#enfusion_model

1 messages · Page 21 of 1

pearl dagger
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Hello, can somebody tell me what I am doing wrong because I cannot see my bones in workbench, but in Blender it seems like they work? 😐

P.s I did them by some addon called Rigacar

ancient walrus
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When you reimport (look import settings in your picture press that tab select the skinning box and click reimport at top ) select the box for skinning I think that brings in bones too

wary inlet
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Or hear me out... We fit the chin to the chinstrap...

pearl dagger
nocturne quartz
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no no im still trying out methods for creating realistic silk chuties, this is only for making the high poly btw

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also its a little dense for animations. still usable for that but im not at that stage

tidal latch
# pearl dagger Thank you now it seems like its finally working 😳

using auto rig and not vanilla making conventions will result in you needing to make a lot of your own stuff (export profiles), editing default components ( they are expecting vanilla naming conventions - you can change it of course but those little things will combine into larger pile which might be overwhelming in the beginning) or making anims ( proc anims might be expecting different setup)

pearl dagger
polar vault
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What would be the least time consuming way to test a new character model? Add a game mode in workshop and spawn in the model > play as?

ancient walrus
faint wyvern
tidal latch
gusty needle
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Hi everyone,
I have a question regarding modelling buildings for Arma Reforger.

Currently I'm making a mega building. (A building consisting with around 200+ Rooms)
And I'm unsure how I should "split up" the model.

My current workflow is I create for each room a own model which then can be placed in Arma Reforger. (Its a base model with only Walls&Floors, and some static details)
Is this approach good for performance? Since my thought behind this is, that this way the engine doesn't load the whole mega building. But only the rooms that the players sees.

Or is it better to make one big model with all rooms? Or is it better to split everything and put together inside of Arma Reforger? (Walls, floors, etc)?

For a small house I would go with one Model for the whole house. But this is not a small model....

leaden trench
gusty needle
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Hmh, because the whole building would have more than 10million verts

leaden trench
gusty needle
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Walls, floors and some details like arches, Pillars, etc.

As said, it's a mega building. Large enough for needing to drive with a car inside or taking a tram

leaden trench
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I think nobody has done a building so large before, so nobody could answer your question accurately. Maybe have to experiment & benchmark it.

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Unless reyhard sees it and shares some secret knowledge 😉

gusty needle
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Well it would be already enough to know how the engine handels models.
Does it load the whole model when a player sees it? Does it only load the verts the player sees?
And was the engine build to be used for modelling maps inside of it.
Like Unreal, Unity, etc.

leaden trench
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Any engine typically loads the whole model to VRAM

gusty needle
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I will try the map as it is. (Splittet in rooms)
and see if the performance is good or not.

And also try one version as one single model.

But I won't split every single wall, etc. and place it ingame when it's unknown if this would gain performance or not.
Since this would be like 80h of work

leaden trench
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Workbench will actually appear to hang for 30 minutes if you try import a single 10 million vert model

gusty needle
# leaden trench Any engine typically loads the whole model to VRAM

Yes, but every engine handels models different.
To many models would eat up the bandwith and causes lags since the gpu doesn't get the models fast enough.
Also one big model, when the engine is not designed for it, would just load the whole model.
So all 10million verts, which would be bad..

gusty needle
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so ik

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Thats why I splittet in rooms

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Since I already knew my pc couldn't handle such a big model

karmic adder
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Even regardless of import time, I would probably import it as multiple models.
This way the whole building isn't one model, and instead distant parts can be at lower LODs.

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It's even better if you can make it somewhat modular, with some repeated parts being re-placed.

unkempt geode
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How do I get in touch with someone about modding? My group I am running with is wanting some patches, belts, reskin, etc and we were wondering who/where we need to get in touch with

quasi valve
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What would be the best way to take the RHS CAG Cross Patch and add a new Mesh to it to change the Patch. It has the same shape can anyone give any advice

gusty needle
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Also is there an Overdraw View mode in the engine to view which quads overdraw? (Like in Unreal)

Since with this it would be much easier to create LODs. Since it would be easier to know at what range is something not really visible anymore. (Brighter color)
I could optimize my Models in Unreal first, but idk if it's usable for enfusion engine then. (There will be a performance gain, but not optimized for Enfusion)

nocturne quartz
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why do you use unreal?

gusty needle
mighty bronze
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how to find out that the .blend file you're using from the model maker is in a different scale

stray bridge
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Is it possible to add a pivot to clothing stuff like a belt without breaking the armature / bone count?
If I add an extra bone or whatever it just breaks everytime. But I need an extra "custom" pivot ID

cold spindle
cold spindle
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Thank you sir

cold spindle
stray bridge
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right above the picture

cold spindle
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Ahh you legend tyvm

cold spindle
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Anyone willing to pop in VC for like 10mins and help me understand how to get collisions working properly.

Just testing with a simple set of stairs and i can't seem to import right. Collision box is showing in model workbench but cant get any collision in map.

Im in a voice channel at bottom of this discord.

ancient walrus
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Ah man I just been through all that but I’m off pc Now but
If you have static object ticked in the rigidibody component then I found in blender
You have your visual lod
Then a new collection called colliders in which is 1 geometry lod its prefix is UBX if its box and quad and UBX or something for tris Convexed Burn you select effusion tools and collider set up Choose a layer propfire or similar and a surface for armour Then export and import and send to your .et

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You can change the layers and armour in import settings in workbench

cold spindle
cold spindle
flint ivy
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This I believe is to do with a vanilla bug with the inventory not refreshing. Try dropping and picking the helmet back up whilst they are attached but invisible.

quasi valve
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Can anyone answer this question? Is it Possible to Export a patch model to blender to reshape the model? I used EBT to send the patch to blender but it shows up as and .et file and unable to see it in the blender space. What am I doing wrong or is it not possible any help would be really appreciated

sour shoal
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Hey guys I'm not terribly experienced with weight painting in Blender but I have noticed that bone counts in Enfusion don't add up corrently sometimes after weight painting. Is there a reason for that? I'm sure I must be missing something

stray bridge
cold spindle
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Are you saying there is a different number of bones in blender vs enfusion? How many different? If blender has more bones i think i have an idea why.

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for obj in bpy.context.selected_objects: #for each selected object
    print(obj.users_collection)
    print(obj)
    print(obj.users_collection[0].name)
    ObjColStr = obj.users_collection[0].name # ObjectsCollection
    
    name = obj.name         # get obj name
    copy = obj.copy()   # Create a copy of obj data-block
    copy.data = copy.data.copy() # linked = False #Apply Obj data to copy
#STB-Input-Panel-String /// #STB-InitValue-f"UCX_{name}" # Change name of copy to UCX-END
    copy.name = f"UTM_{name}" # Change name of copy to UTM
    mod = copy.modifiers # get copy's modifiers

    #REMOVE THIS SECTION TO NOT ADD DECIMATE MODIFIER TO COLLISION MESH#
    #REMOVE THIS SECTION TO NOT ADD DECIMATE MODIFIER TO COLLISION MESH#
    Dmod = mod.new("Decimate", type = "DECIMATE")
    Dmod.decimate_type = "DISSOLVE"
    Dmod.ratio = 0.25
    Dmod.use_collapse_triangulate = True
    #REMOVE THIS SECTION TO NOT ADD DECIMATE MODIFIER TO COLLISION MESH#
    #REMOVE THIS SECTION TO NOT ADD DECIMATE MODIFIER TO COLLISION MESH# 
    
    
    #REMOVE THIS SECTION TO NOT ADD THICKNESS TO COLLISION MESH# 
    #REMOVE THIS SECTION TO NOT ADD THICKNESS TO COLLISION MESH#
    mod = copy.modifiers # get copy's modifiers
    Smod = mod.new("Solidify", type = "SOLIDIFY") #Add new solidify to copy
    Smod.thickness = 0.125 #12.5cm thickness
    Smod.use_even_offset = True     
    #REMOVE THIS SECTION TO NOT ADD THICKNESS TO COLLISION MESH#
    #REMOVE THIS SECTION TO NOT ADD THICKNESS TO COLLISION MESH#

    
    ObjCol = bpy.data.collections[ObjColStr]
    ObjCol.objects.link(copy) #link to collision collection
stray bridge
cold spindle
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No i was just sharing a script to help speed up peoples collision creation.

stray bridge
stray bridge
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there are plugins for it too

cold spindle
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Yeh the enfusion plugin is missing this as an option hence why im posting it here.

Does it only create an extra bone randomly? It might be a root boot which is missing being hidden from the user. Alot of mod tools for blender create extra bones and then hide them from the user to fix rotation errors and scaling on imported meshes.

stray bridge
stray bridge
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Im just missing smth most likely xd

cold spindle
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If you need someone to bounce ideas off let me know. I know the frustration of talking to yourself trying to fix something to fix it in a second when someone else says one thing, xD

patent wren
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Guys, would you happen to know please how to set up my rail for foregrips? What class to use? i used RIS1913, but that makes lasers and flashlights go on it

shell hedge
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Why shouldnt they?

patent wren
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I cant seem to access the files to see what class are the foregrips on

shell hedge
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I did a custom class for foregrips

patent wren
shell hedge
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I think this is covered in weapon creation wiki

patent wren
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idk, i just want these wcs foregrips to work

patent wren
tacit eagle
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I thought it was a modeling channel

cold spindle
stray bridge
cold spindle
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Yeh just saw the video of a bank building.

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Im really struggling to understand the layers required to make a functioning building. And how to do the whole BSP portal volumes.. atm i've made the prefab, placed doors and windows but the doors keep moving to the 0,0,0 pos of the BP. I'm assuming i need to make some pivot points in blender but i cant find the info i need.. If you did all that with yours is there any chance i can get a copy /template to see how you've built it?

