#enfusion_model

1 messages · Page 17 of 1

surreal oracle
#

how to make clothing items for reforger ?

surreal oracle
#

for refrence exo skeltal system

tidal latch
#

is your armature using scale 1.0?

elfin leaf
tidal latch
#

I hate video tutorials which operate with some shortcuts

elfin leaf
#

i'll def check this out

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thx man

elfin leaf
candid cave
#

guys is there a tutorial about making vehicles from scratch ?

calm rune
elfin leaf
#

im having a hard time with this model i have

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everytime i load the model ... its always small

tulip nymph
#

Hey guys, I’m making a map called Mo’orea in French polynesia, I need some help to create some suburban homes and beach mansions with different pools, modern, vacation island vibes, something that would match this look from google maps, if anyone wants to help me just send DM. I also need lots and lots of custom road signs.

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So far I’ve been using mainly vanilla buildings and structures, just as a placeholder for now till I can get custom assets.

elfin leaf
#

looks cool

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im still trying create my first car

tulip nymph
elfin leaf
#

so you need house making help

tulip nymph
elfin leaf
#

why not just download models

tulip nymph
#

Indeed have blender but I don’t have money to pay for models and the models I need have a very specific look, similar to the roofs on the hotel structure but a house version of that and I need a bunch of diff house layout types to fit the satellite images, vibe of the island.

elfin leaf
#

dude you can get models for free

tulip nymph
#

Oh, I’ll check it out.

elfin leaf
#

ive seen tons of house models for free

elfin leaf
tacit eagle
#

Adrian helmets i will learn how to mport models

elfin leaf
#

my car model keeps shrinking everytime i load it ... and i know im transforming and scaling

vague walrus
#

I need to make custom attachment types for my visual customization parts. How can i make a slot only my stuff fits in? Is BaseAttachmenttype enough?
Bacon made his own Attachmenttypes and I wonder how he did it 😄

wicked dirge
vague walrus
kindred thistle
#

When trying to port assets from Arma 2, is there an easy way to turn proxies into empties or bones?

surreal ore
vague walrus
#

Hey you beautiful people. Can someone tell me how I can make attachment classes so they show up in the list on the bottom right like Bacons?

wicked dirge
#

there you can see how BI declares their attachment classes

#

and undestand how it works

#

then make a new script, in same folder, and there add your new attachment class that derives from either the BI base, or maybe one of the already more concrete classes:

#
class AttachmentAPS_StockClass {}
AttachmentAPS_StockClass AttachmentAPS_StockSource;
class AttachmentAPS_Stock : BaseAttachmentType
{
};

class Attachment556MuzzleClass {}
Attachment556MuzzleClass Attachment556MuzzleSource;
class Attachment556Muzzle : BaseAttachmentType
{
};

class Attachment545x39MuzzleClass {}
Attachment545x39MuzzleClass Attachment545x39MuzzleSource;
class Attachment545x39Muzzle : BaseAttachmentType
{
};

class AttachmentHandGuardAKS74UClass {}
AttachmentHandGuardAKS74UClass AttachmentHandGuardAKS74USource;
class AttachmentHandGuardAKS74U : BaseAttachmentType
{
};
#

those are 4 examples of new classes declared in RHS

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Then Shift+F7 to recompile the script and reload the world editor with your prefab and the class should appear in the list

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keep in mind to recompile every time you edit your scripts

vague walrus
#

Omg thank you for that, thats really helpful. Thank you man!!

#

even with screensshots where to look

elfin leaf
#

what are the main components i need to get in a car?

vague walrus
#

You can open a car from reforger, duplicate it to your modfolder and open the entity and check which components the vanilla car has

rancid glade
#

hello, im new in the enfusion tools but im used to other realtime engine and realtime 3d in general
so my question is : in the viewport of the enfusion tools, i can see there is an includer to import with my model
is the occluder in enfusion working as occlusion culling ? making assets behind the object temporarily unload to save performance ?

stray crater
# rancid glade hello, im new in the enfusion tools but im used to other realtime engine and rea...

Hi ! From everything I was able to read, the answer to your question is yes.

The goal is to hide objects so we save on the processing. But the occluder must be a simple shape and there should be as less as possible.

Sources : https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager:_Model_Editor

rancid glade
stuck kraken
#

Hi,
I need some advise:
I created a big box as a kind of plateau and give it a stone texture. Material is MatPBRBasic. As surface properties I selected "tiles_stone.gamemat" but when I step on it it sounds not different. I tried it also with a thin box and "metal_sheet.gamemat". If I fire on it it doesn't sound like metal.
What do I miss?

karmic adder
kindred thistle
stuck kraken
karmic adder
stuck kraken
stray crater
rancid glade
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and btw i was just wondering, is it possible to easily get the original .fbx file of the character ?

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i need it for scale and proportions

rancid glade
#

and one other question :
for decorative assets only, should i do more than these 3 ?

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do i need to do land contacts ?
there is no animation so no bones, no morphs
and what about "runtime details" ?

stray crater
#

You can find in there Character_Template.fbx and Head_Template.fbx

stray crater
#

And I have no clue about what is Runtime details ! This is where my help stops ah ah

#

Runtime details seems to be a synthesis of your model with various informations.

BI's wiki is really full of a lot of informations, you can find plenty of answers to your question over there 😉

rancid glade
#

thanks a lot for all you answers / help @stray crater

#

i may have some questions soon on how to create buildings but not now

stray crater
stray crater
# rancid glade fence ? what is the difference with fence and usual decorative asset ?

I think (and I guess I am right, or at least half right ah ah) that the land contact is useful when you want your asset to follow your land curves.

In a nutshell, you need land contact if your asset can be placed on a sloping ground. If not, don't use land contact, and your asset will be placed as it is in Blender. I don't know if I am a 100% percent clear here.

rancid glade
stray crater
#

So my answer is clear ?

rancid glade
#

absolutely

stray crater
#

Perfect !

#

What kind of assets are you planning to create ?

rancid glade
#

i dm you

karmic adder
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Has anyone ever investigated the extremely long TXO to XOB conversion times that very high poly models (>500k faces) have?

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For me, 180k took 3m and 270k 8m. I stopped waiting for 450k after 20m. FBX to TXO is fairly fast, the trouble comes with TXO to XOB.
This makes it basically impossible to import very high poly models for e. g. reference purposes.
Does anyone know what's up with that?

nocturne quartz
#

did you check your ram ussage?

karmic adder
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It wasn't anywhere near full if that's what you mean.

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It seemed to me like the conversion algorithm must have some kind of problem, since CPU usage was always high. Maybe the code has very bad runtime complexity for large models.

nocturne quartz
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how large are we talking about? ive heard some people bring in very large models with very high poly counts before, maybe some new update messed it up

karmic adder
wicked dirge
#

Reference for what? CN you give an example? This sounds extremely useless in workbench

karmic adder
last hill
#

It is likely the triangulation that workbench is doing, along with checking for colliders etc etc.

The larger the count, the longer it will take to convert and encrypt to prevent ripping.

That would be my thought on it. Could be incorrect.

stuck kraken
# karmic adder But did you configure it in Blender and not just the emat?

