#enfusion_model

1 messages Β· Page 31 of 1

fathom bolt
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so idk

sweet kettle
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you're a legend, thank you so much

fathom bolt
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it's worked ?

sweet kettle
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yes

fathom bolt
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beautiful

sweet kettle
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setting item mode to default seems to have been the fix

fathom bolt
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know i need to understand how animation works πŸ˜„

sweet kettle
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I've been stuck at this for hours aaaaah man this feels good

fathom bolt
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your hands are in the right position ?

sweet kettle
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ehhhh...

fathom bolt
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i see

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me too

sweet kettle
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I guess maybe thats a procedural animation thing?

fathom bolt
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i don't know cause we have a memory point called "snap_hand_right"

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but yes i think we need to do the anim in blender and after...

sweet kettle
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I'd imagine that it's an animation thing?

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Since you might wanna have a completely different gripping hand pose

fathom bolt
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yes but how can we change that

sweet kettle
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I have no clue

dense pelican
fathom bolt
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yes but i don't understand how can i adjust the hand

dense pelican
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There is a finger rig and bone u see it

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just search blender tutorial

fathom bolt
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it's was bugged after a relaunch i see all bones...

fathom bolt
mental onyx
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@fathom bolt Do you have to publish the mod first in order to test it? Using world editor to run game master with an arsenal box does not show anything. I have Asset, prefab and config for my binocular.

swift anvil
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Hello, allow me to come to you. I installed the enfusiontools plugin on blender but it shows me this message. Could you please help me.

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"Valid path to addon folders hasn't been provided"

fathom bolt
latent flax
sweet kettle
mental onyx
dense pelican
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same as blender bone name

fathom bolt
dense pelican
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hand is "SampleWeapon_01\Anims"

fathom bolt
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After that drop your prefab and play

fathom bolt
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With the tutorial world it work well

fathom bolt
dense pelican
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and just waiting tutorial anim-node from BI

dull yew
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Are resolution lods still a thing?

knotty cedar
keen pulsar
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Do we have a tutorial on the different type of textures? Im not understanding where rough/met are placed and how the new nrm are generated?

fathom bolt
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BCR MAP :

RGB+A = Albedo + Roughness

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In substance painter you can put your base color/albedo map in the rgb and the roughness in the A

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So enfusion took the color in RGB and take the roughness in the A channel

keen pulsar
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And for metal?

sly frigate
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Anyone a hint how to export from blender to the toolbox? (import from .blender to the game) (a normal model, no anim, or terrain)

fathom bolt
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R+G+B+A

R = directX normal map
G = directX normal map
B = metalness
A = AO

keen pulsar
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WEll that is for sure a new concept for me, thank you

fathom bolt
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i can do a screenshot of the export profile for substance if you want

keen pulsar
fathom bolt
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so you have all πŸ˜‰

hidden yarrow
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well boys ive imported another model...

fathom bolt
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And now the config !

hidden yarrow
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lmao i wish

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its cool that size doesnt really matter anymore this one here is 116m but should be 170m just didnt scale it right

keen pulsar
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Size doesnt matter?

hidden yarrow
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never didπŸ’―

keen pulsar
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I mean in terms of technical LOD limitations πŸ˜„

hidden yarrow
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there is still some size max but this seems alot better now

keen pulsar
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Sweet, wonder what the size limits will be. Im still learning how to figure out how to even navigate these tools.

hidden yarrow
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i could try making the model bigger but the importing took like 10 min so im not going to

junior thorn
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i can choose directly

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and add metalness and normal map and roughness , AO ...

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easily

fathom bolt
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MatCommon ?

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Or MatPBRMulti

thorn topaz
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did you apply the transform?

glacial bobcat
thorn topaz
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@glacial bobcat in blender select your mesh then press Ctrl+A, this will bring up an "apply" menu, select "All transforms."

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be aware that this will reset the origin point to 0,0,0

glacial bobcat
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I tested I still have the problem

thorn topaz
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Hmm strange, that usually resolves any normals facing the wrong way. Does your mesh have any materials applied and if so are they two sided?

glacial bobcat
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no I didn't apply anything I just imported it

eager topaz
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Hey if size doesn't matter, I wonder how carrier decks may be made now, do yall think it may not be separated into 6 different LODs?

