#enfusion_model

1 messages · Page 13 of 1

lapis vault
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looks like I'll need to tighten that belt lmao

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🤷‍♀️

shell hedge
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yea the weight "leaks" into the other leg

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at the cheeks

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maybe thats why

lapis vault
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K i will try to soften that then

lapis vault
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I got it a little better I think, but man honestly I really wish I had something to compare it too.

fathom elbow
lapis vault
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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

patent finch
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digged an old model and working on it for the arma life enjoyer

neat canopy
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Are lightportals already implemented and functional?

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When I turned on GenerateBSP, like described in Wiki, in ReforgerTools it crashes instantly

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This is what I got in blender, the VolBox is working with the InvironmentProbe but not the Portals... :/

calm rune
# lapis vault

You want to leak it onto the other leg slightly then smooth out the edges.

sullen yacht
calm rune
sullen yacht
neat canopy
bleak depot
neat canopy
ancient walrus
ancient walrus
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yes doors 1 bone and empty slots for axis pap and siga etc

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but the model doesnt import to .xob or into blender with dorrs1 selection

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doors1*

tidal latch
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can you post pic from Blender?

ancient walrus
tidal latch
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you don't have vertex groups + armature modifier

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see Mesh Skinning part of page that I've linked above

ancient walrus
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yeah i deleted them and tried calling thw whole model doors1 for a test

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even with vertexgroup doors1 on import just the bone would move because selection doors1 didnt seem to exist

tidal latch
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you are missing armature modifier too

ancient walrus
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hmm thats new ill check that out .

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you mean the armature modifier in the skeletons lod isnt right ?

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must be the import of original p3d messed up ill go through it again

tidal latch
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no, I mean armature modifier in object

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@ancient walrus

ancient walrus
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ok i shall , i didnt see that because i was on Assset prep in Props

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charcter stuff i understand (ish)

tidal latch
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ah, I will add mention of it on Prop page

ancient walrus
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thanks for help much appreciated

woven swallow
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I'm here to annoy with my house 😛

lapis vault
ancient walrus
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@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

ancient walrus
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😉 cheers i need to get off the prop section

tidal latch
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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

ancient walrus
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thanks that soreted it
do you know what causes the flickering of the action Ui ?

tidal latch
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you are on the edge of action range?

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some geometry could also obstruct it

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there are debugs for actions

ancient walrus
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Probably geometry I’ll look at Debug cheers

woven swallow
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I'm almost done with this house.
Verts: 38k
Faces: 33k
Tris: 66.5k

ancient walrus
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Chuck some dirt at it 🙂

lapis vault
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I am having the most confusing absurd bug in blender and its making me want to 😢

I cannot solve this

zenith quartz
calm rune
zenith quartz
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It looks a lot like the houses I see in New England haha.

steel hare
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Hej everyone, is there a poly limit for objects such as buildings etc?

woven swallow
woven swallow
zenith quartz
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Ah okay haha.

sly bridge
sly bridge
woven swallow
lapis vault
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I fixed it. Freaking lighting was broken on an object because edges wouldn't retain mark sharp

lapis vault
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nevermind I guess. Blender is ignoring sharp edges and lighting is fubar. sigh

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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.

covert dune
steel hare
neat canopy
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Just take a look on Bohemias buildings polycount/facecount and take that as oriantation. And for sure make distance LOD‘s 🙂

indigo halo
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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:

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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?

tidal latch
indigo halo
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They don’t when I place it and import it in reforger it becomes suddenly empty and no object is shown

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Pouches are patented with relations to the object

indigo halo
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Rephrasing: the armature modifier makes my mesh disappear once imported. Maybe it conflicts with the relation attribute?

tidal latch
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Yes, for pouches don't use relations

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Use skinning instead. You can also put pouches in separate fbx files and then attach them via slot system in game

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Take a look at Alice systém in game

indigo halo
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Thanks! With skinning you mean the armature modifier + weight paint right?

tidal latch
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Yes

indigo halo
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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?

indigo halo
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@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?

tidal latch
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Why it's lengthy? If you wanted to use relations, then skinning everything to one bone would be equivalent

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As for plastic gray - might be because of vertex colors

indigo halo
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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

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The weapon mesh skinning guide confused me a bit especially about vertex groups creation

tidal latch
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Also, have you took a look at Alice gear and how every object is attached?

indigo halo
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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

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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

tidal latch
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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

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Can you perhaps share pic from blender?

delicate condor
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Never good idea to put deadlines or schedule on learning modding. It takes what time it takes

lapis vault
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it is nice to have goals and challenge yourself though meowthis even if you cant always meet it

indigo halo
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I actually made it!!!

