#enfusion_model
1 messages · Page 22 of 1
Can someone help me mod a shirt? I’ve already made the shirt, but it keeps crashing the workbench. I don’t know what I’m doing wrong, I’m wholly new to this and I’ve been trying to figure this out for hours
when does it crash for you?
As soon as I go to register and import, it freezes every time at 58%
how many polys? what does the crash log say
There is no crash log. It just freezes up. Says it successfully registered but never imports
try applying normals and triangulate it
so its not crashing?
just not registering
Yeah man
nothing in the console?
you are not playing a world m by any chance while importing it?
Nope and nope
can you import any other asset
I haven’t tried. I’m brand new to this
This is my first mod ever
Using blender as well if that helps
im trying to figure out if its the shirt or smth else rn
It’s some sort of configuration issue in blender from what I can gather
I seem to not be making the model correctly or something
I can show you over discord call
I was following a tutorial but it’s outdated or something, I have no clue
yeah no im on my phone, you might wanna post the file or screenshots.
Or maybe someone already ran into the same issue and knows what ur doing wrong
Developer documentation from BI: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Vest/Asset_Preparation
Link to Arma Reforger base body: https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_Weights_Template.blend
Blender 3.6: https://w...
This is the tutorial I’m using
first of all dont name your files like that. Name it eg „test_shirt“
Are you also exporting your mesh? because on the picture you havent selected it and depending on how you export you might only export selected.
Btw you can screenshot your screen with win+shift+s
I don’t have discord on my laptop just yet, was using my phone, sorry
And I’ll try selecting all of it
just press a or shift left click to add to ur selection
Nada
hmm probably an easy fix but hard to figure out this way
maybe you get lucky and someone has an idea
It’s likely an easy fix, I’m just an idiot at this stuff 😅
Oh I’m trying! Really wanna make these shirts for the guys on my server
if its still not working tomorrow you can send it to me and ill check on my laptop whats going on, if you want
That would be a godsend
we obv live in different timezones, when you stop working on it and its not working just dm me with the blend file and ill look at it after work tomorrow
Already sending you a google drive file with it
Been at this for 8 hours
Sent for whenever you’re available
better just send me the raw .blend file if possible
Already did
[Resolved, kinda]
shirt had ~1 million polys
still wont work but its importing now
I ALSO HOT IT WORKING WOOOOO
Hej, can you maybe share how one can apply the material to a model? I would also like to use this material myself but struggle to find out how to apply it.
I have a problem with hiding body parts. And no, I'm not making clothes, I'm making a body.
I have a fully functional female body, based on the male body, everything works perfect, but when I create the .ET to add it in the FactionIdentity list, the female body and head appears but the “if I wear pants, make the body parts invisible under the pants” factor doesn't work.
I think the problem is in the .XOB because changing the female one for the male one, the .ET works correctly.
The question: is it necessary to add something special to the Blender model to import the body and recognize the hidden body parts?
Is your body separated into different meshes?
Yes @surreal ore, It is all one object, but it is cut by the corresponding parts. What I don't know is how to define the names of these submeshes.
I read something about Collections in Blender, but it's not clear to me how to do it.
Do I have to make 16 pieces (+16 wounded) with the name of each body part?
Mother of God, I can only say.... “it seems to me the least optimal format for a human body, that I have seen in a long time”.
Ready, I also had to tell him No Merge them in the Import Settings/Visual/Mesh Params.
But it's a lot of work, so many pieces + wounded + 5 lods... (16+16)*5=160 objects.
Thanks @surreal ore for the right guidance.
Shit, I mean't to reply and got side tracked with metabolism stuff.
No merge is what you're looking for.
Glad you found it.
My bad man.
well, I'm using a Masks trick and duplicate linking the same object... so I'll only be using one repeated object 160 times.
And by using the materials in the Object instead of the Data, I can assign the base and wounded materials and only use 4.
but thanks anyway! 🫡
This is still only half of the LOD0... 
Yeah, it's a lot lol
Hey! am i right that with the new enfusion engine gun models can be like 50k polys? At least thats what im seeing on vanilla weapons currently. For A3 it was somewhere like 17k right?
They can be more detailed, yes
Doesn’t mean go nuts with it, but yes, Enfusion can handle higher-poly models
nice! 😄
And i was thinking my 23k polys was already too high xd
23k is probably too little for most weapons tbh
the vanilla m16a2 is 73k polycount with all its parts
Yeah, that is also what i thought 😄
I was like comparing them and was thinking that my gun looks kinda worse XD then i tool a look at poly count and it was like massive difference 😄
But coming from A3 17k was already pretty high
you sure its 73???? im pretty sure thats with all the lods and not just lod 0
the more “decorated” version is 50K for LOD0
ok
does anyone know how can I edit/ write on the mesh and add the number to the helicopter? I hope I am asking in the correct channel, sorry if not (I am new to the whole modding scene).
@steel hare do you mean attach the materials back in enfusion or texturing in Blender or Substance?
One maybe dumb question. How i turn on the visualization of LODs in the editor?
Just click the LOD and it should display if that is your question?
I duplicated the flag decal of the helicopter and changed the image of the duplicated flag decal and then selected it in the mesh menu of the new helicopter.
I mean a color overlay like this...that shows the different LODs via Color Overlay...for example LOD0 is Red, LOD1 is Yellow, Green is LOD3 and Vinered is LOD 4
Is there a tutorial somewhere or can anyone tell me how to animate a door in Blender and Arma Reforge?
Oh, sorry, i sadly dont know this :/
make a plane like this and import it in to enfusion. a line each vert to follow the part of the helicopter you want it to be at, sub d 1 or 2 times with edge creasing to keep corners straight. readjust mesh, uv unwarp, texture decal.
🤭
No
whyz?
Use a decal entity
You're suggesting someone make a mesh in blender and manually set its topology to the surface of a vehicle
A vehicle that they can't access the mesh of
meaning manually adjust and reimport a mesh numerous times just to put an image on the side of a vehicle..
he can place it anywhere?
Yes
That's still my problem, i screenshotted the texture of the mi-8 body at 100% and added the text to the vehicle, but because i edited the texture the helicopter is now white and not green and if I change the overlay method to multiply the text which is white will be displayed as grey because of the overlay. So that workaround didn't really work. If i just could edit the mesh, it would be so easy. I have never used blender so that'll be difficult to do, is there any other possible way to maybe create my own decal and place it on my wished location? 🙁
You're absolutely never gonna be able to touch the mesh, ever. Unless they release them in a licensed data pack in 30 years.
I'm not sure what you're doing wrong but nothing you described makes sense. You should easily be able to screen shot the textures and add writing to them without any of the issues you mentioned..
Actually, I think I understand what you're talking about now. It's specifically related to how multi materials work
yeah thats what i mean, here is what i mean in pictures
what the numbers?
is the alpha for the numbers white?
what do you mean whit alpha?
ah no, i didn't figure out how to do / find that, i only edited the texture, the .edds file and reimported it
is that wrong? because i followed a video where a guy did the same to add text to a vehicle
you need to add it as the color map
how do i add it as the color map, sorry if i am stupid, i am new to modding
the problem is that you are editing a texture map that has multiple types of image. MCR which is macro base color, and roughness. #enfusion_texture
Hi! how do you open textures from the game?
This is more a question for #enfusion_texture
After some searching could anyone explain how Land Contacts are setup. So far I have 4 empty objects and they are showing in the model viewer as Land Contacts but they appear to do nothing to the actual model. What am I missing?
this is for a terrain model
Yeah thats set but its not actually affecting the model
I am assuming that the actual model its self is missing something
Yeah I have LC empty pointers
this is what I have https://imgur.com/a/Nt5Pf2F
@turbid moss ^
apparently having 4 breaks this?
Maybe, i have only used two points
up to 3 no more
When I add childs to a custom prefab , apply to prefab and save it works. But when I "reimport" the parent. The child prefabs are invisible. Any idea?
What do you mean by "reimport" the parent?
Hihi, Hoping to get some help as I'm kinda lost on an issue that has happened in the mod I'm building (first mod) - I redid some details on the model, applied the scale and after exporting it over my existing FBX, the model is 100x bigger then it should be, the bones are in the right place at the right scale but the model is now massive in the workbench (No change in scale in blender), it wasn't like this before the most recent export and I haven't changed any of the scaling it's all set to Y forward with the Scale and Rotation applied so the model reads 0* of rotation and a scale of 1.000, I've restarted the workbench and checked the scale to make sure it was as the guide said and I'm now lost on what to look for any help would be much welcome.
