#enfusion_model

1 messages · Page 24 of 1

loud mist
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tried it on another project aswell it done the same thing game keeps crashing

leaden chasm
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Is this set in stone forever (Reforger and Arma4) or is there a chance it might change in the future?

olive fern
patent flower
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Hi all , is there a way to offset the worn version of a model? im trying to set up some pouches on webbing belt, when in item they line up perfect but when worn they are too high

leaden chasm
leaden chasm
burnt temple
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why does the tree looks blown out in the world than in the asset viewer?

deft owl
faint viper
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Anyone knows why the head collider is giving me this?

shell hedge
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Hover mouse pointer over the warning icon

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Or something

faint viper
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"fixed, for anyone that will have same issue it wasnt properly set in the reimport settings, you have to put it to FireGeo if its blank"

shell hedge
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It should be somewhere in there

faint viper
shell hedge
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The vanilla character uses firegeo there?

faint viper
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seems

cunning void
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Can you tell me?
After linking the Bones to the objects, after importing, the model moves away from 0, the coordinates and the chassis detach from the main model and they have a crazy size.

glossy prairie
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Why is w_fire_mode not working properly?

remote palm
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Because the location of your bone(s) seem to not be on 0,0,0 - but this is something for #enfusion_animation if you need further help 😄

void goblet
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Hi, I tried importing a model that has bones but they don't show up at all in Enfusion

remote palm
leaden trench
# glossy prairie

You could fix the shadow under fire selector by removing the switch from high-poly mesh. If you are baking with low-poly continue to but with the selector switch removed.

mortal marsh
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Got my first ever door anim working 😂 Only a small victory, but Im proud all the same 🙌

cunning void
mortal marsh
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It does work from the other side, but its a very specific use case for our unit so not really that important either way

honest pine
fluid fern
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Hi all,
Since 1.3, I can't quite figure out the new blender plugin, especially the BSP check. Has anyone tried it out yet?

astral hull
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Ctrl+a

drowsy geode
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Hey there, sorry to bother!

I have been working at adding some models into the game and have fully brought everything over, but it seems certain character models slightly deform the helmet I have created and imported. It works fine with the character model provided in the Sample; but any of the other models slightly differ and certain parts of my helmet such as the front seem to bend upwards, or become distorted in shape.

Anyone experienced this before and knows how to address it?

(I am very inexperienced and have just started this, so I apologize if this is something self explanatory.

faint wyvern
faint wyvern
calm isle
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Anyone know why a rigged mesh won't actually follow the character? It's rigged and the .xob viewer realizes that, I triple checked all my settings and nothing is out of place

fiery fossil
surreal ore
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Scale probably wasn't applied to the mesh before exporting

calm isle
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Thanks both of you, ok check both those things, they should both be fine but it won't hurt to check

solar heron
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Any ideas what shader or hack i can use to make the canister more look like thin plastic and not like a solid block. is there a way to make subsurface scattering or similar for models like this?

leaden chasm
fallow pond
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I don't know if SSS is used in arma. maybe if you look at the player mesh you can find something in the materials that suggest its possible or the leaves for the trees but I dont think its in the game.

solar heron
solar heron
wicked dirge
quiet summit
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Why are the faces not rendering, even though they are shown as correctly oriented in Blender?

solar heron
fiery fossil
tidal latch
# calm isle Anyone know why a rigged mesh won't actually follow the character? It's rigged a...

https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Vest/Asset_Preparation#Importing_model
Make sure that you have 🟥 230 bones in total 🟥 and there is at least one skinned bone - i.e. 1 + 229

In Details tab, you can find current amount of bones and dummies in Bones section. First number represents amount of bones and second, number of dummies. By default, bones which are not affecting any mesh (there is no Vertex Group representing it)
short abyss
rancid cape
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Do the fbx for watches need to be rigged and weight painted?

shell hedge
calm isle
strong burrow
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Hey y'all. I have some shoes I am working on. I rigged them up, brought them in and textured them. Everything is working except for the model and emat previews in tools. Is there something I am missing?

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Getting this error in the Log Console
Thumbnail request processing timeout in phase 2

crimson sail
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does anyone know what Enfusion supports for texture resolutions from SP?

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Is it just 1024 or can I go to 4k?

shell hedge
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You can go for 4k but you usually shouldnt

crimson sail
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Gotcha, my export from SP is creating different texture sets for the materials. Do I have to make one material only in Blender or is there a way I can apply the materials to the individual parts of the model in Workbench?

stray bridge
cloud rampart
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When I import an asset with the character's armature, it gets imported rotated. Is something wrong? I read that it's no longer necessary to rotate the weight-painted model

surreal ore
cloud rampart
river mango
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not sure if this is the right place

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has anybody tried fixing some of the oddities with the RHS t14 here?

livid hull
eternal jewel
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can someone help on why my custom helmet is visible in first person? it blocks the view on certain POVs

shell hedge
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Under general tab

eternal jewel
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thanks alot!

faint viper
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what could be the issue? First screenshot is the prefab for the character, 2nd is the actualy prefab used on the actual character, is like the teeths are broken for the skeleton... For now i've tried to link them in the riggin with the spine3-head but didnt work out, and same result while making them 1mesh with the head

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i made sure they are linked properly into blender, as even in posemode they follow up perfectly the head, but still this happens

tidal latch
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what is happening when you try to move spine3 bone in Resource Manager viewport?

faint viper
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they dont follow up

tidal latch
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do you have any warnings in Log Console when reimporting this model?

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keep in mind number of bones

Export Skinning: loads skinning data (required only if there is skeleton available, maximum 4 bones can affect single vertex)

faint viper
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bones should be correct, no errors

tidal latch
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so are you sure teeth are influenced by just one bone?

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Missing Armature modifier maybe?

faint viper
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So i parent it with the spine/head, a before i forgot to add the armature, if i do it actually goes like this @tidal latch...

fading wren
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Well I got my first model ready and working in Enfusion! Yay! :D🥳

steel hare
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How can I prevent that all LOD from my model are merged into LOD0 when I import it to workbench?

last parcel
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by naming them correctly.

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object_LOD0
object_LOD01
object_LOD02
and so on

shell hedge
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Smol correction _LOD0 _LOD1 _LOD2

steel hare
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ah thanks a lot guys! I had a typo and it was .LOD1, .LOD2 etc

shell hedge
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But also make sure they are actually different meshes, multiples of the same mesh can be merged automatically

shell hedge
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looks fine

steel hare
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Thank you!

last parcel
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LOD01 and LOD02 works fine too.

shell hedge
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Does it strip out the 0? Automatically

last parcel
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yea, seems so

shell hedge
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Oh ok cool I had no idea thank you

steel hare
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Thanks a lot for today guys! With your help I managed to import two of my models into workbench

shell hedge
faint viper
tidal latch
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perhaps you used before "relations" instead of skinning and thats why you see it misplaced upon import

tidal latch
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isolate teeth and try one by one determine which thing is influencing it

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my bet is on Relations in Objects tab

cosmic solstice
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Hi, guys got my tent in. LOD works Collison works. But its red! Should the material be PBR basic, the materials dont show as red (second picture)

tidal latch
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search for vertex color

cosmic solstice
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in the material or xob? Off back to work

tidal latch
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search on discord

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vertex color itself is in the model (blend/fbx)

keen folio
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First time reforger model maker here, I made an object, and then textured in SP, Imported into workbench, and i Have a bunch of missing faces. Did a model check in blender, all my normals are correct, kinda at a loss here. Any suggestions or like, tutorial reccomendations?

fallow pond
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your missing faces is due to inverted normals

keen folio
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I fixed it by adjusting face smoothing on export!

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Got it!

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@fallow pond

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Apprecaite it.

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Now I just have to figure out how to pop a light inside of this thing.

mighty lodge
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I need a mod team 😂😂 you all are doing amazing work boys🤟🏻🪖

keen folio
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If anyone knows the best way to put a small light in here to make it a bit brighter on the interior, I would love you forever.

stuck kraken
inner torrent
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Hi everyone, can someone direct me to a video that explains how to add collaiders to a 3d model, for example, a molitare tent?
Thanks

faint viper
worn plover
cosmic solstice
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Is there a issue with the laddercompents ? cannot add the action to my model

drowsy geode
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Hey folks, sorry to bother.

I am having an issue with helmet models/hat models that consitently seems to happen even when using the Character Weight Template with the 229 + 1 bones; I create a helmet, hat or etc and import it over with the skinning, meshes and bones, but when it comes into the game; the hat, helmet or whatever I add seems to bend whenever I move my head.

It seems to vary per character as to how bad the item bends or disfigures, with some characters making it look absolutely awful while others it doesn't seem to be effected.