Ive been going through this https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
But it doesn't really explain the setup/process and why. It uses vague terms combined with absolutes that have no reference xD

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An example is that this is all it says sockets are. Doesn't really clarify the uses or give any examples.

Sockets

    defined as dummy/null object
    dummies/sockets can be parented into hierarchical structure if needed
    points of origins for various things like particle effects, prefabs,...
    based on purpose of these, there are various naming conventions for different types of assets (weapon, vehicle, character,..)
    currently there is no naming convention that will influence the import, except for COM_ (center of mass)
stray bridge
cold spindle
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damn it, also says Material must be dummyvolume ( GUID: D3975B51F51E6BD5)
Yet no material exists within blender 0_0 AHhhhhh

stray bridge
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just name it dummyvolume

cold spindle
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just like that or dummyvolume_D3975B51F51E6BD5 like the other mats?

stray bridge
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just „dummyvolume“ import it and see what happens

faint wyvern
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does anyone know how to set up center of mass in blender an configure it in game. my models keep floating away

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severell models i made do the same thing im sure its the center of mass

last parcel
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name it dummyvolume_D3975B51F51E6BD5 and it will use the BI's Emat from the start

main kraken
stoic heron
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can someone help me add a bone to a drone wing ?

ancient walrus
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Have you seen the prop tutorial on the wiki it explains well . Basically add it In blender and tick export skinning when you import to enfusion via the tools and the bone will be registered

stoic heron
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but when i use it in proc animation

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it crashes the software

ancient walrus
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What does it say I the log in mydocs/ my game /Armareforger workbench logs

stoic heron
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nothing

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just crash

ancient walrus
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Ooft that’s a proper crash does it crash without ticking export skinning ?

stoic heron
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it crashes when i import skinning

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then i try to use the model in proc animation tool

ancient walrus
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What was the wing pap not found crash previously at 14:22:30

stoic heron
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its not related

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i fixed that and it sill crashes

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here is the model

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try add a bone a

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and then use it in proc animation

ancient walrus
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I will I’m home in couple of hours if you ain’t fixed

shell hedge
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Maybe its proc anim editor that crashes and not your model specifically

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I think it crashed me when I set a preview mesh lol

wicked dirge
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yes, proc anim editor is known to be buggy

patent flower
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I cant figure out what is causing this issue, Im trying to setup some glasses that appear when in the inventory of my helmet. They show correctly on the inventry preview but when i come out of the inventory view the glasses show in their item form on the floor. does anyone have any idea why its driving me insane.......

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iv tried as suggested dragging the item out of the helmet inventory and back in but then they just do not show on the character at all

stray bridge
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can you provide the components setup?
Are you using this equipment whatever comp as a child to slot the glasses or how you do it

ancient walrus
patent flower
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@stray bridge

patent flower
stray bridge
# patent flower <@393508675047784448>

Ok not sure if its the solution to ur problem but i think hierachy comp is missing on the prefab.
Also does ur prefab, the xob of the worn model, has 230 bones total?

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btw the glasses wont be replicated I think. Did kinda the same thing with an holster and an m9, which wont show for other players

patent flower
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yeah

stray bridge
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have you tried to wear the glasses, and I mean just the glasses. Not sloted or whatever.. just to make sure these are properly set up

patent flower
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the worn model is weighted correctly and follows the skeleton

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in the inventory preivew they move with the character as intented

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just in normal view it is showing the item model instead of the worn model

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i swapped out the item model for something else to test it

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i also attached the vanilla goggles which did the same thing

ancient walrus
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What in the et points to this is the model for normal view ?

patent flower
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so im thinkingits something in the helmet prefab

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thats where it points to the glasses prefab

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@stray bridge i added the hierarchy component but nothing changed do i need to change anything in heirachy?

stray bridge
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but its a storagecomp on the holster, so its a bit different

ancient walrus
# stoic heron

Confirmed mate crash soon as i add it after export skinning im on EXP tools fyi even tried a simple box and that crashed

ancient walrus
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seems so but my old projects work ill try and see if i can reimport one of those and see if the import breaks it , are you on latest Blender for export i hear tools aint as well recieved , although for this we not really utilising blender tools ?

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im gonna say tools most likely cause i swapped the model out in aworking .pa and then swapped out the model textfile .pap and loaded it and the model showed

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so its the proc tool ?

low iris
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Im trying import a XOB building into enfusion, i have the object showing and i have it as a .ET with textures and working fine in game. The only issue i am having is making the building have collision i can just walk straight through the building. I have a rigid body component and have model geometry enabled. Will anyone have a idea what is wrong?

ancient walrus
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did you tick the static box in the genericentity component and rigidbody component

tidal latch
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missing layer presets or incorrect ones probably

stray bridge
dim nimbus
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what the hell is "VehicleFireDisc" ?

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there is no mention of it on wiki, it is present in EBT as preset, but no description whatsoever

tidal latch
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are you sure its not something from some mod?

dim nimbus
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it is preset in EBT

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and it somehow got autoapplied to one of the colliders in my wheel, but not the other one

tidal latch
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that is not VehicleFireDisc...

dim nimbus
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i am sorry, yes, rotor disc

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what is it and what is the purpose of it? why it got autoaaplied?

tidal latch
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it is not auto applied

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once model is imported, layer preset is converted into bit mask

dim nimbus
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this is how it is tagged in belnder, ebt

tidal latch
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and then resource manager is showing layer presets with same bitmask

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in other words, both Layer Presets have same setting (aka bitmask)

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and Workbench cannot say which one as applied to model originally since it doesn't have string name

dim nimbus
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like metal 3mm and metal 5mm, are both "metal" ?

tidal latch
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no

dim nimbus
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it did separate 2 colliders in wheel correctly and added different materials to them, 3mm metal and 4mm rubber tire

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but one of the colliders have this VehicleRotorDisc.

tidal latch
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it has nothing to do with game materials

dim nimbus
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i jsut dont get it what is it

dim nimbus
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there is no vehiclerotordisc there.

tidal latch
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it means VehicleFire and VehicleRotorDisc both have same active layers

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Workbench cannot say which one as applied to model originally since it doesn't have string name

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instead it has only Layer Presets stored inside

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it tries to check all layer presets which matches that setting and then it lists it

dim nimbus
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ah

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i think i KINDA get it

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so if some layers both have fore example, firegeo and viewgeo

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AND sometihnd els different in each other

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it will show both?

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i am not a porgrammer guy, so its hard for me to understand these

tidal latch
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no, they have to be exactly same

dim nimbus
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hm.

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k

tidal latch
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lets say you have information that this layer have "Vehicle" & "FireGeometry" layers active

dim nimbus
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Question is. will 2 different colliders in wheel work properly? i dislike fact that in refunder, if you shoot metal rim - tyre gets damaged. so i made inner collision metal and outer collision - rubber.

tidal latch
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you are trying to guess which Layer Preset it is

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if there are two Layer Presets which have exact same setup then you list both - you have no idea though which one was originally selected though.

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You only have info about "Vehicle" & "FireGeometry"

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that's how it works more or less

tidal latch
dim nimbus
tidal latch
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it will work

dim nimbus
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inner collider is slighlty smaller so it does not overlap with tire

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so if players will shoot metal, wheel will stay healthy?

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is background logic ready for this?

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wheeldamage controller or whatever is responsible

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i will assume it will work, thank yo ufor your immense help, sir.

shell hedge
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donut peepoHappy

timber lion
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Is it possible to make the reforger cars as props?

stray bridge
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surely

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duplicate the prefab and remove all the comps except of the mesh and rigidbody, set the rigidbody to static

timber lion
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But can I control the wheels then?? I want the make them look lake rundown a bit

tidal latch
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you can also take a look at cinematic tutorial on youtube

dim nimbus
stray bridge
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the base game car but run down? So just new textures

timber lion
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I wan't to use them on my terrain as props. The other wrecks are extremly destreyod. I want them not so destroyed just abandoned on the spot.

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Little bit like this

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They need to have collision

stray bridge
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as this model is not available in base game you have to model / create a mod for this

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the only base game models for vehicles are the one you know and the wreck ones

tidal latch
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...I don't think he want to use exactly this model from pic 😅

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in any case, if wheels are set as slots, you can perhaps rotate those slots as you want by changing their slot setting

stray bridge
tidal latch
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abandoned cars can mean cars which cannot be interacted and have different materials

stray bridge
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yes, props. Not interact-able

tidal latch
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which is doable imo with available in game models of cars (not wrecks)

timber lion
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Yes cars as props where I can edit the position of the wheels and the door. They are static and not interactable. I don't mean the model in the picture!

ancient walrus
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Edit a wreck and replace the model ?

vivid lake
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hi, currently playing around with the Enfusion Engine... after importing my FBX model its turning red... any ideas what i am doing wrong? 😄 Textures and Material is setup correctly :/

last parcel
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looks like vertex color

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if you are using blender

vivid lake
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"under properties / material panel, Vertex color paint is checked"
hmm... can't find it 😦

last parcel
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under color attributes remove if there is anything there

vivid lake
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nvm i create the material in enfusion manually 😆 ... so i just need to export the model once.... but thanks for your help! 👍

turbid tendon
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Would anyone have a good suggestion for a building modding guide, specifically how to handle colliders in a building? Thanks

sullen sable
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Does anyone know whats causing all these black marks on my rifle when imported into tools?

sullen sable
dim nimbus
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check this, show screenshot of mesh

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normals no need textures to exist

sullen sable
dim nimbus
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looks ok

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can you do

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select rifle > edit mode > verticies > A to select all >M > by distance > apply >export > import> screenshot from tools

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do NOT save blender file, or make a compy for this

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Or yo ucan jsut CTRL+Z after yo uexported model

sullen sable
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Its not giving my an apply option after I click by distance. when I click by distance it says 0 vertices removed

dim nimbus
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aha so its not that then

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can you... send blender file?