Just do a clean export? Delete the model files in Workbench and mby even some remaining files from your project drive - that could fix it 🤷🏻♂️
Otherwise probably an error on the exporting side
no change sadly, I'll start a new Project and see if I have pressed something in the workbench
so the only fix I have found was Exporting the model with the Apply Scaling set to FBX All instead of All Local which is Weird given untill now it was set to All Local and working fine.
in blender, with the objects selected, go to Object>Apply>Rotation & Scale
you need to do it once, no need to do it with export
Hi all so starting learning the modelling side I’ve got one from blender to tools no worries but second model stops at 58% and refers to debug any idea next step
what stops at 58%?? could you show some examples please?
Just blanket solution to this for me is to triangulate mesh Cntrl+T (doesn’t always work)
What would be the ideal poly count for a weapon in reforger?
50-70k i would say - depending on the gun, you can take inspiration from LOD0 of vanilla guns
Is there documentation on that? Google seems to only show me Arma 3 answers
Double click a vanilla weapon model in workbench
so like i got kinda a dump question im newer to modding but ive got a few models and im kinda just stumped on what to do ive been watching video after video and i have it to arma scale and divided up for bone adding and animating idk if thats something needed to be done
Whats your goal and what do you already have done? Once you get for example a gun down in memory, it can usually take you about 20 minutes preparing it for first time import to workbench 🙂
Evening, are there are decent tutorial for making buildings for Reforger? Ive got my model in Blender, but ive not worked with colliders before (only ever worked on gear mods in the past)
Can someone explain to me why its better to use low-poly models over high-poly models? Im not sure if I understand what low-poly actually is cause from what i have seen, they don't look very great for looks but i'd assume its better for performance and rendering.
exactly
This tutorial is solid, theres a series. Just doesnt cover how to insert doorways and frames with functioning doors
Is it possible to make low-poly models actually look as good as High-poly models without higher poly count?
techniques like normal maps and baking details are used to make low-poly models look high quality without the extra performance
Yes, in Substance you can bake a high poly texture onto a low poly assset
I use blender, what do you mean by "bake"? Sorry im just new to the terminologies used here. Im fairly newer to how to use blender in general. I always just winged it on making any asset I made until I needed to configure it to import into enfusion
Baking is essentially the process of the mesh telling the texture where and how to apply. IE: it can apply more dirt on the heavier/Darker curature or AO Spaces

Is that a good explanation?
Spent about a month making this and its already 1 Gb lol
its bread
agreed
baked bread
Why? How many verts is it?
How is it 1Gb?
Thank you mate, will look into this! 🙌
Feel free to DM me if you have any questions, if I dont know the answer I will help you find it
how come you spent a month making this, even tho the exact same model is in the hands of multiple people, did you publish this?
I was recreating it from another model since Im new to small arms modding so this is the first experience. So I recreated it from scratch as close as possible. Somehow im at 159,940 Verts
Actually somehow I ended up with more verts than the original
huh
I guess that answers alot
Its because I used one as a reference to make from scratch. I just suck at making things without a reference so I attempted to copy one by hand. That honestly looks just like the one I used as a reference
This is mainly just for my own learning purposes. Vehicles I can do, just not experienced with this
you do you, im just wondering. Why would you copy it by hand and even copy random position, size and even the light
Its cause the middle I had the original so I was making my own next to it. I forgot about the light I guess
My own practices are not very practical lol
Ill send an updated image eventually. I might just have to scrap the whole thing and redo it as a low-poly version like I was asking about earlier
But I am not good no. Its literally just looking at the numbers and mimicking it as close as possible. Eventually I might just get so frustrated to the point that it just ends up as another dead end project of mine once I get to the animation parts of it. That is what im not looking forward to lol
What would be cool is if someone turned my head into a full body for me so I can turn it into a statue. Each time I try making it a body it just turns into the most cursed proportioned abomination lol
Nono this is perfect, start with highpoly, make a low poly version over the top, and then bake all those details, even the low poly version of him doesn't need to be super low poly, use existing weapon polycount as reference, but what will make a huge difference is if you want to include LOD
Hey, is anybody able to offer me some guidance here? This is the first building ive ever attempted and im getting stuck on collisions
In Blender I have created a super rudimentary shape to use as the collision model but when I get it into the World Builder I have some issues
- If i set RigidBody to Model Geometry I cant get through the gaps for the doors
and if I try to add a geometry, like PhysicsGeometryBox none of it has any collision at all?
Really struggling to find a guide on this 😦
Ah ok, when I try to use UCX enfusion tells me that 'convex is not closed' - Is that the right prefix? Im so new to this im not sure what prefix to use!
I did give that a read, but not sure which one to use!
try utm_ also make sure you set a game material etc with the blender addon by reforger tools
pretty straight forward
UTM_ and BuildingFireView as the collider
Alrighty, will give that a go! Thank you 🙏
also you can open one of Bohemia's building xob files in workbench and look at their colliders to see how they set it up
Great idea, will do that too! Thanks 🙂
I know this isnt a blender support discord, but I do wonder if I went about this the right way
I sort of created boxes to add a collision model based on where players can/cant go - But would I have been better off using the original model and decimating it instead?
for testing I would just duplicate it or better use the collider tools addon which you can get online (I think its free?), thats what Im mainly using
Ah ok cool, I'm just learning so plenty of time to mess around with different options so will try that plugin, cheers!
I think the best is to start small and get a workflow and understand how it works
Yeah, shouldve tried a box or something before graduating to a full warehouse model 😂
What do you mean bake? I always seen that term but never understood what that meant. Isn't it just UV mapping?
bake as in bake normal, AO, cavity, height, etc texture maps, these can be applied through shaders to mimic small details that would otherwise be impossible in a game context
https://youtu.be/p-hA5KsY_Yg this video could probably explain it better than me
Head to https://www.squarespace.com/cgmatter to save 10% off your first purchase of a website or domain using code (CGMATTER).
Normal map vs Displacement map vs Bump map... who will win?
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This video is spo...
Ah okay now I understand
yeah, so atm what you have is fantastic, it just needs to be remade in a lower poly fashion if you plan on making it into mod 👍
@stray bridge It took about 3 working days to import, but thats done the trick (changing the collider mesh to UTM) thanks a lot mate 🙌
how to speed run #ip_rights_violations
Do you have the “_LOD0” prefix for each cut up piece? Also, is it aligned down the “Y+” axis? Are all the transforms applied? My guess would be that this is your issue. Select all, i think its Ctrl+A and hit "All Transforms"
Then delete the model from Workbench, export again and import again
it looks great, sadly disney are quite tyrannical
Woah, just found this linked in another channel - @fluid fern this is amazing, thank you for putting this together!
thanks
Uhh looks interesting! Ill def take a look later today 🙂
i had to look up what you were talking about yes disney has all there things copyrighted but what i sent is my work so im kinda confused
i still have to do _LOD0 i kinda just did the 3d model cause ive never really done anything other than a base 3d model so like all the extra stuff even in blender is new
Well make sure to have all the required stuff present when exporting - otherwise stuff could break
i have thrown it into enfusion as the full model and it comes in alright
all the material sets come into enfusion aswell
Well, i would say showcase the issue, but im not sure if that is again an IP violation
id what an ip violation is yet let me read the rules again
ok and i still dont know what is going against IP
nothing ab what i said seems like it went against it
its still the same thing even if you made it. we cannot have star wars on reforger not even the same looking models
its on 3 so im confused
i had to agree to the same agrements on 3 as i did here
see what im seeing is if i modify the peramiters of my model so it looks like that but doesnt im chillin
your model cannot be a replica
it does not matter'
has to be a % different
kinda like what gta had to do with cars
thats what i just said if i change the parameters of my model then im fine but it cant look how it does now
but to what you just said gta made models of real cars and called them something else
idk who they are
@main rapids
like i said i just started modding bc someone asked me to star wars type things
message him
to what exactly am i supposed to say?
ask for his guidance on your situation
what
Oh, I am not apart of Galactic Forces, just help admin their server. But I can dm a server invite to their mod server
thats up to you
Does anybody know how I can translate the movement axis arrows against the terrain instead of the object?
Feel like there must be a shortcut for it
How can i achieve the same collider setup like for example the AK74? If i import mine it says "Collider is not valid" (i intentionally made it not work.. :D) - if i convex hull it then it breaks the shape 😦
is it manifold?
Sharing the love here. This is excellent work. In fact, I reckon that should be pinned.
I meant to add context here and got side tracked.
Not sure what you've done but, try to remove the triangulation before exporting.
This is the first thing ive ever modelled for Enfusion - I appreciate its no work of art, but for me (who started about a month ago) this is the culmination of all the help I've had in here and from the Arma community.
It's the famous SAS Clocktower and the start of an RAF Hereford/Credenhill map that I'm making for my unit and I fully intend to share every aspect of it with the whole community!
No star wars content here. Thanks. If questions, contact Disney.
What do you mean with “manifold”?
How did you do it? 🙂
Geometry where every edge is connected to only two faces.
I created it and import it.
I didn't do anything special.
