Value 120 to -120 in the Animation Editor?
Okay It is clear that the model should be in the center of the blender stage, thank you.
- -1
Yeah, already got it TY
Hey, I have a problem, I've made a simple prop, but I do not get it to have collisions. I think everything is "correct".
when placing the prefab on a worldtest
still passingthrough the object
if any more info is needed to know what's going on, I'll provide it
Can you screenshot your setting of the RigidBody?
It's embeeding the Props_Base.et
As shown here
Tick Model Geometry and try again
👌
Hello, i want to try to import Jackal to Enfusion just for learn how to make a car.
I have installed blender 3.6 and the addon for blender inside Arma reforger tools.
I have import the p3d and after i want export them in FBX. But i have this error.
I have to rename to remove all " . " in Scene collection to work ?
Thanks for your help
all of those materials have "." in the name. Remove the Invalid character from the names.
first time making helmet cover
Nice, you should throw it in zbrush after retopo and give it some fine details 😄
Almost ready for substance painter once I get the subframe on
Good, was about to say the texture but then I reread 😂
Hello,
I have some problem with my assets in fbx to import in workbench. I have read somewhere Reyhard said it's a wrong game materials assigned to colliders. But like you see in my screenshot no material are used. What i can do for resolve this ? Thanks for your help 😉
ah, you don't have any materials at all - this is not allowed too. You need to assign there something - otherwise some default material might get randomly assigned
Thanks, for the answers. Problem solved. Let's go next step to import this Jackal in Enfusion 🤣
can you show me the layout of the helmet /2d pattern view, just curios how you put yours together
took a lot of inspiration of how m1 helmet covers are actually stitched together, trust me it isnt much, most of the excess bottom mesh will be cut off due to the liner occluding the view underside
also yes i eyeballed the vegetation slits 😆 they dont look too bad though tbh
nice man 🤣 looks really good
lmao i dont use marvelous very much so thats the best you will be getting from me most likely 🤣
Does anyone have a suggestiong for a good weapon modding tutorial? The wiki is good but is still lacking
I dont think you will find a better one tbh. The wiki for Weapon Creation/Weapon Modding is far more detailed compared to e.g the vehicle creation one
Streamlight Sidewinder flashlight I did real quick.
This is how you are suppose to use MD. Stitch your items as you actually would irl.
Why is this entrance floor not in the UTM_FG_brick collider? Is this intended?
{B054B8C437B0154C}Assets/Structures/Houses/Town/House_Town_E_2I03/House_Town_E_2I03.xob
its nice hearing that from the master 😉
Hello there model makers! Coming to you for support about an issue I’m experiencing. I have a uniform model I’m creating, I’ve made for it 4 custom parts: 2 patches on the arms (left and right) and 2 patches on left and right pectoral. I’ve skinned them assigning the vertex groups, I’ve given them armature modifier with preserve volume feature and I’ve placed them properly so that the texture are placed right above the jacket touching it but not intersecting. Then I joined the meshes and the result looks nice on paper. However as soon as the model is loaded in game right arm patch gets distorted by the arm movement and right pectoral patches gets so distorted that the text in it moves out of it. What am I doing wrong? Any idea on how I could make it so that it moves naturally with the jacket without being distorted with movement? Thank you in advance for your support!
That be a weight paint issue by the looks of it
That’s just a trail by error fix until you balance the painting the way you want it to react in game
@indigo halo
Mmm ok, I weight painted it the same way I did for other equipment pieces following the guide. At this point I think i have to change something. Like maybe reducing weights on the parts that should be more flexible?
My mesh is all blue, shall I paint it toward red to avoid it deforming?
You shouldn't be manually weight painting. You should transfer weights to begin with then alter them to get the desired results.
Like Zelik said, transfer the weights then tweak certain areas.
Aye I did a full transfer weight, what I did not do up until now is assign it to specific vertex groups
Dunno if it might help
Transferring weights creates the vertex groups and assigns portions of the model to those groups.
Mmm fine, then I’m at a loss on how I could fix that 🙁
in regards to tansferring weights, so i have all these other vertex groups that aren't relevant to the items i wanna import over. Question is, am I supposed to delete them? Would there be any negative-drawbacks of leaving them? or deleting them?