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remove all unnecessary stuff aside from mesh, and lets say remove half of the rifle to be safe

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for example remove crossed part in edit mode

dim nimbus
round lily
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anyone know where i can find the unit dimensions for the doors in arma reforger? id like to create a building & itd be really helpful to have those on hand instead of eyeballing it (im under the pretense that doors are separate models due to the prefab system in workbench, as opposed to the A3 system of the doors being stored in the same .p3d as the building)

leaden trench
round lily
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ahh

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appreciate it big dog, i havent opened WB and was planning on doing that after i created the model (not anymore now :) )

hybrid pond
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how does the colour variants in prefabs work ie
House_Village_E_1I04/House_Village_E_1I04t_green.et and House_Village_E_1I04/House_Village_E_1I04t_red.et
they both inherit the same XOB but the material is different

dim nimbus
hybrid pond
cold spindle
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But why? Why are UCL_ so funkey.... Have to export from blender at 90 degrees to get it line up in enfusion

cold spindle
remote palm
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Hey, i seem to have an issue with my bolt...
Trigger, magrelease and firemode are working fine, and i have my bolt setup just the same way.
I have a vertex group of "w_bolt" the bone "w_bolt" has a parent to "w_root" and it also moves correctly in blender. My bolt also has a modifier with armature and the object is armature.
Once i export skinning in my .xob and reimport resource (PC) the bolt just moves somewhere it wants...

How could i fix this?

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I also tried the way the AK74 is setup from Reforger, but that also does not work :/

cold spindle
ancient walrus
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Lmao

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Must weigh a million kg

cold spindle
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Nah something funkey with the BTR turret being added to it. Not sure what exactly. Im confused why turrets have thier own rig that is a duplicate of the entire vehicles -_- soo much extra wooorrk

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And like why does the BTR main mesh have wheel colliders and each wheel added has its own colliders -_-

ancient walrus
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closing my eyes like i always do to hard work : Enjoy

cold spindle
ancient walrus
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i took a break from vehicles my mental capacity was full that BTR workflow looks Mental on steroids LUL

urban cove
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not sure where to post this so, Can Arma 3 objects (in particular, buildings ) be used in Reforger?

ancient walrus
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no arma3 assets can be used they haven't released any public data (yet)

urban cove
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@ancient walrus maybe someday. Thanks

cold spindle
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Anyone know a way to debug view collision in game?

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found it - Alt+windowskey in editor or game.

nimble talon
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hello im getting started with model making for reforger. I wanna make some WW1 Western front assets, but am unsure on what applications to use or how to get started

sly bridge
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start with learning the basics. You can use any 3d package, but blender is free (and also close to industry standards)

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start with some free tutorials, avoid the donut tutorial like the plague though

honest pine
tacit eagle
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Hello I was wondering if someone could explain to me why when I change an existing prefabs model to mine lets say I want to use the M9 prefab and turn it into a glock when I select my object it appears with a magazine sticking out the top

bitter warren
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Hi.. Do anyone here have experience with adding custom houses/buildings to the workbench/reforge tools?
I have some houses from packs i use i unreal engine. Then are modular pieces that i can combine to one mesh.
So should they be exported with windows/doors, exterior and interior in separate fbx files?

karmic adder
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Look at how it's done for existing Reforger houses

remote palm
# honest pine you need to make the animation

Okay! yeah i have not yet really watched the animation tutorial - i just thought since the other parts lign up correctly and are on their spot, it should also work for my bolt since it uses the same names as the original AK74 from reforger. Ill take a look at animations 🙂 ty!

stray bridge
honest pine
remote palm
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Ahhhhhh roger!
I took a look at a video tutorial about animation, pretty simple looking for now 😄 thanks for the explanation 🙂

gusty needle
ancient walrus
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Anybody know why the latest Character sample when exported from Blender as FBX and then imported to WB ( i havent touched anything other than stretched a few verts in Lod 0 ) would turn 180 % in Game ? TIA

tidal latch
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thats how characters are done - it is due to fact those characters are also used in Motion Builder

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see infobox

vivid lake
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A few days ago i had the problem with red textures on my imported model (fixed by removing vertex colours on object)... now the material turns red already while creating (in Enfusion)... any ideas?

shell hedge
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opacity map does not go into the basecolor+roughness map slot

vivid lake
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it should be basecolor... but after importing texture to enfusion it turns grey :/

last parcel
vivid lake
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there we go, thanks 🙂

cyan girder
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The hanguard on this model is an attachment. However, it doesn't appear at first when you initially spawn. Users must move it to their second slot then back to the first slot for it to be visible. This isn't happening to the stocks which are also an attachment.

How do I fix this?

livid blade
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I am new to 3d modelling or modding, I did this on my 1st day of learning blender. How can I export the beard only and add it as a mod to reforger for testing purposes??

stray bridge
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select just the beard and export it lol, but to actually make use of it you need to add vertex groups / attach it to the amature of the reforger character which you can find I think on the github

#

its a little more complicated

#

you need to weight it

livid blade
#

oh okay thanks

livid blade
#

Also the beard I made is connected to the head armature

stray bridge
#

is it weighted, does it have vertex groups?

#

also not sure if you can export import curves, maybe you can I just never did it

#

if you can and its weighted, make in tools sure inside the import setting that you tick the box export skinning or smth thats named kinda like this

#

if all that works, for testing purposes, get a clothing prefab and swap out the meshes, especially the worn model. save it as a new prefab in ur mod and test it. Theres no beard slot in the base game so you need to use another slot or make an extra slot. There is beard mods on the workshop just have a look at them and how they were done

livid blade
tidal latch
#

in any case, curves will have to be transformed to mesh

livid blade
#

thanks!

white plover
#

have i done my memory points right they dont show up in infusion when i check the bones. any1 know where i could have gone wrong.

stiff reef
#

I need to apply the wooden part of this texture Atlas ( ST_Tiles_House_02_BCR) to some faces of my model, but the details are too big and I need to scale it down and avoid UV overlapping at the same time, how can I achieve that or what's the proper workflow? Thanks!

hazy vault
surreal ore
#

vs

last parcel
#

don't do it like that, do it with an UVSet 2 instead

#

maskmaps and uvsets are the stuff you need for buildings

surreal ore
last parcel
#

they still use UVSets 2 and uvsets 1 for maskmaps, the slite tiling could be becuse that building needed it to be a certain little bigger one just one side.

#

as you can see tiles like that one he wants to use do like that everytime,

surreal ore
#

Yeah, Not sure exactly where I told him what uv set to use? I simply told him to change the uv scale to match the way the creators of the game did it.

stiff reef
#

Thank you all! Yes I'm using it for some building I'm creating... If the texture is single I'm using the tiling method without problems, but I can't figure out how to do that with texture atlases like the ST_Tiles_House_02_BCR one.

last parcel
#

you told him to set the uvscale in the material, and for that certain material it wouldnt work.

stiff reef
#

So I need to create 2 UVmaps, but then how to set up the first and the other one? Sorry for the dumb question but I don't have any experience with multiple UV maps

last parcel
#

you do it like this, UVSet 0 reads the tiling, and UVSet 1 Reads the maskmap

#

then setup it up with uv scr global maps UV Set 2 in enfusion like this.

surreal ore
last parcel
#

yea, there is template for the floors, in Assets/sharedData/Floor that is a frame model for the floor atlastextures.

cold spindle
#

Anyone know how to export FBX from enfusion into blender? Clicking FBX export gives me

Looked through project settings couldnt find any refernce to EBT configs

Found it! It was a plugin not an base engine feature. Look in the prefabs tab (top of main enfusion window)
if you discover this post in a moment of fustration.

Aaand you cant even export locked files -_- pfpfpfpfpfpffffff.

last parcel
#

of course you can't export the locked files it goes against EULA

cold spindle
#

All i saw was export fbx and i wanted to use it to get a reference scale

tacit eagle
#

anyone know why im getting this issue

#

like im importing it and its doing this

thin lagoon
#

It seems to do this in two cases
1 is that you've enabled text view under the View tab
2 is that there is an error in the project somewhere and it refuses to compile everything else - check your console and logs

tacit eagle
#

view is on normal view

#

so trying to import it by right clicking and importing files says error register and rn i just imported it by opening my files

#

its been stuck at 26 percent of a minute now

gusty needle
shell hedge
#

All of them

faint wyvern
#

hi can anyone explain to me about how i can go about making my own player animation graph for vehicles

tacit eagle
#

my own model importa fine it’s just the second model i put on top of it doesn’t

surreal ore
# tacit eagle

Putting an fbx in your mod folder isn't the same as importing, right click>Register and Import or use the import button at the bottom of the resource browser. Importing would create a txo and xob file. Xob files are the models used by Enfusion. Trying to "look at" an fbx in Workbench will just open it as a text file.

tacit eagle
#

It’s causing that issue

surreal ore
#

Ah, maybe i misunderstood the issue then.

tacit eagle
#

Yeah so it’s like a blender issue mostly

timber lion
#

Can I manual rotate the car axel of a static car? Almost deactivated all of the componements!

cold spindle
#

Hey all, I've spent the past couple of days putting together a vehicle model + prefab. Today on i've come across a problem where i cant get out of the vehicle. From either driver or gunner, I also cant change between gunner/driver if i move the turret from starting position? Any input would help.

nimble talon
#

is there a discord or something that beginners to model making and modding can join? im lost on where to start, im day 3 of learning blender

cold spindle
nimble talon
#

ive dabbled with autoCAD with classes about 2 years ago but havent touched anything until 3 days ago with blender. I wanna make WW1 weapon mods for reforger but im just lost on how to make a gun on blender. ive done the donut twice now

cold spindle
#

There is a channel about 10 above this one called reforger_samples Inside is links to a github with sample blend files and a sample project

#

From donut to working LOD compliant gun is a big step though.