Well i just used a cube and did like three loop cuts, moved the verticies and the triangulated - ill try that one again
Fixed, thank you very much! 🙂
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Does anybody know what might be causing my model to appear with missing faces once imported into Enfusion?
Ive checked the normals, the faces are all showing as blue in Blender and all faces have been triangulated
Im stumped!
Nope nevermind
Im an idiot, I was looking at the faces for the collider and not the mesh
most of them are flipped the wrong way
Just leaving this here incase anybody has the same issue in the future
Blue faces - Correct
Red faces - Need flipping!
does anyone know how to make tank tracks move
figured that out already
Hey all,
we still can't tell, or are the faces too thin? knowing that in my bsp validator on blender, I set small face to 0.001 m2.
RESOURCES (W): Face is too thin. Face 1465. BSP geometry 'BSP_01' RESOURCES (W): Face is too thin. Face 1747. BSP geometry 'BSP_01' RESOURCES (W): Face is too thin. Face 1759. BSP geometry 'BSP_01'
generally speaking (as a non blender user) it means there is a very thin triangle someplace
or, is this is this about BSP Geometry ?
Yep its BSP geometry
so it is either the same thing (geometry) or the distance between faces is too thin...
Yep, I understood the message, but what I find surprising is that the validator doesn't give me any, but it doesn't matter because the bsp still works.
Try this in edit mode:
it doesn't solve it, but at least you see where you are going wrong. 
Just so you know, you can add this to your quick favourites instead of finding it. Wayyyy faster this way
Thats good to know! Cheers 🙂
Glad to share 😁
personally I would use sculpting mode
putting armor this close to a body generally isnt smart btw, if you are wearing anything else e.g a shirt it will clip
leave enough space for shirts, maybe jackets etc
well, best is to write to #enfusion_blender_tools
Fixed: Had to reinstall the tools.
Did anything change on the character model? I cant use my custom player model anymore, not even the character template directly 
In main branch? My custom character zombies seem to work
The old ones work, but if I try to copy and reimport the old one it crashes
Can you test with your zombies? Just quick copy, paste, import as new model, add to new identity and try to play? 
yeah but you still need to add that to the identity no?
You have a custom head and body mesh right?
Yes
So where do you put the head mesh
Take the body mesh and import it again with new name and add to a new body prefab and add that to the identity and try to play
Oke standby
Works
No wait
You said play
It blew up
So likely not your fault because my mods are perfect
I even copy pasted the import settings
Oh no what did you do to my workbench

Okay but my previous character also crashes on play now
Maybe it always crashes?
Only when I have the new model in world
It does it for me with the old model also

My custom one crashes when I add it as identity and the character_template 1:1 import crashes on play 
Can you see if it crashes when you plop character via GM instead of starting world with it?
Still crash
I dont know if thats good or not
So I cant fix it 😦
But thanks for testing
But the weird thing is the head works, its only the body
what is "High Poly" or will affect performance in game for buildings? I know Arma 3 was 250K was really high poly, are we in that same range?
It can be fine if your LODs are good
https://i.imgur.com/zopYVFw.png What is the best way to scale a weapon for accurate proporsions?
i can never seem to get the size right when im in the game
Look up the actual length online and use the ruler tool in blender to match it up? Maybe there is a better way, I'm a noob
yeah thats why i imported the sample gun to measure it, but still looks off.. really wish they made a tutorial on this haha
Also wondering this. Regardless of LODs, can enfusion handle more high poly objects?
If your weapon has correct proportions but bad scale you can do a 200 iq pro gamer move and load a bullet of your weapon's caliber into your project with correct scale and uniform scale down/up your weapon until the bullet fits snugly in the barrel
can you scale it in the editor? https://i.imgur.com/NJWNTXy.png cant seem to find it hehe
Yes but dont do that and scale in blender instead
thanks, will try more 😄
make sure you apply the scaling through object>apply>rotation&scale before export
Hey is it possible to somehow disable the portals from a vanilla asset? I have this entrance from the vanilla castle tower which leads into a cave (with a cave probe & volume), but I think because a portal is there, the game thinks that light should come in from there, which looks really irritating.
Im trying to import a new object into reforger and in blender is shows x amount of vertices but when I import it into the game it shows 4.7x the amount of vertices. Anyone know what would cause this?
If the model is not already triangulated in Blender, then importing into Reforger will triangulate it. That or it’s something else
vertices should be the same nevertheless
oh, fair, wasn’t thinking
Why do the rocks lose their collision capabilities when upscaled and how do I fix it?
They dont, the collider just doesnt perfectly cover the rocks and scales differently
The "fix" is to not scale statics beyond a few percent
They look ugly when bigger anyway, lose detail
hi i have vehicle all and everything goot but steering wheel animation from sample car
how to make animation for vehicle
@tidal latch can confirm but I think reforger splits the verts at sharp edges for vertext normal reasons, so the more sharp edges you have the more vertex count discrepancy you will have. It should do nothing negative for performance, its still exact same model
yea, its like that pretty much
Has anyone come across an issue with their model causes the inventory character to go invisible? For context I have a helmet model and even just using a basic helmet prefab duplicate replacing the model breaks the character you see when you open the inventory (is all goes invisible) . It’s not material related as even applying other materials still causes the issue.
Arma 2 samples are free to use and modify to make a mod in Reforge?
Is there a model that is essentially a thin flat floor with the “terrain” texture on top? By terrain texture I mean like what a retaining wall grass has, bunkers and airfield things have. If there isn’t one available to import, how hard would it be for a me to do with 0 experience in this. I learn quick if I have a good tutorial.
Edit: it would be to help hide underground bunkers and tunnels when the retaining wall grass prefab is too big and won’t want to resize it.
Hey friends, first time posting here. Hoping y'all can help me out. I got the error message below when trying to import some FBXs. Not sure how to correct it.
Can you show a picture from your 3d Model in Blender? Something is wrong with the Colider
Thanks for the reply! Here is a screenshot of the collider that's failing:
Compared to this section that imported successfully:
Try triangulate it again
No dice. I'll just try re-exporting from Plasticity
This propably show bad place, select all, select and follow.
when making a model should you make it into FBX or GLTF?
anyone dealt with a magazine losing its original position when detaching the mag? but re inserting it does it correctly
mystery solved: bad geometry in my model from Plasticity. thanks for your help!
triggers tend to be of similar size
That's caused by the slot_magazine offset not being the same in the animation as it is in the default model. They need to be in the same position. Its moving relative to it.
i see. Do you know if it's possible to edit the animation from the default one? i looked a bit yesterday and couldnt see a copy option for animation
what do you mean? slot_magazine is your memory point.
I set it up like this: i have a slot_magazine and a snap_weapon. snap_magazine for export of weapon model, and snap_weapon for export of the magazine model.
Then you should not have any issues. Works perfectly for me every time
are you using m21 anims?
It does not look like M21 anims he is using - or either heavily edited. But regardless, you should always have a snap_magazine and snap_weapon memory point in the rig, that will make the correct snapping of prop.L 1000 times easier. I have great results that way
ah yes i do have slot for the magazine. Im using the RHS mod as a base from the m40 bolt action sniper rifle and i followd the slots there. it didnt have a slot_weapons. I have tried to move the slot_magazine around but. But as @cyan girder mentioned about offset im not sure if im understanding what i have to do here, is it a model thing from blender or something i gotta do in enfusion?
Wait, your snap_weapon and snap_magazine are not at the same spot? Do it like i have. Otherwise just text me and ill try to call you once im home again
And if you use anims from for example RHS and dont have root access, it can be a problem. You’ll ofc have to adjust them all to your weapon. Theirs only setup for their weapons
So, i export “snap_weapon” with my magazine and import the model again in workbench so that the memory point is present. I export my weapon with all my memory points but not with the “snap_weapon” for that i have “snap_magazine” - both memory points are at the exact same spot. So for you it is probably the magazine point
And in the animation you also have to make sure that prop.L is properly animated - this could also be the cause of your issue
Yes this is a different model but the point remains the same. Do you see the 'slot_magazine' snapping point here on the HK33. That is what offsets the magazine mesh in relation to animated bones. So the first thing is that the weapon in the animation blend file and the weapon blend file need to have that in the exact same position relative to the W_root bone.
You mentioned you are using an animation from RHS, this is where it gets tricky. Basically, you'll need to move that snap point to a similar position as the animation wasn't made for your weapon in particular. Check out in the editor where you can view the weapon bones to see where they put it and try to approximate where you should move it. Might take trial and error.
Thanks a lot guys for trying to help ❤️ @cyan girder @remote palm. But as I do agree that it's more difficult to use RHS as a base. So, I think I should rather try editing it from scratch (or use a sample mod as a base from GitHub?). I only wanted the bolt-action animation since I haven't seen any tutorials on animation yet, so I wasn't very confident in it. 😂 But I did see that there's a planned event for it, so hopefully, I can learn from that while practicing the modeling part Hehe.