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I took inspiration from your hints and I went the ALICE way

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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 😊😊😊

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@tidal latch especially to you

tulip nymph
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Anybody make any nice palm trees or know where I can find palm tree models?

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I need a good smorgasbord of tropical vegetation. Hornbeam kinda looks good but I need less temperate and more subtropical plants and brush.

serene saddle
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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?

sly bridge
serene saddle
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ah

calm karma
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Any idea how to fix this error with my prefab?
"can not be registered at ModelSwitchManger because it doesn't have valid mesh object"

dreamy canyon
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Hello, Can I get a document for "Material" in Enfusion Blender Tools?
I cannot find it 😥

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I'm making a new weapon.

surreal ore
surreal ore
dreamy canyon
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I know the materials do, but it printed "Material001 is not an Enfusion material."

tidal latch
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if you are not retexturing, you can just use MatPBRBasic instead of MatPBRCamo

calm karma
surreal ore
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Makes sense as a prefab isn't a mesh lol

neat canopy
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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...

neat canopy
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Also got the Lightprobe in the Prefab

surreal ore
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@neat canopy Like this?

neat canopy
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Only Windows for now

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Assigned the material names

surreal ore
neat canopy
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But okkkk I understood more now. Will try now to make it work thx for now

dreamy canyon
inner girder
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Does anyone use Nomad to do hardsuface modeling? I did a crash course today and might have some questions

shell hedge
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just post your questions man

inner girder
# shell hedge 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?

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I’m also confused on how to change the size of the alpha that projects onto the model

sly bridge
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sorry, would love to help but what is the question here in regards to this particular channel - model_makers?

tidal latch
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which is more configuration problem, not model one

brisk root
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Would anyone be able to take the time to explain how to take the mag an scope to make it sepreate

lapis vault
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New project who this? (if you can identify what this is you can have a metaphorical cookie)

spice topaz
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Longer body

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Bayonet thing messing with me

lapis vault
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They're about the same I think actually

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length that is

spice topaz
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Found it

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VZ.52

lapis vault
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good job 🍪

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right now Im having all sorts of trouble with the workbench but ah well

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I might just have to figure that part out tomorrow or something

steel hare
neat canopy
lapis vault
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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

surreal ore
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@steel hare@neat canopy

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simple test, 1 mile cube above the test terrain

neat canopy
surreal ore
tidal latch
neat canopy
steel hare
lapis vault
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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?

shell hedge
tidal latch
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and IK anim

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if you want to reuse player animations, then you might need to position your weapon close to vanilla one

lapis vault
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joy

inner girder
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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

shell hedge
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pbr multi would be reasonable to use here as it would make it fit in better with vanilla stuff

lapis vault
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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?

surreal ore
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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.

lapis vault
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👍

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can I not simply move Prop.R to a more appropriate position in the animation? Or will that cause problems in the engine?

surreal ore
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Doesn't it make more sense to just properly orient your weapon, as to follow standards?

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Instead of making all of your animations have an offset?

lapis vault
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probably

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I've literally never animated before, so this is all fundamentally new to me

surreal ore
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I'd suggest properly configuring your weapon before trying to animate.

lapis vault
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will do, reimporting the model to the workbench shouldnt be a big deal either

young shard
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Doing interior work for a Frigate.

jade mason
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Looks absolutely beautiful

young shard
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Very WIP.

lapis vault
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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

last hill
# lapis vault I cant figure out why for the life of me the magazine is higher up than it shoul...

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

lapis vault
last hill
lapis vault
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Correct

last hill
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Hmm seems to be something not correctly set but without shots of everything I can't say what

wicked jasper
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Can you show the xob with the slots and snap points?

lapis vault
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I'm not at the computer now but later I can check the prefabs again. That's the only thing I can think of

misty solstice
lapis vault
lapis vault
wicked jasper
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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.