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Or are there other reasons that has to take place?

fathom bolt
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LODs is for optimization they change with the distance or with the amount of data loaded

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like if you are at 1km for a weapon why display it in full quality ? so we use lods

eager topaz
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Oh I'm aware of Level of detail meshes haha, I was just wondering why carrier decks specifically have separated sections

unreal marlin
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is there a rudimentary guide on how to import a simple static object. I still cant figure it out even while looking through the sampled "Newprop"

glad sable
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Hello, where can I find bones for Blender?

tacit eagle
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Have anyone figured out how to export the memlods?

lime comet
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On my cube the collider displays a exclamation mark on 'Invalid layer masks: 1' and the exclamation mark in yellow triangle is also besides Colliders->UTM_Geometry . Any ideas?

knotty cedar
lofty cedar
knotty cedar
# tacit eagle Have anyone figured out how to export the memlods?

you mean like memory points that we used in arma 3 to snap things to and stuff? if so, those are null objects in blender (if im using the right term) that need to be named accordingly (correct prefix that you can find in documentation soon) and they show up in the Bones section of the xob πŸ™‚

lofty cedar
lime comet
lofty cedar
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I haven't quite gotten as far as animations, but I take it those names will be important for reusing existing vanilla animations?

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The bones as well as their w_ prefix?

lean cargo
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can you export the models of the characters from enfusion to blender?

white fractal
lofty cedar
# lean cargo can you export the models of the characters from enfusion to blender?

I don't think you can export, but there is a sample model here that you may be able to use. I believe there is another in the weapon's animation files... I need to have a look at that one myself.
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter

GitHub

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

lean cargo
lofty cedar
tacit eagle
uneven seal
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Are there any recruitments about the collider mesh? Closed or convex or something?

lofty cedar
lofty cedar
tacit eagle
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VC?

lofty cedar
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I don't know that a missing rig would cause the memory points to not show up, as I personally did the rig before the memory points.

lofty cedar
tacit eagle
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yeah sure, no problem

white fractal
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for file viewer what do you mean exactly? @lofty cedar

lofty cedar
white fractal
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dw, no problem!!

lofty cedar
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Upon further reflection, I've found that I am still waking up. Removing a material from an fbx can be done rather easily in blender, but I'm not so sure as to what the process would be for that in Enfusion. For Blender, all you have to do is import the fbx, maneuver to the materials tab (which I've pictured here), select the material you want to remove, and press the minus button that is immediately to the right of the materials list.
https://imgur.com/a/6Rtwr0J

white fractal
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thank you vespade!

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i'll try it now

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what i found is that i have to delete the lods... and there are thousand of them.. lol

rustic rain
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Has anyone found a way to reverse engineer exporting a model

lofty cedar
rustic rain
lofty cedar
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I don't believe you can, but if you need something to reference, I'd recommend you to the #reforger_samples samples

rustic rain
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Yeah I downloaded that.

fathom bolt
rustic rain
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Just want to export them so its easier

lofty cedar
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I haven't read up on it much, but from what I've seen, once it's locked, it stays locked

lofty cedar
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If it's from the samples, all the files are accessible from Windows Explorer

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those files are unlocked

lofty cedar
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you're still able to view the model in its entirety from within the engine, though!

fathom bolt
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All files can be modified just right click and duplicate into your mod

lofty cedar
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Is that the case for models as well?

fathom bolt
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with enfusion

rustic rain
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Let me try that

fathom bolt
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i think yes

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i've do that for a core script so

lofty cedar
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There isn't a duplicate option for xobs

fathom bolt
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why you want the .xobs and not the prefab ?

lofty cedar
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The prefab does not contain the model, it references it

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He wants the model so that he can work externally from the engine

fathom bolt
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oh so you can't its a protection

lofty cedar
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From what I understand and see, you cannot export models once they've been locked, this also seems to go for animations

lofty cedar
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That allows you to change characteristics, but not the actual 3D asset

fathom bolt
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yes you need to keep the original files

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so for the bis files it's normal

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like arma 3 when its binarized

lofty cedar
lofty cedar
uneven seal
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Are there any recruitment about the collider mesh? Closed or convex or something?

fathom bolt
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closed and convex yes

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but you can always check with the plugin for blender

rustic rain
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they really fucked it with locking all the shit

fathom bolt
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in the main folder of the arma reforger tools you have a blender folder

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with the plugin

uneven seal
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and where can i check it in blender?

rustic rain
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Anyone know where I can find the blender addons?

fathom bolt
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To install the plugin in blender :

In Blender go to "Edit" "Add-ons" and Install at the right top corner

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just select the .zip plugin

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and of course turn in on

lofty cedar
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You then also need to extract the data zip somewhere, and point your plugin to the extracted data folder

fathom bolt
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i missed this part lol

violet smelt
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Can anyone explain this

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driving me insane

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or the model will be at their feet

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Does it require bones?

sly bridge
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i would assume that to be a helmet of sorts

violet smelt
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Yes

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I cant make the helmet work or any of the other models I made

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And this is a sample model

sly bridge
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it most likely requires bones, just like arma3 did

violet smelt
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So just enable bone maybe πŸ€”

sly bridge
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not sure, but definitely have a looky over existing helmets in reforger

violet smelt
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Yeah I have

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over the past two days

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Nothing has helped

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looks like bones also did not help

sly bridge
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did you duplicate an existing asset?