I assume this is a weight painting issue, but I can't seem to fix it no matter what approach I take.

I will include a screenshot or two below for reference.

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If anyone ends up being able to point me in the right direction, I really appreciate it in advance. I've tried asking around a few times to no avail. Kinda at a loss in terms of setting this up as I can't find any tutorials really covering this portion.

tidal latch
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can you post pic of actual worn hat, no the item variant without skeleton?

drowsy geode
tidal latch
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pic in resource manager would be useful

keen folio
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Finding a light source is also my issue, I can only find premade vehicle lights, and things of the sort that are incredibly strong.

calm rune
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Do you have node wrangler active in the addons area?

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Yeah I’m not sure what that’s about.

mortal marsh
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Evening - Trying to understand how sound attenuation works with BSPs, is that what theyre for? Seems BSPs are in the Light Portals part of the model, so Im a bit confused as to how they determine sounds, like the difference between indoor & outdoor gunshots

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Have I misunderstood that, or is this what the BSP is (in part) used for?

elder rune
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What i need todo for correct light on the roof... In default arma reforger we have default Barn with curve roof than working fine. How i can repair my model for correct light?

strong burrow
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I have custom shirts i rigged and textured but the ground model has player collision, I have checked the universalinventorystoragecomponent, rigid body and other settings

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i'm definitely missing something

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what gives?

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fixed it -- dumb fbx issue

rancid cape
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Just curious does anyone know if its possible to use the morph target from the RHS patch system on pouches somehow? That way i wouldn't need to make different variant pouches for the front flaps or cummerbunds i could just import one fbx thats straight and curve it as needed, or is there another way to curve stuff inside of the reforger tools?

wicked dirge
rancid cape
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Is there no sample mag of the 556 stanag?

rancid cape
glossy prairie
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Sample weapon cannot hold fore_grip?

distant viper
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@simple quartz @tranquil blade

tidal latch
faint viper
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@tidal latch Just wanted to let you know even if prob passed lot of days i managed to make it work. here obv is just a random sphere for test. My mistake was that i totally forgot about weight painting on the other mesh...

shell hedge
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Me when major arma update

faint viper
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actual face of bacon after the update

hot kayak
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Hi, been working with a balaclava and what shows up in game isnt anything like what LOD0 is on the .xob. The issue is not another LOD loading early, its like a deformation of the LOD0 im guessing. Is there some issue with the bones on the model or something? Im new to the process of export/import in Enfusion so it could be something very simple. Thanks

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Answered ^

bitter grove
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What’s the answer

hot kayak
warm oak
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this looks good dude

whole epoch
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I have multiple door prefabs attached to a parent building on pivot ids (e.g. DOOR_01, DOOR_02). In the workbench all the doors are placed correctly but in a dedicated server only 1 door of each type is visible. Any ideas?

elder rune
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What i need todo for correct light on the roof... In default arma reforger we have default Barn with curve roof than working fine. How i can repair my model for correct light?

warm oak
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How good does topo need to be in order to properly work?

calm rune
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Like retopology? Your edge flow should be smooth for clean animations. Also prevents odd stretching. Try and use quads only(sometimes very difficult to do). Then lastly keep the tri count relative to the vanilla assets. @warm oak

warm oak
calm rune
warm oak
calm rune
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Depending on what you are trying to inject 50k might be fine. If it’s clothing then no, NOOOO.

warm oak
warm oak
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Which is alot for a small machine Pistol but yea can't do much or it'll look weird

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Distorted or just glitchy if I try to do anything really

calm rune
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Would be better if that was around 25-30k tri count.

warm oak
shell hedge
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I have had more luck triangulating the mesh before import than letting enfusion do it but that might be my fault

calm rune
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Inject it and see what happens. Worst case scenario is that it’s not really optimized but may not effect the game negatively in a too harsh of way.

shell hedge
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just try to be within vanilla ranges, dont do shit like this bro

warm oak
shell hedge
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those poly counts start to matter when you have multiples on the screen, especially on lower end systems

warm oak
shell hedge
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yeah this gopro above has no LOD at all

warm oak
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But I suck at modeling bro and topo

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120k faces for that thing why so many? That seems like way to much but I wouldn't know

shell hedge
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Yeah it's about 115k too much

warm oak
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Yea ngl idk what my model in game is in face count

shell hedge
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They are optional, but you will ruin people's performance if you don't do LODs, and it generally sends a message that you don't care about optimization and how well your mod runs

warm oak
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So that's good

shell hedge
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Remember even bad LODs like 1k faces in LOD4 for clothing is WAY better than no LOD

warm oak
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Yea true do you need them by chance?

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Or are you good on LODs

shell hedge
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I'm good

warm oak
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Alr how do you do them btw just wondering

shell hedge
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manual + polygon reduction modifier with preserve UV edges checked for LOD1

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then LOD2+ depends largely on the result of LOD1 lmao

warm oak
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Ah that must suck to do manually you sure you don't want the things I use?

shell hedge
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I also remove a lot of parts of the mesh that are not visible

warm oak
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Will save time in the long run

warm oak
shell hedge
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I'm sure, cinema 4d's automatic reduction algorithms are better than anything I've used

warm oak
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Ah is that free or paid I'm guessing paid cuz ngl idr if I've heard of cinema 4d

shell hedge
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it's not that popular in games, moreso in VFX and motion graphics

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but seeing as I already have a license and no time to bother learning blender

warm oak
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Also I got 2 people that want to work for me that have no message history on this server at all but joined in Jan and April

warm oak
shell hedge
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no

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dont need it

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I use it to export IK poses for weapons, that's about it

warm oak
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Oh didn't know that so you do all your models on cinema 4d then didn't know you could do that

calm rune
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Produces a lot of weird artifacts

shell hedge
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if you google cinema 4d showreel you will see what the typical use case is, it's usually not games but I have no issue using it for games

warm oak
shell hedge
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if I didnt have experience with any 3d tool I would probably start learning blender since in 2025 it doesn't suck as much as it did 10 years ago

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both, usually buy if one is available

warm oak
warm oak
shell hedge
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if I didnt know cinema 4d I would

warm oak
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Mh can you do animation on there or not?

shell hedge
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of course bro you can just google it to see what it is

warm oak
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Alr I'll Google it later today I would suggest to learn animations bc I'm sure your mods will be like a thousand times better if you did yk

shell hedge
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I would do animations in mods if I wanted to do them, but I don't

warm oak
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Ah so you just don't care then about animations per say

calm rune
shell hedge
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for most of my mods they are not even remotely necessary

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I dont pick up projects that require me spending a week on animating something

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people that enjoy animating can do that

warm oak
shell hedge
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they look fine to me, and the only person they have to look good for is me

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but thank you for your concern

warm oak
shell hedge
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if you avoid them for 5 seconds they should lose track of your position

warm oak
shell hedge
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BUT

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This is not really modeling related anymore

calm rune
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Well I think my input has ran its course. Imma get back to my rl job now 🤣

warm oak
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Also ngl I gtg I'll be able to talk again in like 6 or so hours idk

shell hedge
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alr bro cant wait

warm oak
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I get no internet where I'm going so yea

shell hedge
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Lol 1500 faces for a rectangular patch

fallow pond
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but it free on sketchfab

calm rune
bitter grove
shell hedge
fallow pond
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150k faces for NVG is insane

sly bridge
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bro why game not optimized bro ^^

bitter grove
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I read that as 1500. 150k is wild for faces tho

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What are the vanilla helmets and uniforms at?

novel bramble
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I am creating a future mod of the T-72 with an interior for three people

arctic crow
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Very nice

warm oak
novel bramble
arctic crow
novel bramble
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now the model is a carousel of the automatic loading machine and a mechanism for lifting the cassettes

fallow pond
novel bramble
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after creating a mod for the t-72а. plans to make a mod for the m1 abrams with an interior for 4 people

fallow pond
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16 is a little too low and its in view

warm oak
fallow pond
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yes I saw. im not interested

novel bramble
novel bramble
fallow pond
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nah this cannon can easily be 40 to 60k no problem

warm oak
fallow pond
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lod0 for tank in warthunder is around 300k and that is with a simple interior. that's a good amount of density for a vehicle of that size for dx 12 300k to 500k 🙂

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you can also bring in the PKT from the base game too

novel bramble
warm oak
frozen sierra
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does anyone know where i can Get ready to Models pre rigged ready for import and Texturing+configuring?

novel bramble
fallow pond
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you can just remove your pkt and use the one from the game instead. no need to make another since the one in the game is very well made by itself

novel bramble
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vert 82k

fallow pond
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you can remove some of the detail from front which wont ever be seen ever.

novel bramble
fallow pond
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in blender...