This is the distortion I’m having just to give you reference
Last resort is that I’m going to paint it directly on the mesh without giving it a physical dimension
then thats the problem.
show UVs
How is it weight painted? For something like a shoulder patch you pretty much just need a single vertex group for the most appropriate placement
So if I wanted a patch on the left side of the chest, I'd use strong weight paint to rig it to the left pectoral section
What happened to your friend I killed that guy . HE CRIED LIKE A BITCH, VIETNAM
What I did was weight paint it starting from Body LOD0. So it has aaaaaaallll the vertex groups that body lod0 used in the Bohemia tutorials has. That’s where my limited knowledge stops
Delete all of them, find the most appropriate section of weight paint on your character model, and weight it to that section only. You just create a new vertex group, give it the same name as the section you want and then paint it
Will give it a go thank you 😊
So in principle is the same I did for the weapon when skinning the bolt
Will try to apply the same principle
How the hell i put textuers on this
You drag them into the BCR and NMO slots, if they exist.
If you don't have textures made specifically for that object, you will either need to create them (which is another topic), or to create multiple materials and assign them to triangles in your 3d software of choice.
did anyone else notice that colliders are not being imported from Blender anymore?
check the log, export settings, import settings
no error in the log but it doesn't get in whilst it did in previous objects i built the same way 😦
You'll want to create multimaterial for that
So properly set up uv mapping, creating mask to project correct materials on correct places and so on
Validate that the geo is correct, otherwise it won't import.
Thanks mate! It did help. My collider wasn’t correct so it was not being carried over
Hello, someone have already Import assets from Arma 2 ? I have try for the Jackal but it's Hard i think (and im a big noob too 😆)
Hello, one of the official samples is ported vehicle from A2 😉 https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCar
Thanks, i look at it. Next step is learn and hope i can make my Jackal work 😜
Hello everyone , i need to know if the part of tha animation of weapon is incoming on the wiki ? i realy need documentation for continue to work on my weapon project.If somones have information or tuto for me that's be cool
Hi. Please tell me if there is any way in the Arma engine to change the size of an object along different axes, and not the entire size as a whole? For example, in height or width
In import settings of source model
Other than that no
Although you can use some script hacks to achieve that
HI. I'm having this problem with some backpacks I've imported into the game. I've also tried doing manual paint weight but that doesn't seem to fix anything. So, imho, maybe I didn't do a good job with the weight paint or is there some other kind of problem that I don't understand? Some advice?
perhaps this part (single vertices over there) are weighted to more than 4 bones?
So, i just discover that the model fit with a bounch of bones, and the bones that have direct effect in the backpack are 7: Spine 5,4,3,2,1, and the shoulder. I delete two Spines (1 and 2), and it works better. Now i think to delete ore subtract paint in the Spine 3, hope this solve the problem!
@tidal latch solved. THX for help! Now i can finally import all the Backpacks!
its not component, it is a special material inside of the mesh
check materials assigned
Hello I'm currently making some custom clothing for reforger in blender. It's the first time I've went through a process like this but I'm making decent progress. I've got to the stage of having a few clothing items complete and wanted to start importing in to enfusion. Does anyone have a good guide on armature rigging or knows of anywhere I can find a usable rig?
Hi, take a look here https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation
Ahh perfect I missed that part on the wiki thanks!
You can hover over that number: "inherited prefabs count". So how many inherited prefabs deep the component comes from. e.g if you add a new component on the top prefab its 0
thank you sir
Can anyone from Bohemia chime in on this? Is there going to be a helicopter example mod we can download in the near future like the car and gun one?
There are helicopters in-game that you can just open in workbench, why have a seperate mod?
I mean same reason for all the other example mods, as an example.
All game files are there in wb tho, what's in the sample mods thats different?
I guess just to show it can be done, I mean I agree it’s in the files but why not yk?
whats the difference?
Guessing because if it was a sample, it could be loaded directly with models in Blender to apply directly. Rather than looking at the xob and prefabs. Not sure why it's a problem to ask for samples to learn from. 🤔
Are there any new optical packs on the workshop any know of? 😭 we need some spice if not! Lol 😂
Hey guys,
So making lods for my clothing model.
Facecount:
LOD0 = 95833
LOD1 = 45432
LOD2 = 22689
lOD3 = 10424
Would this face count be feasible in regards to LOD performance in arma reforger?
100k for a clothing is a huge overkill
Well, it's a belt and gloves with some attachments on said belt. More-so asking what good and balanced face count look like(Using decimate function) is really the crux of my question.