#

LOD = Levels of detail. Lots of modders ignore this part but for performance you should always make multiple models of variable vertex/poly count to reduce impact on peoples GPU's.

#

Usually LOD's come last though but i cant stress enough the value of them

#

If you're looking for example videos of people doing it there are only a couple out there i have found. They are not that great. But the workflow from blender to unreal engine is very similar to enfusion.

#

I personally haven't messed about with guns yet. But i would image they would want to be rigged. A good test for understanding how the workflow from Blender to Enfusion works is to make something simple like a crate that you can open.

nimble talon
#

hmmm

#

ok

stray bridge
cold spindle
#

as an example this is a model ive spent a few days working on and its not nearly completed yet.

#

This stuff gets crazily confusing and a mess to keep ontop of. That collecion manager on the right goes for about 2 pages because i keep making backups mid workflow to avoid loosing progress on something as blender is a "Destructive workflow" program. Meaning some changes you make are irreversible.

#

Start simple and build a stable knowledge base

nimble talon
#

jesus

cold spindle
#

Also i am a messy worker. Self taught all off youtube though..

#

Look for hard surface modeling tutorials the short and simple ones are the best teaching you a little bit information.

I'd avoid any of them where the first thing you see is a guy in a flatcap and its 40 mins long because they are usually trying to sell you a course they run or hike branded merch in your face.

#

ill see i can find you any

nimble talon
#

ok

cold spindle
#

He's gone more into geometry nodes recently so check out some of his first blender videos as they should be more up your alley

#

https://www.youtube.com/shorts/VJujwiAMqgg People who use references always make better models.

Join The Vital Blender Newsletter For Free:
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Learn to create a Christmas gift box in this 1 minute Blender beginner t...

▶ Play video
#

Learning to use the reference image tool is key to success. But it fills your hardrive with millions of images. I wish someone would make a tool that imports from online.

#

https://www.youtube.com/watch?v=Bhvw1JByzqA Using curves can aid you in creating fluid looking items that are uniform.

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Learn to draw mesh in this 30 second Blender beginner tutorial! If you found this...

▶ Play video
cold spindle
#

https://www.youtube.com/watch?v=11WdVgWYP7I&t=467s Just watching people build stuff is usefull as well. Watch it slow speed and put on a mixtape. Their keybinds appear on screen meaning you can learn the keyboard shortcuts which is another vital speed element when creating.

Hi guys in this video i will show you how i model the new concept vehicle in blender 2.93.
You can download the file for free here: https://drive.google.com/file/d/15j_KRQDw4DzWUlBx8pDk1VT6gsLfQ7YW/view?usp=sharing

#blender #3dmodeling #animation

▶ Play video
cold spindle
#

TLDR: Practice is key to success. Start making smaller parts. Dont try make everything all at once. Search for the term "Blocking out a mesh" as i find this very usefull when starting out on any project.

nimble talon
#

ok ill check it out

cold spindle
#

Don't just check it out. Commit. 3D modeling is a game changer if you learn it and can literally change your life.

#

You can do it

#

I think enfusion has told me i've done enough today

BACKEND   (E): Curl error=Timeout was reached
BACKEND   (E): Http Error (TIMEOUT)
BACKEND   (E): Http Error (TIMEOUT)
BACKEND   (E): [RestApi] ID:[] TYPE:[EBREQ_NOTIFICATIONS] Timeout
BACKEND   (E): [RestApi] ID:[] TYPE:[EBREQ_NEWSFEED] Timeout```
tacit eagle
#

i wonder if in my patch sample I can do sewing around it

void field
void field
#

Thanks @tidal latch. I had a look in there and only just found the right character model... thanks mate

tall skiff
#

Does anyone know an easy way I can import a FBX, throw it in the world editor and use rigidbody to use the mesh as a collider? I just need to check clearances in my building. Performance is no issue at this point.

tidal latch
#

select LOD0 in Blender, duplicate it, rename it so it has UTM_ prefix, add proper layer presets/gamemats

tall skiff
#

Thanks

turbid tendon
#

Does anyone have a good suggestion for a tutoiral on building coliders that isn't the Enfusion Wiki?

surreal ore
#

If you're actually talking about the probes/volumes/portals and bsp stuff the wiki is your only option that I know of. They don't have a building in the samples for some reason.

turbid tendon
surreal ore
#

They import the same as every other model. Except with a few other import settings afaik.

#

@last parcel Could probably tell you what import setting you need.

last parcel
#

i use one sort of building coilder and that is BuildingFireView that is also needed to be able to press the generate the portal button. you are also going to need a BSP, which is a lowpoly version of the building where player are able to be.

turbid tendon
last parcel
#

doors and glas are seperate objects. and their own files, i would highly suggest you check what Bohemia did with their buildings.

turbid tendon
#

Will do, appreciate the help. I was worried I was going to have to make every wall and floor it's own collider

fluid dragon
#

What could be the reasons that my uniform doesnt transform when my character wears it ? I made sure that the weighting got imported. when i move the bones in the xob file the mesh moves and transforms but when i equip the pants and shirt its just static

surreal ore
#

Get the new one from the samples

fluid dragon
#

will try thats possible that i used an older version

fluid dragon
surreal ore
faint viper
#

Hi, if i wanted to have a good looking character, like a humanoid but something to a monster what would be the best and max polycount that reforger can handle, or at least that doesnt break anything? thanks

sly bridge
shell hedge
#

As little as possible while maintaining acceptable quality ie. On par with vanilla assets

#

Pls remember about LOD

#

-# pls

earnest badge
# faint viper Hi, if i wanted to have a good looking character, like a humanoid but something ...

always least as possible without the player being able to see obvious sharp edges/points.
but otherwise, Consider things like: how close a player will ever be looking at the model? How many will ever be rendered in at one time? Will there be a lot of weight paint stretching? consider high poly so it doesn't get crunchy when animations play and weight paints start stretching faces. Or lower poly if that part of the mesh isn't going to be stretching a lot or at all.

subtle stag
#

@earnest badge for this game what would you consider low and high poly? I usually make my gun models at max 20-30k and lowest 10k s

fierce pawn
#

This is the vannila M16

#

goes down to 1k at lod 5

subtle stag
#

way more than I thouht

sly bridge
fierce pawn
subtle stag
sly bridge
#

main reason assets are more poly heavy is that textures are getting mip mapped on consoles, as such some data that would otherwise be texture driven is modelled in

earnest badge
idle hinge
subtle stag
#

if I understood him right he is saying that the poly count should be higher so the texture is not that noticable

sly bridge
idle hinge
sly bridge
#

b. mip mapping is the equivalent of LODs for geometry, but for textures. Afaik consoles go to second LOD and second mip map anyways

#

in any case, generally speaking a good normals map can replace a lot of the geometry by baking a HP model into the LP model (game mesh)

#

but it needs the resolution to look nais, and if that is lowered, sometimes it is better to keep some of the details directly in the geometry

#

in any case, most modern games can get around with higher geometry meshes and lower texel density

#

we are still far away from full 4k/8k texture sets. Also it is a matter of data size = geometry is smaller in size than a single texture map (including case of reforger mutiple textures are already combined into fewer texture maps = BCR - base color (albedo) + roughness / NMO - normals map + Metalness + Occlusion etc)

idle hinge
#

Thanks for explaining. And to my knowledge mipmaps are generated automatically (unlike LODs in most cases)? Basically when creating models for the game they will be rendered different on consoles versus pc?

idle hinge
sly bridge
sly bridge
idle hinge
#

Definitely something to consider when creating assets for the game. Sounds like if we assume someone creates a nice hp model and handles most intricate details using a normal map on the low poly it would look worse on console than on PC (where the one making the asset would be able to preview and test it in most cases)

sly bridge
proven finch
#

Hello, I was wondering if there was a way to add a patch to the pilot suit, I’ve made the patch and attached it via the slots in the BaseLoadoutClothComponent but I don’t get a pivot ID so it shifts around while moving

surreal ore
#

Hierarchy component

proven finch
#

thank you ill try that now

proven finch
surreal ore
proven finch
#

lol no, just dont wanna take up space in here for more important questions

surreal ore
#

The reason questions are answered publicly is so they become public knowledge.

#

So when someone else comes along with the same issue they can find an answer here. Though most people don't know how to use the search function. Lol

proven finch
#

true, well ok then lol, i looked into it, and i tried the LeftPectoral, where the Patch should sit, but it still floats to the left more near the armpit

surreal ore
#

It's just a static object?

proven finch
#

yeah, just sits there body stretches and moves without it

#

made a second one for good measure this time i did it the prefab basics way

#

and still floats

surreal ore
#

If you're using RHS why are you not just inheriting from their base patch prefab or whatever?

#

I don't know how their setup works but I'm pretty sure they have a patch "system"

proven finch
#

I tried it that way too, same thing added the RHS_LoadoutSlotInfo and made it a patches thing, I’ll try again, I’m sure I screwed something up

surreal ore
#

When you asked about the pivot ID I assumed you were just having a problem with the hierarchy component and you had everything else configured correctly.

#

So take a look at whatever base prefab they use for their patches. Inherit from it and change the model and wherever else to you stuff.