Thx alot. It worked! I changed from the .xob in "Import Settings" under "Physics/Surface Properties" by resetting it (right click on it: "Reset to default value") to default and then set the correct one.
Maybe a point for the FAQ.
BTW: In my Opinion it makes more sense that the applied texture/material gamemat setting to a 3d object overwrites the gamemat settings of the 3d object (.xob) for the part that the texture covers the 3d object (.xob).
Actual you can change the setting in the material but it has no influence (it seems not to work) if a .xob is set.

wicked dirge
karmic adder
sly bridge
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i mean 450k is not really game asset

shell hedge
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why are people focusing on the triangle count of the mesh instead of the actual problem being reported?

shell hedge
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failing that, split it and assemble via slots or something

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though that's a workaround and not a solution

wicked dirge
#

indeed, if you make sure all pieces have same global origin point relative to each other, you can reassemble it seemlesly

stray crater
#

I had this problem and « solved » it by exporting properly with Reforger Tools on Blender. I was exporting from the common blender exportation and had this problem, which disappeared when I used the Reforger Tools Exportation. Maybe it could help ? I never made a model with that much faces, so it’s just an idea.

shell hedge
#

it took 25 minutes but it imported for me

karmic adder
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I assumed it would not matter

stray crater
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I thought so, but it proved me the opposite ! ah ah

candid cave
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guys when i try to import a p3d model of a tank from arma 3 i get this.
how can i import this tank ?

stray crater
#

Hi ! If the mod is yours, you need to unbin it so you can open it

candid cave
#

it worked but the paa files how can i extract them to blender ?

stray crater
#

I don't know if blender can take .paa, I would rather convert the .paa to .png first

stray crater
candid cave
sly bridge
sly bridge
stray crater
sly bridge
#

you can however load up the test file before was converted to .p3d

stray crater
#

That must be why, I lost all of my sources once.

candid cave
stray crater
#

Yup, so it was necessary for me to unbin everything.

stray crater
#

Anyway. Did you succeeded ?

candid cave
stray crater
#

Perfect !

sly bridge
stray crater
#

Ok ok

rancid glade
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hello there, i almost finnished my work but im stuck on a problem
if you have any idea
here is the result in exterior and in interior :
as you can see the shadows are very hard, and even more in interior

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what im thinking is : it's a material effect from the glass in game that allow to darken interior view from outside a building
but i tested almost every option in the material and didnt fix the issue

sly bridge
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is the globe double sided? or culled?

rancid glade
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culled
but it doesnt change anything whatever i check

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i tried every parameters of the glass shader

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nothing...

shell hedge
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if you want to try doing something dumb try adding a reflection probe volume to it

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I think env probe is projected on the dome but not on things under it because it doesnt do light pass checks [citation needed]

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also try double sided first maybe

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just extrude the thing and align normals

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so its hollow

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I think hollow is a better term than double sided since thats for culling by point order

karmic adder
rancid glade
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so im going to try it

shell hedge
karmic adder
shell hedge
#

ah ok that makes sense

#

25 min for import of a mesh like this is still absurdly high I feel like

karmic adder
stray crater
#

From what I see, not useful

digital maple
#

Hi guys dont know how many times this has been asked if ever, is there a way to export the geometry of a model along with the UV to be used in substance or something along those lines?

shell hedge
#

no

digital maple
#

Sent DM

elfin leaf
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Hey guys ... im placing down objects in my world ... but everytime i switch from test mode, the objects lose their colliders and i can walk through everything

surreal ore
#

RigidBody component

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Also, stop cross posting

elfin leaf
#

soory

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this building has a collider

surreal ore
#

Doesn't matter if you don't have the right layer presets

elfin leaf
#

are these not in the right layers

surreal ore
#

You're not even showing the layer presets on the screenshot

elfin leaf
#

this layer?

surreal ore
#

No

elfin leaf
surreal ore
elfin leaf
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are these settings for a building

#

layers

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can i see the model

surreal ore
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I think you should do some more reading about importing fbx files

cloud rampart
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Any idea why when I import the fbx, only one mesh is show? All are there, but in meshes only show 1 mesh and I need all 30 to a animation

shell hedge
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Turn off merge meshes or something

cloud rampart
silk glen
#

Do.you need a certain collider to control the suns light inside a building?

silk glen
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Character has weird illumination below deck of my ship

hoary plank
#

idk much about enfusion, but typically that means you're lacking dynamic/realtime light probes I think

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Thers surely a way to bake the lighting for dynamic objs in building interiors

stray bridge
silk glen
#

What's that

stray bridge
#

can be created in the world on ur left and parented to ur ship (drag and drop in the list)

silk glen
#

Dope I'll try it

stray bridge
#

not sure if thats the fix tho, never had this problem in my interiors but maybe it is

silk glen
midnight path
#

i've had trouble with anything 700k+ either imports forever or errors out

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u could try turning the model into a heightmap and just importing that, than u can just edit it and have it as the base reference

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heightmaps can be millions of polygons

elfin leaf
#

hey

#

can anybody check out the live ... and see whats wrong with my prefabs

elfin leaf
#

can you check out what im doing wrong

stray crater
#

What's the problem ? can't we just have screenshots ?

sly bridge
elfin leaf
#

i figuered maybe if you see what going on ...you could kinda understand a bit better

stray crater
#

We don't even know what the problem is 🤔

elfin leaf
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items that i place in world ,, seem to fall though and stick to the water level

stray crater
sly bridge
#

how hard can it be, if you encounter an issue, to actually specify in detail what the issue is....

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why does it have to be a questionnaire of sorts, beats me

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generally speaking it is related to colliders / how these colliders are set up

elfin leaf
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i already have coliders

sly bridge
elfin leaf
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hop on voice chat and check out live

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and see for yourself

stray crater
#

can't you send us photos ?

sly bridge
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i can’t be bothered anymore with people who don’t wanna get help…

calm rune
#

They want all the help but can’t put in the effort to give the proper information so people can help them. They turn it into a guessing game.

shell hedge
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Yeah joining vc is hard so I guess we can't help them

calm rune
deft owl
#

literacy hard. why say many word when few do trick. Thats my guess for why no one elaborates 🗿

deft owl
# calm rune huh?

People tend to not explain their issue correctly and do not provide the details needed to give them any useful guidance, as you said. I was just making a joke about it as its extremely lazy and a lack of literacy

sly bridge
shell hedge
#

Did you dudes think I was being sarcastic or something

kindred thistle
#

I refuse to let it die

stray bridge
kindred thistle
idle hinge
#

Is it allowed to modify these? It could use a little facelift.

still thunder
nocturne quartz
#

2024 we are still using buildings from ofp

kindred thistle
#

If you squint both your eyes it almost doesn't look that bad

lilac condor
#

hi can anyone send a skeleton file? im always getting over 163 bones

flint ivy
#

Its a shame the DayZ Chernarus+ assets arent able to be used. So many great interiors.

stray bridge
stray bridge
digital maple
#

Quick question for anyone who uses Maya in here, for memory points, I'm using locators, issue is they're all being set to origin on export and I dont know if its a export setting or just enfusion doesn't know what the locators are.
All my bones are in the correct coords though just not the locators

kindred thistle
#

aka dummies or null objects

digital maple
surreal ore
kindred thistle
surreal ore
kindred thistle
surreal ore
#

Thanks

kindred thistle
delicate condor
#

soon workshop full of A2 buildings 😅

stray bridge
delicate condor
#

🤞

stray bridge
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but that wont happen imo

vague walrus
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Hellooo, Im working on a Rifle again and the position is slightly off. It becomes especially visible when ADS and zooming in. What could be the fix?
(Hand position is wip)

shell hedge
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well its using your poses

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I remember having this problem at some point but I dont know what fixed it, probably I redid the ik pose and exported it and it just worked, whereas previously it didnt

shut bloom
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So I have been playing around, with Haircards and Hair. But I ran into a problem. I cant have 2 Alphas to hide the "Helmet" in First Person.

vague walrus
vague walrus
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Could the left hand target in the workbench have to do anything with it?

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Also I leave the righthand on the trigger on it's position and always adjust the left hand to hold properly. It has an offset and is a few cm left of the gun. It clips in blender but shows up correct in the game

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Prop.R should be the rifle position right? I haven't touched that

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So no matter where I move both of the hands. If I don't move Prop.R it shouldn't move the gun correct?

digital maple
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Can character animations be brought in as FBX into engine? Its not clear on the wiki if this can be done without using the blender tools Im trying to avoid blender?

tidal latch
#

yes but you would be only to do full body absolute export

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it is not possible to do reload animations this way for instance

digital maple
wicked dirge
# shut bloom So I have been playing around, with Haircards and Hair. But I ran into a problem...

in the material properties there are some sliders (alpha multiplier. intensity etc) i dont remember exactly the names. Anyway you have to set these sliders up in such a way that the top slider (i think intensity) when set to 1 (max) your material is completely invisible, then leaving the multiplier as it was, set the intensity to a value where it looks good in 3rd person. Basically the moral of the story is, you dont need to use the default 1st person clipping alpha for the 1st person disappear to work. It can be made to work on other alphas

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when you go into 1st person view the engine sets intensity to 1 automatically and that why you dont see the object anymore

shut bloom
#

Or am I confusing this with something else xD

wicked dirge
#

yes, put alpha test to max. Then tweak mul to a point where the entire material sphere disappears. then start lowering the test value until it comes back to a state that you like

shut bloom
uneven vessel
wicked dirge
#

during gameplay the engine will push the Test value by itself to max and the thing will disappear

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thanks to @tidal latch for enlightening me before 🙂

wraith sundial
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i require assistance

sly bridge
vague walrus
#

Suprise suprise the update yoinked my Mods

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The Guns dont show up anymore

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did anyone figure this out ?