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So basically

lapis vault
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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

wicked jasper
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nvm then

lapis vault
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but this only happens in the animation editor, which is really confusing

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animation is hard notlikemeow

wicked jasper
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I guess its just as everything else in life 😄 Once you more or less undestand how its working its just gathering experience

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But understanding a new topic for the first time that you know what you have to do is always hard

lapis vault
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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

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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

wicked jasper
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oof

tidal latch
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Animation editor does not read data from prefab - it is just a model

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If you want to snap child prefab to something, then set it in animation editor

lapis vault
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incredible, so yes, you are right. I did not have the child bone set in the animation editor. So thats fixed now

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it did not occur to me to check that here

tidal latch
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As for graph - what errors do you have?

wicked jasper
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When you guys are done i might got a question for you also reyhard 😄

lapis vault
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when I copy an animation graph, for expample here the m21, nearly the entire node tree has these errors that appear

tidal latch
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How did you created .Aw file?

lapis vault
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iirc I used duplication of the m21.aw

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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

lapis vault
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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.

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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

lapis vault
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I don't understand anything anymore, nothing I do related to this animation tutorial seems to work as intended or shown, stress

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any attempts to duplicate existing templates or replace with existing bring back errors and dont work or change anything

lapis vault
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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.

lapis vault
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im just gonna go cry in the shower or something

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sounds more productive

lapis vault
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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.

tidal latch
lapis vault
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So I need to follow that same process with "create empty" Checked?

lapis vault
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Well thanks, I solved that problem. the animation is still warped like above though in world editing.

tidal latch
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yes, in any case, this discussion belongs #enfusion_animation since quite few posts already 😄

sly bridge
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@covert shore - wrong channel. Please keep this exclusively for model making discussions and not inquiring what other people might work/make or not

inner girder
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Working on a destructible object

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About 30% done. (Any guesses on what it is lol)

spice topaz
inner girder
spice topaz
jade mason
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I don't know if it's a handheld thing or a vehicle sized thing

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If the latter I guess a radar?

willow sage
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From Left

karmic adder
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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.

spiral hedge
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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

crimson nexus
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I have a new problem, imported a bunch of models and never seen this

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some of the textures are appearing black without anything defined in the materials... and the black mesh areas are unaffected by the material colors

surreal ore
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@crimson nexus the verts are painted. Open it in blender and repaint them from black to white.

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Just open vertex paint mode and press shift-k.

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With white selected as the color of course

surreal ore
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No worries

inner girder
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A bit more work on this project.

dense plover
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What air defence doing

indigo halo
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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?

inner girder
indigo halo
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Guys I’m debugging my optic, it looks like that and I’m not quite sure how to fix it. Any idea?

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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

wicked dirge
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you are sure the optic reticle is dead center on the crosshair in the reticle texture?

indigo halo
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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 😅

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It flashes just briefly and then it’s gone

indigo halo
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Even following collimator guide closely I cannot manage to make it appear 🙁

tidal latch
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you are not combining collimator and 2d optic?

indigo halo
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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

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I was considering now building it as PiP optic but I’d like to make it work the right way

indigo halo
tidal latch
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So is it combined now?

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Have you tried comparing it with sample?

indigo halo
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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 😊

tidal latch
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you cannot remove inherited component

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you can only disable them

last hill
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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.

sly bridge
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@leaden wasp wrong channel

wary inlet
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i hate how i can read that so well 🙃 🇦🇺

indigo halo
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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?

heavy musk
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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

coarse peak
heavy musk
last hill
inner girder
sand pagoda
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brosky, you should use different 3d editor for this

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you cant get models from this thing working in reforger

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try blender, its simple enough for a begginer and also there is a ton of guides in internet

inner girder
# sand pagoda you cant get models from this thing working in reforger

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.

eager hill
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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

inner girder
eager hill
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here is a quick demonstration

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it's as good as it gets for free

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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

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default smart uv unwrapping is quite bad, so i wouldn't recommend using it

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also an asset like the one you're doing should be textured with multimaterial workflow instead of the normal one

inner girder
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Wait I might be mistaking pbr nodes for baking multimaterial

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Looks like I can multi-material bake in nomad too

inner girder
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Appreciate the help

knotty ledge
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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.

sly bridge
knotty ledge
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Ok thank you for your opinion 👍

faint fractal
zenith quartz
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Chamferzone's revolver tutorial if you want to do weapons.