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are you gonna make a hp?

novel bramble
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for the game I will remove the UZM gun breech

novel bramble
spiral hedge
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Hey, how i can create a Pool "Water" ? i created a simple box for the water, added Water material and set a Collider with "Water -> Liquids". But i can walk on the ground of the pool and the underWater does not work. Do i miss something?

leaden trench
spiral hedge
leaden trench
leaden trench
spiral hedge
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Yes, but you can not mod terrain.

leaden trench
warm oak
# novel bramble

ngl i have no idea how you modeled this bc theres so many small parts that need to be modeled accurately

short karma
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Hey fellas, is there anyone here that might be able to walk me through rigging/weight painting in a VC? I bought a PCU off of CG Trader, followed a YouTube tutorial on how to rig it/weight paint it from HercPlayz step by step, and for some reason it didnt work. When I import the model into Enfusion, then reimport after selecting export skinning, all of the bones etc appear to be there, however when I put the jacket on in game, it is in a completely different pose from what I setup in blender/appears in Enfusion, and it doesn't like up with the character at all. Thanks in advance for any help.

surreal ore
short karma
surreal ore
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Don't use it if to doesn't come from Bohemias GitHub

frozen sierra
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i cant even get the one from thier Github to work for me XD

surreal ore
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Then you're doing something wrong

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If you're following a tutorial

frozen sierra
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ive spent 4 days on a Single Helmet

surreal ore
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And have a different outcome then you're missing a step or doing a step wrong

short karma
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Okay, so for a jacket, which version off of their Github do I want?

frozen sierra
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like i got the Skeliton to Attache Paints Transported i can Spawn it in but its 1 off center and is in fact not following my head in game

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but in Blender it Follows the skeliton just fine

surreal ore
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I suggest cloning the repository

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There's a blend file,

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It has the mesh and skeleton

short karma
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Looks like the Character_Weight_Templates.Blend is what I want, but you suggest just cloning the whole thing, I assume so I have all of the assets if I want to make anything else in the future

surreal ore
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Cloning the repository with one of the GitHub applications will then allow you to update the repository with a single button click

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Doubtful that the character skeleton will get changed again

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But, the samples have some good stuff for beginners

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And they might update them to include more things

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And having the repository cloned will help you in the long run

short karma
surreal ore
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No

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The armature has to stay in the position that it is in

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Alter your mesh to fit the skeleton, not the other way around.

short karma
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Copy, was just seeing if there was an easier way, as opposed to dragging vertices/faces around lol

surreal ore
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You're weight painting the mesh to follow the righ

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rig*

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Not the other way around.

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You should watch some blender tutorials to learn about skeletons, and their relationship with meshes

short karma
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Yep, I'm tracking. I just was looking to see if there was an easier way to cover up the exposed arms etc, than dragging individual pieces around

surreal ore
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Yes, but you need to know how to use blender to do such things

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So watch Blender tutorials

surreal ore
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You're missing a single step

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Creation of a helmet is literally in the documentation btw

bitter grove
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@short karma I haven’t tried it but probably will in the future. Goes over pose brush and face sets, may be a clean way to move your sleeves

short karma
# bitter grove https://youtu.be/Y5J5os8P4jg

Ill have to check that out, I just went back through the tutorial for the helmets posted by BI, and ended up repositioning my sleeves, but i'm still running into the same issue. The bones all show up in Enfusion, everything looks right in blender, but then my jacket is just floating in space in front of my character once I equip it

bitter grove
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I’d make sure you’re using this rig

short karma
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Yeah, thats the one from their Github that i'm using

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Do I need to size/adjust the sleeves before throwing it in with the rig?

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Or can I use the Body_LOD0 on the rig to adjust it, and then transfer weights/etc after that?

bitter grove
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Hide the armature and adjust your shirt to the character model and then go through the steps of weight painting after you’re satisfied with how your shirt looks

short karma
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Okay, thats what I did, just making sure that wasn't causing issues

bitter grove
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Maybe apply all transforms too after idk. I’m sure there is something missing in between weight painting and exporting

short karma
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Thats my guess as well, when I move the armature in Blender, the jacket moves with it. So its something between the export, and Enfusion thats giving me issues. I'm sure theres a step or check box i'm missing, Im just not familiar enough to figure out what.

bitter grove
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You probably did but did you add armature modifier to your LOD0?

short karma
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Yeah, I added that. Now I didnt name it LOD0, although I do see that in Enfusion as the LOD it detects.

bitter grove
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Just name it shirt_LOD0. Not sure if that’ll fix anything but that’s the by the book way. Maybe try deleting it from enfusion and just redo everything in blender and try again. Could also maybe be the way you set up your prefab but idk if that would affect it

short karma
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I just got it

bitter grove
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I’ve had times where I thought I did everything right and then it would be floating or offset, then I’d just delete it all from enfusion and redo the whole weight paint and rigging process and set up a new prefab and it worked. Idk what I did different to fix it but I did

bitter grove
short karma
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I changed the name to _LOD0, but I also drilled down and made sure to manually select everything under the Jacket in Blender during the export this time

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I'm not sure which fixed it, but one of those two things took care of it, lol

bitter grove
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Coulda been both I guess we’ll never know! Glad it got fixed tho that stuff can be frustrating when it doesn’t work

spiral hedge
fluid fern
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Hi, since 1.3 the new blender pluggin has changed.
I want to validate my BSP, so I went to Model Quality Assurance, selected the BSP preset and clicked on MQA Overlay.
However, it shows me that my object is in error, but compared to before, I don't have a dupplication of this object to see exactly where my non-manifold arretes are.
Do you have an explanation?
Then I can update the tutorial https://wiki.nabla.sh/books/3d-building-creation-tutorial/page/3d-creation

merry rivet
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Does it makes sense to have box colliders (left) for a garden fence like this (right)?

fluid fern
merry rivet
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Yes, that's why I made it like this, with box colliders.

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Because box colliders are better than mash colliders

tidal latch
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one trimesh might be better than 15 convex though

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1 trimesh for fireview and few boxes for rest of collision could be good

merry rivet
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But you can't mix box and trimesh colliders

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But that is the question... is 15 box colliders better or worse then creating one complex trimesh collider

tidal latch
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you can mix

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just use different layer presets

merry rivet
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Okay, yeah, that would work, if it's two different colliders for the same object

rancid cape
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Anyone able to give me some tips on weight painting? Do i add more to the ForeArm or the ArmTwist to fix this?

quiet ledge
rancid cape
bitter grove
#

But I’d also try getting the model lined up as close as possible to the character weights template

fallow pond
fathom elbow
#

you can transfer weight from one object to another, if you have a reference mesh that is weighted to the Skeleton. This should give a good baseline. Secondly, by having the reference imported, and animating it in blender, you can check how they behave, and directly fix errors. Doing it by eye statically, import and check is a nightmare.

fluid fern
#

Hi, is there a solution to correct this problem? I've already cleaned up on blender.

cosmic solstice
#

Anyone know why the "feet" are imcomplete _ where should I look?

quiet ledge
cosmic solstice
quiet ledge
remote palm
cosmic solstice
#

Next question:) LOD's do I need to decimate in Blender or is that what the sliding scale does in enfusion?

remote palm
#

Decimate in blender - but that can look terrible - probably better of making handcrafted LODs or finding a good addon - i have not yet tried „G-Ready“ but that has LOD creation

https://faridmammadov.gumroad.com/l/G-Ready

Gumroad

G-ReadyHey! I made this addon to solve some real problems I kept running into while making game assets in Blender.If you're using a non-destructive modeling workflow (like me), especially for sci-fi or hard surface models, this tool might save you a lot of time.🔧 What it can do:• Clean up messy Booleans• Automatically rename your meshes w...

shell hedge
#

There are no auto LOD tools that produce consistently quality results

#

But depending on your mesh, decimating with preserving UV boundaries can sometimes be enough for first one or two LODs

#

Third and further LODs can just progressively turn into a potato

stray bridge
cosmic solstice
#

I was trying to get this in but unfortunalty it is beyond with me. Im going to get back to the terrain!

stiff reef
#

When I'm creating the BSP geometry of a multifloor building I should add the stairs too? Or just the walls with holes for windows and doors? Thanks!

covert rune
#

Hello,
I'm looking for a good tutorial to learn how to rig clothing. I've seen several, but I still haven't managed to get it right.
Does anyone have a solid one on hand that I can follow with complete confidence ?

hollow hornet
#

I don't really model much in blender and only really know the basics, I've been looking into marvelous designer for clothing and wanted to know if anyone had anything (good or bad) to say about it?

fallow pond
#

its good. but if you know tricks with blender you dont need it

#

substance painter / designer if you wanna make your own pbr materials is something that you need imho.

sick shard
fallow pond
#

where is instalod free?