Yeah, you should use sample mod from github - there you have all the vanilla reload anims.
Also, i did a short video showcasing the NLA animation editor in blender - mby that could help you as well
https://youtu.be/7NKsGi8nHNk
Hey! Very rough video showcasing how i use the NLA Editor of Blender to change the vanilla inspection animations. Im not super experienced with animations and Blender, but this has worked pretty well for me. I thought why not share it with everyone.
ooo nice will check it out!
Im also planning to release a new video using an addon to make it even easier - but i want to finish my animations first xd
understandable😎
@torn quest don’t. unless you made these models, don’t
Can I ask why?
why what?
I mean I bought most of them but there are some that were free
Why I can’t offer them for mods
if you bought these, you own the license for these. You and you alone
in general same with downloading, you agree to a certain license on download
I’m not good at modding so I was gonna offer them to someone to make a mod with lol
when you buy a digital asset, you buy a license to use it. all licenses prohibit re-distribution. You do not own the files
cannot happen, you cannot offer something you don’t actually own
Even if it’s a Royalty Free License?
Yep. BI is really strict about this. Effectively they are trying to prevent GTA5 style paid mods. If you could buy the mods and pass them on to a modder, then that means in theory the following setup could occur:
- The first guy who doesn't do modding but gets paid for it by third parties.
- The second guy who does the modding but isn't paid for it.
It would be a loophole around BI's "you can't be paid to make mods" rule.
That explains it perfectly. Guess now I’m gonna learn modding lmao. Fml
Also, it is so nice to mod yourself and see your mod grow over time. I have now about 5 weapons which only need slight finishing touches to them. Then they are done for release on the workshop. It catches you in a very nice way. And since its even easier then A3 with all the documentation, its just great.
And you can always be sure that either people from the DC or devs will help you with questions. Really a lot of helpful people here!
I have about 10-20 models just sitting around lol. Definitely gonna add some twisted looking mags I have for 5.56 for the Barbie’s out there. Got a hello kitty PMAG for them.
Then I’m going to absolutely lose my mind again trying to mod🤣. Made some mods for SPT and that was tricky enough lol.
If you start with one model, implement it and go to the next, the setup will become muscle memory. I dont even have to take a look at the wiki anymore on how to properly rig and setup memory lods 😄
It just comes with time and training. Have been modding for reforger now for about 4 months. 2/5 months of learning, watching videos, tinkering around and asking questions, and the rest with actually implementing my guns
I would say working with unity is way harder then enfusion. Enfusion is made for modding - EFT is not
My brother. SPT was HELLISH for me. I made a mod that had like 600+ individual ID’s for custom loadout guns for a trader. The sheer time it took to assign all those ids killed me.
Someone knows how its possible to add a working ladder to your model?
Yes, make ladder to your model and just add ladder component and actionsmanagercomponent + some navlink if wanna ai use them to models prefab
I have found that it is a lot easier to duplicate an existing ladder prefab and replace the meshbody. Then adjust the points in actionmanagercomponent. For whatever reason, ladders and doors always give me a hard time building from scratch
Also make sure your model has a UBX_Ladder collider
does anyone know what collider is used for a bridge or something that will hold vehicles driving over
buildingfireview works
thanks man
I just use Building there is also a special component for Ai to recognize the bridge as a road. I forget what it's called, but I believe "bridge" is in the name
So im wondering, i have a custom skeleton with custom animation, and im working on having a IA character or at least create it, when i give it the identity that forces me to choose his head and body is there a way to just put a model that was imported?, or do i have to devide the models in 2 part? Or how do i make my model to be usable for that type of thing?
for the .et format
hey keep us informed how you get along , it was said Custom Skeleton on Chimera or Player would not be liked by the Game Engine , if you manage it this would be great . @faint viper .
to test you can change the XOB in the animation editor to your model and add new anm etc
I’ll work on it and let you know
Can the ladder be apart of the model and using the collider it defines where the ladder is ? Or does it need to be a separate prefab
does anyone know how to use the engineer truck in workbench it seems to not let you start building from the back
I added ladder component to a2 cranecon model and it work good enough. It dont need collider to it.
awesomee thanks
Okie so how do I collider on clothing in a way that it works
parent collider to a bone via bone parenting and not skinning
Actually it seems to work but doesnt show up in collider debug
Enfusion trolled me once again
If a model is divided in multiple meshes it's worse for the performance than having the same model with the meshes joined togheter before importing it in Enfusion?
You can and should leave them separated. Giving them the suffix “LODx” will tell Enfusion that these parts belong together. “x” standing for the resLOD
But it also depends on the parts, mby you can join some - for that you could send a screenshot of your model
Does anyone have a poly limit/guide for enfusion. I’ve done vehicle and LOD0 is sitting around 90k.
Best thing to do is look at existing meshes in Reforger to eye around what it should be
Love to know if you have a guide man. ive made in game assets for dayz but im new to reforger enfusion
hey mate, i just saw ur video on the showroom, may i ask something to you in dms, because i was working on the animation graph and had few questions but ur dms are blocked thanks
Not sure about the mesh body itself, but colliders are limited to 65,535. More details under "Collider Shape" https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
May be worth dividing your model into separate components. Or use multiple colliders with lower poly counts.
Finaly i added my own Hedge Model i wonder there is no one in the game.
Polycount is pretty high in LOD0 to match the Game Assets.. LOD1, 2 are good compromisses between performance and visuals... LOD 3 is very low poly. Colider is Setup to Tree Crone and PROPFIREVIEW because with Bush i dont have flying leaves when shooting
Its looking really good! Would you mind showing your blender model via screenshot? I always wondered how you make grass/bushes/trees
Thank you mate.. I can do it later.. Iam not at the PC at the moment.
Basicaly i made a Master Branch in Photoshop and put this on a plane... Added some loop Cuts to bend and Twist the the Branch in a natural way. Then i made a Cube with some strong bevels and put a hair modifier on it... Used the Branch Model as the Hait Object...scattered around 300 times over the Cube with some Rotation and randomizing.
The i added two more cubes inside the other Cube to make the hedge inside more dense... On the Cube itself i put a more finer and denser Branch texture with opacity Mask on it... so you can only barely Look trought the hedge if you stand next to it.
How would i go about creating a scene of props? IE.. id like to bunch some props together and create some scenes of props i can then simply place down within my scenario layers
The Model has 3 Parts .. the Very inner box, the inner box and the outer leaves. shaders look ingame much better. just visualization for editing
Looking good! And i like the Deutsch there :=)
How did you create the LODs? any secret tip on that?
Still have not figured out how to do LODs in Reforger - in A3 it was easy
🤣Yes its everytime a Mix out of german and english.
I just made the Lods via decimate Modifier..
Mesh_LOD0 without Modifier
Mesh_LOD1 with 0.9 decimate and so on... The naming is important
Yeah ik that 😄
Ill try it! What settings did you use for decimate? and whats your go-to values for something like 1-5? that would be cool to know 😄
Dont changed the settings. Used collapse... But depending sometimes on the model... Just Look what works the best... I used
0.9
0.75
0.65
0.4
0.1 or something like that. Just look and decide...if the models breaks apart try a higher value..
But you dont retopologize the decimated stuff, correct? I always try to keep my quads 😄
instaLOD is a program that does it for you, im not an expert on this LOD field but imo its fairly good and automatically does it for you
you might wanna have a look and its free
Ohhhh thanks for your input man! Ill take a look at it 🙂 much appreciated!
How would one hide a mesh in an object at higher LODs - is this something configureable in tools - or would I need to create empty objects at higher LODS (trying to hide interior for example at distant ranges). I searched the discord and couldn't find anyone talking about this.
I definitely wouldn't remove it at lod 1. In most cases the player is still close enough to spit on it at that range.
Has anybody done wildlife ai yet?
No
I'll give it a go. Probably won't be very clean if i get it we will see.
Good luck
The only viable way without any information on what's required for an animal AI prefab is to use a character that behaves as an animal
true, was just giving him a possible way 
never said it would make sense 
Yes I read that but it's making more sense going over it again. Essentially as long as everything is suffixed by _LODX the game engine will respect that and choose to render that mesh only at that level. Anything not suffixed will be rendered at LOD0.
In Enfusion the topo is converted to triangles...if i correct... So its not so dramatic... I mean for other things like chairs, streetsigns and stuff i look much more for a good topology but organic stuff like a bush... I didnt notice Ingame when there is a little bit of bad shading
Anyone have any ideas as to why this edge loop is causing the edge on the bevel to crease when the edge loop is applied?
From what I can see, we have all the components to create animal ai. I'm currently just waiting on a response to know how to properly set up a proper prefab.
Very cool. Yeah the only issue I see is a generic model instead of humanoid
If you want to do it the jank way ^
I want to make an actual animal ai. I don't want you use a character with a wolf model.