#

Your*

proven finch
#

F me, i didnt set it up right for RHS, ill retry it their way rq

surreal ore
#

There's no reason to reinvent the wheel, especially if you're already using a mod that has it

proven finch
#

mm, no patches will go onto it screw it ill figure this out thank you for the help

#

im just gonna inherit the base crye and go from there

#

holy guacamole

#

it works

proven finch
#

whole lotta trouble but worked out thank you zelik

surreal ore
#

Glad you got it sorted

timber lion
#

Hey guys, I'm trying out this FBX Batch Conversion tool. But I don't seem to get it running! Where should I edit this default parameters?

remote palm
#

Hey 🙂
What is the best way to make ResLODs for Reforger?
In Arma i had some decent merge points formular, but in reforger im a but lost. Do i have to "rebuild" the gun in simpler shapes the lower the resolution?
Or is there a tool in the workbench that does that for me? Or would the Arma 3 ResLODs also work in Reforger?

ancient walrus
#

Do it in Arma OB and import to blender using the tool

hexed sandal
surreal ore
#

Also remember there are 2 other types of P3Ds as well, ones you can legally convert and ones you can't.

#

If they're your P3Ds or ones from the licensed data pack, go for it. If not, that's a legal issue and you're not gonna like the outcome.

hexed sandal
#

and the next step is, if they are under lincence... but come on, this is beyond the question.

surreal ore
#

I for one would rather let the stranger on the internet know that the thing he's trying to do may not be legal. I've seen a lot of people on the internet think that just because they have access to something they're allowed to do as they please with it. At least in this case, ignorance won't be a factor. The law won't excuse you for being ignorant on such things, if it goes that far you'll get convicted either way.

remote palm
#

Hey, whats your guys best practice to do the UTM colider?
I just cant get a good colider model ready..

ancient walrus
#

i add a decimate modifier in blender and adjust ratio till it feels right

timber lion
remote palm
hazy vault
#

Is there any documentation surrounding doors… I’ feel like I’ve tried it all and looked but can’t seem to get mine to open correctly

timber lion
tidal latch
timber lion
tidal latch
#

alright, I will check it then - perhaps something changed

timber lion
tidal latch
tidal latch
#

was there some error?

timber lion
#

Just that there are values set wrong or not found

#

ERROR: The specified registry key or value was not found.
The command “”“” is either misspelled or
could not be found.
Press any key . . .

tidal latch
#

and do you have blender associated with blend files?

#

Are you using w10 or w11?

timber lion
tidal latch
#

no, I meant file association

timber lion
tidal latch
#

so if there is blend file on desktop, double clicking on it file explorer will open Blender

#

are you use portable version of Blender?

#

from steam or from Blender site?

timber lion
#

4.2

#

I just think I miss imput the values

tidal latch
#

input is what you drag and drop on bat file

#

finding of blender and script is now automatic

timber lion
#

I mean the parametern I need to modify

tidal latch
#

those are obsolete

#

they are set automatically although I guess it could be not working correctly always

timber lion
#

Hmm then I don't know why I shouldn't work

#

should I use the batch file where I have installed the EnfusionBlenderTools or should I use it on my desktop?

#

I generel it showes me this error:: ERROR: The specified registry key or value was not found.

tidal latch
#

which means it cannot find this path HKEY_CLASSES_ROOT\Applications\blender.exe\shell\open\command

#

I will need to check why its happening

hazy vault
#

Any advice for when high poly objects get stuck on 58% on import

#

410k Verts

topaz willow
#

Maybe it’s too high poly for the engine..?

hazy vault
#

plan on shaving it down, was just curious

fallow pond
#

what model is it?

clear kelp
#

Does anyone know what the ideal tri-count is for a helicopter at LOD0?

#

Never mind, found it! Looking at the UH-1 as an example

remote palm
#

Jesus christ - going from 100k down to 180 😂

sly bridge
#

generally speaking i was thought that lodding should be in 50% increments, not 30% but if it works :))

midnight path
hazy vault
hazy vault
#

Turns out the engine really had no issues with it even the high poly version at 440K

white plover
#

is there any tutorials or documentation on turrets like how to add elevation controll ect

lunar crow
white plover
#

i have a turret it shoots ect but just dont have any elevation control can here the sound it plays ect when i should be moving the barrel. just not sure what i need to make the barrle it self move

#

as i only need it to go up and down

lunar crow
#

wanna send me files?

white plover
#

cant send em. sry

cosmic parcel
#

@copper glacier

#

i got some questions homie if you can check ur dms

cold spindle
#

Anyone know how to make a UCS (Capsule shape) work when exporting from blender?
I've made it using a cylinder with pointed ends.
Keep getting

 RESOURCES (W): Capsule has wrong extents. CapsuleCollider UCS_FG_Differential_02```
tidal latch
#

Where is the origin of UCS?

cold spindle
#

centered

tidal latch
#

on geometry?

cold spindle
#

does it need to be at the tip'

#

yes

tidal latch
#

try perhaps Origin to Geometry again

cold spindle
#

Just found the sample shapes. They have origin at tip? Ill try that

tidal latch
#

cylinder should be at center of geo

cold spindle
#

capsule shape not cylinder

#

I've been using the BTR as a reference and for vehicle driveshaft collision they are using capsules.

tidal latch
#

yea, yea, just mentioned it that at least I'm sure about cylinders so I would assume capsule would behave similar

cold spindle
#

wow really strange behaviour. I changed just the gearbox's origin to the tip and now they are all importing correctly...

#

Worked it out. For capsule shapes the origin must be at the bottom tip of the shape. And then it HAS to be rotated into position in object space not mesh space.

tidal latch
#

ahh, I will write it on wiki then

solar heron
#

Hey everyone, I have a question about model detail in the Enfusion engine.

I’ve made some models for the Source 2 engine before, with a decent level of detail and proper LODs. Do you think I can use them in Enfusion with the same level of detail, or will too many polygons—like in the images—cause performance issues?

Would love to hear your thoughts!

cold spindle
#

Dont ever use direct photoscanned assets for basic environmental assets. You should always clean them up. Use blender to bake texture detail maps. (There are many videos on youtube). Then go about decimating the models to get their poly could down. For a bar stool like image 3 i would expect the model to be at most 300 vertices.

solar heron
cold spindle
#

show the wireframe image of the bin

solar heron
cold spindle
stray bridge
solar heron
cold spindle
#

Yes polycount is only an issue at near distance LOD levels

solar heron
stray bridge
#

keep in mind also xbox players might play it

cold spindle
solar heron
# stray bridge your questions is pretty general without much detail, I dont know

I wanted to know if it’s common to use relatively detailed models as decorative props in Arma, or if people usually avoid that to keep performance high and not make the world too detailed.

I started working with Enfusion two weeks ago, so I don’t have a full overview yet. I also haven’t played the game at all because the servers have been down, so I’m not really familiar with the props and the level of detail on the maps.

cold spindle
#

this is a chair that reforger uses and its mesh. use the editor to look for .xob files and see what kind of details they have for thier assets.

stray bridge
solar heron
#

For such an smal unimportant model

stray bridge
#

sieht gut aus

solar heron
#

🙂👍🏻

#

In Ready or Not, the structure was something like this:

mesh (base mesh = LOD 0)

UCX_mesh_001 (collision box 1)

UCX_mesh_002 (collision box 2)

LOD_mesh_001 (LOD model 1)

…and so on, if I remember correctly.

Is there a similar naming convention or structure in Enfusion that I should follow when setting up models?

solar heron
midnight path
solar heron
# midnight path

Very nice... Crazy good looking. Racing Game Quality in my eyes

shell hedge
#

Where all the other wheels go

midnight path
shell hedge
#

You call it rubber but I call it dinner

midnight path
short mountain
#

Having a bit of trouble with Bone importing, checked my Export settings and nothings jumping at me

Blender FBX > Enfusion

The non imported Is the Armature
The IK Bone Handlers all import any ideas?

topaz willow
short mountain
#

That’s what showed the IK bones so I’m thinking it’s something with the Armature in Blender

topaz willow
#

Using the correct export FBX settings from Blender?

short mountain
topaz willow
#

I unfortunately can’t link it at the moment

short mountain
#

I didn’t enable the leaf bones

#

😂💀 I spent the better part of 6 hours pulling hair

short mountain
#

Well i have armature now but assignment is still giving me grief

#

Shown - Parented to Head Bone and Weight Painted

#

Post Import

short mountain
#

Disregard managed to get it, adjusting to new tools is a trip

signal oracle
#

thought little speed boats would be a cool mod

#

could make a map based off that old micro machines game

#

then have 128 player races

#

😛

#

i am pretty good with programs, started a blender tutorial, would like to eventually get into some 3d modelling but until then im just gonna throw my stupid ideas at those who are capable

cold spindle
#

Anyone got any tips/tricks for exporting blender>substancepainter>enfusion

The workflow seems very prone to collapse unless i am doing it all wrong.

Should substance painter only be done on final export of mesh (when the prefab is 100% completed)?
I can't find anyway to make any changes to a mesh in blender without completely mashing up the UV's in substancepainter forcing a complete retexture...

midnight path
#

make your uv's in blender then all u should be doing in substance is painting\texturing

cold spindle
#

ahaha I did learn that the hard way... But even adding a single item to a mesh can throw off the uv islands causing all SubP texturing to be waay out

midnight path
#

generally painting after you have finished the uv's is best practice, otherwise you will run into things shifting around

cold spindle
#

yeh thought so. For a £200 software package it's actually leaving me desiring doing all texturing in blender.. and just polishing in SubsPainter

midnight path
#

its only an issue if you are editing uv's and painting at the same time

#

if you paint after editing u will never have any shifting

cold spindle
#

Ok and would you suggest one 8k texture map for a whole vehicle? Or 4x 2k texture mats?

midnight path
#

some of my vehicles have 40 mats

cold spindle
#

so seperate out the trims/ body etc

midnight path
#

ranging from 256x256 to 2k

#

if its a small object it doesnt need much resolution

#

2k would be only on like body or interior

cold spindle
midnight path
#

yeah that would work fine

cold spindle
#

Ok good to know. Wasn't sure if there was a standard practice for this.

midnight path
#

4k textures are pushing it tho, its 32-50mb per

cold spindle
#

Very good point

#

Do you seperate internal and external body into seperate mats as well?

midnight path
#

yes

#

but thats optional

#

its entirely up to you

cold spindle
#

Because the issue i keep running into is SubsP wanting to export a file for each material. Which is kinda insane when i think about it.
I found this good tut of a guy explaining how to export a single mat where subsP uses mesh bounds but i'm worried it might cause edge issues if that mat is applied to a non seperated mesh.
https://www.youtube.com/watch?v=BHXk2rl01Og

While amazing for creating texture maps, Substance Painter has a very specific way of working which for Blender uses can often result in multiple sets of image maps were you only wanted one.
In this video we will look at how to take a model made up of various objects and prepare its UV’s and export for texturing in Painter.