#

its 99$ bend over a month

calm rune
#

Btw 5 clicks. I found the download button in 4.

fallow pond
calm rune
fallow pond
#

you right

lilac badge
#

Why are my faces inverted in enfusion, when they are fine according to blender?

shell hedge
#

Normal direction

#

Make sure they face outwards

lilac badge
#

What's what I'm showing they already are in the second picture (blue color from blender's "Face orientation" feature).

#

Or are you referring to something else?

leaden chasm
spice tulip
#

Beginning stages of work I’m doing to create the SOKL “leshyy” 4z leaf suit. So far have the base jacket’s fabric modelled and the leaves are on the hood. Shape of the hood definitely needs work

remote palm
rancid glade
#

hi, do you guys know if there is still a testing world like that in the tools ?

stray bridge
#

mp_test / mp_test_basic, but they don’t look as „cool“
you can access the „advanced“ tools with pressing win + alt I think

eternal jewel
#

how does the "inflation" of the ALICE vest work when putting on the PASGT. Does the game do that automatically with through weight paint or do you have to create an inflated model manually?

Is there any documentation on this?

calm rune
leaden chasm
calm rune
stray bridge
#

you can just setup ur own debug world and safe it inside the profile folder

last hill
honest pine
tidal latch
eternal jewel
#

Thats talking about jackets, im talking about load bearing vests

#

Ig its the same explanation?

tidal latch
#

Yes

eternal jewel
#

What are good tips and tricks that works well with creating deflated/inflated models in blender?

abstract horizon
#

Hello guys! I trying to understand how works Portals, and still cannot understand why its not working, maybe I lost something 😦 So for test, I make simple room, placed Portals and Portal Volume, Portals have material like PRT_blabla, Volume dummyvolume, and BSP. And after all of that in engine it doesnt work, so maybe I miss something, can anybody help please? Very appreciate

abstract horizon
plush sandal
#

why am I going through the prop set even though I have a collider with the prop category

lament hare
#

Hey lads. Where is the player body for equipment modeling?

lament hare
#

Is there not a template human for Reforger to make uniforms and whatnot

loud mist
#

Does anyone know how tweak clothing items to fit with arma body have a combat shirt that dosent fit properly and don’t know how to make it fit onto an Arma character it keeps turning out very wonky

waxen current
#

After opening my imported FBX in workbench, it takes on bright pink/green colors. I assumed once I mapped my textures to the materials it would go away, but instead my materials are tinted whatever color is there. What am I doing wrong?

The textures are correctly packed, and I can see in their preview they look fine.

EDIT: Vertex colors in blender.

steel hare
lament hare
# loud mist Does anyone know how tweak clothing items to fit with arma body have a combat sh...

Our website: https://www.3dmilitaryassets.com/

In this tutorial, we will take a look at how to pose clothes of any type on different character meshes from various engines or games.

We will use a mixture of different tools, from proportional editing vertices to Pose and Grab brushes from the Sculpting Menu.

Hope you find the video useful!

▶ Play video
summer sierra
#

anyone have any leads what im messing up? this beard only does this getting in and out of cars

steel hare
#

Hej guys, in regards to the upcoming Kolgujev map I started working on a coke plant for map makers. Is there any kind of decent tutorial which explains how I can create a placeable object (prefab) in the world editor? I am following a somewhat modular approach and setting this thing up with all its modules will take a while, that's why I wanted to create a prefab.

cosmic solstice
#

Hi all I have a bunker - im applying concrete 100m Collider what layer should it use?

steel hare
#

Find the desired XOB model in the resource browser and double-click on it. Then check the details tab on the right part of the viewport and open its Colliders sub-tab

autumn osprey
compact scarab
#

You guys ever going to have a non-humanoid character example for model / animations?

surreal oracle
shell hedge
#

What I would appreciate is an animation graph compatible with the character movement component that contains ONLY basic locomotion

#

Since animation editor crashes every 5 seconds it would save me a bunch of time

remote palm
#

What is your guys best „strategy“ for retopology on weapon models? I have gun models that are in the 10-15k poly count, but i want to increase it so it fits the Reforger count of about 70k. Also want to make the model as quad as possible since i heard that is the way to go?

shell hedge
#

Do they really look bad in LOD0?

#

I guess step 0 is you could try beveling everything but it might ruin some of the baked detail, among other things

#

but if it works it'll result in a less pointy outline

remote palm
#

So i dont have to „exactly“ match the 70k polys as the vanilla guns? Thats just wasting resources?

shell hedge
#

What gave you the impression that you have to have any specific amount of polygons?

remote palm
#

Well, since the guns on reforger did it like that 🤷🏻‍♂️

shell hedge
#

You decide how many polygons you want

#

Generally speaking lower = better

#

So as low as possible while maintaining similar visual quality level

shell hedge
#

Would be a good target

#

If your model looks like it was made for a ps2 game then by all means crank it up, at least for the first LOD

remote palm
#

Any tip for retopology then? I have plenty of tris, even when „removing“ them in Blender with Alt+J

shell hedge
#

Someone here might be able to give some tips but I imagine they'd like to see the model

mighty bronze
#

Most likely going to have to manually convert some tris to quads
not all tris are bad
but generally working with quads is 1000x fucking easier

shell hedge
#

I like melting verts by surface angle (of 0) among other things

#

I dont hate ngons

mighty bronze
mighty bronze
shell hedge
remote palm
shell hedge
#

Using something like ZRemesher doesnt apply since it just nukes the UVs

#

But for example it sucks here

#

But thats just down to the angle settings

#

Or just turn off ngons idk

#

But the good news is you only need it to work well around the areas you intend on modifying

#

So you can use different settings on different areas I suppose

mighty bronze
#

I forgor
but reforgor has issues rendering ngons right? tbh I've always avoided using them so idk what happens when you try to import a model with ngons

shell hedge
#

There is no such issue because its triangulated

#

But I prefer triangulating before import because I dont trust it

mighty bronze
#

I usually never run into any issues with my models exporting
but uh, I've never exported with ngons so I can't be sure

plush sandal
#

Hello guys, why can I shoot through the prop and why does the weapon not press against the body when I approach the prop, is there a collider, what to do??

plush sandal
#

Thx, i found fireGeo layer and propfireview it works❤️

mighty bronze
compact scarab
surreal oracle
#

how do i hide these ive tried Ankle_l Ankle_R AND Shins for the l and r anyideas?

shell hedge
#

Check the mesh list in character model and use correct names

waxen current
#

Is there some method/trick to get the child entities of my Destructible Building to actually fall with the parent? Some entities do, some don't... and there doesn't seem to be any rhyme or reason.

tidal latch
#

hierarchy component + there is small list of excluded object types like StaticModelEntity

covert rune
#

Someone have a solution to fix this. or point me to the right direction ?
on other xob item i dont have this error :/

RESOURCES (E): Trying to create RigidBodyComponent on model @"Assets/Characters/Uniforms/G4_Uniforms/ATM_Pants_v2.xob" without geometry

worn plover
cerulean patio
#

Question: How do you prevent a mask from appearing in first person?

cerulean patio
#

thankss

burnt mist
#

Is it allowed/possible to export modded content models to make adjustments or different prefabs?

wicked dirge
burnt mist
wicked dirge
#

Export? No. But you could add foliage through a slot in the prefab for example if you make the foliage separate

torn token
#

Would it be against TOS if I made a Barbie jeep with the Barbie logo on it?

#

I would read the TOS but i'm blind and can't read that well

#

I don't want to get my mod banned because I violated TOS

stray bridge
#

is the barbie logo licensed? most likely..
do you have permission to use it? probably not..
Should you use licensed Logos you dont have permission to? No

torn token
stray bridge
#

if its ur own logo you can obv use it inside ur mod

torn token
lunar mulch
#

Do you think it's clean enough?

hybrid mountain
#

Just be careful is all

lunar mulch
torn token
burnt temple
#

How to set multipler layer presets like this in Blender? I have the Enfusion Blender Tool add on installed but it only allow me to set one layer preset for each mesh.

tidal latch
#

What you see is a binarized layer preset mask which fits Two layer presets

#

Once model is binarized, only mask as digit is baked into model - not the string

#

Due to that, workbench is trying to make educate guess based on that mask - if that mask fits multiple layer presets then you will see all matching presets

burnt temple
#

Thank you!

calm rune
# lunar mulch

Maybe put some folds and seams in the hp to bake into the low? It’s looking a little flat.

lunar mulch
fallow pond
#

this way when you weight paint the clothes they deform properly with the player mesh. ofc you do some tricks like making the clothes more loose fitting and hiding parts of the player mesh

lunar mulch
#

My topology looks correct.