The ratio seems mostly fine, but that's still a lot of triangles
I would also recommend having a lot less triangles for your last LOD, so in your example maybe <5000 tris for LOD4, just in terms of ratio.
Well i only got the LOD0, 1, 2, 3. I should add another level? will the engine even pick up more than the first four levels?
I just meant making your last LOD a lot less complex than just 50%.
right so keep LOD3 under 5000k faces then?
It was just an example for ratio
Compared to the numbers you listed
For the actual numbers, I would suggest looking at the official assets
okay gotcha
For example, Jacket_Pilot_USSR_01 has these face counts:
11000, 5000, 2500, 1250, 250
As you can see it decreases by 50%, but then for the last one by over 75% (basically skipping one)
It also shows that 100000 is a lot, you'll want to heavily decrease this even for LOD0
okay thanks. So my statistics for my model look a little something like this. This includes the belt, attachments, and gloves that are attached to the armature. To simplify, what should my values for
Vertices:
Edges:
Faces:
Triangles:
look like for arma reforger?
as low as you can before it starts looking like ps2 graphics
aheem aheem
there are no precise target numbers, make assets have similar fidelity to vanilla
Hmm, i see, alright, time to figgagle with this then. Thanks top g
you can probably reduce this a lot without it being visible by just decimating up to 1 degree angle or whatever it is you guys do in blender
Also the pistol and mags shouldn't be a part of the clothing. Should make those separate and attach them
And if you use my character mod I have slots for gloves 😉
You can do a lot with fairly few triangles. This is LOD4 of that jacket I mentioned, it has just 250 triangles but still looks good.
Get outta here, get! get!
Nah i would, but i wanna make this fit into vanilla as much as possible without relying on another mod. but thank-you.
okay this clarifies alot. thank-you.
Got it, thanks big dawg. That's why you're one of the goats.
Idk how it works in blender tho
Alright so reduced everything down significantly. I think this should be good.
Decimate modifier can cause issues once you attempt to actually use the model in engine, so be wary of that.
I would also suggest looking into learning how to retopologize from a high poly to low poly model, allows massive detail to be baked in with lower poly counts.
Like messing up the weights im guessing?
It can, because the vertices it's painted to won't exist and/or be in a completely different spot.
Alright, So I'll just transfer the weights again and see if that corrects it.
For the sample rig more than anything but also to show the prefabs and submeshes etc etc.
but isnt it already possible to see in workbench?
I’m not smart enough to distinguish between a bone and memory point so I need to see how it’s done. Low IQ problems on my end require example mods 😅
The example mods have been incredibly helpful
i want aware that the samples came with full blender models, makes sense
doesnt it import unweighted joints as "memory points"?
red icon thing
or maybe it imports "memory points" as unweighted joints
not so much blends but a GitHub repository with all the source files for the sample mod, so the fbx files and textures. Real nice to have all the bones and dummies laid out already, wish there was an example one for the Mi8 and/or UH1... over 80 odd parts to the base rig, not to mention the rotors, etc (having example collisions up to date would also be nice)
dummies and unweighted joints look the same to me, I just don't know if the engine will deal with them equally or if it would cause issues
I've only ever used joints in my mods but I don't know what the difference is
all those dummies (one highlighted in orange), enfusion tools sorts into a 'memory points' collection in blender, and the rig/armature goes into a skeletons collection
Like Aussie said the decimate modifier can cause some serious issues once you get down to the appropriate vert count. You need to have good edge flow in areas that bend like the knees, elbows, waist, etc. The decimate modifier will take good edge flow and destroy it. As for the belt you shouldnt have this issue because it can be all weighted to one or two bones. That being said 30k tris for a belt at LOD0 is still extremally un-optimised.
Right, so what are some things i can do to optimise it more? and i get what you mean by the joints and etc. So essentially try to retain more vertices at places like elbows, knees, knuckles and etc?
You dont need more verts just nice edge flow. Notice how my edge flow in the knee area(whole model to be exact) for LOD0 is nice and tidy. Now look at the edge flow as soon as I use a decimate modifer on it. These areas will not bend smoothly and youll notice stretching in your textures.
Alright, back to the drawing board then. So what are some tools or techniques i can use to ensure good edge-flow? any guides on it?