CHAPTERS
-----------...

▶ Play video
midnight path
cold spindle
#

Yes. Didnt follow any tuts just kinda winged it

#

seems to work

#

ill get a screenshot 1 sec

midnight path
cold spindle
midnight path
#

the one i just linked is for single mats, not multimat

#

so bcr based not mcr

cold spindle
#

bcr vs mcr? Just tried googling it and all im getting is leukemia medical papers...

midnight path
#

pbr basic is a single mat

#

pbr multi uses the mcr stuff

#

mcr is for the addition of masks and stuff for mud\damage

#

im probably not explaining it correctly @shell hedge has a better handle on it than i do

cold spindle
#

So its just about how the engine treats the mat.

midnight path
#

im very familiar with single mats, i have not used the multimat\mcr yet

cold spindle
#

So multi would have layers that can be added/subtracted depending on conditions?

midnight path
#

the multi has a mask that defines what layers show where

cold spindle
#

inbuilt masking layers or is itself only a masking layer?

#

sorry im grilling for information xD

midnight path
# cold spindle inbuilt masking layers or is itself only a masking layer?

Learn to use multiple UV maps for a single material allowing you to layer and customize multiple textures or PBR sets on one object.

How to setup PBR materials
https://www.youtube.com/watch?v=y8uSR8V8olw

Make Scifi textures in Blender
https://www.youtube.com/watch?v=5pZSPDksc0w

Top 10 UV tricks
https://www.youtube.com/watch?v=CM8TOEUfbEE

Mat...

▶ Play video
shell hedge
#

pbr multi is wish.com triplanar based on masks and repeating textures

#

Check out the houses, especially their exterior walls, it's a good demo

cold spindle
#

yeh so looking at that video and the BTR mesh. MultiPBR are best for Vehicles as they allow you to make mud/dirt/wetness masks that increase over time creating more worn/dirty looking vehicles.

#

And the BTR material also has a water mask which im assuming has something to do with cleaning its masks when driving in water...

short compass
#

my new , but not simple to creat simple action with enfusion , script help in #enfusion script

ancient walrus
#

hi does anybody know of a nice simple guide (that is NOT the WIKI) that explains the EBT or even the import settings in Enfusion tools in relation to Geometry and Fire Gemoetry . Im trying to understand the simple terms , lets say i have two boxes one for mass and collision and one for fire geometry , both these boxes are relating to a crate >
how do i set the Geometry lets call it UBX_Create01 . i have two options in EBT
What will the difference be here for the Geometry or mass and the Fire geometry or Hot effects do you even have two boxes now if its simple or does one box do both if you dont need a UTM for holes etc ?
Cheers iN Advance

raven rock
#

I have a problem, when creating any type of collider in blender, it crashes

#

Does anyone know what it could be?

remote palm
#

What version of Blender you using? Never had that happen to me

surreal ore
#

It all depends on the layer presets the object needs.

#

For a prop you can have a single collider with the PropFireView layer preset.

#

It gets more complicated when you're creating vehicles and weapons

raven rock
remote palm
#

Are you sure you have the naming right? have you sorted the objects? are they convex hull ect..? I cannot confirm the crashes.. otherwise reinstall the Enfusion tools?

vital parcel
#

I dont know if this is the right chat for this but how would you go and make a model with the green stuff on top for the terrain. Trying to make a bunker

remote palm
# vital parcel I dont know if this is the right chat for this but how would you go and make a m...

In blender, do you see this in your model? its the white point in the picture you showed - its the origin of your model. You would now need to select the lowest edges, to do so select your model -> enter edit mode ->select the lowest edges -> press shift + s -> cursor to selected -> exit edit mode -> right click on model -> set origin -> 3D cursor -> shift + s - > cursor to world origin -> select model -> Selected to cursor

livid blade
#

So I'm doing the beard 3d model, do I need an actual collider for beards or shemagh/balaclava?

vital parcel
remote palm
#

That idk - sry :/

vital parcel
#

you are good thanks for the help tho

solar heron
#

I build a Windturbine for my map in Blender...textured it with Substance Painter.
Someone wants to help me animate the Rotor inside Infusion?

solar heron
ancient walrus
#

yeah bones in blender than pap with signal timeofday IIRC ill make a list for ya when ya ready NP

solar heron
#

Hmm i will try to make the bones. Thats my first animation. 😃

#

Looks great

solar heron
surreal ore
ancient walrus
surreal ore
raven rock
#

I've tried reinstalling too

ancient walrus
surreal ore
ancient walrus
#

Exactly set up is subjective but in the end the outcome is normally the same . I like to make models in Arma 3 and port them to blender Via EBT this way affords me the luxury of operate objects and textures and all the collider collection set up in import and empty’s . Others will be sick at the thought 🙂

solar heron
#

@ancient walrus can you send me a friend invite..? Or should we use the public Chat for detailed conversion

ancient walrus
solar heron
remote palm
raven rock
#

or even just need to restart the pc hmmyes

tropic flicker
#

Does anyone have the 3d model of this?

surreal ore
cold spindle
#

I was thinking that but then i thought maybe it was only for "The blender tools" not just any... I should really sleep.

cold spindle
#

done and done

#

I find it weird how discord lets you delete your own messages... It feels.. wrong somehow

last parcel
#

that's just to make sure the group chat is never leaked 😉

shell hedge
#

Yeah I wish it let me delete other people's messages instead

spiral hedge
#

Hi, i see on the "S105_wheel.xob" there is only one rubber collider. Would it not better to make the wheels seperated? Rim as Metal and Tier as rubber? Otherwise the tier can damaged while hitting the rim with a bullet.

final merlin
#

Hello Team!
I'm trying to add doors to my building. But I fail.
I enabled Export Skinning in the** Import Settings **of my Asset. The "Bones" now appear in the preview (Picture1).
After that, I added Prefabs to the **Slot Bone Mappings **, but they do not appear. (Picture2)
Is it because, the "bones" are just **Blender Plain Axis ** and not real bones ? (Picture3)

ancient walrus
#

bones are part of the armature v those are memory points /emptys ^

final merlin
# final merlin Hello Team! I'm trying to add doors to my building. But I fail. I enabled **Exp...

Im sorry for my bad explanation of my problem. I just wanted to ask if I need an armature to add "bones" to a budling.
I figured it out that the empty Plain Axis are enough, I just had to add the prefabs to my** building prefab** and then add a hierarchy components to it. In the hierarchy component I could assign my socket_door_ext... to the prefab. After that, the prefab snaps to the selected socket.

last parcel
#

that's the slow way of doing it, the fast way is doing extactly like BI did with theirs, I highly suggest you look at theirs.

solar heron
cold spindle
ancient walrus
solar heron
solar heron
cold spindle
#

Was just trying to help 🫡

solar heron
ancient walrus
#

You can help when we discuss bones and such later in the voice come join us

solar heron
ancient walrus
#

look voice channels on the left << some maybe hidden so unhide

warped cedar
#

So I have a model helmet with a face mask but how do I make the mask a separate mode 🤔

#

I'm really trying my best to learn

cold spindle
#

If anyone has any really good blender > substance painter > Enfusion tutorials i would be very appreciative. Or simply a blender > enfusion style workflow that packs textures into correct channels for enfusion.
I am really struggling with substance painter workflow and ontop of that I keep getting dodgey AO and other maps when backing due to the collision shapes packed in the fbx.

remote palm
cold spindle
#

Ty I've got the export profile. It's just all Substance painter tutorials i can find are for single items with one material texture(ie. a single axe). I've got a vehicle with interior/exterior/lights/trims and loads more. I can't work out the best way to manage these items to allow for best texturing. I hope this makes some sense.

remote palm
#

And for the AO stuff you´ll have to separate each object into its own material in blender, export to FBX, import to SP and then under the baking option in AO you have to set "Self Occlusion" to "Only Same Mesh Name"

#

In Blender you can use "L" to select parts of a mesh - that should make separation easier

cold spindle
#

"Self Occlusion" That was what was f***ing me. Why would anyone ever want to have that a default everything xD

#

Having learnt all i know through blender and gimp. Adobe products are really confusing layouts

remote palm
#

Well for static stuff

cold spindle
#

Crap well that fixed one problem xD arrrgg

#

When it comes to UVs. If in blender i have the UV size set to 2048 do i then HAVE to use a 2048 scale in substance?

Damn well it's all gone to hell now -_-

#

Hmm it's not my UV map as even getting Substance to unwrap is causing the oddness.

sly bridge
#

and ideally, you need to match the the uv resolution since that is generally related to padding (irrespective of texel density)

cold spindle
#

whats a texel? 🥲

#

oh quad sizing

#

why do industries rename things...

sly bridge
remote palm
#

You can get addons for blender like UVPackmaster 3 to pack, stack and scale your UV unwraps

cold spindle
#

Yeh used to be called quad sizing. I've been doing it

remote palm
#

Can you show your UVMap itself?

#

For like problematic parts

cold spindle
#

Yeh it's filthy AF but here it is. Not putting too much work into it until i know how to port into engine properly...