#

Now it's time to highres.

halcyon dew
#

I have set my w_fire_mode correctly in the center of the selector. However, in-game the selector itself changes position, ending up weirdly. What did I do wrong? Mind you, it does look correct in the .xob, but not in the .ent prefab. Using stock M16A2 animations.

tidal latch
#

Create your own animations

#

If bones are not exactly the same (including location) as on vanilla then you cannot use vanilla weapon anims. You can still use vanilla character weapon anims

halcyon dew
#

Yeah, thanks, already started making my own and that fixed it.

halcyon agate
#

what am i missing when i reimport my blender model scaled down from 1 to .1? it's not applying the rescale at all anymore while 2 days ago this function was working fine

slow canopy
#

hello was woundering if blender is the best tool to use to design buildings in reforger also does anyone know were i can find some videos on how to build buildings been trying to find some but not really found what i looking for

wary inlet
rigid mica
#

btw, does anyone know underrated videos for teaching how to make buildings in blender? Found few, just wondering if there are other good videos.

wicked dirge
#

BI wiki

rigid mica
stuck kraken
final vector
#

Can anyone explain whats causing the deformation of the right chest?? It isnt present in blender on the model or in substance, only when imported into enfusion

halcyon dew
#

Anybody know how they hide the front sling swivel when the M16 has the M203 mounted?

stray bridge
final vector
#

So should the pectoral be painted red

dusky shoal
#

anyone had this issue my eye memory point is not taking?

slow canopy
#

what would yall recomend for textureing software that is free wanting to try hand at it but there no way i can afford substance painter right now

quiet ledge
wary inlet
harsh lance
#

hey guys does anyone know if its possible to extract a mesh from the engine and import it into blender ?

#

i tried to use the pluging "send to blender" but it doesn work

#

its says "SCRIPT (W): No blender executable set! Please set one in EBT Config!"

leaden chasm
harsh lance
#

how are we supposed to see how they made the helicopter ?

leaden chasm
harsh lance
#

wb ?

leaden chasm
#

they might release a sample aircraft at some point

leaden chasm
harsh lance
#

how they set up interior and exterior mesh

#

lods , occluder etcc

#

maybe we can see that into their sample pack ?

wicked dirge
#

But short answer you cannot export it

remote palm
stuck kraken
strong burrow
#

Is there a way for me to fix this trash geometry in this model

leaden trench
strong burrow
#

Ill try that

remote palm
vagrant plaza
#

Does anyone know about some good sites for image references for more obscure/unusual weapons? Im currently modelling the RGM-40, but Im having a hard time finding consitent references to use. Every image and video I find of the thing has slightly different variations to the design. Is there like a hidden magical site that has f.ex. blueprints or something??

#

Also, Im curious about the process for modelling sights. Obiviously they serve an actual purpose in-game so they need to be somewhat accurately modelled so they can be properly zeroed, but is there a guide or something somewhere that can take me through purpose of how to model it correctly??

viral knot
#

Hello. Is there are any way to create simple model like white banner with text. Without blendor, using onle arma reforger tool?

remote palm
noble ravine
# viral knot Hello. Is there are any way to create simple model like white banner with text. ...

https://youtu.be/1QZBOYwitBM

Cant be simple than this 🙂

If "Import Images as Planes" is missing for you in Blender version 4.2 or newer, here's how to do it.

In Blender 4.2 the "Import Images as Planes" addon was fully incorporated into Blender so there is no longer a need for the plugin. But, the labeling changed slightly and this Blender tutorial will show you how to Import Images as Planes in a ...

▶ Play video
#

you dont need high res img, keep 720-1080p you will be fine for the big billboards sizes.

stuck kraken
# vagrant plaza Does anyone know about some good sites for image references for more obscure/unu...

Maybe you should evaluate your references by the originality to the real weapon:

  • There are media of the real weapon
  • There are maybe media of knock offs
  • there are media of air soft weapons
  • there are media of 3d models

All Points except the first are second grade information because they are derived work. If you sort this references out may the picture is more clear.
If this not help here exist a Military Channel for real stuff.

trail hornet
#

What’s the recommended/ upper limits of polys for buildings?

#

And size, I know for arma 3 you could only have 50x50m

stuck kraken
vagrant plaza
thin ridge
#

Hey! I placed down some assets instead of prefabs and they dont have collision enabled, how do I go about re-enabling or setting them to be solid objects?

stray bridge
thin ridge
stray bridge
#

yup better make a prefab with the component added and replace the object with it, you can right click the assets and press replace with prefab or smth. Way faster this way. Also if you wanna edit the assets afterwards you just need to edit the one prefab

thin ridge
sleek forum
tidal latch
#

pass damage to children

sleek forum
#

I want child objects to be destroyed before the parent reaches its final destruction phase.

tidal latch
#

or destroy children when parent is destroyed

sleek forum
#

it doesnt work

tidal latch
#

then use pass damage to children

#

make sure children have less hp than parent

sleek forum
#

they do have less hp, I also have Pass Damage To Children box ticked. Children still get destroyed only after I tick Delete After Final Phase, which leaves no ruins

tidal latch
#

Do you have hierarchy component on children?

sleek forum
#

yes

tidal latch
#

Have you checked with diag if damage is passend at all?

sleek forum
#

no, not even sure how to do that

sleek forum
sleek forum
#

I have set my ruin prefabs and particles under Destruction Multiphase and not Destruction FX🤦‍♂️

thin ridge
#

Hey on the cargo containers how do you make the doors open? The interiors are modeled so I'd assume there's a way

lament hare
#

Hello, artists! I am experiencing issues.

I have made an Exosuit, and weight painted, rigged, etc. It works fine, HOWEVER, when I go to update the mod with the exosuit in my mod, it refuses to update, giving a 403 (Forbidden) error.

Without the exosuit, I can update the mod just fine.

If anyone is able to help, this would be much appreciated. I am not sure what other information I can share to help explain my issue better, as I am quite new to arma reforger and enfusion

#

MarioE has deduced there is something wrong with the model (I agree) and it is causing issue when uploading

halcyon dew
#

I currently have a weapon flash hider that is longer than usual. Is there a way to move the barrel_muzzle memory point only when this specific weapon is attached? Can I just add another barrel_muzzle inside the flash hider .fbx/.xob and that will automatically override the default memory point from the weapon itself?

dusty ember
lament hare
#

backface culling

halcyon dew
lament hare
#

You can also just model in the seam further

dusty ember
halcyon dew
dusty ember
#

i found it thanks

dusty ember
halcyon dew
#

I have no idea unfortunately. Somebody else here might hopefully be able to tell you 😉

chilly dragon
steel hare
#

are you using BI textures for you building? How is your workflow if I may ask? Do you model and UV map your model and then only apply one material to your whole model?

remote palm
pine stream
#

Does anyone have a step-by-step guide on how to make a fully working model of your car?

pine stream
#

yes i saw it. i'm more interested in a video or a document that shows step by step how to do it

wicked dirge
sick shard
#

Is there step by step guide on iron sights I've seen small part on the wiki but not actually how to set it up however I did figure it out I just thought it was a little weird that it gets the smallest part out of thr wiki lol

fluid dragon
#

the current car creation tutorial is just to bare bone, there is no way to get a car completly setup with it including suspension and animations for it

undone flame
#

can someone help me? ive already activated rigid body, but it still have no collision

noble ravine
undone flame
#

its my first time on mods, where can i check that?

noble ravine
#

you need export the visual mesh and a second one (or more) for the colliders

tropic loom
#

my first model am making for arma!

#

🤑

molten pawn
#

Why do my LOD factors get ignored when my suppressor attachment is on a gun?

I read this on the wiki, but it seems like it's talking about something else:

"An important note is that LOD Factors are inherited from parent prefabs to children prefabs as all the other mesh object component parameters. So it is possible to have some factors setup for the "base" or "core" prefab which fits most of the prefabs inheriting from it; yet there is always the possibility to not inherit and to change the factors for any specific prefab/entity in the prefab hierarchy."

https://community.bistudio.com/wiki/Arma_Reforger:Level_Of_Detail#Manual_Override

Could it be that after attaching, it becomes a child of the gun and therefor uses the gun's factors? If so, how can I avoid this behavior? The LOD lod switching is completely messed up when on the gun, but when off it, it works fine.

wicked dirge
molten pawn
# wicked dirge That's absolutely what happens

unfortunate, im guessing there is no official way to toggle that off and make them independent. I looked and couldn't find any option like that. Since my suppressor has less LODs and different preferred set of LOD factors, it doesn't match up well at all. I could theoretically duplicate some LODs in my model as a hacky solution, but then the file gets bloated... is there a feedback tracker for this?

wicked dirge
burnt temple
#

What does this foliage height do in the tree class?

remote palm
heavy cipher
#

Hello I've been following along on the tutorial for helmets but when I go to edit and make my prefab it doesn't give me any other options but entity instance in the world editor does anyone know why it might be doing this and what I need to do so I can get to the proper window?

deft spear
#

Can I upload a vehicle with original or real logos?