Yeah I don't want a character animal
Not a player character
I want classic animal AI roaming around
And without knowing the proper prefab setup we'll never have that.
One could easily create a "player character" that uses a custom mesh, animations and behavior tree.
Could make one manually if you understood the parts enough that's what I will try to do.
Start with a generic entity and add components to it from other Ai and see how they work together LOL
I will toy with it one of these days soon
Could duplicate some scripts and change the class names and slightly modify them. I'm not a coder but I could change a couple numbers around
It's not that simple
Oh yeah I know I'm sure it's not simple at all I will just be tinkering and see if I can figure any parts of it out
A good start would just be making an AI prefab from scratch I guess a new type but still a humanoid
And then maybe duplicate some classes and or function and modify them
Yeah that's why I figured there wasn't anything. That is interesting
there are birds
They are probably using it for Arma 4 I guess
that just spawn and "fly" away.
Yeah the birds are not very good LOL I mess with them a little bit
Did I not mention this the other night lol
Replace a AI Soldier with a cow and set it to roam, put steaks in the inventory, batabing bataboom
I don't know what you said the other night.
does anyone know how to disable get out actions
Yes but it’s not easy to have it follow the navmesh yet and using soldier or lowres mesh isn’t playing nice .
Make a base agr from the birds and develop up is my advice o have some dinosaurs and a cow but waiting for vanilla animals so as to keep it simpler
I think it’s in the compartment component of the vehicle get in and out actions
Haha very cool man
Is that actually using the animal ai components or is that a character with a different mesh and animaitons?
its a Dbo_Dino Using DBO_Dino.agr and Animations and dbo_Dino_AI albeit dumbs as a turd until Vanilla Animals comes i have it shelved
And what classes do those inherit from?
Can someone tell where i put the low res variants of my material for lods?
Depending on the asset you may not need to bother, as the game generates low res mip maps for your textures
Ah nice. Didnt know that. My Windturbine and a bricktower... I thought i need seperate texture variants
where can I get or how can I make the same skeleton?
Anyone competent with blender could give me a pointer how would you scale a mesh across a horizontal plane perpendicular to the bones the triangles are parented to? I want to do the equivalent of giving a soldier more muscle mass, without raising their height etc
I would recommend Sculpting, with an inflate without multiplying mesh you could do a good job, that's how I made the woman's body.
Although if you allow me, what the Reforger body really needs is a more defined Normalmap in musculature.
hmmm you can probably just use proportion editing maybe combined with hooks with empty and symmetry axis constraint. also you could create custom axis if the bone is set up properly in local xyz or use a empty in object mode to force a custom orientation
and even use vertex group to only deform parts of the mesh you want
Problem is the character mesh has like 2358923454 meshes
Maybe I can use ChatGPT to make me a script to scale it all into the equivalent of adam driver in that one star wars movie
you checked model geometry box inside the rigid body?
that helped! thanks @stray bridge
you know how id make that a saved prefab? i cant save it after i edit rigid body onto it
drag and drop you entity from the worlds catalog into your folder of choice, preferably called prefabs
its already in a prefabs folder @stray bridge
the xob yea, but in order to create the prefab you want, do what I said
place the xob into the world, add your components like rigidbody and drag an drop from the list on ur left into the folder
that makes sense! it worked, thanks for the help. now i gotta texture it
Nice I didn't know you could drag xob's into the world. I've been using a generic entity and then putting the mesh component on it manually
I am trying to create a FireView collider that follows a hatch, I have recreated what BI has done what the BTR70 hatches in terms of naming and collider type. My colliders for my hatches are showing Collider is not valid 'UCX_FV_Windshield_armor_L & R'. The only difference Im noticing is in this screenshot of the btr70.xob is the windshields show type - convex, while the body shows triangle mesh. Does anyone know what I'm missing?
trying to make collider follow the hatch proc anim (placeholder mats)
tonk
It always turns out to be the shape doesn’t match the prefix for me or the material was assigned incorrect in the blender . Some wheel didn’t like being a cylinder it liked being a triangular mesh to this day I have no idea why it was the same as the rest intact a carbon copy and pasta @errant dagger
One it says fireview and not firegeo maybe it’s that ?
FG ?
Rotate? What exactly do you mean? You’ll have to do most of the things in blender - share a screenshot of what you mean please
I did it in blender and it worked thanks though. Sorry just saw this
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation
I found this page that said how to set it up in blender
There was a plugin for unity that was a skinned mesh collider. Not sure if enfusion has anything like that.
It was realtime mesh collider for characters and such.
I ended up getting it figured out through various sources. The key takeaway is that these extra animated pieces do not use armature modifiers but parenting to the actual bone acting as the hatch hinge.
I can't get this thing to fall from the air or have collision. Just getting started with the physics in enfusion.
Nice thanks for the info.
Hello! I´m moddings for DayZ, know nothing about Arma 1-4, and am looking for buildings and props licensed under ADPL-SA or CC-BY or CC-0 which I can port to DayZ. I figured it´s easier to ask people who know these things by heart than browse the Arma3 workshop.
The reason I´m picky about the license is that I release all my own work under CC-0 on github (https://github.com/Spaghettieis?tab=repositories, help yourselves if there´s anything useful. Workshop: https://steamcommunity.com/profiles/76561199363100280/myworkshopfiles/ ) so people can learn and so anyone can pick up where I left should I ever leave. I can´t do that with the usual royalty free licenses.
99 percent of the public data files are already ported and available under Bohemia liscense on the DayZ workshop you can narrow it to Arma 1 and 2 that’s all that’s available for those license iiirc so given its share alike there’s no need to re invent the wheel it should be available already done and shared
the DeanosBeanos of raptor, surface and bicycle fame? Hello there! 👋 I figured the official samples would have been ported (Though given the amount of stuff that is not available it´s worth checking) and the files in the workshop are sometimes not clear about the licensing (easy to tell if you know the asset from Arma 2, not easy if you don´t), but I was thinking of the huge number of private buildings. Like e.g. PMC Opteryx has a parking garage I like, but I can´t get in touch with anyone about the license. Then there´s assets from Operation Flashpoint which I gather Bohemia is ok with to re-use under ADPL-SA but I can´t find on the workshop. And of course the stuff created from scratch by community members.
You can’t change the lisences it’s share alike or it’s stays in Arma otherwise you would have to backward engineer the binarised files to suit DayZ engine and stuff . IIRC chernarus and takisatan buildings are done already
You can of course make new pbos with your new files and have them under your own lisences but any public data share alike must be always that as far as I’m aware .
with clothing i have my models made in blender do i have to fit them to the modded zeliks characters model
you can find a git with samples by bohemia, ull find it on google.
As far as I know zeliks mod is just slots and doesnt contain a custom character.
So just fit it to the base game one
thats dayz
@tidal latch Hi, can you please take a look into your current DEV Build, if the building is fixed? Because in 1.3.0.102 its not.
https://feedback.bistudio.com/T189896
it was fixed internally - probably its not merged yet
thanks for the info
the URLS in the readme files in your Github do not work for me
That's APL license.
Doesn't include usage in DayZ
I thought he wants to use it in reforger?
yeah, they´re just copy & pasted from the workshop pages and have the formatting used there. You can either use the workshop links direct: https://steamcommunity.com/profiles/76561199363100280/myworkshopfiles/?appid=221100
or have a look at the url in your browser and remove everything after and including the closing square bracket "]" or you can mark the relevant part on the page and leave the bit at the end out.
different convo I believe. K-Mullins was looking for reforger models, I´m looking for ADPL-SA
I know that's literally why I said that
You're not gonna find any models here that are released with a Arma/DayZ license
now im super confused 
I was just linking this other guy the samples so he could make clothing from it
Zelik is right tho, tbh just create your own models, blender isnt that hard
I doubt after spending hours and hours making a building for Reforger that anyone would want a random dude to just port their models
And even if they did release the mod under ADPL how are you expecting to convert from xob to a readable format?
Which breaks the TOS btw
You´d be surprised at what´s out there even under CC-0, public domain, no credit. I put my own models under that, too. But if you include CC-BY there´s way more great stuff than you can port. I heard the Arma modding community is pretty generous, generally, so I´m truly surprised to find that apparently there´s even less CC stuff than for DayZ.
As for format, one step at a time. Surely .xob can be converted to something generally readable, .fbx or .p3d.
Hence ADPL-SA. But I´m mostly looking for community made/ported models. Those can be under any license, even multiple at once.
I understand what you're looking for.
You're just not gonna find it here.
Most models here aren't created by the mod creator.