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having a look at the booney, it seems it is skinned to the β€œhead” bone

violet smelt
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Uhhh

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Is that not the right vertex

eager hill
sly bridge
violet smelt
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Ok I have it set to that already

violet smelt
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Lol

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The headgear makes no sense

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Workbench it looks fine

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In world editor its the worst

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After I turn it into a prefab

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It looks like prefabs completely ignore the bones

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.....

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figured it out

plain citrus
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hey ! I've open the SampleMod_NewWeapon but when i want to test in world editor i dont see the Assets_Showcase_Base.ent .
Can you help me ?

serene halo
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How to create prefab for static object, that i imported?

violet smelt
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The bones are 100% broken

pure kayak
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hey guys, whats the process to rig to the new body?

winter current
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what's the difference between UTM and UCX in the fire geo? wondering why it's a different prefix but can't find info on it

last hill
pure kayak
last hill
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But can't say it works as can't get it to appear ingame

pure kayak
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damn

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i got my stuff ingame using prefabs

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but the rigging wont work so fml

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how'd you skin it? just armature deform?

last hill
pure kayak
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ah fuck

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okay

last hill
bright raft
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Not much but honest work

tacit eagle
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Any idia about how i can larn enfusen

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learn

pure kayak
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So i cant even export with bones

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wtf is going on

lofty cedar
bright raft
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Just vanilla anims. I am surprised how intuitive the tools are

spark raptor
# winter current what's the difference between UTM and UCX in the fire geo? wondering why it's a ...

That's the shape of the collider, the possible options are:

UCX: Convex Mesh
UBX: Box
USP: Sphere
UCS: Capsule
UCL: Cylinder
UTM: Concave Mesh

When you use box, sphere, capsule or cylinder, it tries to detect the centre and dimensions of the object based on your mesh, then it throws the mesh away and just stores those parameters (like for a sphere, it will only store the centre and radius). Using the simple colliders instead of convex/concave mesh is better for performance.

winter current
pure kayak
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is the rig provided in the samples broken?

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i can not get it to export anything

spark raptor
oblique hinge
oblique hinge
fervent solar
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stupid question, how do you set up the armatures and empties for weapons?

last hill
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@waff is that not covered in the weapon modding tutorial?

fervent solar
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huh theres a weapon modding tutorial?

pure kayak
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checking the model, when i move bones it moves the uniform too, so it should work

pure kayak
spark raptor
pure kayak
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i did that

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it works in the xob preview

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but on the prefab it doesn't work at al

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yeah i dont understand this at all

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i think im just gonna give up until docs are released for this

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i cant get the prefab to load any bones at all

rain wadi
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Maybe you need a specific component?

round orbit
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How are colliders added to a model?

rain wadi
pure kayak
round orbit
rain wadi
pure kayak
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i copied a prefab uniform already made

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that should have all that already no? i just swap the model

rain wadi
# round orbit I have the vest, I just need to create the collider in blender and import it?

Yup, create the colliders, use the Enfusion Tools for Blender to add the correct layers and then export it to FBX. The colliders must be named in a specific way. Check the Reforger Samples if you want an exemple. https://github.com/BohemiaInteractive/Arma-Reforger-Samples

GitHub

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

rain wadi
pure kayak
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so, just to check, i dont need the colliders in my model? or do i

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cause maybe thats it

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and what part is the collider anyway

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if anyone has ideas on how to fix this DM me/ping me please, i'll be back on later but im desperate to fix this up

winter current
pure kayak
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ah shit, how do i make those

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is it like arma 3?

cyan girder
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Go get the sample model, its really explanatory in the blend file πŸ™‚

winter current
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just follow the sample and use the blender addon to assign the materials

pure kayak
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i got it, still cant work it out

cyan girder
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Its a box.

winter current
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simple shapes for the geo, more detailed for the fire geo like always

pure kayak
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wait, its not in the character one

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do i need those for a custom shirt?

worthy citrus
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how do you stop doors from teleporting to 0,0 in your prefab when you open them?