#

Or it is forbidden?

stray bridge
#

is the logo licensed? most likely

are you allowed to use this logo even tho its „just“ a modding context?
nope probably not.

should you use it?
no

check the licensing of the brand and if ur not sure or its forbidden its a no

tacit eagle
#

RESOURCES (W): ExtractConvexEnvelope(): AreaPortal 'PRT_01' (0) doesn't have vertices assigned! Check the model, it's leaking.
RESOURCES (W): ProcessAreasAndPortals(): AreaPortal 'PRT_01' (0) doesn't have reachable areas assigned!
RESOURCES : Not all light portals were properly detected, the model is leaking!
RESOURCES : UpdateAreaPortals(): AreaPortal 'PRT_01' (0) has 4 orphaned fragments out of 4. Check the model, it may be leaking.

#

any one can explain this annoying error

undone flame
#

How can I figure out the correct door measurements for the game? I made a building and left openings in the walls sized 90x210 cm, but the doors didn’t fit properly. I know I can scale the door by pressing R, but I don’t think it lets me adjust X and Y separately — it only scales everything together. So the door never fits quite right.

dawn cargo
#

Does anyone know how to fix this

primal cedar
#

is there a quick model tutorial for how to just import model with colision ?

#

using the blender tools.

severe bolt
# primal cedar is there a quick model tutorial for how to just import model with colision ?

https://www.youtube.com/watch?v=VAqKio7wTvs I followed this guide few months ago worked for me, covers collision & lod.

https://www.youtube.com/watch?v=GFOgsRc_E-s - straight forward how to make sure your object is set up correctly with object properties.

Here we talk about the basic setup for models before they are sent to enfusion. Next we will cover the Arma Reforger addon for blender that will allow us to export from blender into Enfusion. Then we will cover setting up the model in Enfusion.

Join the discord: https://discord.gg/deNQHqJAQE

Documentation: https://community.bistudio.com/wiki/A...

▶ Play video

hope this helps! If not leave a comment, I'll try and see what I can do.

▶ Play video
fading wren
#

Heey heey, small general question.
Do you guys usely give assets 1k or 2k?(textures)

stray bridge
#

both depending on the usecase

viral knot
#

Hello. I have created one model with 3 copies(separate material name). One working for PS5 and PC, others working only on PC and on PS5 its a glass. Why?
How to enable it or fix on PS5? Or where I can find config for few platforms for model

remote palm
sinful musk
#

Would anyone have any recommendations for hard surface modeling tutorials for games?

#

Paid or otherwise.

#

Thanks in advance.

dusty ember
#

Hello, I have a question about the collider. My first question is why do I need two different colliders: "Collider with Weapon Layer Preset" and "Collider with FireGeo Layer Preset."

#

My second question concerns the material. Is it possible to assign the material directly from Blender? Or, as you can see in the screenshot, there are two materials for your collider.

tidal latch
#

Weapon requires at least one collider with Weapon layer preset - if you don't have it, then weapon actions like equip will be missing from it. If your geometry is simple enough, it is possible to just use one collider for both weapon & fire geometry collision. Otherwise it might be necessary to have two colliders:

One for Weapon collision - should be very simple collider (i.e. convex)
Another for FireGeo collision - can be more detailed, trimesh can be used to provide best experience available.
dusty ember
#

whats the problem of this collieder

tidal latch
#

Inverted normals

tidal latch
#

it can be even 5 materials

#

it should match materials of the weapon

#

metal parts are metal

#

wood parts are wooden

#

etc

dusty ember
#

How can you have two meshes or types in one object? Or how can I understand this?

remote palm
cyan girder
dusty ember
#

okay thanks

dusty ember
#

What is the difference between firegeo and itemfireview?

#

Is it described somewhere what they do?

dusty ember
#

same problem here

surreal ore
# dusty ember Can you explain to me a little more what you mean by that?

In this video, I will explain the basics of recalculating normals in Blender.
● Help support the channel:
• Patreon: https://www.patreon.com/ryankingart
• Gumroad: https://gumroad.com/ryankingart
• YouTube Memberships: https://www.youtube.com/channel/UCIXjev1_mJ1plJhF9lGarQg/join

Procedural Asteroid Tutorial: https://youtu.be/QHPHAwiqIp...

▶ Play video
stray bridge
tidal latch
rare sundial
#

I am currently writing script for a three stage process on a rp server, but i am having issues converting them from .fbx to .et it's not even giving me the option. Can anyone help?

stray bridge
rare sundial
#

@stray bridge it still has it listed as a .fbx in my viewer

remote palm
rare sundial
#

@remote palm I apologize but I am currently away from my pc

#

Ill post some tomorrow

stray bridge
dusty ember
faint viper
#

So if i wanted to have my colliders to be applied with a scale modifier how would that work? Do i have just have to make them bigger in blender or is there a way that they will adjust to the scale applied in enfusion?

shell hedge
#

No collision only works for initial scale

#

If you have a character that gets scaled then collision only works within the original sized bounding box

faint viper
#

Means that i'll make my colliders bigger so that they fit almost the scaled up version into enfusion

shell hedge
#

Yes, if you want colliders to work you must not apply scale in the game

brazen shoal
#

Anyone know of a fix for Blender saying ASCII Fbx unsupported when trying to import an FBX file?

dusty ember
#

why my root bone its not a bone ?

spiral hedge
#

Hi, how can I prevent water from entering a model? I looked at it with the BTR, but the vehicle doesn't have a special collider that prevents this. That means all the colliders are also present on other vehicles. But if you drive the BTR into the water, it doesn't penetrate.

tidal latch
tidal latch
dusty ember
#

So the root bone has to be skinned to the weapon mesh? No or

tidal latch
spiral hedge
tidal latch
#

it is just a visual thing

spiral hedge
#

But you won't drown in the BTR 😄

tidal latch
#

that is a different param

spiral hedge
tidal latch
#

I don't think it is possible in engine now

brazen shoal
#

Anyone know any good marketplaces to find good models for vehicles that actually have interiors?

shell hedge
silk glen
silk glen
sinful musk
#

does anyone know a quick way to stop the player from seeing something they're wearing to avoid blocking view?

fallow pond
#

hey has anyone added the water blocking mesh like what found on the btr to a building? would that even be possible and if so would it stop the player from swimming inside it?

#

or say a large vehicle, doesnt have to be a building

fluid fern
trim bough
#

I’m building a map and have added in buildings from 2 different workshop mods and for some reason all of the buildings are not useable, you can walk through them and you’re not able to access other floors or rooftops. Can someone please direct me to a proper fix so these buildings can be used

whole epoch
whole epoch
#

Is it bad to put entities as a child under a vehicle prefab rather than adding them via the SlotManager?

karmic adder
shell hedge
#

Slot manager has some nice stuff like registration

#

But all it is is a wrapper for addchild

#

But I think we cant disable physics interaction without using slot manager correct?

whole epoch
#

Thank you

trim bough
#

I’m still having a problem with the models. Every time I place a building down and test play my character walks right through the building likes it’s just a prop. Does anybody know how to make the buildings useable

faint viper
shell hedge
#

what if you use hierarchy

#

instead of slot manager

#

hierarchy component has a pivot dropdown

faint viper
shell hedge
#

I have characters with particles but it's all spawned through script, but it is using hierarchy and not slots

faint viper
untold nexus
#

Please tell me how can I remove vanilla trees from a vanilla map? I want to replace them with others

trim bough
faint viper
# trim bough How do I add colliders? Is there a proper tutorial to watch

theres a video of bootcamp , https://youtu.be/dUNN_KeyjkQ?t=1345 should be from this minute here, check it, it says everything you need to know for colliders, obv this is made for equipment but the same can be done for a building since its easier because it doesnt move around, otherwise on the wiki i think in the prop creation you can find it https://community.bohemia.net/wiki/Arma_Reforger:Prop_Creation?useskin=darkvector

Follow along with our guide here: https://reforger.armaplatform.com/news/modding-boot-camp-3-modeling

Bohemia Interactive Community Wiki (BIKI) Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear

This Modding Boot Camp seminar was originally held on the Arma Discord Server on December 18th, 2024.

Artis...

▶ Play video
trim bough
#

Thank you very much. You are appreciated

neat ocean
#

What would I need to know if i wanted to create a composition like Drone Radar Jammer that could be built on bases?