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Or the flashbang by the same person, which is on YouTube.

covert dune
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The flashbang one is great, deffo learned some new stuff. +1 meowheart

sly bridge
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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

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also yes, chamferzone is decent

faint fractal
languid current
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I need some custom assets like huts trees tunnels etc where can I get them

inner girder
slim knoll
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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"

slim knoll
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And bcs of that, making textures becomes a nightmare as it register those as wrongly facing faces.

eager hill
slim knoll
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Thank you. :)

wary inlet
faint fractal
tight pulsar
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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

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I am considering doing a red dot for it but i don't quite know how Arma handles it best

tight pulsar
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Oh. Does that apply for A3 too?

eager hill
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No, it's a bit different iirc

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That's not a channel for A3 tho

tight pulsar
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Aah okay cheers

eager hill
tight pulsar
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I've been fretting between ladder or red dot in modelling and stuff cause of how techn-

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You know, now i just realised i posted in the wrong channel lmao

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Apologies my man

kindred belfry
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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.

delicate condor
kindred belfry
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Thanks! Working through Blender tutorials atm

sly bridge
kindred belfry
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Well, that's a start 😅 Will report back in the distant future...

wicked jasper
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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

primal prawn
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anyone got any ideia why my model is being imported in that way?

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blender view

sand pagoda
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apply rotation in blender

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ctrl a apply rotation

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for all objects

primal prawn
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yeah I fixed that

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one object was missing the armature

neat canopy
unreal sable
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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.

  1. Which textures sizes are the best recommended for Enfusion, I think is 2048?
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  1. 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?
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  1. 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?
  2. 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?
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Thanks

modest hemlock
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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?

modest hemlock
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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?

neat canopy
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  1. I am not sure but with 2048 it should be fine.

  2. 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.

  3. 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.

  1. You dont need to publish. Open your map and go to your Projekts options. There you can add project dependencies like your building.
modest hemlock
neat canopy
# modest hemlock I've been staring at the site for ages and just can't seem to get it. I'm a tota...

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.

unreal sable
sly bridge
unreal sable
#

Yeap, substance exported a file for each layer. Seems I will need to pack various elements in a single texture map.

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For example grouping all the first floor elements inside the same uv map packed together

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But when I do the uv/pack in blender some of the UV faces change orientation and distance generating distortion in the UV

last parcel
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right yea don't do buildings like that use Masks instead and do it like BI did it, its much easier

neat canopy
neat canopy
neat canopy
leaden chasm
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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?

unreal sable
#

or is there an addon that helps with UV unrawp, packaging and making sure all is grouped efficiently

neat canopy
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To apply scale, rotation etc. You have to select your object and press STRG+A

neat canopy
unreal sable
#

here is my test on pack islands together

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but the UV got distorted, so I will need to retexture it

neat canopy
leaden chasm
neat canopy
leaden chasm
sly bridge
unreal sable
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Ok, I applied all the transforms, now should I try to select different elements (All first floor for example) and then pack islands?

neat canopy
leaden chasm
eager hill
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It doesn't. GPU stores all used textures as one big image

modest hemlock
sick shard
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Have you setup the geometry in the import section of the model?

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Should be in where you go to reimport the .xob

modest hemlock
# sick shard Have you setup the geometry in the import section of the model?

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)

neat canopy
neat canopy
modest hemlock
neat canopy
woven swallow
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I just made this in a couple of minutes. any inputs?

modest hemlock
woven swallow
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Another variant. trying to creat the oil painting effect by generating a normal map lol
any inputs are appreciated.

woven swallow
spiral hedge
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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.

iron brook
spiral hedge
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Just used the same. So, i need the model without Bones and put this in the Item Model Slot of the Prefeb?

sly bridge
modest hemlock
# neat canopy Could be. If still Not working, use UTM_ . Then your collider only has to be a t...

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.

neat canopy
modest hemlock
neat canopy
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No, you dont need a Armaturen

modest hemlock
inner girder
inner girder
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Looks great though good job 👍🏼

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The wood grain and the weathering on the frame looks legit.

modest hemlock
neat canopy
modest hemlock
fast notch
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The model has the UTM extension, but when I add it to the game, it is not visible. What should I do?

neat canopy
unreal sable
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Hi, I'm about to import my first building in enfusion, tried to do the best I Can. Whish Me Luck.

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I dont know what are volumetric boxes, I didnt includ them

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also I added some boxes in each window and door as light portals

unreal sable
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seems my colliders are bad: Non orthogonal transformation on collider 'UBX_InnerWallPrimerPiso12'

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how can I solve this?