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oh i got it

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It had 2 WeaponAnimationComponents for some reason

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deleted the new one on both guns and they work now

uneven vessel
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yes if you continue to have issues, try setting the 'binding name' field to 'Weapon' - this caused us some issues because it was blanked

vague walrus
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Ah alright, any fix for the gun not showing up in the arsenal after the update?

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It seems all fine in the inventoryitems config

grim bronze
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hello guys But is there any way to import the pre-made model from Arma Reforger to texture it?

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For example, taking a prefabricated .et file from Arma Reforger and importing it into Blender?

grim bronze
# sly bridge nope

I would like to texture a vanilla outfit, but just adding the texture is messy, I would like to make a texture map

sly bridge
wraith sundial
#

so i can add it as an access to my tunnel system

stray crater
#

And what can we do for you ? What’s the problem you encounter ?

austere bolt
#

any1 know why my colliders are not working they show up in enfusion but i can just walk right through the object

last parcel
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have you added a rigidbody to the prefab ?

stray crater
austere bolt
#

yh forgot to give it the rigid body stuff

midnight path
#

why is every single one of my vehicle prefabs broken

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this happens when i open this folder

midnight path
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when i open the .et files in text editor they still have all their components

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but in the workbench they are all broken

fluid dragon
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After Exporting the weapon model with some new bones that i needed to add it looks like that now in workbench, how do i fix it?

tidal latch
#

it looks like you are using m16 animations on your weapon with custom skeleton

fluid dragon
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i already had own animations

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it looked fine before i exported it with some more additional bones for the sights

tidal latch
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how XOB looks like in workbench?

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if you changed hierarchy of bones then you would also need to redo anims

fluid dragon
#

hm in the xob it looks fine

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only under the bones section it looks kinda weird ?

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why has w_bolt_release not a bone as an icon

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and Empty has a bone icon

tidal latch
#

When creating skinned objects, Enfusion Workbench expects that the whole object is skinned to some bone.

Otherwise importer will try to "fix" it by skinning remaining faces to some root bone and in console log you will see below message:

RESOURCES (W): Missing some mesh skinning weights (Object_LOD0). Weighting them to root

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"why has w_bolt_release not a bone as an icon" if there is nothing skinned to that bone then its marked as an empty object

fluid dragon
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alright gonna recheck that stuff than, hope i find everything thats missing

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alright that bone stuff seemed to be fixed now, but i still have some misplacement in the .et

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is it maybe because of that error ?

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if so how to fix it ?

tidal latch
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rather unlikely

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try to reexport weapon anims

astral hull
tidal latch
steep kettle
#

Idk if this even belongs here, in animation or config but does anyone know how to fix it? Its not a huge deal but it bothers me. Its something to do with uh.. bones.

steep marsh
#

Does anybody know how i can change the position of the hands on a mounted weapon? Already played around with the position marker but it didn´t changed

flint ivy
steep marsh
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Dont really know why its not working. Changed the selected points in the weapon itself and also created these l_hand / r_hand positions

surreal surge
#

quick question on weight painting as I try to figure that out. I have got the sample vest and helmet in game and have a very general understanding of it. I saw several references to transfer weights and i tried it and didnt get too far. Is that only possible if you have already previously weighted something or is there a template to copy.

grim bronze
#

Hello guys, I added a silencer to my weapons, but I have no idea how to put sound on it, the sound still comes out of the gun, I would like that when I put the silencer on the gun has to make a silenced sound, and when I remove it, the gun has to make normal sound

kindred thistle
surreal surge
surreal surge
kindred thistle
royal sandal
#

how to make gun small

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in other words, do i need to scale down the blender model before i import it and it becomes an xob or is there a way to scale down the prefab, because when i scale down the prefab it just makes the floor model small and the hand model is still chambered in 155mm

royal sandal
tidal latch
#

in general, you can also take a look at samples and see how its done

royal sandal
#

i apologize, you're right, thank you for the help.

tidal latch
#

no worries - as I mentioned, there is always room for improvement for docs

wicked dirge
#

Scaling at xob or prefab level should be avoided

tacit eagle
# royal sandal

Forgot to apply rotation and scaling in Blender ? It happens.

mortal mortar
#

any idea of why this happens or how to fix it? I've been looking at the options for way too long and I can't seem to properly think lol

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also, I'm not sure what kind of item should I assign it to... I'm guessing eyewear so it lets me use a helmet, but still not sure

deft owl
mortal mortar
#

yeah

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I'll check, thanks!

mortal mortar
#

so it works, but!

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It has a proper armature and all from the base character model but for some reason it just won't align

tidal latch
mortal mortar
mortal mortar
mortal mortar
#

I'll definitely check and report back, thank you!

mortal mortar
#

Base body bones = 101 + 62
Female head bones = 51 + 111

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so... clearly not the same

mortal mortar
#

Export settings are as per the tutorial.
Bones have two differences:

  1. Base body has an element called Camera while the head does not
#
  1. Each model has different "bones" from those red thingies which I have no idea what they are. I'm guessing that's a major problem.
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Thinking about it, I used the base sample head's armature and not the base sample body's one. I'm 99% positive that's the root cause

deft owl
#

You can see some of the spine and shoulder has skinning in your model, but probably none for the head. The vertices dont know how to map to the bone

wicked dirge
#

the X + Y is skinned vs unskinned

mortal mortar
wicked dirge
mortal mortar
#

don't worry, my brain ain't brainin' nowadays

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now.... I've set it in blender so it matches.. properly transfered the armature this time with the camera (I know it's properly transfered cause everything moves as it should in pose mode) . Also, made sure to have LOD's done this time

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And i'm pretty sure I need to touch grass cause reimporting in enfusion shows no bones

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and I want to kms

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(pretty sure there's an intelligence development curve... you start learning stuff and become smarter, but keep at it and eventually become stupid again [not dunning kruger's curve... I've actually burned down brain cells)

deft owl
mortal mortar
#

I had defintely forgotten about that. Thank you.

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But I'm getting the same results.... everything's offset to one side

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I'll just take a break lol

tidal latch
#

Add that camera empty object and then it should work fine

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Or bone - i don't remember from top of my head how it was set

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Hierarchy is important though

mortal mortar
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female head vs basebody male

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the female head has one more LOD. Dunno if that affects.

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Also... the entity position is different in the base model. That might be the culprit...

mint hollow
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You have different bones under the Scene_Root, vanilla has EntityPostiion and Root as children. You have only Armature.001. Bones should match exactly the same hierarchy and number

tidal latch
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Ps armature should be called armature (not armature.001) on characters

twilit marlin
#

Looking for a better way to do this cable I'm trying to do, doing it as an actually modelled object leads to a massive increase in polygons for not much reason.

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I'm using a curve to set the deform and a spiral to make the actual cable but there's probably a more efficient way right? Would most game assets do something like that as just a texture?

crisp summit
#

Yes.
You can create a tube that follows the same path and bake the high res details onto it down to a normal map texture.

#

Or, you could use a three or four sided face and extrude it along the same path and then bake the texture. It'll be more triangles overall, but you'll get a better looking result.
That may be ideal if you need to animate it.

twilit marlin
#

would more tightly packed coils make for a better bake?

sly bridge
#

and opacity, which will lead to some issues unfortunatelly

#

had this issue on some springs\

twilit marlin
#

the opacity is actually why I was thinking of trying to pack the coils tighter, so there's less opacity

crisp summit
#

Try it out and see if it looks good enough for you.

sly bridge
#

if this object is right in the face of a player, no matter how you do it will still look pretty poorly

#

what i would do, is make the shape of that sweep as simple as possible (you can even have a triangle follow that path)

twilit marlin
#

this will be off to the side but still close to players, somewhere around the center console of a car

sly bridge
#

would also simplify a lot the curves

twilit marlin
#

and only the switches need to animate

sly bridge
#

also, obviously baked in some higher density mesh

mortal mortar
#

@mint hollow @tidal latch thanks, I'll give it some more thought... I swear it's one step forward, two steps back lol

crisp summit
#

The rest of your model is quite blocky and could be reduced. I'd suggest that for the LOD0 you could get away with it being more high res. Then reduce hard for LOD1 and onwards.