#

I cant find any tutorials or anything on making buildable prefabs

#

Sorry if im not in the right channel for it

faint viper
faint viper
# shell hedge hierarchy component has a pivot dropdown

btw managed to make it work thanks, because with the slot manager one thing that was ruining it was not be able to attach it to a bone so if the body goes down the vfx would just stay in the air while like this follows perfectly the body

shell hedge
#

yay

next crown
#

Can anyone help me figure out how to set up new vehicle armature im having a hard time getting things to jive . Also if there is a github that may have a armature i can reference

dawn cargo
#

For some reason the hat not moving with the person and when lined up properly in blender and I export it over to Enfusion tools it goes off to the left

stray bridge
dawn cargo
wicked dirge
#

Did you import skinning? How many bones in xob?

stray bridge
neat ocean
faint viper
neat ocean
short compass
#

hello thank to everbody help me to my project ,you can see it on server Artillery village assault , if you have question to game or engin tell me , i'm happy to help you , cordialy barnaber

short compass
#

you can do it placebll easy , another 77mm is movable and spawn to small maintenance vehicle try it at Artillery village assault server

neat ocean
short compass
#

Yes you can do what you want ! Mod have the Same name , Artillery Village Assault

short compass
#

No problème tell me the result of your work

#

@neat ocean

neat ocean
#

I just need to make edited "ApproachRadar_RPL5_01.et" with one component added appear in build menu on bases and that is basically it

#

It's probably so simple but I don't understand what im doing wrong

#

@short compass could you maybe give me some help please

neat ocean
# faint viper the faction catalog where everything is listed, equipment etc, https://community...

I looked through this and still can't find a solution to my problem., because its not faction related.

I got it kinda working once when I duplicated /PrefabsEditable/Auto/Compositions/Slotted/SlotFlatSmall/E_FuelStorage_S_US_01.et then renamed it and added function i wanted, I also tried deleting all prefabs that i didn't need but they reappear. The problem is that in build menu it still shows up as Fuel Storage, also when I place it down it has all the functions of fuel storage on top of jammer function added.

I have been trying everything past 2 days and I just can't get it to work correctly

faint viper
#

Try to create a unique faction duplicating us files, and put it in there just to see. Because i had many issues my first time with faction creation and if you miss just 1 little thing everthing doesnt work, if its just an addition to US example then just overwrite the file and add it there and 100% is gonna show up if you made it right. BE SURE THAT EVERYTHING IS CHECKED AND MADE SAME WAY AS THE WIKI. trust me is something small and stupid that you are missing that fucks your work

neat ocean
#

That's the thing...I probably didn't make it right.

I looked through some other mods adding turrets and hesco walls, to try reverse engineering but it didn't work also. Those mods work fine and they are not touching any faction config at all

dawn cargo
stray bridge
# dawn cargo

some screenshots we can actually see stuff like how many bones etc same for blender

dawn cargo
lament hare
#

Hey lads. I'm importing two models into Enfusion, a Deflated Vest, and a normal Vest. They have the same materials, but for whatever reason, the order they are imported in the materials are flipped...

#

Fixed it. Dunno how. But I did. Nevermind!

lament hare
#

I had some 357 bonse when I forgot to do that once

lament hare
#

Do you have less or more than 230

#

@dawn cargo

dawn cargo
lament hare
#

Ahh. Alright. When you import the rigged model, does it say that there are weights missing, and it weights them to Root?

lament hare
#

Hmmm

#

Usually the only time I have less than 230 it is because I messed something up on the export/import. If you're certain your weights are correct, and that you are enabling Export Skinning... It is likely that there is something wrong with the armature you are using to export the model with

#

How many bones does it say your armature has, in Blender? Should be a number by the armature. It should be 224, plus the 5 IK splines, and 1 Entity Position

lament hare
#

Not sure if you still need help. If you still do, let me know

neat ocean
#

Anyone knows how to properly create prefabs to be buildable on the base. I was trying to do it for 2 days and managed to get it kind od working, but its not how i would like it to be. I want to create cool looking Antenna for Jamming Drones, but when I added antena to prefab i cant move it around. I would really appreciate if someone can help me with this.

This is my mod currently.
https://reforger.armaplatform.com/workshop/65B332B45D9FC9A5-RealisticDroneJammingAntena

Arma Reforger

Trying to create drone jamming antena

#

Any guides related to this would be highly appreciated too.

narrow chasm
#

Hello

#

🙂

#

Got a question, does somebody know why my faces flip when i export to Enfusion?

stray bridge
#

applied all transforms?

narrow chasm
#

Its just a static mesh

#

and yes

stray bridge
#

you got any modifiers?
try importing the fbx you export and have a look if theres smth flipped

narrow chasm
#

all modifiers applied

stray bridge
#

puh

narrow chasm
stray bridge
#

had this case before and just flipped the face so its „wrong“ in blender but works in game lol

narrow chasm
#

Thanks riva tuner xd

narrow chasm
#

xd

#

Happened to me yesturday

stray bridge
#

there must be a reason but tbf I didnt bother

narrow chasm
#

with another model, relaunched everything then it works, but it does not work on this model

#

Got it!

#

Too many verts loose

#

i got double faces

#

god i need to learn how to use blender properly xddd

#

Ah yes

narrow chasm
#

Redone it, works now. i think i somewhere reversed something on the first model wich Enfusion did not like

idle talon
noble ravine
#

Anyone has made a picture showing the names and what part of base character mesh to hidde for the clothing?

shell hedge
#

just open character xob and look at the list

terse gyro
#

Hi everyone, I have a question. I have a 3d model, and there are textures and materials for it in png format, is there any way to export the model to an arma reforger, so that I don't have to manually assign textures and materials for this model in the workshop itself. I would be grateful if someone knows how to do this.

real arch
#

I exported a model with colliders, but two of them, the UTM_FGs for the model itself, didnt export correctly

#

They dont appear in the Colliders tab or my Import Settings

stray bridge
#

you could probably write a script that does the „link“ for you editing these files directly

stray bridge
real arch
tidal latch
real arch
#

I had selected them in my BLEND project for export

#

Perhaps it could be cause theyre a little too large?

tidal latch
#

can you check by importing FBX to clean Blender instance?

real arch
#

Yeah I went through, reopened everything, unfiltered my Logs from errors only, and it said the UTMs were just a little too big

#

I decimated them until they were a good size

tidal latch
#

alright, though so it is problem with Log Console filters

#

sometimes you can also stop seeing thing after changing context settings

#

or Log Level Filter

real arch
#

Thanks for the help man

tidal latch
#

no problem 🙂

devout dune
#

Hello guys, I have a problem with my flyby animation, basically the model disappears at certain angles, do you know how to fix this issue ? Thanks in advance

#

I put this here because I think this is mainly a model issue

tidal latch
#

its more of animation issue

#

your model is animated but the entity center remains at same place. Object will be only visible within original bounding box of object

devout dune
#

Ok makes sense! Any idea on how to fix it ?

#

Can I just fix it with a huge dummy box in blender ?😂

tidal latch
#

in RHS it was solved by creating another object and then animating bone over there

#

then plane is connected to that bone via i.e. SlotManagerComponent and Pivot ID

devout dune
#

Thanks a lot!

next minnow
#

can someone explain to me why my colliders arent exporting ? its just a helmet.

next minnow
faint viper
#

because remember even just 1 small things ruins everything else, just make sure sometimes to read it like backwords helps a lot

next minnow
tidal latch
#

like IK targets, compare it with samples or what is in Wiki

#

you also have EntityPosition duplicated - that will also cause error

faint viper
# next minnow read it in piglatin tbh lmao. i cant even count on two feet how many times i rea...

Advice if you dont want to read again something that helped me on pretty much all the modelling i did in arma in terms of custom characters with custom parts added to them with weights, colliders or anything else, this video that is perfect for you because is for the helmet says everything you need to do or make to make anything else functional. Sending it to the right minute you should check out but even watching it full or just skipping like UVs is fine. https://youtu.be/dUNN_KeyjkQ?t=1344

Follow along with our guide here: https://reforger.armaplatform.com/news/modding-boot-camp-3-modeling

Bohemia Interactive Community Wiki (BIKI) Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear

This Modding Boot Camp seminar was originally held on the Arma Discord Server on December 18th, 2024.

Artis...

▶ Play video
next minnow
neat ocean
#

Is it allowed or possible to edit base game model?

My new project is going to be small camo net that you can put into backpack and then drop it on the ground and assemble it. Something like what Squad has

neat ocean
# wicked dirge no and no

okay thanks for information. So that means I have to make my own model? Is that #3 modelling guide still relevant to what I need? Is there any other way of acquiring models?