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Forget it, I appliead transfomrations

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Hy Guys what means Wrong GUID/name for resource

unreal sable
vale cradle
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Hiya anyone got the list of the bone that Hideable here ? or it is using bone name

modest hemlock
#

it’s coming

unreal reef
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True

bleak depot
fast notch
neat canopy
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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

modest hemlock
lost narwhal
rapid turtle
fast notch
#

Please tell me how can I do two sided render on the plane?

shell hedge
granite marsh
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Current wip anyone know if it possible to import multiple materials for objects with multiple meshes

modest hemlock
tacit eagle
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i think it has too much polygons.

last parcel
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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.

calm rune
#

That is stolen.

tacit eagle
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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.

tacit eagle
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well, screw it, im not gonna use it

granite marsh
tacit eagle
#

is this real life?

granite marsh
#

no lol

#

its based on real life

tacit eagle
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impressive

spiral hedge
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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?

sly bridge
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no mate, i meant the roughness channel :))

tacit eagle
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btw, I never said I'm gonna using ripped model tho

jade mason
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I'm a ripped model 😉

stable hemlock
#

Is it somehow possible and allowed to get buildings from DayZ SA into Reforger?

thorny cobalt
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not allowed no

leaden trench
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Any update on Arma 3 licensed data package?

thorny cobalt
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negative

spiral hedge
#

@thorny cobalt DO you know somethin about "Mesh hiding" in reforger?

thorny cobalt
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no

stable hemlock
# thorny cobalt not allowed 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

thorny cobalt
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¯_(ツ)_/¯

sullen sable
faint scarab
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Hi, I would like to replicate this glow in the eyes of the NVG, does anyone have any advice?

dusty plume
leaden trench
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same like you would put any light expect it's on character slot

shell hedge
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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

native forum
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oh no, a3 light limit ptsd kicking in notlikemeow

mint hollow
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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, 😄

faint scarab
sleek forum
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How do I add my models to Gamemaster?

sly bridge
tacit eagle
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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

sick shard
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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?

grizzled kayak
spiral hedge
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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.

unreal sable
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Does anybody how to create pbr multi materials?

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because for a bulding i have like 24 materials weighting 300mb

sleek forum
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So how do I make my models placable via GameMaster?

shell hedge
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you already got a response to your question when you asked it here

spiral hedge
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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

tidal latch
spiral hedge
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So, i can use _item Version on Mesh?

tidal latch
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in MeshObject component, yes

wicked jasper
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How do you set that up?

sleek forum
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Thanks

spiral hedge
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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.

fast notch
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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

spiral hedge
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Applyed Transforms in Blender?

fast notch
spiral hedge
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Yes

last hill
spiral hedge
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i disabled deflated

last hill
spiral hedge
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OMG

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There is a + by worn Model 😦 shame

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Ok, so now the Itam on the ground and the worn is right.. the Preview Render (inventory) is still wrong?

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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++

woven swallow
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WIP: Some one wants to go hunting?

calm rune
young shard
calm rune
calm rune
young shard
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Hmm

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I see he does have a lot of stuff.

woven swallow
# calm rune When do we get to see something in engine?

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.

young shard
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Ive got one active group that I'm in.

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But do a lot of stuff I want to do in the moment that later I end up stop doing.

woven swallow
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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.

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I get bored and keep switching to other unfinished models.. but then again nobody is pushing me haha

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I do have finished models tho

young shard
woven swallow
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haha yeah

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I feel ya

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today i felt like working on my shotgun..

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tomorrow i could work on my house model

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and so on

young shard
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Just like how I'm currently making a BF 109.

woven swallow
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BF 109 ?

calm rune
#

WWII fighter

young shard
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German WW2 plane.

woven swallow
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the plane?

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a

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right on

young shard
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Im probably gonna end up abandoning it though lol.

woven swallow
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I do have a plane model somewhere (Unfinished model) haha

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this is my lastest finished model haha nothing crazy..

young shard
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It is very nice.

woven swallow
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thanks

woven swallow
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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" ).

sleek forum
#

also is it ok to leave LOD factors as they are? or is it better to change them? For FPS?

sleek forum
#

this made me confused when checking out these two vanilla assets. Can someone explain please...

young shard
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I want to try and make some unreal environment art so I can get a portfolio up.

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So Im probably gonna start doing that.

slim knoll
#

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.

wary inlet
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wind on the vegetation material looks a little jank on fronds, but overall looks decent in engine despite my dreadfull screenshot skills 😆

sleek forum
wary inlet
sleek forum
wary inlet
sleek forum
fast notch
coarse peak
spiral hedge
fast notch
fast notch
spiral hedge
#

Does anyone know how i can tranform the Value 120 to -120 in the Animation Editor?

fast notch
spiral hedge
blazing agate
#

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".