And even if they were NO ONE here releases their mods with the ADPL License
Yeah, seems so. Worth a try though.
has anything happnd to colliders recently i cant seem to find one thast working for a vehicle anymore
I’ve had the prefix that once works rejected recently especially the cylinder shape
Did someone know how i can add an explosion to my destructable model? Use just the Particle doesnt look big enough. want a big explosion wich causes damage to players maybe
Check how vehicle destruction is setup
Pretty sure the radius on those fuel truck explosions will kill me from 1 kilometer away
I'm having a crack at blender, making modular kit for building, Could I define "sockets" or "slots" for buildings the same way weapons are done or just use point info in the slotmanager?
Whats the appropriate polycount for reforger lod0 building?
Thats a good question. Maybe some building experts here?
Anyone has any idea of what's happening here?
Already tried changing the material at blender and finding if there was any missing textures but found nothing.
I have done some research and the best answer I get is 500K or less with LODS done correctly. Idk how true that is but it's what Im working off
Polycount is not the most important. It’s more a global thing. If you work well, try to make everything done properly but using as less datas as possible, it’s ok. The less textures you have, the better it is, if you can work by making multi-materials and using texture for multiple things, it’s great. Watch how Bohemia worked on their buildings, it’s really interesting to see ! Tough to understand at first (for me) but nice when you get it !
u have vertex colors in ur model
Holy f******
Gotta check that out
Thanks, i was 4 cigs in and about to go crazy
Shit was driving me straight to madness lmao
worked as a charm, thanks again @shell hedge
the lower the better
Nice shirt
Thanks bud
you can look at the lod0 count for the stock buildings in game. keep it around there
you can go less or more slightly more you don't have to be ultra conservative with what BI has made. also dont go super minimalist with detail either since it looks dated
500k sounds like a lot. I will try my first building soon.
really depends on the size...
500K is the absolute top end for an enormous model
I had one that was 350K, 12 materials, no performance issues noted on my end. Could be different per system etc…
Normal map and stamps in substance painter - but more a question for #enfusion_texture
i dont have substance painter its $200
are there any replacements that are free?
Not that i know
You could try making a HP model and sculpting the detail, and then bake the details to LP, but its just so much easier with SP
whats the difference between substance painter 2025 and substance modeler 2025
im still new so not sure what you mean by LP im assuming HP and SP is hard point and soft point but idk how to bake anything
HP = High Poly - LP = Low Poly - that are things you should know when starting out 🙂
SP = substance painter
If not just watch some videos on YT first
Painter is for… well painting textures. Modeler i have not touched - but buying SP once will grant you full access forever, but im not sure if it is only for the yearly version
ah alr i kinda just forgot HP and LP meanings tho also is the $25 on steam worth it or not
also how do i fix this
its dark idk why
25$ for what
we cannot tell you the blender basics, but ill this time. Looks like your in render mode and the world is set to a dark / black color.
Just change the mode to either material or the default one which I forgot the name lol.
Or just select another color, should be inside the tab with the red globe on ur right side
substance painter
monthly I assume
idk its on steam
ah
its literally saying monthly I just checked
lifetime is 200
personally I would recommend you to first get familiar with stuff like blender, uvs etc everything you need for texturing and models before you spend „much“ money on smth you dont understand
oh i didnt see that
in the end thats obv ur decision lol
yea but i kinda wanna put that stamp on the back of my model idk if theres another way
there are probably a thousand more ways, sp is just the most common one
if you have to uv map / texture you could just paint your stamp in there at the right place and convert the texture to a normal map.
I have to admit thats a pretty wonky way.
Just google it bro, „how to use stamps in blender / my model“
„normal mapping in blender“ etc
500k!?
I keep getting non-answers, so per my own experiments, 500K is where performance drops began at LOD0
Which, many variables play into that. So not really much of an answer. People just keep saying the LOD’s can allow for very high poly allegedly
Just open a vanilla model in workbench and check poly count
I understand what Bohemia can make, highly optimized. I think the unanswered question is what is the top end before affecting server performance. Seeing as I can’t make to the standard of Bohemia 🤣
server performance? not relevant since it doesnt display any meshes on any screens
but xbox might suffer
what model is it that it is 500k and cant be optimized easily?
you could try a polygon reduction algorithm that preserves UV island boundaries for a start
My bad, meant client/hardware performance.
To your point, I agree. Models should not be 500K. This is more of general theoretical question.
I believe you can mark the original UV “Seams from Islands” and even if you do decimate it, it should preserve it. Not sure about that though.
Wdym by algorithm?
different tools have different algos
that is your own hardware dependent
It’s hardware dependent. Some people will see more decrease in performance than others. Polygons are not the most important thing, but they certainly play a factor. Whatever it is that you’re modeling, maybe take a look at something similar that BI made. Going higher than that poly isn’t necessarily a big deal, but it should give you a general outline
its probably that free asset that has those 3 destroyed apartment buildings...
Has anyone come across the issue of the player preview (in the inventory view) going invisible when applying a custom 3d model item?
The same item also has no UI image. BUT, when out of inventory and just in game, it shows correctly.
@civic holly I think that mite be collision mesh issue your having have you named your colliders properly in blender and gave them a layer preset when you re import them ?
Is there an easy way in blender to copy and paste memory points from one model to another instead of manually replacing them all?
just copy and paste them?
It ends up changing the scale and orientation when I paste it into there it oddly
apply transform on the parent
or, since I assume those empty objects are parented to something, use function to unparent selected objects while keeping transform
Clear Parent it is called
Trying to replace all this with the Armature from the Sample car
Nevermind im dumb
Im asking the wrong question
I need to move this part out of this hierarchy to its own. At the root of the collection
Nevermind figured it out
Is my setup looking right?
Dose anyone have UH-60 modle I can use with a boom or how to make one
sorry what?
Not sure if you're talking about a tail boom? I'd hope a model comes with one :P If you're looking for a model you can try google, plenty of sites with models both free and paid. Otherwise you can look up blender tutorials and learn 3d modeling and eventually be able to make your very own uh-60, tail boom optional.
thank you Ill look in to it
I think he means a refueling boom
Probably. a UH60 without a tail boom sounded more fun though :P
You still need help ? Feel free to pm
.
wrong channel this is just model makers not recruiting
Where's recruiting
As an example, lets say I am making a sword. I want to detect interaction with characters/vehicles and environment. In terms of setting a collider, should I just stick to the FireGeo preset?
With FireGeo you will also be able to know what material you are hitting and correctly apply the correct damage to the model.
I learned this when the low hits looked like metal on the skin of my woman body.
oh interesting. I'll have to keep that in mind for future melee projects.
Uhm
Guys, i'm about to start making a SCAR MK20 SSR.
Any tips and/or advice would be really appreciated
first model?
Welp, yeah
I always used to make only AR-Style platform rifles and use the M16 workspace.
But i think it's time for me to start making my own anims and stuff
Hey Pufu reached out to you VIA DMs. Working on something that is a bit out of scope for myself was hoping you could be of assistance
welp, it is kinda working.
Gotta correct the pose tho
this is fun but tiresome at the same time lmao
Hence why i take a break after bout 7 months of learning and modding - and i dont even have a gun on the workshop yet 
Hello everyone, I'm currently having an issue with a model: The mesh is clean, all colliders are correct. When I export the mesh as usual as an FBX file and import it into Workbench, I can't see the mesh. There are no issues during import. All colliders, meshes, and materials are imported correctly. However, when I open the XOB, it looks like there is a grey wall in front of the mesh. But when I create a prefab and drag it into a world, the model looks perfectly fine.
some pics of that grey wall?
But you can see, that also the regular ground "Blue" will not displayed
can you see the colliders?
for me such thing happened when bbox of object got ultra large
like thousands of kilometers large
camera is adjusting to size of bbox, so you don't see that little blue strip of land
The ingame size fits well and all Transforms applyed
If i just move around a bit, i can see a wheel. But this is all
A Track wheel of the Model
can you show how it looks then with wheel visible?
May i send you the blend file on PM? For a short look?
ok
ty
I'm pretty sure it is a scale issue
and that wheel is sent into orbit thousands kilometers away
if you remove wheels, it starts to behave fine
yes
you have part of the wheel in faaar away land
How did you find it? In edit mode all Verts i selected are on the mesh
selected the mesh close to it, inverted selection, pressed "F" for focus (dunno what key it might be for you - using industrial standard keybinding)
Thank you verry much and have a nice day reyhard.
that is like 580 meters away from the model 😄 - okay, even more if you look Y axis
how did you focus on the inverted mesh?
pressed "F" for focus (dunno what key it might be for you - using industrial standard keybinding)
maybe it is called "camera to view" or "camera to selection" or something like that
in blender default setting is the slash on the numpad I believe
tracked vehicle confirmed for reforger
reyhard shameless leaking 😄
Yeah wait a minute! 😄
its his
and not reyhars work, at least thats what I understood out of the chat
So a ripped model?