chrome plaza
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hey lads, wondering if i purchased a weapon model from sketch fab, could that be imported straight into the workbench? or are there other steps that need to be taken first? 3D format is Autodesk FBX (fbx) for reference :)

hidden yarrow
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There is still some stuff that you have to do in order to get it working

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But you could drag the fbx into the tools and the model would work

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But thats JUST the model so it doesnt actually do anything

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To find out what you have to do to get it to work take a look at the samples weapon

chrome plaza
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Thanks for the reply mate, just wanted to make sure before i purchased

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appreciate it

hidden yarrow
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Np id wait till the document for new weapons is out so you know what you are getting into

last hill
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The weapon modding guide is out already.

fervent solar
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yeah lol, i've been trying to do it knowing nothing about modding for any game and just having a bit of 3d modeling experience

hidden yarrow
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Not the creation one

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The modding one is just about editing existing ones

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But you can peace bits together to kinda get it working

hidden yarrow
last hill
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I know Greg has dropped a working weapon

fervent solar
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ive got something to the point where it shoots, but all the animations are broken and the camera clips inside the gun when you ads lol

last hill
fervent solar
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yeah. I managed to kinda figure out the proxy points, mainly just carrying over the ones on the example file, and i made a little collider mesh but I have no idea how to do the bones and everything, i'll prolly continue once a guide for weapon creation comes out

sage bay
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made a model and its pretty much the same as the sample. but how do i use it as a local mod?

hidden yarrow
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You can load it in the world editor

sage bay
hidden yarrow
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Tools

sage bay
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yeah ive done that but i just wanted to see if i set up the configs right and place it in gamemaster

hidden yarrow
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Ah idk bout game master but ive seen people place their guns in world editor and then pick them up as a player to test them

candid mica
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yeah I'm at the same point, I can place and use it in the world editor, but have no idea how to get put it in game as a GM

round orbit
fervent solar
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oh, im trying to do weapon modding lol

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something weird i noticed is that I placed all the memory points down in blender, named them, and they dont appear in the workbench when I look for them under bones, it's the same way for the sample weapon

last hill
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@waff did you change export settings in the toolkit itself to import bones

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And then hit reimport

cyan girder
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It says in the tutorial to use the world from the sample mod. But the weapon sample mod doesn't have the world in it. How do you cross import?

fervent solar
last hill
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When you open up your xob in the content browser. Next to details is import settings tab. Check box next to bones or animation or something. On my couch in the lounge room with my son, going off memory

fervent solar
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ah, thank you

round orbit
round orbit
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That's what it needs to be? Hopefully we will have a vest or headgear sample soon

digital vector
deft owl
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When you make a collider is it just any simple geometry in blender? Is there a max vert count or a specific way to do it for optimizing physics collisions?

pure kayak
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3 hours later in the tools i still can not get prefabs to use rigging

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please can someone tell me what the hell im supposed to do with this

keen pulsar
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Has anyone figured out if hiddenselection equivalents are a thing? Looking to import a model with a variety of asthetics which was originally hidden via selections

honest wave
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I'm just trying to figure out how to import a model still

inland ginkgo
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I need to figure out how to get vests working

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So far I have imported with textures and LODs all set up. But that's where I'm stuck lol

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Hopefully a sample comes out

pure kayak
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You stuck on the rigging part quebec?

inland ginkgo
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I dont even know what the rigging for a vest is meant to be like

winter current
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i'm stuck in fully setting the armature on the model, never had to deal with this on dayz vehicles so it's a journey lol

pure kayak
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im stuck with prefabs as you can see by my bitching above

inland ginkgo
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this is all i got

pure kayak
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i got hte rigging working fine, its just getting it into an item

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cause the prefabs wont load my bones

winter current
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you gotta make sure your item gets defined as a proper entity/prefab

pure kayak
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got it, i'll check that too

pure kayak
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still didn't work

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has anyone actually managed to get anything in? uniform ,vest headgear anything

clear aspen
jade forum
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a friend got a shirt in-game and into the arsenal, but it isn't animated, it just kinda floats at the characters chest as they move around

pure kayak
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same here

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thats what im trying to fix and its driving me fucking bonkers

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worst bit is its all rigged correctly and it works in the model viewer

jade forum
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one thing he found was that if you add your model as a child of one of the test characters in the animation editor, then it breaks

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but just testing it alone works fine

pure kayak
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hang on imma test that

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well

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im testing it ingame, but its just