#

Take a look at the vehicle interior for the other cars to see what your triangle budget should be. Maybe you've got more room than you think.

sly bridge
#

i was never able to properly bake down springs (of any type) and have it look decent enough (tried also various approches and software for that one)

#

also i wouldn't worry all that much

#

in regards to polycount. mind if i ask how much is it?

twilit marlin
#

with the cable fully modeled it doubles up to about 3-4k tris

sly bridge
#

peanuts, just saying

shell hedge
#

yeah dw about 4k in LOD0

twilit marlin
#

with the light as it stands it should be about 10-11k

#

I'll still give baking it down a try, if it looks decent then I will have probably saved some budget

topaz bay
#

Hi there

#

How to make a windshield or glass of vehicles transparent?

#

Enfusion tools

#

I can’t upload a sample up here

topaz bay
#

This is the first time I’m using enfusion tools

#

I uploaded the texture but it apears solid

mortal mortar
mortal mortar
#

also... how can I hide the "wound" layers?

mortal mortar
#

Time for a break

surreal ore
#

If you want the default functionality for the character to work on your body there will be a bit more set up than you think.

#

LOD 0 has 32 separate meshes that need the correct names.

#

Without these hiding body parts when equipping clothing won't work.

mortal mortar
mortal mortar
# surreal ore

oh! Well... I hope batch rename helps me, if not I'll just endure lol. Thanks!

topaz bay
#

@mortal mortar thank you very much, I’m at my very start of modding, I was digging in my old HD, and I found some interesting 3d models, that I bought before
I will inspect the models and see what will show up

mortal mortar
#

I was there a month ago... it might be easier or harder depending on what you want to do, but keep at it and you will see results eventually 🙂 (key word: eventually)

topaz bay
#

Yep

uneven vessel
neat canopy
neat canopy
twilit marlin
#

Like I said, I think I'm gonna go for a baked normal on a cylinder as suggested but I haven't gotten to it yet due to 4th of July stuff.

#

I used my time yesterday trying a different layout for the microphone the cable will attach to that I think will be both more aesthetically pleasing and lead to easier placing in any vehicle without worries of clipping

#

or at least less clipping

karmic whale
#

where would be the best place to commission a custom uniform?

mortal mortar
#

ignore the hair clipping in this pic, it's just a comparison to see if the model looks out of place compared to the base ones.

#

clipping semi fixed... I might just leave it like that and make another hair

twilit marlin
#

which one looks most aesthetically pleasing? I made the third one first because it's the most real but I saw some with the mic in a cradle on top and I thought that would allow for more cable to be seen without drooping as far below so less chance for clipping

#

I'm on the fence on which one like the most so outside opinions are appreciated

shell hedge
#

I like 1 and 3

mortal mortar
#

One looks really good. Plus the cable looks more heavy duty

twilit marlin
#

since it's tied I think I will go for # 1

shell hedge
#

I changed my mind for you so it's not tied anymore

twilit marlin
#

always so helpful

woeful quarry
#

Is there any tutorials on how to give an object you made in blender collision for enfusion?

woeful quarry
#

Im extremely new to this im not actually sure what in that link i should be looking for

tidal latch
#

I guess you can follow the whole tutorial

woeful quarry
#

It looks like im looking at hieroglyphs

woeful quarry
vague walrus
#

Hello, so my gun worked for a few days on our server. It started to aim out of the middle of the screen again. I run a custom holing Pose and it's setup correctly. It works again after sprinting

#

Would be cool if I could fix it but the game is in a state it crashes from basically looking at anything

vague walrus
#

Also i cant replicate that issue in the workbench. Its all fine there

slow canopy
#

are there any tutorials on building houses and buildings with functional doors/ windows and to have windows break? been trying to look on yt but not really finding what i wanting

patent flower
#

Hi all I’m trying to pick reforger modding up again Iv imported my vehicle with bones for getin and idle. Made a prefab and swapped the model out and wheels. When I try to get in when testing none of the actions show up

#

Anyone got any ideas where to start fixing this

patent flower
#

i get one random get in near the wheel but its not where i set it in bones

#

wheels also dont seem to be attached

#

when i move the vehicle up in the workd editor

slow canopy
#

hello have quick question of map i made a inland map what is best thing to do for the edges of map so not fall and see blue in distance i did not add ocean layer not sure if i was suppost to have that layer being inland map

river heart
# patent flower

I might be wrong but i think your bones aren’t oriented properly.

lethal frigate
stray crater
twilit marlin
#

using a cylinder with a baked normal worked great

patent flower
#

@tidal latch thanks, so concluding the actions them selves are defined in the "action contexts" but their location is tied to the bone location with the same name. Iv not got there yet but am i right in saying these "action contexts" are what trigger animations? ie doors ect

tidal latch
patent flower
#

its not offsets, even when u spawn the vehicle in and drive off the wheels stay where they are like they are not attached

tidal latch
#

then it could be some animation - make sure you are not using vanilla animations

#

check also with debugs

#

drive off the wheels stay where they are like they are not attached
can you show pic of it?

patent flower
#

Yeah will post it when i get home from work

#

^ this happens when i drop the vehicle in the world then use the gizmo to lift up the vehicle off the ground

#

wheels just stay there lol

tidal latch
#

so it might be offset actually

steep kettle
#

Is it cool/ok to edit the games models in blender? Just to scale up a mag pouch and fix a bone issue?

tidal latch
steep kettle
tidal latch
#

you cannot load models in Blender for which you are missing sources

steep kettle
#

oh ok then.

steep kettle
#

So I can't but you guys can do it? Great then, its amazing to feel this much love from such great developers meowawww !!!

delicate condor
#

🙏

rancid glade
#

hello, im stuck here with an import or export problem, i try to import on reforger tools my bandana, i made the skinning and all, and im exporting well (img 1 and 2) from blender.
armature is selected at the import, but when imported there is no armature once in reforger tools (img3)

rancid glade
#

ok seems to be fixed for a reason i didnt understood but now i have 241 bones !
thats a hundred more than on the wiki
maybe they updated their bone base model and i don't know
or maybe i did something bad (again)

#

i checked and i don't see double bones or duplicated ones

stiff reef
#

I'm making some custom trees for my map but I can't figure out how to properly make the branches move in the wind. My polyplane material is set as MatPBRTreeCrown and I'm playing around with the wind settings but the whole crown moves at the same time, I'm trying to recrate the soft breeze that moves the branches like in the vanilla trees. Any help? Thanks!

fathom bolt
rancid glade
rancid glade
tidal latch
rancid glade
rancid glade
#

can't find this file to override while typing its name in the browser

#

ah they changed the name i believe

twilit marlin
#

I'm having trouble with colliders - I've spent the last two days trying to figure it out and made a very simple box just to get something imported correctly

#

It imported sort of correctly (I couldn't use enfusion tools to do it for some reason) and when I got the fbx imported and registered it had the UBX collider but when I turned it into a prefab I could still walk right through it. What am I doing wrong? Is propfireview the wrong preset?

I'm having a similar problem with all my other models but those have extra problems like weird shapes or colliders inside of colliders so I'll work on that problem next.

tidal latch
# twilit marlin It imported sort of correctly (I couldn't use enfusion tools to do it for some r...

https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Creating_prefab

If you don't use one of the mentioned prefabs as a base, then you will have to go through more steps like setting collision. In some cases base prefabs might be missing RigidBody component and in such scenario, it will be necessary to add such component and enable Model Geometry option inside of it.

twilit marlin
#

I was following that and still couldn't figure it out. The fbx import page too.

twilit marlin
#

no but there's probably a step I'm missing between an xob with a collider and a prefab that you can't walk through but I'm not seeing it on that page

#

I read through the page again just now so I wouldn't say that missing something obvious. I inherited prop_base.et if that makes a difference.

tidal latch
#

so you have rigid body component in your prop?