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when placing the prefab on a worldtest

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still passingthrough the object

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if any more info is needed to know what's going on, I'll provide it

wicked jasper
blazing agate
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yep

blazing agate
blazing agate
wicked jasper
#

Tick Model Geometry and try again

blazing agate
#

okey

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Now is working

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thanksç1

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!

wicked jasper
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👌

covert rune
#

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

surreal ore
#

all of those materials have "." in the name. Remove the Invalid character from the names.

wary inlet
#

first time making helmet cover

plush shard
inner girder
#

Almost ready for substance painter once I get the subframe on

woven swallow
#

Done modeling parts. next UV's and textures.|
Any inputs?

spice topaz
covert rune
#

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 😉

tidal latch
#

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

covert rune
#

Thanks, for the answers. Problem solved. Let's go next step to import this Jackal in Enfusion 🤣

plush shard
wary inlet
#

also yes i eyeballed the vegetation slits 😆 they dont look too bad though tbh

plush shard
wary inlet
turbid tendon
#

Does anyone have a suggestiong for a good weapon modding tutorial? The wiki is good but is still lacking

wicked jasper
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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

zenith quartz
#

Streamlight Sidewinder flashlight I did real quick.

calm rune
reef sun
#

Why is this entrance floor not in the UTM_FG_brick collider? Is this intended? notlikemeow {B054B8C437B0154C}Assets/Structures/Houses/Town/House_Town_E_2I03/House_Town_E_2I03.xob

wary inlet
indigo halo
#

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!

coarse peak
#

That be a weight paint issue by the looks of it

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That’s just a trail by error fix until you balance the painting the way you want it to react in game

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@indigo halo

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?

indigo halo
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My mesh is all blue, shall I paint it toward red to avoid it deforming?

surreal ore
#

You shouldn't be manually weight painting. You should transfer weights to begin with then alter them to get the desired results.

calm rune
indigo halo
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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

surreal ore
#

Transferring weights creates the vertex groups and assigns portions of the model to those groups.

indigo halo
#

Mmm fine, then I’m at a loss on how I could fix that 🙁

lucid crystal
#

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?

indigo halo
#

This is the distortion I’m having just to give you reference

indigo halo
#

Last resort is that I’m going to paint it directly on the mesh without giving it a physical dimension

woven swallow
#

show UVs

tacit eagle
#

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

rapid turtle
indigo halo
tacit eagle
indigo halo
#

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

tacit eagle
#

How the hell i put textuers on this

karmic adder
#

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.

indigo halo
#

did anyone else notice that colliders are not being imported from Blender anymore?

ember fable
indigo halo
#

no error in the log but it doesn't get in whilst it did in previous objects i built the same way 😦

delicate condor
#

So properly set up uv mapping, creating mask to project correct materials on correct places and so on

surreal ore
indigo halo
#

Thanks mate! It did help. My collider wasn’t correct so it was not being carried over

covert rune
#

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 😆)

tidal latch
covert rune
karmic hill
#

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

fast notch
#

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

tidal latch
#

Other than that no

#

Although you can use some script hacks to achieve that

faint scarab
tidal latch
#

perhaps this part (single vertices over there) are weighted to more than 4 bones?

faint scarab
faint scarab
#

@tidal latch solved. THX for help! Now i can finally import all the Backpacks!

tidal latch
#

its not component, it is a special material inside of the mesh

#

check materials assigned

acoustic vessel
#

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?

acoustic vessel
#

Ahh perfect I missed that part on the wiki thanks!

reef sun
#

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

inner girder
#

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?

wicked dirge
#

There are helicopters in-game that you can just open in workbench, why have a seperate mod?

spice topaz
wicked dirge
#

All game files are there in wb tho, what's in the sample mods thats different?

spice topaz
sand pagoda
#

whats the difference?

last hill
#

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. 🤔

silk monolith
#

Are there any new optical packs on the workshop any know of? 😭 we need some spice if not! Lol 😂

lucid crystal
#

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?

sand pagoda
#

100k for a clothing is a huge overkill

lucid crystal
karmic adder
#

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.

lucid crystal
karmic adder
#

I just meant making your last LOD a lot less complex than just 50%.

lucid crystal
#

right so keep LOD3 under 5000k faces then?

karmic adder
#

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

lucid crystal
#

okay gotcha

karmic adder
#

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

lucid crystal
#

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?

shell hedge
#

as low as you can before it starts looking like ps2 graphics

lucid crystal
#

aheem aheem

shell hedge
#

there are no precise target numbers, make assets have similar fidelity to vanilla

lucid crystal
#

Hmm, i see, alright, time to figgagle with this then. Thanks top g

shell hedge
#

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

surreal ore
#

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 😉

karmic adder
#

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.

lucid crystal
#

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.

lucid crystal
shell hedge
#

Idk how it works in blender tho

lucid crystal
last hill
lucid crystal
last hill
lucid crystal
inner girder
wicked dirge
inner girder
#

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

wicked dirge
#

i want aware that the samples came with full blender models, makes sense

shell hedge
#

doesnt it import unweighted joints as "memory points"?