Any good suggestions as to who to talk to on bringing in, importing, static map props?
was this meant to have audio?
no, its not complete yet, need to add more text
updated it a bit
#arma #armareforger #blender #3danimation
Export vehicle from Blender to Arma Reforger Pt.1
I also provide vehicle rigging\weighting as a service here:
ko-fi.com/gatordev
Managed to make a decent-looking leg holster to go with the RHS pants, looks interesting... leave any comments or suggestions, would help me improve it and upload it. (credit to RHS)
I've created a little addon for easier workflow with weapons:https://www.youtube.com/watch?v=9MCkOF_0LSk
Features:
-Weapon scaling, scales the gun to around the size of in game. Used sample weapons as reference
-Makes two simple collision boxes so you can form it yourself eaiser.
-add bones and easy parenting
-adding all possible slots needed, just remove not needed slots
-with correct naming, so just use the enfusion tool to sort easily
please contact if you find bugs
Downoad to github under youtube video
github.com/steffenbk/Arma-refoger-rigging-addon/tree/main
Features:
-Weapon scaling, scales the gun to around the size of in game. Use sample weapons as reference
-Makes two collision boxes.
-add bones and easy parenting
-adding all possible slots needed, just remove not needed slots
-with correct naming, so just use the enfusion tool to sort...
Neat idea! But im pretty sure you need a somewhat more complex collision model that what you currently create
thats cool!
does it only currently work on M4 based weapons? since the sizing for other guns might not match
and I thought the mag for the sample weapon is a bit bigger than the m4 mags?
yeah the collision are just two boxes, made to be the same thicnkess as the gun. Idea here is that every gun is different so, some customization is probably needed. I just cut down the time where you have to adde the boxes and name to create the collision models.
Yeah the size if mostly for assult rifle sizes as the template for use to make the scale. But there are no scaling info, only advice ive gotten is to size it up to a bullet in game or something else. Therfor i thought if you have a uniform scale to one gun that we know the size of, its easier to go larger or smaler from there
This is really good stuff! I've already thought further about it—allowing selection by weapon, vehicle, and major types within them.😉
If someone made one for rigging vehicles that would be absolutely amazing
Made one for vehicles too now: https://www.youtube.com/watch?v=sOVCe38RVHw
One for clothing items as well…?🫣
I've not touched clothing yet so not quite sure how to do that. However im trying to look trought the modding wiki, i only see tutorials on head gear and vests. Is that what your refereing to?
Yeah for the most part. I was just throwing the idea out there. I’ve never set up a gun or anything but this addon adds all the bones and everything?
tbh for clothing its not really needed, the main part is weight painting besides the obvious like modeling.
Its just importing the base game skeleton. No bones have to be added
Thats look a lot better! wow
Can try it now in V3 version on the github
how many tris and verts does the FireGeo have?
This might get me to try again in a few weeks 😄
just a model i found on sketchfab though
first image is the collision created from the original model here
I mean the FireGeo 😄
33K faces for FireGeo is way too much - highest i have seen with vanilla is about 500 faces
Mby you could add a decimate modifier to the generated geometries?
ye its a bit much here
It would be amazing if the devs could tell/show us how they made their colliders.... but they have left that (important part) out of the modelling tutorial
Don't you have to rig the clothing to the skeleton?
put armature modifier on ur clothing part and select the amature
- it obv. has to fit the reforger base body (leave some space if ur eg create a vest, for a jacket)
What’s wrong with just duplicating the model and decimating it to hell and back
for the firegeo? cause it takes 5 minutes or less to model some boxes that follow the silhouette of the gun 
Yes, but them showing their process - mine always look super bad. And im pretty sure they have an easy setup for it.
just block out the gun shape, its a common technique for gun modeling, You can google it / youtube search it
i got it at a good spot now, it makes now a simple collider box with much few faces, and firegeo
this one i imported already had a silencer, but both collisions registered
why include grip, mag and optic into the collider? vanilla doesnt
its just a model from sketchfab, its devided into so many small parts, im just testing so i just combined all meshes
i was just lazy
isnt this like 10x the amount of faces vanilla colliders have?
Guys could you please check how many tris a vanilla house has of a medium size like 5x10m? I cannot get to my steam pc where i got the tools installed but I need to specify the polylimit to the artist now.
500k is the absolute limit however comparing to dayz houses the difference is lile 100x
And compared to dayz max model (when it will straight crash the game) polycount its around 8x
Is reforger that good with polycount?
Also is there like a sticked or pinned post regardi
ng optimisation of models for reforger?
Like how many lods, how many materials, is there a thing called section count as in DayZ or something
little under 100k
ref. + lod count
Engine seems to be able to handle anything like that very well. I imported and placed 30 buildings with interiors in a small test world and still got 60fps
And that was without LODs setup
Use lods bro.
Of course. That was just initial import and test.
Takes time to make LOD's for 30 buildings and set them up but it will be done
When I figure out which buildings I'm going to use.
Chill out peeps
https://www.youtube.com/watch?v=OgMLGfxvXEY&feature=youtu.be
More complete video of both, and updated features.
Download:
github.com/steffenbk/Arma-refoger-rigging-addon
github.com/steffenbk/Blender-arma-refoger-vehicle-addon
Very nice. Looking forward to getting my hands on it.
#arma #armareforger #blender #3danimation #armamod
Export vehicle from Blender to Arma Reforger Pt.2
This covers creating an animation workspace, creating vehicle and character animation instances, and assigning them properly.
I also provide vehicle rigging\weighting as a service here:
ko-fi.com/gatordev
Preview of some building assets I have been cooking up (very much WIPs). So far I have a Hotel, Office Building, and Bridge
https://youtu.be/uqNSPio9bpo
A short preview of building assets I have in progress for my mod. Planning for all structures to be destructible in multiple phases and for walls/doors to have modular destruction.
Does anyone know how to properly make Weight for tartan? So that there are no such strange bends?
You can also use my tool to make collision meshes for building very easily. These stairs was part of the model, just used the separation feature, and used the firegeo detailed collision creation, you have to up the faces to match the model or a bit lower
i just took a house and changed the model
not sure if you are aware, but new EBT in experimental tools has already quick action for creation of colliders
no ive not seen that actually
ok i tested it, it only adds a simple shape though. My feature here will automatically trace the model, with customizable face targeting
I see, interesting stuff!
start to finish 2 min to integrate this randome sketfab model
so I guess it is:
- duplicate
- renaming to UTM_ prefix
- assigning some default layer preset and some default game mat
- decimate to target face count
theres a blender addon called collider tools which does the same, you maybe wanna look at it
Seems good, but its a paid addon though.
pretty sure its not, running on donations
simple collider is, collider tools you can get from his github for free
never said simple collider would be free
thats 2 different names and addons
oh, i overlooked that. damn...
Collider Tools is a Blender add-on designed for creating physics colliders for games and real-time applications. The add-on simplifies the process of creating various collider types such as Box, Sphere, Convex, Convex (cylindrical), Auto Convex, Mesh, and Oriented Minimum BBox. These colliders can be easily imported into engines like UE, Unity, ...
i see, very cool
get the one from github, works pretty nice
these are tools they should add to their wiki lol
played a bit with the simple_collider from the github. This without changing settings though. In the simple_collider i dont see an option to change faces, i guess the other had that?
Is this using the v-hacd library?
I assume it does but didn't see anything on there about it
I know simple colliderd does
ok maybe you also got the terminology wrong here but im talking about collider tools NOT simple collider.
When a collider is created you can change all kind of stuff (including decimate modifier)
dont know, you can check it out urself tho
pretty sure he unified it and its the same addon on both github/blender store now, he renamed them
oh thats my bad then I didn’t know that.
However its good to have someone work on such type of addon whos close to arma reforger
Yeah definitely. I had a tool for Unity for it I paid $60 for, but it was the biggest timesaver ever.
You'd have already done the UTM collider out of boxes and/or extruded splines by the time you got the collider tools installed
installing it takes less then 5 minutes, having it saves a lot of time if your doing more than one collider. Also making it easier and straight forward.
No one has to install it obv, imo its a good additional addon someone can make use of who's working with custom models
Can it make UTM colliders that look like vanilla weapon colliders?
I would say no, but I was talking about models in general and not specifically weapons. For just the fireGeo it will always be better to do it manually
unless steffen cooks smth
For geometry that doesnt require specific way of making utm colliders I would convert it to a voxel field and then to a mesh, and use symmetry alongside X/Z axes if beneficial/to make stuff consistent
Heres one for the vehicle guys.. Anyone know what would be causing the bouncing... https://youtu.be/4LAIoba7gtc
How many triangles support arma reforger?
Hej guys, what might cause my model to disappear in the ground when I throw a grenade in its direction?
So, is the AR Vehicles suitable for buildings as well?
How do I see submeshes? I unchecked merge meshes on import settings, and the submeshes show up on the import settings under mesh params, but don't see anything on prefab meshobject settings
Also are UTM colliders just straight mesh colliders or are they more efficient?