The best way is to learn how to retopologize your high poly models then bake the details from the high poly into the new low poly that you create by retopologizing. Retopoflow 3 is a great blender addon for it. You can buy it or download it for free from github.
Aheem, aheem, aheem, whimper. Aight, I'll check it out and try it out. Thanks bruv' appreciate ya.
yop guys i need help for fix this , i want make rolled version of shirt but the arms is transparant ?https://imgur.com/a/UsTf6E2
Prefab settings in the clothcomponent for override meshes to hide, remove arms and see if that unhides it.
@last hill is working but i have this result
Can't view the image mate. 404
Is okey , thank you
On the topic of Blender add-ons, I can recommend mesh-online.net's bakers. Great for lazy people like me who can't be f*cked with weight painting and just want some buttons to click and get good results.
Hello Guys it's possible to remove some character in this game ? Because all time i make the weight painting , some of them appear good on the character and some time when the character change in game the 3D Model just get broke , but if i rework on it my model is not addapted for other character who appear great , with someone have an solution ?
hey mate, would you mind if you have time to take a pic of the pocket on the pants in this image? i struggle to get my topology right with nice flow on pockets so that may help me a bit
Like 3 clicks in Blender will get you good results. Transferring weights is pretty easy. I think most of the problem is, people are trying to make things for Reforger in Blender without any experience using Blender. That's like trying to write scripts without knowing what OOP is.
I don't use blender but it's quite rare for me to have poly reduction significantly damage weights in c4d (but I hope blender is better)
And I use Blender often and don't have those problems either.
Idk why Blender has different terminology for everything; It's confusing coming from other software where Blender has some stupid name different to the rest of the industry for every function.
isn't it the same with autodesk? c4d, blender, autodesk call some things differently
A little, less extreme
even worse, blender uses the wrong letter for up axis
it's like countries that drive on the left side of the road
Hope this helps
Never tried that one before. Been using simplygon for the last year. Just signed up for the free trial of InstaLOD so waiting to get my license to try that now. The pioneer license is free.
It's nice to find a Blender add-on to replace other tools in your workflow just so you're doing less import/export
Simplygon has given me great quick results but after looking into InstaLOD it looks so much more powerful so I am excited to try that.
Interesting it uses Unreal. I'm using an Unreal plugin to bake tree/vegetation billboards for Reforger
Or maybe it doesn't I Just googled instalod and first result was blurb about unreal ol
Houdini Poly-reduce SOP is best LOD tool I've used
It can preserve quads and edge flow
Okay this is what i'd like to have if it can do that. Is it a paid subscrition?
$270 a year. Not worth it for one SOP lol
Yeaaaaaaah, next, hahahah
There is a free "apprentice" version but it doesn't have any export SOPs so you can't get your model out of it. Maybe worth a try just to marvel at; it's an incredible software with a unique node- based workflow.
Hello, im new in Blender (Learning since 4 weeks). I have a small problem with my normals. Can someone please explain why all looks fine in Blender, but if i import i have this strange edges?
Are you adding the weighted normals modifer before exporting?
No, no modifiers
Add a weighted normal before exporting.
Make sure when you use the modifier you use shade auto smooth
If it still looks bad then it probally your edgeflow.
Idk if this is the right place to ask but how do you make the body/head go invisible/hidden when wearing something - to prevent clipping. I.E I want to hide the head/neck seams when wearing a helmet
Under the cloth component there is an array of meshes to hide
this refers to the mesh on the character
amazing thank you
What could be the reason that when I import .fbx models there just show lots of code?
are you baking your normals?
plus I wouldn't be using blender for texturing..
is there anyway to give an item a stackable quantity on the prefab with out scripting?
Because you need to right click the FBX and click import and register in Workbench. That will make you an xob file readable and workable in the tools.
Got this sort out 🙂 if anyone in the future wants to know
@sick shard it's best to just share what you've figured out so anyone wanting to know can see what you've done.
Can you use any rig or do you have to use the new reforger rig? A friend told me any rig works but I havent been able to get other rigs to work
I baked in Substance Painter.
Then there's something wrong with your mesh.
Ok thanks. i try to rebake it tomorrow, otherwise i check my vertex
Check for duplicates and flipped normals too.
Does anyone have a reforger refrence model like to show how tall a person is
you can get a character model in the enfusion samples, it comes complete with character rig, mesh and other kit, great for making animations or in your case getting a good sense of scale 👍 go here: https://github.com/BohemiaInteractive/Arma-Reforger-Samples you will find the character model in the folder "modded character" you should be able to append the file with ease in blender
Awesome thank you for the help!