#

ah, it seems you still need to check "Model Geometry" option

#

I will update wiki later

twilit marlin
#

Ok, I will try that when I'm back to a computer

twilit marlin
#

yep that worked

twilit marlin
#

thanks for the help, I finally have one part of this pretty much done and in game - there was a hiccup at first where the car started self driving backwards trying to run away from the box on the dash but we're good now

#

also a texture hiccup that I can diagnose later, right now I'm just excited

tropic flicker
patent flower
#

Anyone here us 3DS max to export to enfusion tools?

#

having an issue exporting a skinned/rigged helmet

#

think there is a bone number mismatch that is causing my helmet to float and not follow the skinning

#

anyone got any ideas?.

wicked dirge
#

you have wrong number of bones no?

#

i have 1+162

patent flower
#

yeah somethings not right

#

i imported the character example and rigged/skinned off that

#

either its broke or im doing somethign wrong

#

fixed, no idea how

#

reimported sample, did a skinning, eported and it works 🤷‍♂️

last hill
#

You missed the empties when you exported I dare say.

shut bloom
#

So iam running into Problems I cant use a duplicated version of any of the Reforger Cars as a Base for my Cars since they are all locked and the Sample car is seemingly missing 50 % of the stuff.

tidal latch
shut bloom
#

and I also cant delete some parts in components

#

"sorry forgot to turn off ping"

tidal latch
#

You need to duplicate whole workspace

shut bloom
#

but what about that I cant delete parts of components or remove certain onse will that be fixed with that aswell?

tidal latch
#

Inherited components can be only disabled. If you are doing a vehicle and you need to delete some component from vehicle base then you are doing something very non standard

shut bloom
#

ok that I can only disable stuff inside a component is a bit dissapointing but fair enough I guess.

astral hull
tropic flicker
#

you mean this one?

astral hull
#

Can you show your colliders

astral hull
#

U can uncheck it and add the same component if u wanted

#

Or just duplicate the base prefab, break the instance, drag it from the layers area into a resource browser in the destination you want to save it and then u can edit whatever u want

tropic flicker
tropic flicker
# tropic flicker

I just painted the weights on the mesh and on the fire collider, but the result is the same

astral hull
tropic flicker
#

i dontknow man, where do I find that?

astral hull
#

In the axle section in vehiclewheeledsimulation component in the prefab

spiral hedge
#

Hi, where i can setup the weapon collision? All parts of the gun have FireGeo and Weapon colliders. But if i walk on a Wall, the Weapon get clipped into. With original Weapons, the character moves the weapon backward.

tidal latch
spiral hedge
tidal latch
#

lets hope vanilla solution will solve it

spiral hedge
#

k

tidal latch
#

although, take a look at bayonets

#

no idea how it will behave if "Is Bayonet" is set to false 😄

spiral hedge
#

Why i no not have SCR_WeaponAttachmentBayonetAttribute ? 😄 Only on Exp. Build?

tidal latch
#

oops, perhaps its from internal build 🙈 carry on, nothing to see here!

covert dune
#

Yeah currently bayonet has no effect on weapon length 😛

shell hedge
#

its not about the size but how u use it

shut bloom
#

Soooo uhhhh why are the Sample car Prefabs broken? its missing its model even though its inside the Mesh Component 0.o

tidal latch
#

If you are using more mods then disable them

shut bloom
#

How would I find out what is overwriting it since iam just using our own modpack....

shell hedge
#

right click > go to override?

#

any mod that uses the same folder/file path (without changing guid) will overwrite your content

summer sierra
#

Anyone have any ideas whats going on here? Drove it around last night and everything was in place where the bones are. Uploaded the mod and noticed it transformed to the version on the right although i never touched it and now its doing this. the video was from the test of what it should be closer to although WIP. After loading it everything is out of whack. By disabling the injection for anims it resets stuff but i would find it hard to believe that everyone that makes vics in this game makes there own injection animations. Any ideas?

spiral hedge
#

Short question to UTM Collider: How do i export them? i tryed transform Zero, Origin to Geo and also i tryed to parent it to root bone. But the collider is always arround 1m above the Model.

surreal surge
astral hull
#

Each profile is meant to just send the data for the bones specified in the animation, if u use the one u generated from the .xob of the vehicle it’s exporting all bones. So when you do that and try to play a vanilla animation it snaps all the bones to where they would be on the vanilla model

summer sierra
astral hull
#

U can just apply the process to car instead

astral hull
#

I’m not sure why there isn’t a standalone vehicle animation tutorial yet….. -.-

nocturne quartz
#

its probably because vehicles are not complete. probably waiting for when new things get added in with the lav

keen folio
#

Anyone in here familiar with architecture modeling, specifically looking for info on where to find documentation of how enfusion handles pbr workflow and limitations to model density as far as tris/polys go etc. Planning on making some modern houses from scratch and I just don't know where to start looking. Plenty of exp with ue4/5 but not this engine.

nocturne quartz
#

look up the buildings in the sdk.

patent flower
#

Afternoon all, is there a way to unhide/hide certain parts of the base character mesh with clothing?

#

trying to fix the missing part of the characters arms

patent flower
#

2nd question how do i stop my helmet being visable in 1st person?

patent flower
#

thats great thx

wicked jasper
#

You can put in the mesh parts of the character mesh. If you want to know what meshes you can hide go to Basebody_Male_01.xob go to LOD tab and then expand the meshes tab. There you can see what you can put into that hiding array

patent flower
#

@wicked jasper Thanks appreciate the help

wicked jasper
#

🤝

patent flower
#

@wicked jasper is this the right place? its only letting me put a prefab in

#

not enter any mesh part names

rough lynx
#

override meshes to hide

patent flower
#

i did this but still didnt work, have I done it right?

wicked jasper
wicked jasper
patent flower
#

ahhh

#

great thx il try that

#

Fixed, Thanks @wicked jasper & @rough lynx

torn lodge
#

Hey, idk where to ask. So I added a music radio to a vanilla car and everything works, however as soon as I get into the driver's seat I can't access the prompt anymore to turn it on or off ?
Do I need to add the action somewhere to the driver's seat to be accessible ?

torn lodge
#

NVM found it

keen folio
#

Nothing fancy but I'm just trying to get my grasp on all this. Planning on doing an american city map with highly detailed buildings/landscape etc

spiral hedge
#

Hi, which collider layer is colliding with the Terrain? i have VehicleSimple, VehicleComplex and FireView (also try Vehicle and MineTrigger) but all will not collide with the Terrain surface 😦

midnight path
spiral hedge
midnight path
#

select all objects EXCEPT MEMORY POINTS and right click and hit 'apply all transformations'

#

then reimport and see if it still falls through the ground

spiral hedge
midnight path
#

also dont forget to give it some weight above 1kg in the rigidbody component

midnight path
spiral hedge
midnight path
#

u can remove the tires completely and the car will still drive

spiral hedge
#

its a boat, i do not have wheels 😄

midnight path
#

oh

#

there is a bouyancy component

spiral hedge
#

Its drives well

midnight path
#

but it goes through terrain?

spiral hedge
#

but if i drive out of the water, its sunk into the terrain

midnight path
#

vehicle_body

#

is what i use

#

for the main box colliders

#

also they cannot be touching eachother

#

or they dont work

spiral hedge
#

i have both vehicle_body and the body_slide

midnight path
#

make sure they are not intersecting eachother(the main colliders)

spiral hedge
#

Ahhh ok

#

i used the same

#

thanks

#

can FireView touch others?

midnight path
#

firegeo

#

fireview is for projectiles

spiral hedge
#

BIS always using FireView for the main vehicle body

#

so, i did the same

midnight path
spiral hedge
#

thanks

midnight path
#

np

midnight path
spiral hedge
#

a RIB

midnight path
#

ah nice

#

u can animate the engine

#

if u use a rotator bone and a proc anim

#

then use a steering rotation proc anim from any vehicle

#

can set prop as a wheel, etc

#

so it spins

#

bone heirarchy would be root>v_body>v_rotator_l01>v_wheel_l01

spiral hedge
#

already done

midnight path
#

nice

spiral hedge
#

50% Substance Painter and the Collider fix

midnight path
#

let me know if that worked for you

#

ive had this issue before but im not certain on what i used to fix it

storm nacelle
#

exactly the same if i load up, sample_car for example, that allready has the .pap and everything setup

tidal latch
#

procedural animation editor is broken

patent flower
#

Afternoon all, just me with another question, I want to make a patch item that goes into a vest inventory but shows up on the vest, what setting makes it visable on model

#

or is there a prefab i can base it off

#

I know the flashlight has it but cant work out what makes it show, plus want to make an item without the flashlight functionality

brazen shoal
#

Is there a good place online somewhere that has decent models free to download and use?

wicked jasper
#

Or you do it by scripting

delicate condor
#

(sure some rare edge cases exist. but not consistently to be able to say, go here this is good source)

naive pumice
#

quick question, can objects share a xob file, if the only thing that differs is the texture/material? or do you need a new xob file for every entity/object? it looks like material is tied to the xob, not the .et?

karmic adder
naive pumice
stuck kraken
naive pumice
wicked dirge
#

Depending on the type of object you might have to do overrides in other components

twilit marlin
#

Kind of a silly question but the wiki just talks about it like it's an obvious thing so I'm having trouble finding answers, what makes a collider convex vs a trimesh other than the name?

shell hedge
#

Convex shapes can be trimeshes but concave trimeshes cannot be convex colliders

#

Or something

twilit marlin
#

is it that simple? convex is a non-primitive shape collider that doesn't go in on itself and a trimesh is everything else?