@civic holly its a kangourou one hahaha for aussi mod 🤣🤣🤣
I’m the slot managers do you have merge physics on? I ran into a similar issue with a turret
Are we allowed to pay someone to make a model specifically curated to be entirely for use in enfusion as a mod?
We just can't pay someone to actually make the mod within workbench itself right?
Yeah you can buy models and such from stores
as long as their license allows for it. Which most do because arma mods are read-only
Any advise to get a model properly scaled?
anybody down to help me?
Take sample weapon and adjust it from there
throw that into your blender scene and adjust scale of weapon
Thanks!
Where can I get the sample mod fbx?
Github - should find it when searing “Reforger Sample Github”
They are on the workshop also
Thanks a lot
Or just, ya know, scale it to real world dimensions.
Aye, that looks great, someone already tagged a scaling FBX.
Good luck!
So, I was working on this... any recommendations?
Didnt work for some reason
its because you did not apply the transformations after scaling
idk if its just the image, but to me the backpack looks to smooth if that makes sense
Interesting
Makes sense
I tried VACD on a model with hollow interior and it sucked, so to be honest you are probably right on that note. It was such a pain to get working and I ended up splitting my collider into parts, convex hulling each part, and calling it a day.
You just have to adjust the parameters and learn how to use it. I don't know what parameter options they had on the one that you are using, but it works really great in my experience. I've used a few different plugins using the same Library.
There was no combination of parameters that gave me a good enough result, but to be fair I was using the version directly from the command line and it didn't really fit my use case (end result desired was model split into 2 sides, a ceiling, floor, a front, and i tried a lot of things cycles, accuracy, number of meshes, etc.) and it wouldn't fit my geometry at all.
Does someone know why it is taking my bones as memory points?
I'm almost certain the export settings are right
In case this happens to someone I used a rigging method of parenting the bones with mesh instead of what was on the wiki about creating group mesh and assinging weight
Does anyone know how to fix clothes dissappearing the further you go away?
I think it has to do with LOD's
how many triangles support arma reforger?
a basic house got a little below 100k.
If theres an actual limit idk about it.
But around 500-700k the mesh takes forever to import.
Just keep as low as possible while keeping quality high
for reference you can always check out base game assets
Got such a feature to help in my blender addon
@hoary gazelle have you thought about adding dropdown boxes for layer presets and gamemats for the colliders?
Compare your LODs with vanilla LODs
The enfusion plugin already has layer preset. What do you mean gamemats ?
the collider material, and yeah I understand the EBT have it already, just figured it might be handy to have it directly on your tools too
yeah would be, but they use some connection with blender and the workshop, i would have to go through their code in their plugin. Think it would be too much work for little convenience 😅
Was playing around with this, it is awesome
Is there a way I can adjust a new weapon position in aim mode while in game mode ?
Or something similarr
Dont understand what exactly you mean - how close/ far you are zoomed in to the iron sights?
Is there any kind of hair support?
Are they weighted to anything? they show up like memory points when their not weighted to a part of your mesh
I mean nice, but camo on the "wheels"? Arent those usually just plane green for example
hahah yeah XD
i mean who cares right ?
someone took a paintbrush and painted the entire tank xd
its up to you, I was just pointing out here
exactly that
they were parented not weighted
triggers tend to be the same size. Scale the weapon to the sampleweapon from the sample files.
You'd need multiple bones to do a slignshot like that.
i used a booleen modifier is that gonna work or not? bc idk how else to do it but theres some weird glitch to it as well
trying to make this
the red small hole thing idk how to explain its on the edge of the gun and theres 2 peices right there too so yea
question do i need like a very very low poly model for the gun too?
Not really, as long as it is similar to existing weapons you should be fine, make sure you bake down details though and make LOD, also based on your issue above I suggest giving plasticity a try
ah alr how exactly might i do a LOD or plasticity
LOD you would do as a last thing in blender so you can put that at bottom of priority list, as for plasticity if you are farmilliar with it it is essentially if blender and fusion 360 had a baby meaning complex geometry can easily be recreated, it has one month trial to test it out
yea i dont think i would be able to do that bc i didnt make the model im using and i dont think i would really ever be able to do that tbh
yes, well instead if you want to do it in blender ensure you have supporting edge loops and maintain nice quad geometry, dont be afraid to subdivide for your high poly model
yea i would do only quads but the model im using is a cad model that i dubbed down a bit also yk why my bones arent moving the object they are supposidly attached to
are they weighted correctly? you would probably just need to put them in their vertex groups
idk how weighting works at all
have you got an armature set up?
yea ill show you
only thing that moves is the bolt idk why
nothing else will
go into the mesh and look at the vertex groups, it is a tab with three green vertex on the right pane
im confused you mean the triangle thing thats the green squares?
this what you mean?
Ok so it is all seperate objects making it easier, hit the select on the vertex group, if your mes lights up then you are good to go, if not you will need to assign it
alr i hit select nothing changed
ok thats your problem, the group is there but it hasn't been assigned, hit ctrl + a and then press the assign button on the mesh groups tab
ah alr thx
once you have assigned it try moving the bone in pose mode and see if it changes
that fixed it thank you i didnt know thats how that worked is there a way to limit which way it moves example for the trigger limit it to only rotate to a certian point
yeah tho are dont through constraints but if it is reforger mod there isnt much of a point, but yes this process applies for all parts 👍
ah alr also the fire selector isnt rotating correctly like its a little off should i move the bone or rotation point for the model it rotates fine i think when i dont with the bone
oh and rq these 2 pins wont move with the stock bc they cant find "w_stock" as a vertex group for some reason idk why
Interesting, I will be off to work in a min, but if you send model to me via DM I can set it up for you when I get home
alr ill send it to you
A.Check your Modifiers.
B. Check your vertex groups and re-assign em'.
C. Try setting every LOD (weapon part) to "Armature"
to do that: Go to the Object Tab, then heading to relations and assigning those to "Armature" as an object.
NOT SURE IF IT WILL WORK, BUT GIVE IT A TRY
Can anybody lay some knowledge on me how to get this to react how I want it to?
I think one day I will finish this
your making one too?
oh how cute a gathering of vz 61
tbh I was hoping it was going to be vanilla FIA crewman weapon
Guys, tell me pls what to read when I transfer a model, texture and normal, at a distance the model is incredibly dark
AI model generation is getting better at guns
Hey 🙂
I am currently "learning" the remesh workflow in blender for making HP from LP - would you guys suggest using this workflow for increasing poly count on guns? I was able to increase this LP part from 228 tris to 3400 tris - but im not sure if topology would be an issue when using this? Its all triangulated - any feedback would be lovely!
Main difference here is that the 228 tris version is boxy and has pretty visible sharp edges, where the 3400 tris one does not have any sharp edges and is super smooth
plz mek mod 🙂
Help please, tell me where to look and what to read, when I load a texture onto a material, firstly it shines when you are close, secondly when you fly away it becomes incredibly dark
Thats for #enfusion_texture - there you should showcase an example and explain your steps of importing the texture
if my object is super small and simple. having multiple lods isnt really needed?
Yeah I mean lod's are just for poly count so if it's really low poly already probably fine.
You can also change the material with lod's I guess to a lower resolution texture
like I guess I should as there is a detailed part that has 500 faces on it.
like is it logical to just have a lod03 and a lod0.
ive never really done modeling in game design so i not sure.
Yeah you can do whatever you want and call them whatever you want. I would just do LOD 0 and lod1 but do lod1 with the the same poly count as an LOD 3 would have been or whatever
And only have LOD 0 show up within like 1 m
ahhh okay
And people just call them high poly and low poly when they only do two of them like that on the prefab for whatever
polys are just faces? is 500 even much in a sense where its worth while to do this?
Polygon is like three faces or more
View the wire frame and then you'll see the polys
ahh i barely have any then.
Im on more of the new side and I have a buddy that works in graphic design who is going to be working on a car that I want to try and add.. Since y'all are talking about the LOD's here are the steps cursor said we need to complete. Let me know if you recommend skipping any of these or adding any steps!
versions:
LOD0 (main model): Under 100k triangles
LOD1: ~50k triangles
LOD2: ~25k triangles
LOD3: ~10k triangles
Set up proper vehicle physics points:
Wheel positions
Suspension points
Center of mass
Entry/exit points
Also, do I really need to keep it under 100k triangles?
What is the proper naming for "Virtual lights" for buildings?
page about portals doesn't even mention them
is any documentation on material editing? im trying to figure out how to do roughness maps etc.
I hope we can get a simple sample house with all the technology.
It reminds me of my first result 3d printing 😂 😭
can we have not simple one please
omfg, who could have thought that this component is responsible for virtual lights...
so, virtual light is parented to SOCKET