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hoverin still

winter current
# clear aspen Yes, check <#976591280786276362>

need to see more video of those assets actually working cause dropping them literally in the game is an actual joke and i'm pretty sure it's what most people have done and are trying to showcase

jade forum
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yeah, adding it as a child in the animation editor seems like a faster way to check if it will work in game or not afaict

clear aspen
pure kayak
pure kayak
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i got it ingame with working bones and all that

jade forum
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go to workspace, then scroll down to the preview models, right click one and then "Add Child Model..."

clear aspen
winter current
pure kayak
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the jacket i made just refuses to rig properly

winter current
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i think besides specific things on models for each type of item the biggest problem is dealing with prefabs, it's not exactly that intuitive and it's by far the biggest problem we're all trying to sort

pure kayak
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and prefabs are just wonk to me

winter current
#

there's even things on the samples that i don't get why they don't work properly, like the Golf car for example, it doesn't have animations for getting in the car

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so why do i even need an entire rig for it? because it probably handles part of the interaction actions too i guess

pure kayak
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3.6 hours its taken and i still cant get past the rigging

pure kayak
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does it work when equipped?

inland ginkgo
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nah I haven't done the rig

pure kayak
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good luck

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thats the issue im having is the rig

inland ginkgo
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is it hard?

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like what im thinking, is it possible to like just put into the mixamo autorig and just mess with the bone properties it makes so i can import it to reforger?

fathom bolt
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So no any news for hand anim for weapons ?

winter current
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interesting, so you can get actions without even having a full rig

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how did you set the prefab for it?

jade forum
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the prefab is pretty easy, just clone it off of some existing equipment for the same slot and change the name/mesh/preview mesh

inland ginkgo
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^

jade forum
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although the cloning is a funky process, you need to open the prefab in the world editor, then drag it from the top left into your addon folder in the bottom resource browser

winter current
jade forum
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oh lol, I missed the messages where you mentioned vehicles

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yeah I'd just pray at that point (and find something else to do until they properly document the tools)

inland ginkgo
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Yeah but similar idea with all prefabs, you can open the prefab and reference it when making your own

pure kayak
jade forum
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yeah that's where me and my friend are stuck too

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I wish I could tell you more

pure kayak
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i got DM'ed saying the bones are broken

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on teh sample model

winter current
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i don't know what i did now that my car appears on it's side and it's freaking huge lmao, something on the armature i guess lol

pure kayak
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but im not sure if its true but if it is thats just

jade forum
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that would be par for the course at this point lol

winter current
bronze sentinel
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I think they mean "Duplicate to 'project name' " don't they?

tidal latch
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it will be available in next update though

potent crystal
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anyone else having issues with helmets not appearing in the arsenal?

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ive basically copied everything the already in game helmet has and the sample helmets but i cant seem to get them in the arsenal

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been at it for like 5 hours now losing my mind

jade forum
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yeah that's just configs being dumb, try copying your addon out of the addons folder and then adding it back with the "add existing" button

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assuming you did actually override the original arsenal config

potent crystal
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no i inherited it

jade forum
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inherting means you've copied it but non-conflicting changes to the original should still apply

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but the game is still referencing the original to actually build the arsenal

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so you need to override

potent crystal
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lets see if my project lets me in again cause its been starting to crash everytime i open the prefab folder

jade forum
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does that work in-game with animations?

inland ginkgo
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thats the basegame vest

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so yes

jade forum
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oh lol

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yeah we've got the exact same bones and it doesn't work

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so not sure how we should "set" them like that

inland ginkgo
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are the bones properly weighted to the mesh?

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like you dont just have a pair of bones and a mesh, you gotta connect it

jade forum
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unless importing nuked the weights, yeah

inland ginkgo
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ight

pure kayak
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mine work in model viewer

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its just not working as an item

fathom bolt
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@tidal latch did you know you can I make a custom hands anim for weapon ?

pure kayak
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like i can move the bones around and it moves the uniform with it

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but i cant get it to do that ingame on the prefab

inland ginkgo
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ok

winter current
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i don't get what i have wrong on my model that the scale breaks when importing to wb lol, looks fine on blender but huge on wb

jade forum
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they aren't the same program, they don't work on the same scales. you should import the templates/examples from github into blender to get the scale right

pure kayak
#

that looks like my issue tbh

tidal latch
pure kayak
#

Reyhard milord

winter current
pure kayak
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may we have some advice on rigging? we cant get it working ingame properly

jade forum
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yeah that's the same problem literally everyone is having lmao

tidal latch
pure kayak
#

so theres literally no way to get equipment ingame as of now

pure kayak
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as in, working eqp

tidal latch
pure kayak
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yes

#

the rigging will not work

#

for anyone

pure kayak
#

i've tried every sample pretty much

#

none of them are working

tidal latch
#

can you show me skeleton menu in workbench?