Hello everyone, does anyone know how to remove the visibility of the headgear in first person?
add the opacity map to your material (.emat) and check off these two options in general
im trying to hide the lowest part of the neck but all the neck options I've tried havent worked (neck 1 to 4) does this lower part have a different name? I couldnt find it in the bones category or in blender
Yes, if you go into the xob itself, then look at the mesh components. I believe it is called Head_Neck
The bone names on the model sample are for the skeleton bones, not the mesh itself.
Why cant I move my objects in GM after placing them down?
It was head neck a I found it in the end, much appreciated
dope
did you place the objects while in GM or while in workbench? if the latter, did you put down a prefab or prefab-editable? (E_prefab.et) if prefab, that would explain it... just a hunch, don't ask how I know 😄
I put it down in GM
it was a long shot, oh well - I've had trouble with objects before that didn't have colliders, don't know if that will help or not. Maybe someone else has the answer.
Is there a way to make someone taller or anything like that? like if I wanted a uniform to make someone like a foot taller or anything like that?
would I need to enlarge the skeleton or something like that?
a lot of the animations have absolute bone positions so just making everything chonkier doesn't really work
so the result is dudes get enlarged horizontally and not vertically
so the only thing you can do is a ben swolo character this way
I haven't tried resizing the character by editing the transformation matrix though
ok its "possible" by setting the scale every frame which is very inefficient...
colliders seem to get buggy though
colliders dont seem to scale
so, not worth it probably
How hard is it setting up cars? I’ve been thinking about importing some that I have from A3
kick him! harness the true power of ragdolls
that is terrifying
this is what happens when you resize the character mesh and the armature #enfusion_configuration message
Demn Goliath
eh its not easy but also not too hard
theres somewhat of a tutorial for it
Oh shit, child soldiers mod. Win
I promise that this day forward, I will never think again about trying to make additional character heads for reforger, my skills seem to be a few arma series out of date 😆
lmao there seems to be hot demand for this mod
Honestly I would love this to be in the game, if we had a bunch of low poly ps2 soldier running around
I low key want to make a potato graphics mod
I’d use it
Victor B, Spectacles, Adam, Pitch 1.0
perfection
Anyone knows why i have a huge sphere in my prefab 😄
I generally avoid bools
topic please
sphere without collapsed modifiers before export?
ideally - nope (especially for game mesh)
So stick to loopcuts for windows etc?
yes (ish). You can further optimize these if you wanted to
YES! defeat the whole purpose of enfusion!
This is coming from one of the components - radio or supply iirc
looks like something from gmod 🤣
hey not sure if anyone can help me in here. but essentially im trying to add Redlines minigun to my Blackhawk to no avail. it is worth noting im trying to copy the BTR turret situation as reference. Any ideas to get this to work right?
can you explain the problem?
i add the turret along the ways that the btr is setup but when i even try to teleport AI into the helicopter, it doesnt recognize anything other than the base passenger seats and pilot
the turret doesnt get recognized by the game when im test world
does the minigun turret work elsewhere? like on a hummvee or btr?
nothing to work off of
Redlines blackhawk would be the only one but its still down
or my Darkgru vics but also down
what about duplicating a vehicle and changing the turret?
i can try that
it would help to see if its an issue with the turret or your vehicle

Have you tried the "Slot Mappers" at the bottom ? The BTR also has those. I never messed with them, but maybe that's the key 
Mentions stuff about a TurretCompartment and all
This is the update sofar, tried adding some components that were missing between the two
Got the ability for the helicopter to recognize the gunner spot but nothing happens when i occupy it. worth noting that the BTR turret is setup as a SCR_basemnager component or whatever and the miniguns to my understanding should be a slot manager
so i dont really wanna mess it up too bad
I'm not sure you're aware how faithful it is 😄
I’m experiencing an issue where after adding the M2 Gun mount to either vanilla or modded helicopters (same method as UAZ tutorial), causes the tools to crash.