#

all sizes are respected

remote palm
#

What i also see is that you export all geometries and stuff? Just do the model

#

You have stuff like "Armor_9mm" or "Metal_1mm" in SP

cold spindle
#

yeh the colliders are being imported into SP

cold spindle
remote palm
#

you can exclude them

cold spindle
#

from import?

remote palm
#

No, export

sly bridge
cold spindle
#

Oh in blender export yeh i just thought this would prevent them interfering with bakes in substance.

#

As im said substance is nowhere near my strong suite...

remote palm
#

I just dont understand why you would export the geometry and stuff... just export your model and import that to SP

cold spindle
#

So i've been using smart UV to auto unwrap before i invest in properly doing a UV layout and wasting my time due to unforeseen issues. Here's just the body UV the empty space in the UV is for the other hidden objects (trims, doors etc) that i want to share the same material.

#

ok the reason I was using that model is about material seperation between blender and Substance. So now i've exported my OG file but because of reasons it has separate materials and will export 50 textures for each with no way to merge them in subtance.

Tbh i keep tripping over myself here...
So if im going to start again.
I don't know whether to separate my mesh materials into a very narrow list. say 5 material+UV's and then use substance. But i'm not skilled enough in substance to understand how to seperate what i want to paint onto.

Example. I seperate all the trims into thier own Trim material. How then in substance do i ignore the exhaust/radiator/headlights to apply a chrome material to the metal handle meshes?

remote palm
#

Cant say much about proper UV unwrapping since im not that good myself, but that are far too many seams imo - this is my UVmap for my Kar98K

remote palm
# cold spindle

Yes, you for example make a body material, wheel material and assign the according parts to it. For wheels for example you could assign all four to one material and afterwards give each wheel other types of damage or wear with a blackmask

#

I have two materials for my gun, wood and metal, but im running into the same issue where i have shadows on spots where parts move 😄 but i have not yet bothered to fix the textures since im still experimenting with Enfusion tools

cold spindle
#

It's really annoying that substance doesn't allow you to combine texture sets into a single material export...
All my UV islands don't overlap so why isn't then a checkbox to do this -_-

remote palm
#

Well i dont see an issue? Reforger also has wheels separate ect...
And when you separate the parts into materials, and your issue should be gone. And like i said, get a good UVpacker - that will fix so many problems man 😄
Best 30$ i have ever invested in UVPackmaster 3

cold spindle
#

Wait so you're suggesting i seperate the body into multiple FBXs? and what just use a slot manager on the prefab to combine them? hmm i hadnt considered that

remote palm
#

NO

#

Materials

cold spindle
#

feck

#

I feel like im missing a few braincells rn...

remote palm
#

You can easily select different parts with "L" in edit mode so it will make the process more quicker

cold spindle
#

yeh i can use blender i think im just having a stroke

#

I'm just getting lost somewhere in the workflow but i can't put into words what i dont know. my life...

#

Thank you for helping anyway

#

when i realise what i dont know i'll come back

remote palm
#

If you join call rn i could show you what i mean

cold spindle
#

Ok lemme get my headset

#

Which channel you in i dont see you, Im in creativity lounge

chrome crown
#

what would you do if you have lack of reference photo to model it but you really really want to make it?

topaz willow
#

keep searching (sometimes it's REALLY hidden) or find (and potentially pay) someone that owns whatever you want to model to take reference photos of it

chrome crown
#

sounds like i have to search more. got it.

topaz willow
#

Good luck! 😄

cold spindle
remote palm
chrome crown
#

make engine room or skip it

#

it's hard to choose

#

hmmmmm maybe making engine room makes better overall quality and helps dynamic damaged models?

cold spindle
#

Engine room/components are simulated in enfusion with simple collision shapes. If you can't see the engine normally then don't do it is my advice.

cold spindle
#

.
Hey again I've been making more problems for myself. I think this is a continuation of the issue I was having yesterday.
See picture 2 : I'm getting some funky world normal generation in substance.
See picture 1 : I tracked down the offending mesh faces in blender. They are separate materials.

It looks like substance is painting mesh generation on top of other material layers.

I have 4 materials for my whole mesh but I only have 1 UV map. Do I need to have 4 UV maps? One per material?

If yes is there any setting in substance where i can force it to split UVs by texture sets into separate maps?

Solution Below

**It turns out that if you have any material in an objects material slot that isn't applied to any surface then substance painter will do some crazy shit and melt it on top of all other texture sets like it thinks it's being some culinary genius...
Thank you Adobe...

You can quickly clean up unused material slots in blender by using the command console panel.
Select all the meshes you want to 'clean' and use this code bpy.ops.object.material_slot_remove_unused() This command is not reversable so test it out first to save yourself a headache.
**

cold spindle
#

I have to say I have been spoiled by learning design in blender instead of professional programs. For thousand pound software they really leave a lot to be desired.

honest pine
remote palm
#

Yeah, ill take a look at this later today - have not bothered to redo my stuff yet 😄

floral cove
#

I am having issues with re-using existing materials on a new model for use as a terrain feature is flickering. Has anyone else had this problem?

cold spindle
#

@remote palm Is your shadow issue where the shadows stay in the area where the bolts was?

remote palm
#

Yee

cold spindle
#

think i know why

#

Set this to Onlysame mesh name

remote palm
#

ik 🙂

remote palm
cold spindle
#

might need a different bold material for the weapon

#

yes sorry im circling atm

remote palm
#

XD just like me yesterday 😄

cold spindle
#

Once baked. You could find the area on the AO map that related to the bolt and just white them out in paint

#

Just use blender UV map to find the areas you need to white out

#

hmm actually the bolt should be its own seperate mesh? Depends if substance actually means mesh or all meshes in that texture layer...

floral cove
#

might need to see it fullscreen to see the issue. The model faces are triangulized and single sided. I just imported the mesh and dragged and dropped an existing material on it

cold spindle
floral cove
#

it's odd that they work on the original models

cold spindle
#

Try the reforger materials called door metal they are very simple matte materials that i've been using for debugging. and let me know if that fixed it.

I think some of the materials have their normals/roughness/AO tied into vertical/horizontal world space meaning as character head moves the sub texture gets skewed.
OR
It's something to do with multiple LOD textures...

But i'm pretty crap at this so maybe im completely wrong

floral cove
cold spindle
#

1 sec lemme launch

#

.
Door_Metal_01_V1_MLOD
Door_Metal_01_V2A_MLOD
Door_Metal_01_V2B_MLOD
Door_Metal_01_V3_MLOD

These worked for me without any texture issues.
But actually looking at them closely they are not textures. Just simple materials.

#

Which tells me your models UV's are funky in someway. Would be usefull to be able to preview UV's in engine

#

I have had luck before using only materials with MLOD prefix (Multiple Levels Of Detail).
It might just be a visual bug in editor or it could be an important part of texturing...

floral cove
#

Ok so if I use a basic PBR and no problems the issue appears to be using PBRmulti

#

which have blend textures on top of the base texture

cold spindle
#

Maybe if you've select a material and left slots empty it goes funky?

floral cove
#

basic PBR has normals and ao but no wetness masks

cold spindle
#

Or if those textures in the slots dont merge with each other nicely it goes wrong? Like maybe there is some internal material transition interpolation that needs the next LOD material to be within x pixels of the next highest level? Just spitballing here

#

Your blend textures might have noise in the blank spaces then? Like if you have a mud mask. Maybe it has single very light grey pixels across the "blank space" meaning its adding weird noise to the mat?

remote palm
cold spindle
#

You should able to separate it really easy without skewing your UV's

#

V key = rip edges/verts/faces

#

then right click to stop moving them once ripped

remote palm
#

Ik how to do it. I just assigned* all metal parts into one mat

cold spindle
#

So substance painter means material when that check box is ticked? Stupid adobe its not a mesh...

remote palm
#

Yeah

floral cove
cold spindle
#

Eyy looks like im not completely useless after all

floral cove
#

I am wondering if there is some vertex information that is missing

cold spindle
#

Lemme find my MCR export

#

ok what you need to do is find an MCR for a ingame mat. Like btr or something. And go through comparing your export profile to what channels they have packed into each one. Im pretty sure MCR doesnt have roughness packed into its alpha channel. But i might be wrong.

#

I tried reading what i just wrote and im going to try again because that was gibberish.

#

I think MCR textures have to have thier RGBA channels packed differently to BCR textures.

remote palm
#

Just look at the export profile itself? They have provided one for SP for example

honest pine
#

Hello ! I'm struggling with an issue I didn't have before, when importing my model skinned it bring the whole armature as a supplementary "bone" like this :

#

"Weapon" is the name of the armature. It only appears when I have armature modifiers

cold spindle
#

There is a setting i found. Maybe in xbo import tab? I fixed it myself by naming my armature Scene_Root and it seemed to hack it

honest pine
cold spindle
#

did you try on import tab Export scene hierachy

#

in enfusion

honest pine
cold spindle
#

infact every imported armature has a scene root. This is normal

#

or is it the bone named weapon you want gone?

honest pine
#

What I really don't understand is why it act likes this now as I'm processing the same way I did several time

cold spindle
#

Let me look at my rig as i had the same issue and i think i fixed it by naming the armature w_root

#

You have to make sure the origin of the armature and the origin of the bone named w_root are identical

honest pine
cold spindle
#

ok what i did was remove the w_root bone from my armature and then name the armature w_root

honest pine
#

same same

#

but again, this is not a normal procedure

cold spindle
#

didnt fix it for you?

honest pine
#

and following the documentation should not result in such a behavior

cold spindle
#

Gotta be carefull removing the base bone though

#

Im trying to remember where i saw the reference to ignore armature name/sceneroot on importing.. It was somewhere i was digging about

#

it definatley was named something like Prevent scene_root generation with a tag like 'this prevents armature/scene root conflict on import

honest pine
#

And I have the same issue with character gear, and here I'm dependant on the game character skeleton, that I cannot touch if I want my gear to work

honest pine
#

so to illustrate, here are pants I made yesterday and to the right are shorts I imported some days ago :

#

They're both configured the same way, same skeleton, only things differents are more vertex groups for the pants

#

and when imported :

#

this for the pants

#

and this for the shorts

honest pine
#

Allright finally found something for the pants : The issue was this spot in weight painting that I didn't notice before, correcting the weight solved the problem

#

But still can't find what could be "rigged" to the weapon armature as everything follow the "bone"

cold spindle
#

Did you try renaming the armature to Scene_Root capitlisation and underscore would be important too

#

This is my vehicle setup if that helps at all. renamed in 3d viewport using F2 key not renamed through the armature data menu.

fallow pond
# chrome crown

I would be using more verts for the turret ring tbh at least 64 maybe 96 or 128 I would be looking at how dense the models are in war thunder

chrome crown
#

can't we use subdivision surface? i can't handle too much of that

fallow pond
#

if you made it properly sure

stoic zodiac
#

Can someone tell me how to make portals?