#

of such headgear?

winter current
#

there's something everyone is missing or it's not working basically

pure kayak
#

sure

#

gimme a second

glad sable
#

This beret made with sample you gave

tidal latch
#

ah, and you are doing it in blender, right?

glad sable
#

yes

carmine lily
#

Same issue for chad 3ds max users

pure kayak
#

i cant send images

#

but its the same for my uniform top

tidal latch
#

let me verify one thing quickly

winter current
potent crystal
tidal latch
#

yes, in Blender there is issue with Armature bone - basically any new gear that you create have to use exactly same skeleton. 3DS Max doesn't have such issue so if there is some problem with import, then please provide me more details

pure kayak
#

what details do you need?

tidal latch
#

some pics from 3ds max

pure kayak
#

ah, cant do that, dont own it

#

is there anyway to fix it for blender?

tidal latch
#

there is one that I know but it is a paid addon - there might be some free alternatives but I'm not aware of them. In any case, paid addon is not a proper solution so let me discuss it later and I will let you know what can be done about it

inland ginkgo
#

how did you guys get the bones? (like where to get them from)

carmine lily
pure kayak
#

thanks, if possible a ping would be amazing if theres a fix

jade forum
#

considering 3dsmax and blender users get the exact same problem surely there's a problem somewhere else

tidal latch
carmine lily
#

Well, The weights don't work either when loaded onto the character.

tidal latch
pure kayak
#

so it seems 3ds max and blender have the same problem

carmine lily
#

Yea, I did that.

tidal latch
#

you need to rotate model in importer (in importer, not in mesh)

carmine lily
#

It fixes the rotation, but the mesh doesn't animate with the character.

pure kayak
#

^ this is the issue i have too

tidal latch
pure kayak
#

My rigging does work too by the way and i used blender, its just when placed onto a prefab item

carmine lily
#

I've copied the prefab from the base M88, replacing the worn model, so I'm not sure what the issue might be?

pure kayak
#

^

#

same in my case

lofty cedar
potent crystal
#

πŸ₯² this is pain

tidal latch
potent crystal
#

Helmets are like a pain to figure out to Just get in the Arsenal overall

pure kayak
#

that issue is the one i've been trying to describe

potent crystal
#

And it’s to the point that I can’t even touch my project folders without it crashing

pure kayak
#

its, working in the mesh viewer (the rig) but ingame it doesn't animate

tidal latch
carmine lily
#

Let me check real quick, From what I looked at with reimporting the FBX samples, They suffered the same issues.

#

But maybe I missed something this time around.

tidal latch
#

so you loaded sample helmet to max and it was not working?

carmine lily
#

No, I loaded only the sample character for my KLMK smock. As I wanted to use the existing weights on the base character to cheat on weight painting.

#

Also to match with the hands, etc.

tidal latch
#

ah, I was curious if it also happens with something as simple as helmet

pure kayak
#

it happens with anything gear related

tidal latch
pure kayak
#

but the rig in the mesh viewer works

#

its onlky the INGAME one

tidal latch
#

it's not working in game since skeleton has match base body

#

and base body doesn't have Armature bone

pure kayak
#

the rigging works though

tidal latch
#

yes

#

but it's not going to work in game due to issue that I mentioned

inland ginkgo
#

there

spark raptor
# pure kayak the rigging works though

You could try adapting this to the version of Blender you're using, it's basically commenting out 3 lines:

https://krisredbeard.wordpress.com/tutorials/tutorial-prevent-blender-fbx-exporter-adding-extra-root-bone/

Last updated: September 04, 2017 As of Unreal Engine 4.16, this is no longer needed. From the Unreal Engine 4.16 Release Notes : New: The FBX importer updates: Now imports collision models under th…

carmine lily
#

Okay

#

Sample helmet works

#

but I didn't import and export it from 3ds max

#

just as is from github.

lofty cedar
carmine lily
#

So I'll import and export and see if it breaks then

tidal latch
#

could you try it out of curiosity?

inland ginkgo
#

I kinda need a vest sample

#

but there isn't one :/

tidal latch
#

steps for vest are basically same as for helmet

inland ginkgo
#

Yeah

carmine lily
# tidal latch could you try it out of curiosity?