Once I’ve adjusted the X,Y or X of the Turret the tool crashes and all attempts to reopen the prefab causes an instant crash
Slowly but surely learning blender, starting to look like a fence lol
lol that's why i don't like organic modeling lol
@wooden whale You can, I did it for DayZ a few years back. You have to do quite some work on the animation graph though (The entrie thing is done there)
It's the same setup in reforger, I had to do some smart things with blending and differential animations to get the animations to play nicely to shorter or larger characters
If you want it to work properly then expect to do quite some animation work as well
Ty
I might release it as a mod for both dayz and reforger

The main reason why I never did is because you have to modify the animation graph in multiple areas, and the animation graph is not moddable
It can only be replaced
meaning that I have to redo the entire thing on every update that changes the player graph
Damn
So it is a mod that is somewhat very expensive to mantain
I can imagine
I tried scaling the skeleton and uniform in blender but I just got lanky/wider depending on how I scaled
I did it before I joined BI, kind of forgot about it
But I appreciate the help
Yeah I did no scaling at all
The game does not support scaling well to begin with
You should never scale an entity at all
or scale a transform in this game
Just out of interest, is there a good way to make a gun fit base game animations?
I tried moving the guns in blender but didn't have any luck
ask in animation, that is more workflow and i have not gone too deep into weapon anim workflows
Will do, ty for the help regardless 🙂
yeah what I need is SetScale to persist
or something
Yeah but it is not supported in the game
A lot of things expect rhe transform to have a scale of 1
this is because of absolute position of bones in anim right?
wish I could just scale up the armature
@shell hedge player armature?
You have to recreate the bone hierarchy of the weapon you're trying to use animations for. And your model has to be pretty precise.
I just created a plugin to grab the bone data and spit it to a text file. Then made a blender addon to read said text file and create the bones in the correct orientation.
I may release a blend file containing the base weapon rigs at some point.
anybody knows where i can looking at for the real dimension of a ladder for Reforger? I think, i have seen it for a long time on the arma reforger wiki page...
Are those downloadable somewhere? That’d be pretty useful while attempting to create a weapon. My attempt at creating the M27 was successful but extremely painful 😊
messing around with textures..
isnt there a sample weapon in github?
Aye and I started there following it step by step. It was quite the effort on my end but in the end it payed off, not without couple of struggles here and there. That works for rifles dunno if it might work for guns too and eventually heavier weapons like the M249 you did
Elaborating a bit: bone placement is vital to have the model working correctly and it has a huge role also on the animation part. If I want to make other custom weapons which are not rifles, but let’s say handguns or MGs, would that structure work as well?
I know I’m asking a lot of questions but I’m building my knowledge starting from 0 and sometimes i end up not knowing how to move forward 😊
you can see the bones in the xob preview, I don't know if there is a sample for a pistol
Aye that’s what I usually do, I was wondering if there’s a way to extract it somehow. Manually reproducing it in blender might lead to mistakes
If you're making custom animations then you don't need to follow the vanilla bone hierarchy. As far as recreating the vanilla rigs, it's not hard. Just a lot of adjusting and reimporting.
Pistol was the one I first recreated by hand. Then I did the M16.
I’m trying to use vanilla anims as a base whenever possible, I have to be honest here. I’m trying to go through all the tutorials and stuff I see but when it comes to scripting and animating it just melts my brain 😊
I’d need a teacher here I guess 😂
Modding is too broad of a subject to teach someone. Especially if the person you're teaching has zero foundation to build off of. I.e. if you don't know how to work Blender, then someone can't teach you to make animations without first teaching you how to work Blender.
I managed to make an M27 which was working. I know something of blender having made some uniforms and equipment which I imported (and I’m using) in some mods. But I’m no expert for sure. As I said I did make an M27 with custom IK pose and few other anims I’ve made using the sample files. It works but I wouldn’t be able to tell if that’s enough to start something else from scratch 😊
no, there is not, either eyeball it or make new animations
alternatively make a script to log all bone positions and put that in your blender bones
That would be nice, if I knew how to do it 😊 I guess eyeballing is the way then!
hello, I have question about collision model, I have a palm tree asset that has a UBX collider mesh, but for some reason collision is not working in world editor.
Did you just drag in the mesh? If so, you'll need to add a RigidBody component and check 'Model Geometry'.
no mesh was already there, I got the model from a buddy, and he said the collider is not working, i opened the xob file in blender with enfusion blender plugin, and the collider is there and I asigned it its properties and in the workbench it recognizes the collider, but for some reason, the collider is not functioning in world editor, it acts as if collider is not there,
also, if i reimport the xob asset with new collider settings, will it automatically update for my trees in the forest generators?
if they are in prefabLlibrary
nm you answered my question,
for some reason its all blacked out for the layers,
You don't have to select a layer
Just tick model geometry
oh, gotcha give me a sec, do i do it to the prefab or the xob?