#

I found this camo net model in game files, would it be possible to just make it so half of it is under ground when you try placing it down?

stray bridge
neat ocean
#

I know about 2nd one

stray bridge
neat ocean
faint viper
faint viper
#

Basically just to let you understand the squares are the planes, then you make the sustains like cylinders and just scale them on the Y, then colliders so people cant walk through and in adobe substance or whateever you use , you apply a texture of a net

stray bridge
neat ocean
#

Im not complete noob to AR Tools but to modeling yes. What did you mean by proper camo net before?

neat ocean
#

It would be like a hiding spot where you can crawl in

faint viper
#

if you want it like that sure, you can find them online or see how to make one with substance, for sure theres gonna be a tutorial only for a net texture using some alphas

neat ocean
#

Improved picture😅 got carried away in paint

stray bridge
neat ocean
velvet falcon
#

this iraq weapon mod has no colliders on their xob mesh / model. I assume that's why the weapon floats when "dropped" from uncon character

wary inlet
fading temple
#

Ok.... please dont roast me too hard. this is my first attempt at this kinda thing. Im working on a radio packpack to go with a existing radio mod i have. This is the first time that i am actually creating a model though thats worn and its giving me some serious headaches. Ive given it LOD's, Ive given it colliders, and ive weight painted it. imported the bones(at least thats what ive seen talked about on a video involving clothing mods). yet... it seems to be doing this. Im at a total loss. and like i said. Im new to this portion of the modding side. and any help would be greatly appreciated

faint viper
fading temple
#

I thought I did. But I’m a bit of a squirrel brain. And I may have missed or miss understood something when I was trying to watch it.

rare topaz
#

Hello .Have anyone a blender example of simple house model ? it only to check how is the doors and windows .Thanks

stray bridge
#

add a socket (empty) to your main Building Window Frame, to the bottom left (basically where the origin is on the window) to use the socket inside the hierachy to put the window in the right spot.
Lol that sentence is confusing as hell

#

^ this only if you want separate windows that can break, otherwise just assign glass material to the mesh you want to be glass as well as the glass collider + fireview.
This will look like regular glass but doesnt break

#
  • for the doors, best to look at the prefab setup of the base game doors to copy that.
    The "hinge" basically is the origin in blender.
#

you have to child ur doors to a frame, the frame needs to be childed to the house prefab

wooden wolf
#

Okay gents any idea why my rifle isn’t importing into tools

#

Any help would be appreciated

glossy prairie
tidal latch
#

Probably scale

#

Apply all transforms on armature

tropic kayak
#

Anyone find a Fix to this trying to fix my Shirt

tropic kayak
#

I’m trying to get my Arms to show it’s my custom shirt not RHS

lost jackal
lyric granite
#

I am trying to export a weapon made up of different objects and for some reason one of the objects exports black and my textures do not appear on it after I set up my textures for it. Everything I can find on this issue tells me it must be a UV mapping error, but I just can't seem to see how that is possible. It is correctly UV unwrapped with no overlap. All objects are using the same UV map. I've tried making a new UV map and just export the problem object, but it still shows up black. In Blender the texturing looks correct. Once I export it over to workbench the .xob file is it's usual white except for that same one object. Any help on identifying the issue would be greatly appreciated!

worn plover
#

Hey so we imported a model into infusion before we did we packed our islands for uv but we are unable to get decals to show up when placing them in infusion. Is there something we missed or did wrong?

shell hedge
#

decals on vehicles? I would suggest making decals as part of your mesh

worn plover
shell hedge
#

default decals are terrain only maybe you need to change it

#

in the entity attributes

worn plover
#

Ahh ok

#

Yea after we set up uv we noticed that the decal would attempt to align but the actual image wouldn't show. Worst comes to worse we'll do it in substance I guess

scenic gust
#

Anyone have any beginner blender tips for modeling ,primarily gonna be working on naval vessels.

keen folio
#

Got some UV/texturing/decal work to complete but @worn plover and myself have been slaving away self teaching on how to make this shit work.

idle talon
#

i want to learn how to import vehicles into the game. wheres the best place to start learning everything

idle talon
hot viper
#

If a mesh extrudes -Z axis in blender, is there a way for it to automatically alter the terrain? I always thought there was already prefabs achieving this in-game already..

Or does the terrain need to be built around this object?

keen folio
# idle talon are you trying to learn how to make caves/tunnels ?

I already have my tunnel mesh made, just figuring out how to make an entity splineable and all the texturing etc. Going to import the terrain mesh to blender and block out the chunks that are missing up top and export multiple single face pieces to slap on the terrain so it can look normal.

#

and not covered up with rocks etc

neon sorrel
#

Guys, does anyone know how to make a patch that can be attached to RHS clothing?

idle talon
devout dune
hybrid mountain
sly bridge
idle talon
#

And you corrected the assumption so all it good now 😎

idle talon
tidal latch
devout dune
lilac badge
#

Hello. I am having this exact issue. I am very new to rigging, so can you explain what is meant by "parent the collider to the bone directly"?

lilac badge
#

Thank you. Can I do this without the collider's transform becoming relative to the bone?

reef sun
#

Maybe with ctrl+p and keep transform?

lilac badge
#

Looks good in blender now. But now the collider is colossal in enfusion for some reason.

#

hmm. and collider still doesn't move with bone.

#

Ah got it now. Forgot to remove the armature modifier. Thanks again @reef sun

tropic kayak
#

idk why but my model is coming in like this

#

this is blender

remote palm
#

Look at the normals. Most likely inverted

stray bridge
#

check face orientation

next crown
#

is there a github that has sample mod helicopters ive been told there is and i cant find anything only the sample mod new car

quiet ledge
next crown
#

rgr that thank you

keen folio
waxen current
#

Is there a good resource everyone is referencing for preparing building/structure assets for enfusion?

keen folio
#

I've been looking myself, particularly for the texturing aspect.

#

Not a whole lot out there.

fallow pond
#

that bridge look mega skinny

lost jackal
lost jackal
waxen current
#

Sweet! Yeah, mostly I want to take paid assets (cgtrader; etc) and prep them for the engine, including all facets like destruction, navmesh, portals, collision, and everything else. I'm not GREAT at modeling but I can figure my way around.

lost jackal
keen fossil
#

I hope this is the right channel and an easy answer. My knowledge in blender and texuting is .01% right now, and im wanting to learn. I've managed to watch PIano_Mans videos and piece mealed some information together, and have download this football/socerball, and have succesfully (best i can tell) imported it into the game and have it in a world. The main question I have, is these textures on the right, do i have to do anything with them, or name them the BCR and other proper names?

hasty condor
#

this is a model i imported from blender for terrain, how do i add collisions?

worn plover
#

trying to make a double door rn but when i import the frame everything but the sockets seems to go in

sick shard
#

what's in charge of the side to side recoil like head bob like in the video I thought it was Angular Z but doesn't seem todo anything noticeable when i change it to zero just seems very jarring when shooting

#

think my curves are to aggressive on the linear side I'll adjust and see if that improves

spiral hedge
#

Morning, question the Attachment LOD render: I added different type of handguard for a weapon. Like the M16 Vanilla. The preview of the weapon renders in LOD1 to look good. But the attachment Handguard always renders in LOD2 or 3 and looks dump in the preview. How can i change this? I already tryed to add InventoryComp and set PreviewRender to LOD1, but it does not change anything. Thanks

shell hedge
#

Its in item component attributes under preview render attributes, it might also be taking lod level from the parent maybe?

spiral hedge
shell hedge
#

I'm telling you 2 options where LOD comes from, either that preview render attribute or parent entity.

#

I always set preview entity lod to lod0 in loadout editor to avoid any such nonsense.

shell hedge
#

so when you enable the inventory item component attributes it doesnt change anything?

spiral hedge
shell hedge
#

idk if he fixed it

spiral hedge
#

Maybe @tidal latch knows anthing about this? TY

tidal latch
bold briar
#

What setting is it so that helis will snap to this rather than try and place on the ground? more often than not, trying place a heli wont be allowed (red model) because it's trying to place inside the heli pad on the floor, not above the heli pad

faint viper
waxen current
# bold briar What setting is it so that helis will snap to this rather than try and place on ...

That is the building mode snap-to-terrain. Essentially, in Building and Game Master mode, all objects placed snap to terrain by default- the only difference is that in game master you can use vertical editing to raise/lower by some offset. There is code for snap-to-objects (so you can stack things) but it's turned off completely with a comment about it being broken.

I wrote a mod that tries to correct this, but it's a bit buggy because placing an object in the build mode goes through several phases (preview -> placed preview -> built object).

bold briar
#

Grim

idle talon
#

does arma tools have vanilla armor vests ?

tidal latch
#

toooook me quite a long to figure it out how to set up it in RHS

#

click on helicopter prefab which is used in conflict and use Find References functionality to pinpoint file holding this configuration