#

or am I still overthinking it, I can't seem to get the colliders right on my model currently but it might be as simple as giving in and making it a trimesh

#

it's gonna be an itemfireview so it won't have collision so it should be fine right?

wicked dirge
#

convex is simply that if you take any two points in on on the shape and draw a line between these points, the line will always completely be inside the shape

#

if this is true for any two points, then the shape is convex

#

the two shapes on the right are not convex

shell hedge
#

left to right, USP UBX UTM LEGOHAND

wicked dirge
#

in this example, both right shapes could be represented by 3 convex shapes each

twilit marlin
#

that it explains it very well, thanks

#

i think i need a trimesh then because when I tried a convex (it wasn't convex) and two cylinders

surreal surge
#

quick query, does anyone know if blender 4.2 is going to be compatible with enfusion tools

sly bridge
surreal surge
sly bridge
#

and BI said they will only support LTS

brazen shoal
#

Can creation of bones and colliders be done all through enfusion?

surreal surge
#

the enfusion tools will help you setup the colliders but you need to have the collider meshes built as per the specs on the colliders page. there are also collider samples on the github

hybrid mountain
sly bridge
twilit marlin
#

do memory points retain rotation on import and can they be attached to a bone? I have a bit of my model that will need to spin and I'd like to have some lightentitys stick on the that bit of the model, I figure memory points will be the easiest way to do this

astral hull
#

Parent with relations

astral hull
#

Parent the light to the bone you want and then you can offset it where you would have put the mem point

#

By that I mean choose the bone in the pivot id section

twilit marlin
#

getting them in exactly the right spot I want them will be difficult if I just offset it but it's good to know I can just use the memory point

toxic marten
#

Anyone know how to hide a prefab on first person view when attached to the LoadoutClothComponent?

spiral hedge
#

Good day, i still cant find a collider that will collide with the terrain 😦 i now tryed: Vehicle, VehicleSimple, VehicleComplex, Wheel. i also used the vehicle_body and vehicle_slip materials. What do i wrong?

tidal latch
#

Afair trimesh are not working very well for collisions with terrain. Use UCX or UBX or other simple collider types for that

astral hull
spiral hedge
spiral hedge
#

UBX is working well! Thanks guys

trail sonnet
#

Anyone wanna help me out and make a
M2 flamethrower fbx for a scene im making?

keen folio
#

Guess the region. Anyways goddamn this is tedious, been a while since I've made anything lol, workflow is rusty.

nocturne quartz
#

dat fov

tropic flicker
olive pagoda
#

Hey all, i am very new to the Enfusion work bench, i have made a mask and it is scaled i am however having trouble importing it. If anyone has the Know how. could i please get help on the xporting and process from blender and importing to Enfusion

storm nacelle
olive pagoda
storm nacelle
#

Have you read the documents on importing on the reforger wiki ?

#

You need to hide the head and select only the mesh you want exported in the fbx, and choose only selected in the export options.

surreal surge
#

What bone moves with breathing, does anyone know. Im trying to set up a PC like RHS has it with multiple belt configs but my pouches only move with the spine and dont move with breathing motion. Ive gone through the xobs but my pouch only moves side to side and isnt moving with the characters stomach movement in and out.

#

ive looked at their bone structure but if i set mine up the same way with the belt bones and no bone on the pouch i get the above

topaz bay
#

Hi there

#

Could you please advise how to add collider for a model?

#

I’m using blender

#

And. When I export the model into enfusion workbench

#

It seems I’m passing through the model!

#

I will upload the photos

neat laurel
topaz bay
#

I will dig around there

neat laurel
#

Once the object is in the world. You'll need a mesh to display it, and a rigid body to enable collision

topaz bay
#

Thank you @neat laurel

neat laurel
#

If you're using the world editor, vs making a weapon or stuff like that.

topaz bay
#

Actually a car

olive pagoda
tropic flicker
#

good afternoon everyone, does anyone know where I can modify these front lights?

olive pagoda
#

Anyone able to help a brother out, very new to all of this, finally got it to import however no textures ?

surreal surge
olive pagoda
surreal surge
# olive pagoda You wouldnt be interested in giving me a tutorial ?

im probably not the right guy for that because Im still learning. The best thing you could do with your time would be to go through the Bohemia tutorials and bring the samples into the game. They give you everything you need and once you go through those it will answer a lot of questions. They give you examples within blender with skinning and without.

surreal surge
olive pagoda
grand notch
#

Just curious but I got a custom grenade model that I’ve been working on and was wondering which enfusion tool I would use to make it where when you pull the grenade you actually take out the pin of the grenade

shell hedge
#

you make the animation in blender, if you cant reuse vanilla animations

grand notch
shell hedge
#

BLENDER

#

or other 3d tool, for rigging/animations

grand notch
#

Sounds perfect wasn’t sure, I get the weapons but wasn’t sure for grenades so thanks!

snow wadi
#

anyone have an idea of what could be causing this? it only happens when its in the enfusion workbench

last hill
snow wadi
#

it was the bolt of a gun that for some reason welded itself to the space time around him, it is supposed to be a bolt, it is weight painted and doesn't have any animation on it

snow wadi
last hill
snow wadi
#

thats the thing, I made sure the only thing that was affecting that mesh was the intended bone

#

so I guess it was blender's fault

iron galleon
#

little question what was the fix again for if gun fell though the map if they have a collision setup ? .

iron galleon
#

yea it has it all , if i drop it works fine but when the char dies it falls through the map

#

a fixt it

shell hedge
#

not only it needs colliders but also needs them to be proper

iron galleon
#

it was just that fireview doenst work and it needs to be weapon layer

#

but yea fix it

surreal ore
iron galleon
#

already fixt it thanks to

shell hedge
#

weapon for physics and fireview for other collision, usually weapons have those 2

snow wadi
#

do I need the "snap_left_hand" and "snap_right_hand" pivot points? for it to grab it properly?

lunar grail
#

Any ideas why Get In Teleport in BaseCompartmentManagerComponent breaks the animations? Tried searching but didn't come up with anything, figured I'd ask here to see if there's an obvious answer.

lunar grail
#

the animation works if i dont check the teleport option, but then the player doesn't get moved into the right location in the vehicle, and also getting out doesnt work. if teleport is enabled, the player gets teleported to the right spot, but doesnt animate, but getting out works. Im 80% sure i set up the model properly and im not missing anything there, but given this issue that i've been stuck on, figured i'd see if anyone can offer any insight

keen folio
#

Getting busy with the texture painting and all the fun shit. I'm going to try to have a 10-15 building pack out by the end of next month, all high quality/full interiors etc

#

Also, as far as working doors go, should I just pop the arma doors onto these in the workbench or should I just make my own? I stuck to the dimensions provided in the wiki for the frames and all that.

lunar grail
#

assuming the car creation tutorial may be out of date a bit. given I've been trying to follow it but its only part way working, are there any other good resources people can recommend to follow for modding in new vehicles?

lunar grail
#

well, I've managed to get the player sitting in the right spots at least, so that part of the animations are working. now though, it seems like the engine wont start due to an animation issue, and again, I'm not sure why / if there is an easier fix for this outside doing custom animations? open to any assistance / advice

brazen shoal
#

Is it possible to convert a .rvmat file into .emat?

wicked dirge
neat laurel
#

I would assume it's probably possible to steal the underlying tiff and rebuild it?

shell hedge
#

what kind of texture maps does an rvmat contain?