#

red icon thing

#

or maybe it imports "memory points" as unweighted joints

crimson nexus
# wicked dirge i want aware that the samples came with full blender models, makes sense

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)

crimson nexus
shell hedge
#

I've only ever used joints in my mods but I don't know what the difference is

crimson nexus
#

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

calm rune
# lucid crystal Alright so reduced everything down significantly. I think this should be good.

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.

lucid crystal
calm rune
lucid crystal
calm rune
lucid crystal
karmic hill
last hill
karmic hill
#

@last hill is working but i have this result

last hill
karmic hill
#

i need to addapt my shirt now ?

karmic hill
#

Is okey , thank you

leaden trench
untold halo
#

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 ?

pure kayak
surreal ore
shell hedge
#

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)

surreal ore
#

And I use Blender often and don't have those problems either.

leaden trench
#

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.

shell hedge
#

isn't it the same with autodesk? c4d, blender, autodesk call some things differently

leaden trench
#

A little, less extreme

shell hedge
#

even worse, blender uses the wrong letter for up axis

#

it's like countries that drive on the left side of the road

calm rune
leaden trench
calm rune
leaden trench
#

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

calm rune
leaden trench
calm rune
leaden trench
#

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.

spiral hedge
#

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?

calm rune
spiral hedge
calm rune
spiral hedge
#

Any special settings?

#

Model looks just sh*t now, but edges are still there

calm rune
#

Make sure when you use the modifier you use shade auto smooth

#

If it still looks bad then it probally your edgeflow.

wooden whale
#

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

deft owl
#

Under the cloth component there is an array of meshes to hide

#

this refers to the mesh on the character

wooden whale
#

amazing thank you

crimson patio
#

What could be the reason that when I import .fbx models there just show lots of code?

woven swallow
#

plus I wouldn't be using blender for texturing..

sick shard
#

is there anyway to give an item a stackable quantity on the prefab with out scripting?

last hill
sick shard
surreal ore
#

@sick shard it's best to just share what you've figured out so anyone wanting to know can see what you've done.

wooden whale
#

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

spiral hedge
woven swallow
spiral hedge
woven swallow
hazy vault
#

Does anyone have a reforger refrence model like to show how tall a person is

wary inlet
# hazy vault 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

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

hazy vault
winter magnet
#

Hello everyone, does anyone know how to remove the visibility of the headgear in first person?

crimson nexus
wooden whale
#

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

midnight path
last hill
sleek forum
#

Why cant I move my objects in GM after placing them down?

wooden whale
shell hedge
crimson nexus
sleek forum
#

I put it down in GM

crimson nexus
#

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.

wooden whale
#

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?

shell hedge
#

nope

#

well, yes, but not with a button press

wooden whale
#

would I need to enlarge the skeleton or something like that?

shell hedge
#

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

wooden whale
#

damn

#

thanks for the help

shell hedge
#

I haven't tried resizing the character by editing the transformation matrix though

shell hedge
#

colliders seem to get buggy though

#

colliders dont seem to scale

#

so, not worth it probably

hazy vault
# midnight path

How hard is it setting up cars? I’ve been thinking about importing some that I have from A3

wary inlet
shell hedge
latent moon
#

Demn Goliath

midnight path
#

theres somewhat of a tutorial for it

tacit eagle
wary inlet
#

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 😆

wary inlet
grizzled pivot
shell hedge
#

I low key want to make a potato graphics mod

grizzled pivot
#

I’d use it

open tree
#

perfection

tacit eagle
#

Anyone knows why i have a huge sphere in my prefab 😄

hazy vault
#

is it okay to use boleans on models?

#

like buildings etc

tacit eagle
#

I generally avoid bools

sly bridge
sly bridge
hazy vault
sly bridge
#

yes (ish). You can further optimize these if you wanted to

wary inlet
tidal latch
tacit eagle
#

Awesome!