Okay, So it works, both the samples and by importing into 3ds max and exporting, the mesh works perfectly. I'm guessing the sample character is busted or something, I assumed that the sample character had the same set up as it would for the helmet if not more so.

tidal latch
#

and can you try loading character template and exporting it from max?

carmine lily
#

Yep, 1 sec

pure kayak
#

been messing with the skeleton trying to get it to work

#

is Scene_Root > Root correct?

tidal latch
#

yes

pure kayak
#

i did a workaround like that yes

#

it still doesn't work

winter current
carmine lily
tidal latch
tidal latch
inland ginkgo
#

progress is made

carmine lily
pure kayak
#

if any of you guys work it out in blender or the devs make a fix please ping or dm me about it

carmine lily
winter current
#

this action thing is driving me nuts cause it's also literally the only thing missing completely from the guide on the wiki, i need more coffee

tidal latch
#

@winter current on equipment you mean?

winter current
dark cedar
#

if only

winter current
carmine lily
#

πŸ₯³

tidal latch
#

thanks @carmine lily for testing it some small fix. Samples will be updated today with correct character template πŸ™‚

pliant pendant
#

so what was the problem?

tidal latch
#

some mambo jambo when exporting from maya to fbx

#

this is not going to fix Blender issue though - as I mentioned, it is completely different problem

pliant pendant
#

so it's fine from 3ds max?

tidal latch
#

yes

pliant pendant
#

I feel like maya always has issues trying to work with other things

tidal latch
#

or any other autodesk software

pliant pendant
#

3ds max is usually fine

#

it seems to have the least issues exporting FBX from my experience

tidal latch
pliant pendant
#

I still can't get over maya not even allowing you to name your objects with numbers

tidal latch
#

haha, yes

fathom bolt
#

So extract anim from Blender don’t work properly at the moment ?

tidal latch
#

animation export from Blender to enfusion is working - you just need to use TXA exporter from Enfusion Blender Tools plugin

fathom bolt
#

Ok good

#

And you confirm that the part for hands anim for weapon will be published today ?

tidal latch
#

I hope that at least basics will be there, in any case, this is question for #enfusion_animation

fathom bolt
#

Thanks

inland ginkgo
jade forum
#

he's in 3dsmax

#

and is technically cheating, since he used a fixed version of the character template that isn't on github yet

inland ginkgo
#

where did he get the fixed version

jade forum
#

as long as you're exporting directly to TXA from blender, things should work once the fixed character template is public

inland ginkgo
#

yeah im trying to export my vest with the bones

jade forum
tidal latch
calm rune
tidal latch
#

quite pricey

inland ginkgo
#

I guess i'll just wait then

#

I am however not even getting any bones detected when I import my fbx to enfusion

jade forum
#

you need to fiddle with the import settings

#

can't remember the exact ones

inland ginkgo
#

ight

carmine lily
#

they are in the import settings on the right for workbench

inland ginkgo
#

cheers

#

good work you are doing btw

tidal latch
tidal latch
#

ETA is today evening

knotty cedar
#

Collider Shape:

Name for collider shape model = COLLIDER SHAPE_name_of_the_object = UBX_Car or UCS_wall1_part1 for example.

Collider shapes (primitives, which can be created in most 3d software) and their correct naming prefix:

UBX_ - box
UCX_ - convex
USP_ - sphere
UCS_ - capsule
UCL_ - cylinder
UTM_ - triangle mesh (trimesh)

pliant pendant
#

so what's the deal with fire geometry now? I looked at the BTR and the FG in that seemed like it was just a regular low poly mesh, not made up of a bunch of convex components

knotty cedar
inland ginkgo
#

are the import settings permanent when importing other stuff or do I have to reimport?

pliant pendant
#

it had colliders but the one that had FG in its name was just a single simple mesh

spark raptor
winter current
#

progress, i can drive my car now lol. but the wheels and steering move in the opossite directions lol

misty cave
#

intentional fr

pliant pendant
#

oh yeah but I mean for the body

inland ginkgo
#

do you guys also have a really long loading time when importing and rebuilding resources like assigning new materials?
I assume its cpu based ofc but it takes a fair while for me.

knotty cedar
pliant pendant
#

I'm talking about the UTM_FG_body component

#

it seems to be all of the external armor as just one mesh

#

with an armor material

#

not like in Arma 3 where the body had to be made up of a bunch of convex components

#

being able to use triangle meshes for fire geometry will be very useful

winter current
#

it's basically the same idea but now we have prefixes for the shape itself for optimization purposes

pliant pendant
#

building the armor entirely out of convex components took a really long time in A3

#

if it was a more complex shape you'd have like 200 components

knotty cedar
pliant pendant
#

so far I'm glad the two things that were the most time consuming for vehicles in A3 appear to not be a thing anymore

#

shadow lods and firegeo out of convex components

#

I assume it's still one material per component though?

knotty cedar
pliant pendant
#

oh does the triangle mesh in firego not even need to be closed?