I'm trying to do it according to the guide, but I still get an error.

I'd like to have at least the source code with a working example...

surreal ore
#

If you don't have one update your EBT

stoic zodiac
warped cedar
#

I got a question/help how do I make a collider for a helmet ?

#

I'm not really used to the 3d model just a nood

cold spindle
#

Making steady progress. Just wish i could find out about all these issue that are slowing me down like vehicle not reaching sleep state and one ammo prefab per muzzle...

remote palm
#

Texturing looks good 🙂

cold spindle
#

Ty layers upon layers xD

fathom elbow
cold spindle
# fathom elbow unfortunately substance is somewhat "one of a kind" in terms of capability, and ...

True. Hopefully this guy can get this nicely smoothed out as it's actually a really nice idea to have it in blender. https://ucupumar.github.io/ucupaint-wiki/

I had a long play with it and it works very similarly to Substance but its just a bit more a hassle to use when its docked in the N menu of the main screen.

Adobe = The enshittification of everything...

fathom elbow
#

having been spoiled by commercial 3d tools interfaces, i can't get blender - it's so unintuitive to me. Not saying it's bad, i just dont like the UI whatsoever. So yes, consider yourself lucky, you are now used to blender 😛

#

awesome armored car btw

cold spindle
#

Ty its been an adventure getting it this far.

Commercial vs OpenSource is always going to be a big debate.
I have to say after i got some help with substance painter it works well. It's just one of those things where learning it can be very frustrating.

shell hedge
cold spindle
#

Yes... Maybe... There are a few. I haven't seen any full PBR ones but I did work out how to do it. You just create a new layer using open images to single layer then add a black mask to the layer and it works.

Some caveats are:

  • Exporting wont pack materials into correct channel. (But you can use the baked images in shader editor to pack channels in blender)
  • You can scale the UV of your PBR material which you can't do in Substance. (for making fine details etc)
  • The UI is kinda odd the way it's all inside the N menu... I kept finding i has selected the wrong layer/mask etc.
  • You cannot use assets from the asset library without first importing them completly into your blender file. And even then its not materials, only textures. (He shared a video showing he has added asset library drag n' drop feature as well as decal placement but it is not yet released)

For what this guy has done it's bloody amazing. David VS Goliath scenario.

cold spindle
#

Collision model questions.
Is it possible to have multiple models for VehicleComplex and VehicleSimple Collision shapes? And for things like _slide
I want to stick with using UCX as they are cheapish.
Picture one shows a topdown view of my vehicle. As you can see it narrows in the middle meaning that a Convex shape cannot work.
Is it possible to have 3 UCX shapes representing the full collision and use some _prefix to tell then engine these are to be treated as one?

Picture 2 shows what ideally i want to do and they should be UCX not UBX as there is some convex geometry on the vertical axis that doesn't show in the pictures.

cold spindle
#

Interesting information i've just found out.

You can import a vehicle model whole and fully rigged skeleton and all. Then for all the attachments/weapons/turrets you import only the skeleton no mesh. And under turretslot/weaponslot/attachmentslot you just tick inherit skeleton and it will use the vehicles rig to animate/control all the features... Who knew..

fallow pond
honest pine
cold spindle
#

vehicle armature + mesh < turret armature < gun armature

You can mesh, rig and animate one model and then export only the armature for turret and gun. Then set the turret and gun to use the single model armature instead. So the turret and gun end up moving the parents rig based on anim data/ character movements as long as the rig + empties match.
In theory.

honest pine
#

gonna explore this

stoic zodiac
quaint nacelle
#

Hey, how can i change EntitySlotInfo to RegisteringComponentSlotInfo in 1.3.0.76 ? I can't change class and when i create a new slot, my slot is automatically set to EntitySlotInfo

#

Is it a bug ?

wicked dirge
fluid fern
#

Hello all, how are you? I think I've seen it before, I've redone my PRTs by hand but I still have the error.
RESOURCES (W): UpdateAreaPortals(): Orphaned AreaPortal 'PRT_01' (0) inside area 0! Check the model, it's leaking

last parcel
chrome crown
#

Slowly processing

#

Wait, don’t we have a AGT-1500 in ARMA 3 Tank DLC?

#

Can I put it on my hull? I heard BI provides assets for modder

chrome crown
#

Oh okay

#

Then I got a plan for it

ancient walrus
#

They provide public data check their website not sure any tanks are in there

chrome crown
#

I ordered plastic model with interior which costs 100 USD.

#

This might be helpful when modeling engines and interiors

chrome crown
#

Could someone give me some tips for blender? I have a little problem

#

When you move the edge that on sloped face, how can I stick with slope while moving edge you want to move?

#

Um, I know the basic control but no one told me advanced control that I struggle to find out

topaz willow
#

That or it’s what Soul mentioned

ancient walrus
sly bridge
ancient walrus
#

i didnt answer that i answered him >?

sly bridge
gritty gull
# chrome crown

The insides are not really modeled. No point in making an engine if the user will never see it. The same goes for other details and parts.
In Arma 3 the „engine“ is just an invisible hitbox in the hull

hardy egret
wicked dirge
#

Check

wicked dirge
hardy egret
#

are budget laser scanners a thing

wicked dirge
#

i havnt really got it to work well with scale models yet but i havnt really had a chance to try too much

#

the software sucks a bit also

hardy egret
#

Just gonna stick to doing it all by hand 🫠

chrome crown
chrome crown
gritty gull
chrome crown
#

Thanks for the advice

ancient walrus
solar heron
#

2 Questions About Special Models

  1. How to make a model that blends with terrain in Enfusion?
    I've noticed that some models in Arma Reforger, like the Terrain Erosion 3D model, automatically take on the material of the terrain when placed. I’d like to create a similar effect for my own models.

Does anyone know how this works in Blender and Enfusion? Specifically:

Do I need a special shader, or is there a built-in material that handles this?

How should I set up my UVs in Blender?

Are there any examples or documentation on this?

  1. Why are my vertex colors visible over my materials in Enfusion?
    I'm using vertex colors in Blender to mark specific areas where different materials should be applied in Substance Painter. However, when I import the model into Enfusion, the vertex colors are still visible in both the editor and the game world, overlaying my actual materials.

Is there a setting to disable this in Enfusion?

Am I missing a step in my workflow?

cold spindle
#

Anyone know if a collision shape can have multiple Enfusion material properties applied to it? I'm looking to make different armour thicknesses across the model. Any input appreciated.

((Would be a beautiful thing if BI can decide to use vertex painting to determine armor thickness in Arma 4!! HINT* HINT* [Think like a heatmap]))

gusty hatch
#

Q - how do you handle LOD's that are for meshes that are parented to bones? Parent to LOD0?

surreal ore
#

Exactly the same way you handle lod 0 being rigged and animated.

gusty hatch
#

so parented to the bone then

last hill
solar heron
solar heron
# last hill Rig up LOD0 - copy/duplicate - make your detail changes, name LOD1, rinse and re...

Thats also a question for me. @ancient walrus helped me to set up my Windturbine...now i want to add lods to this model. Do you Name your base mesh _LOD0? Thats not worked for me..because the model not shown in Enfusion. I named it like the mesh...for instance "Windturbine" and then the Lods "Windturbine_Lod1" "Windturbine_Lod2" and so on.... Maybe im wrong but otherwise the Model dont show up for me.

last hill
glossy prairie
#

how the delete m16 barrel? I cant find GenericEntity

solar heron
cold spindle
#

Does anyone know how to stop crashes when loading a world after reimporting a mesh with different bone/empty positions? So far relaunching editor is the only way ive found.

viral grove
#

im looking to create a weapon for workbench. im looking at cgtrader to get the model, what all should i be looking for for the smoothest modeling. should it have - Animated, Rigged, VR / AR / Low-poly ect.?

topaz willow
#

Game-ready

wary inlet
glossy prairie
wicked dirge
warped cedar
#

I need help i've been trying to follow the modding boot camp And I Don't understand

#

And i can't find episodic page in blender window view Like in the video

#

And this is what I got

midnight path
hexed sandal
# warped cedar

I'm not sure if this is your question?

1 Import Settings
2 Export Skinning
3 Rotate Y 180
4 Reimport resource
this will activate the skeleton and the position.

civic holly
#

Trying to start with a simpler model import being the grenade. Can anyone point me in the right direction of setting up bones in blender? I’m able to replace a prefabs mesh with my own by simply exporting my model as an FBX and dropping it in. But it’s obviously breaking the animations (I can’t even throw it).

#

Ignore the scale lol 😂

wary inlet