These layer options are already handled by what you selected in Blender
oh cool, yep cause i see the properties are already there in the xob
When you drag the XOB into the world, it becomes an entity with MeshObject. When you drag an entity into the Resource Browser, it becomes a prefab.
yes, so do i just delete the old prefab and drag this new one?
with same name?
to replace
I don't know what you're trying to do.
You can also edit the old prefab
Just select another XOB in the MeshObject component
still not working lol
I want this tree thats already placed down to have collision, the tree is in a forest generator
If you are sure it has a RigidBody component with "Model Geometry" ticked, then I would recommend having a look at the collider type.
Then edit the existing prefab
k
still not working, i believe its the collision mesh.
I checked the reforger xob tree, this one that I'm looking at has 6 colliders
each for diff parts of the tree
lol wierd physics stuff is happening, collision is working, but it seems to fall over when hit...
Do i have to specify its weight?
it should be around 500 kg
negative, it should be around 2000 kg
so it should not move when hit
WORKS, i had to make it a static entity. then set layer to TreeFireLayer
otherwise the tree has wonky physids
Thank u again Til! I will never forget your kindness
I'd suggest looking at vanilla trees to determine the proper layer presets your geos should have.
Does anybody know how to convert a p3d to fbx?
I installed the blender tools but I still can't import the p3d into blender
What p3ds are you trying to convert? @midnight gulch
weapon models
Be more specific
Where did you get them?
They're obviously binned otherwise they would import.
Which means you've probably gotten them from somewhere you shouldn't have.
Yeah, that's not how that works man. If you want to use models that belong to someone else you have to have explicit permission to do so.
didn't know about that , im sorry
use only the models you own - either made by yourself or purchased from a legit store.
I couldn't find this flux raider anywhere else so I thought I could use this model, I'm pretty much new here and didn't know about premission and stuff
sorry about that
I'm trying to get the instrument in my mh-6 working but when I try to get it working the workbench keeps crashing
are you trying to animate it with proc anims?
If yes, then proc anims require collider - this is known bug
I'm basically just replacing the uh1 cockpit xob
So I just need a Collider?
Yeah that fixed it thanks
Figured out my issue
Hi and Happy New Year to everybody. Someone have tips about rigging gloves? I have two different models but both give me some problem and the method I'm using seems a little tricky and I don't think it's paying off!
The hands are pretty tricky I ended up just hiding the hands since I was still getting a lot of clipping issues
In the end I tried that too, but I still see that it doesn't work well because it doesn't grip the objects correctly. The phalanges do not tighten as they should. So I tried to move each finger of the glove into the skeleton position, but it's still not working because basically the gloves lack a skeleton, so I should first create the bones for the gloves and then try to position them in the best way, but I It seems like a bit of a complicated process, I was hoping there was a less laborious method. Furthermore, Reforger's reference model has fingers affected by arthritis, they are all bent, while generally the hands of the other metahumans I've tested on are open... I don't understand the point of making things more complex than they should be. UX Designer, these strangers! 🤣
All you have to do is form the glove to the hand then transfer the weights. You can then choose to hide the mesh or no in engine. If you decide not to hide and see some clipping just assign the material to the glove in blender, then go to scult then start inflating the glove model. I say assign the material so you can keep an eye on the texture as you are inflating it so you can see if you are destorying the texture. Worked for me.
Hey there! I’m reworking a model with patches on the arms and I would like to ask if anyone has a better method of attaching said patch to a model in blender (separate meshes) maybe with modifiers. Curved surfaces are a bit of a struggle to attach stuff onto, is there a way with a modifier which doesn’t require (much) sculpting?
Thank you Stev-E I tried that but results are a bit fancy. Will give it another go!
a couple of pointers; use "Project" wrap method, and make sure your patch has similar or higher density of verts than recieving surface. After projecting, move it very slightly above the surface of the mesh to avoid clipping.
Ok so I will start by subdividing it to increase the overall verts. I will try with your hint. Thank you very much!
Preferred method is on surface?
yea, each vert moves along defined axis until it hits surface of target mesh, then it stops