#

nvm I found it

#

it has specular and diffuse color

brazen shoal
shell hedge
#

should be doable if you have the texture

neat laurel
#

I don't know the legal status, but of BI owns DayZ they really should make exporter for its content.

brazen shoal
surreal ore
brazen shoal
surreal ore
brazen shoal
#

Is there an already made helicopter model that I can look at in blender just to see how it was setup just to see how my littebird should be setup?

fluid dragon
#

in Blender it looks fine

willow sage
#

From the top right options of the Viewport, open the drop-down menu for “Overlays”, and under Geometry, check the box for “Face Orientation”

#

The object(s) will change color, and you'll be able to see whether the normals are correctly oriented or if they're flipped

#

~Google

fluid dragon
#

looks all fine to me

willow sage
#

Doubled vertex ?

#

A -> M nearest

#

By distance I mean

fluid dragon
#

nope, btw in substance it all looks fine aswell

last parcel
#

could be a too small face that be causing it

brazen shoal
#

How do I merge the Object_LODs into one?

#

They all have these same materials but vertex groups are different

fluid dragon
#

fixed it, i think it was the scaling

lunar grail
#

Any ideas on what could be causing this? 1st picture is me loaded into a test world. The two prefabs on the right are inherited from M1025_armed_base, the two on the right from Wheeled_Car_Base. When loaded into the test world, the bones(and all other wheeled sim stuff), will work and display for the two on the left, but not on the right. Additionally, turning on any other debugging (suspension, tires, ect) will crash the workbench if the Wheeled_Car_Base inherting prefabs are placed. When I exit the test world (picture on the right), all the bones become visible. Loading back into the world takes it back to the situation in the first picture.

#

any ideas why inherting from the vehicle prefab works fine, but inherting from the Wheeled_Car_base doesn't work? I've tried disabling everything in the working ones down to just the base model stuff + wheeled vehicle sim, and when I do that, the bones go away with the sim turned off, and come back when its turned on, so I feel the issue is there. The issue being, I've basically duplicated the vehiclewheeledsim component manually in the ones on the right, and they still dont' work.

#

I also get the same issue (the bones not appearing) in the Wheeled_Car_Base inherted prefabs, even when using a base game xob (in this case, I used the same hmmwv xob to limit the differences). Even doing that, the bones do not appear

#

Disregard the above; I changed my axle torque share values, and it fixed itself. Not sure what I did wrong there, I might experiment more to try and see if I can recreate it again

mighty bronze
#

Wait hold on

mighty bronze
#

Same if arma 2, i just don't recall arma 2 having clan signs

#

Just incase you don't know level of detail (or LOD) is what makes models look worse (and as a result less performance) so level 0 is best detail and rhe further is going to look worse

pseudo hull
# fluid dragon https://i.imgur.com/7q9OyKg.png

Try having a Triangulate Modifier active when you export, just in case. I agree with Wolf's message, the front most issue is likely the faces are too small. I recommend redoing the topology, on at least that part, but it wouldn't hurt to redo the topology on all the issue areas.

nocturne quartz
#

did you make that panzerfaust 3? boris it looks pretty good even without the seams

fluid dragon
#

Its our Panzerfaust 3 from the A3 BWMod

nocturne quartz
#

oh alright you should add the straps to it

hybrid mountain
#

Weird issue, no matter what I do I cannot get my UCL_ collider to import - turns out that if you make any change to X/Y length it will no longer be considered a perfect cylinder (even when those values are equal, rotation/scale is applied, and origin is set to geometry.

#

Rotating seems to cause issues as well - the only way I have gotten it to work consistent is using the blender menu to spawn a cylinder, define it's size in one shot, and translate it using the location move tool. That's as far as I can get before it breaks and fails to import.

light eagle
woeful quarry
#

Anyone able to help me before i go bald ripping my hair out
legit all im trying to do is make a crater model for my map
but when you lay down in the crater you get stuck on random invisible geometry
You can crouch or walk fine but if you lay down you just get stuck on nothing
Ive tried allot of different things to fix it and its driving me insane

empty horizon
#

is there any guides on how to add collision to models in enfusion?

mortal mortar
#

So I'm having the apparently common "Missing some mesh skinning weights. Weighting them to root" problem (I've searched through the whole discord, I swear).
I've re-done the weight transfer and weighting from scratch 3 times already and I'm not sure what I'm missing or doing wrong.

#

so this is what I have in blender, where I have 163 bones (157 + the 6 empty groups)

#

but on enfusion I have 164 bones.... and I'm going nuts.

neat laurel
toxic marten
mortal mortar
#

Back to the "weighting board" it is then

#

thank you!

toxic marten
#

No problem

empty horizon
#

which name should i use for such collider?

nocturne quartz
#

for a collider its a little complex

#

also your adding vehicle wheels for a static object?

empty horizon
#

not a drivable vehicle

nocturne quartz
#

what is the green mesh?

empty horizon
#

rubber

#

material

tidal latch
mortal mortar
#

I'll give it a shot! Thankss

neat laurel
tropic flicker
#

Does anyone know what is happening here and how I could fix it? I have a finished model with the same problem and I didn't want to fix it because I thought it was a unique problem to that vehicle because it was very high, however I see that the same thing is happening with this one and I would like it not to move when you leave it still.https://cdn.discordapp.com/attachments/1263669691046428704/1266839552790761472/20240727-1926-44.3490523.mp4?ex=66a69bc6&is=66a54a46&hm=d665beeea800510e7f4809f426a8a9cd988288b7774cf063589db4d5772e9ef8&

neat canopy
#

Hey guys,
on import of my building I get this errors. My BSP is manifold, portals are facing inside and are placed little outside of the Box/Portal Volumes, the portals are emitting light properly. Has someone had this error befor? I allready checked the wiki twice and also with a friend, his portals are working.

#

And portals are parented to PRT_Volumes

#

Transformation is applied

neat laurel
#

Whats the quickest way to make a non-driving "interactable model" - like they did with the ZU gun, or will/have done with turreted stuff. Should I be cloning what they did for "turrets" and just apply it to a diffrent model?

neat laurel
#

Any model maker want to save me from myself with a crane turret? 😂

nocturne quartz
#

no put that dock crane on a vehicle

topaz bay
#

Hi there

#

What is good for enfusion work shop
Low poly models or high poly models?

#

Need your Advise please

#

I’m about to buy some interesting models and mess around with them

light eagle
#

I think you need to do some reading up on modeling practices before spending any money. High Poly and Low Poly have no strict definition. They are just terms for what the artist considered high and low. 15 years ago, BI used the Low Poly versions of their 3d assets for Arma 2. Those low poly assets looked good, and worked well. But now, 15 years later, those low poly assets are well below the quality standards you would expect in Reforger. If you look at the big asset warehouses, you will see High Poly and Low Poly, but that's not what you need to be looking at. You need to look at what the artists states the vert count is, compare it to what you see in the vanilla assets, and judge whether you feel the model quality is good enough.

topaz bay
#

Fair enough, I have a little knowledge about modeling and how to import to game Engine
For now @light eagle

karmic adder
#

Also, using LODs is very important, especially for very high poly models.

topaz bay
#

I understand

karmic adder
#

As BigBen said, very "low poly" models usually don't really meet quality standards.
Instead, LODs are what eliminates most of the performance disadvantage of very high fidelity.

topaz bay
#

I have some high quality low poly models that looks great

#

But when i compared it with h poly

#

There is a huge difference

karmic adder
#

Yeah, not all the quality comes from being high poly.
You can get away with fairly low poly counts as long as you have good textures / materials.
But obviously, if you're making a new model, you might as well make it higher poly, it has a benefit and little disadvantage.

topaz bay
#

I understand @karmic adder,

#

Thank you very much

#

Is it okay to share here

#

To get some advice in future?

nocturne quartz
#

what you mean ofp assets still look great in the refrogers

neat laurel
rancid cape
#

As someone who has little experience with it but i would like to get the community more assets for their maps, how hard would it be and is it allowed to buy blender assets and create a mod with them? Lets say i bought this would there be any reason they wouldnt work in enfusion?https://www.cgtrader.com/3d-models/architectural/other/yemen-buildings-modular-collection

CGTrader

Model available for download in Autodesk FBX format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets

stray crater
# rancid cape As someone who has little experience with it but i would like to get the communi...