#

Thanks

plush shard
summer sierra
#

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?

shell hedge
#

can you explain the problem?

summer sierra
# shell hedge 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

shell hedge
#

does the minigun turret work elsewhere? like on a hummvee or btr?

summer sierra
#

nothing to work off of

#

Redlines blackhawk would be the only one but its still down

#

or my Darkgru vics but also down

shell hedge
#

what about duplicating a vehicle and changing the turret?

summer sierra
#

i can try that

shell hedge
#

it would help to see if its an issue with the turret or your vehicle

summer sierra
#

turret it seems

#

doesnt work on btr

shell hedge
covert dune
#

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 blobdoggoshruggoogly

#

Mentions stuff about a TurretCompartment and all

summer sierra
#

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

open tree
twilit hamlet
#

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

granite marsh
#

Slowly but surely learning blender, starting to look like a fence lol

woven swallow
fossil crater
#

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

fossil crater
#

I might release it as a mod for both dayz and reforger

wooden whale
fossil crater
#

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

wooden whale
#

Damn

fossil crater
#

So it is a mod that is somewhat very expensive to mantain

wooden whale
#

I can imagine

fossil crater
#

I think it would be a nice thing to have in vanilla

#

i will mention it

wooden whale
#

I tried scaling the skeleton and uniform in blender but I just got lanky/wider depending on how I scaled

fossil crater
#

I did it before I joined BI, kind of forgot about it

wooden whale
#

But I appreciate the help

fossil crater
#

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

wooden whale
#

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

fossil crater
#

ask in animation, that is more workflow and i have not gone too deep into weapon anim workflows

wooden whale
#

Will do, ty for the help regardless 🙂

shell hedge
#

or something

fossil crater
#

A lot of things expect rhe transform to have a scale of 1

shell hedge
#

wish I could just scale up the armature

surreal ore
#

@shell hedge player armature?

surreal ore
#

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.

bleak depot
#

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...

indigo halo
woven swallow
#

messing around with textures..

shell hedge
indigo halo
#

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 😊

shell hedge
#

you can see the bones in the xob preview, I don't know if there is a sample for a pistol

indigo halo
#

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

surreal ore
#

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.

indigo halo
#

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 😂

surreal ore
#

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.

indigo halo
#

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 😊

shell hedge
#

alternatively make a script to log all bone positions and put that in your blender bones

indigo halo
tulip nymph
#

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.

karmic adder
tulip nymph
#

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

tulip nymph
#

for some reason its all blacked out for the layers,

karmic adder
#

Just tick model geometry

tulip nymph
#

oh, gotcha give me a sec, do i do it to the prefab or the xob?

karmic adder
#

These layer options are already handled by what you selected in Blender

tulip nymph
#

oh cool, yep cause i see the properties are already there in the xob

karmic adder
#

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.

tulip nymph
#

yes, so do i just delete the old prefab and drag this new one?

#

with same name?

#

to replace

karmic adder
#

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

tulip nymph
#

still not working lol

#

I want this tree thats already placed down to have collision, the tree is in a forest generator

karmic adder
#

If you are sure it has a RigidBody component with "Model Geometry" ticked, then I would recommend having a look at the collider type.

karmic adder
tulip nymph
#

k

tulip nymph
#

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

tulip nymph
#

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

tulip nymph
surreal ore
#

I'd suggest looking at vanilla trees to determine the proper layer presets your geos should have.

midnight gulch
#

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

surreal ore
#

What p3ds are you trying to convert? @midnight gulch

midnight gulch
surreal ore
#

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.

midnight gulch
#

i got them from the steam workshop

surreal ore
#

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.

midnight gulch
#

didn't know about that , im sorry

sly bridge
midnight gulch
#

sorry about that

willow sand
#

I'm trying to get the instrument in my mh-6 working but when I try to get it working the workbench keeps crashing

tidal latch
#

If yes, then proc anims require collider - this is known bug

willow sand
#

So I just need a Collider?

tidal latch
#

if there is proc anim then yes

#

I don't remember from top of my head how it is made

willow sand
coarse peak
#

Figured out my issue

faint scarab
#

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!

sick shard
#

The hands are pretty tricky I ended up just hiding the hands since I was still getting a lot of clipping issues

faint scarab
#

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! 🤣

calm rune
#

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.

indigo halo
#

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?

indigo halo
#

Thank you Stev-E I tried that but results are a bit fancy. Will give it another go!

leaden trench
indigo halo
#

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?

leaden trench