I guess there could be two points of view for your question.

If you use it on your map/server, then, no problem, you can use it.

If you buy it and make a mode as it is, so modular, then no, since you just make the collection free by sharing it.

If you buy it, make custom buildings using the modular collection, it is a bit different but still a no for me, since people can download your buildings and finally get the collection.

Anyway, I guess the best person to ask this is the creator.

For the importation question, there should be no problem, just maybe a bit of work for LODS, Portals, Lights, Colliders, …

neat laurel
#

If the assets are "free" check the licencing. If it's rights removed kinda deal go ham.

If it's purchased, generally everyone has a "no giving it to other people free" licence.

#

Also remember that assets that are super sexy don't translate well into video games. Details cost rendering money (although these don't look too bad). You can cheat with textures, but real detail needs real polys - and good looking assets will be poly dense as a result.

Luckily downgrading poly count isn't too bad, but it will require work. Just like anything worthwhile.

fathom elbow
#

just ask the author if you are unsure

rancid cape
#

I see, thanks for the response guys!

fresh lion
#

Hey, I'm not sure if this is the right thread, and it's probably a simple question for most: I'm trying to override part of the GreenBerets. I Override my characters to my folder with the base loadout character. I want the helmet, jacket, pants, vest, and some items in SCR_InventorySorageManagerComponent to come from the base loadout character. If a character has a item preselected to the individual character i should be able to clear it in BaseLoadoutManagerComponent(for example the beanie hat on Character_US_SF.et) and check the inherit from parent skeleton box, and it should change to the helmet i picked in the base character, but it does not. what am i missing, please?

fresh lion
torn lodge
#

Can someone give me a good ressource how to setup colliders? Want to add colliders to my halo ring

tame tundra
snow wadi
#

also, anyone have any idea what can cause this? RESOURCES (E): Collider is not valid 'UCX_body

#

nvm, it was a trimesh

nocturne quartz
#

is it possible to make a skybox ?

#

that how the originals are set up there is no point in adding collision to an object that is out of reach

shell hedge
#

Yes but clouds cast shadows on your sky objects so it looks lame

spice topaz
shell hedge
#

Also lame

surreal ore
vague walrus
#

Hey Guys, Im working on a modpack right now and im having trouble making the weightpaints for the pants and jackets to be perfect. Could anyone Help me out with it? The butt on the pants is kind of the biggest problem when crouching.

#

What would you guys reccomend making the hip section like to make it work correctly. I saw the vanilla pants have 16 bones

surreal ore
#

Transfer weights from sample pants to yours.

tacit eagle
vague walrus
#

The Sample pants are on github?

surreal ore
vale jasper
#

Can someone help/explain to me what Im doing wrong? I get this error in yellow and it freezes. I originally had this model without custom collisions and could not seem to get reforger to use the mesh as a collision (like unreals advanced collision thats built in)

tidal latch
#

Your collider is not convex. Try creating something simple by hand from scratch

vale jasper
#

Like this? Same error

#

Iv tried a basic cylinder but bringing it in its off

tidal latch
#

Is it the only object with ucx prefix?

#

Next time share screen without visual mesh - just collider

#

As for offset - make sure you apply transforms

vale jasper
#

Were do I apply transforms for that cylinder? In the toolset or from blender? (Sorry very new to blender)

#

I didnt offset anything in blender just scaled and sat it as in pic on right

#

unchecking COM Autocenter seemed to fix it

tidal latch
#

check FBX wiki

#

there should be note about transforms

vale jasper
#

Above, unbchecking COM autocenter fixed it, thanks reyhard

#

now to get bullet collisions.... damn

#

and the same process to follow on 20 other custom ones 🤕

nocturne quartz
#

i havent checked how the collusions are done with trees in the game but you can use less sided cylinders. I dont know if you should use the cylinder mesh or a simple trimesh

surreal ore
#

Trimesh should be used as few times as possible for optimization

inland sentinel
#

Yes and trees are so frequent you need simplicity. They learned that with DayZ. I imagine colliders are similar how they recently made them in dayz

river heart
#

Why do my rail meshes import weird in enfusion I applied a basic texture to show off whats wrong with it all i need to do to publish this is to fix my rail mesh and i cant figure out how

neat laurel
#

Looks like your normals are flipped. So your rails are showing up hollow or something like that.

tacit eagle
#

any reason why my custom patch material isnt changing the prefab for the patch?

#

ive duplicated patch and texture and made my own texture but still the prefab doesnt change

neat laurel
#

Right click refresh the image?

tacit eagle
neat laurel
#

Are you talking about the prefabs image? Or are you talking about the texture not showing up in the editor viewer?

tacit eagle
#

i made custom texture for patch and applied it and its still default RHS patch

tropic flicker
#

Why does my weapon not appear in the weapon boxes, if I am following the same logic as the example weapon?

crisp shale
#

you have to override it and add gun there

nocturne quartz
#

is there a diffrence between say 8 sided cylinder vs a 8sided cylinder which is trimeshed?

#

or better yet a cube that has been morphed around

tropic flicker
river heart
vague walrus
wicked dirge
vague walrus
#

Ahhh alright

wicked dirge
# tacit eagle

in your BaseLoadoutClothComponent are you setting your new material in the Worn Material Override and Item Material Overrides?

#

paste a pic of your component setup here

shell hedge
#

the wiki discourages using overrides and says to use prefabs instead

wicked dirge
wicked dirge
# shell hedge

ah ok I see what you mean. Since we use overrides and they work fine, I cant say certainly that the prefab method will work in the patch system. although I dont see a reason it wouldnt

shell hedge
#

maybe in your patch it is different but for clothes it has never worked for me personally (the material override way)

#

like they would still look like the original jackets after opening the world

#

annoying

#

maybe its fixed now tho

wicked dirge
#

but indeed this is way better nowadays

shell hedge
#

probably my skill issue

south gust
#

Hey guys what is the cause of this glitch in enfusion. In Blender All normals seem to be correct, but in enfusion 2 Normals are wrong, how to fix this ?

wicked dirge
#

once i fused them all went fine

south gust
#

alr, sound like real fun now

south gust
wicked dirge
#

nice

tropic flicker
neat laurel
#

Dragging people into positions is likely not the same as calling the action as a player. I don't know the solution off hand, but I had the same problem when I played with the BTR turret. It had something to do with the slots. I assume not having a slot properly linked to the get in action?

tropic flicker
neat laurel
#

I'm far from a expert, but you need slots and actions - and maybe a door if you want to use that grouping comp. I would assume you can just load up the vech with slots (their might be a hardcoded max) but your problem seems to be a disconnect on the "get in the position" of the slot on the action call. I got the same when I added a crane rather then a properly configured BTR turret. I don't know enough to say what is broken, but perhaps look at the BTR turret as a prefab and see how it merges into the body as one big prefab - perhaps a config is missing.

tall yacht
#

Hello

I'm working on a map within the enfusion engine and I'm interested in importing models from Kitbash3d Cargo into my project by importing the models into blender 3.6 then importing the fbx models into my enfusion project.

So here is my main question I have about this.
What are the limitations in doing that? Bringing models from kitbash3d into enfusion via blender.
What is the poly/face count I should be limiting myself to, such as not go over x amount of polys.
How will this impact the overall file?

Id like to just import them as directly as possible but I'm not sure if it's a good idea to chop up the models into a bunch of individual models or keep a larger model as one whole model since the poly count will be the same regardless of the larger model being chopped up into smaller models or not.

Apologies if this question has been asked before.

vague walrus
#

Does someone have a weightpainted jacket to share?

#

transfering weights from the bohemia model doesnt look good

light lynx
#

hey guys. Is it possible to "merge" vanilla assets in the tools? Say I want to add the goggles model under assets > character > eyewear to the M1 helmet under assets > character >headgear, can I overlay them, reposition them, and create a new asset. Or is that just not a thing. I think I've seen other mods with "modded" versions of vanilla assets, but I may just be mistaken and they might be really convincing recreations