#

it doesn't seem to be on the BTR

#

the part where the turret would go looks to be just open edges

#

if I just need to make a simple mesh for the body and apply different armor thickness materials to different faces, that will make creating firegeo so insanely simple compared to A3

knotty cedar
swift goblet
#

how do i add a model to a faction when on zeus?

#

to be able to spawn it

abstract burrow
#

I understand that now there is no division into FG and Geometry lods?

pliant pendant
#

looks like it's just collision and FG geometry

knotty cedar
#

Well for certain situations/assets you may still want to seperate FG and View geometry, you can do so by creating seperate colliders with each assigned to the correct LayerPreset

abstract burrow
#

In arma 3 I make full-fledged armor with all thicknesses and full-fledged materials with their own densities and types of surfaces. Is it possible here too?

pliant pendant
#

looks like you can, it's just much simpler

#

you can just make one mesh for the body and apply different thickness materials to the appropriate faces

#

looks like physical materials with thickness still exist

knotty cedar
#

Yea you can use different components with different physmats (that determine penetration and stuff) or you can create convex/trimesh colliders and assign different materials to different face/polygon selections like that.

abstract burrow
#

Hmm. Ok. Thanks

dense pelican
#

@inland ginkgo Any amateurs of equipment in blender? looks amateur nothing

misty cave
#

it crashes everytime i reimport something

inland ginkgo
round orbit
#
  1. I created a new mod in Enfusion Workbench.

  2. Import 3D model into Enfusion Workbench for it to generate my files. https://imgur.com/a/j56Qskx

  3. Configure my Enfustion tool to my new generated folder in my documents. https://imgur.com/a/EqIdwmM

  4. Import my FBX that is in the same generated folder through the EnfusionTools tab. https://imgur.com/a/iXKSiW2

  5. Rename my collection to LOD0. https://imgur.com/a/TPPQ3mW

  6. Add a collection, rename it to Colliders.

  7. Add a mesh cube, rename the mesh cube to UBX_Vest_JPC.

  8. Rename my mesh data to firegeo.

  9. Export as FBX file over the old one. https://imgur.com/a/aGqLZ8U

  10. Getting layer mask error. https://imgur.com/a/OBNacfG

What am I doing wrong, what must I do?

dense pelican
#

or maybe related transnfer weight paint

inland ginkgo
#

im not using that example, i just imported the 'Headgear_Example' fbx for the armature

#

instead of opening the .blend file

knotty cedar
round orbit
drowsy heart
#

Hi,guys, I want to ask about the normal smoothing model, I can choose "By impedance angle" by Shift+E in ARMA3 tool OB to achieve the normal smoothing function, but I don't know how to achieve this function in Enfuison

spring ferry
#

Any idea how to apply transformations?

#

I'm trying to adjust a magazine relatively to the weapon

#

Or is it not possible and I should do it in a model itself?

dense pelican
#

ARAM is the same, my guess. There is weight paint and this is related to the vextex group. The vertex group of the soldier body must be transferred to the equipment.

pliant pendant
#

if yours is directx try exporting opengl instead and vice versa

hidden yarrow
#

Its directX

eager hill
pliant pendant
#

you mean enfusion uses directx normal maps?

hidden yarrow
#

Yeah

tidal latch
drowsy heart
pliant pendant
#

does it look different?

inland ginkgo
#

i used opengl normals and they worked

pliant pendant
#

yeah that looks the same

#

it either didn't export from SP or didn't import into enfusion

eager hill
hidden yarrow
#

Maybe check your export and see if the normals are actually on there?

tidal latch
eager hill
tidal latch
#

click on UTM_Weapon and assign some game material

#

afterwards, you might need to click on that arrow and then reimport it again

eager hill
#

I get some kind of python error in blender. I'll try to reinstall addon

tidal latch
#

make sure that that data folder is first entry in addons list

#

alternatively, you an change assigned material in import settings

eager hill
tidal latch
#

do you think you could wait a little bit? I will post pics to wiki in ~30 minutes

knotty cedar
vivid raft
#

What are enfusion blender tools? And where can I find these?

knotty cedar
knotty cedar
vivid raft
knotty cedar
drowsy heart
glad sable
#

@tidal latch sorry to disturb you. Do we have a fix for Blender bones issue?

spring ferry
#

the weapon modding guide mentions using Assets_Showcase_Base.ent world to preview the weapon

#

how do I get this world into my project?

tidal latch
#

it will load all other addons

mental onyx
#

Is it possible to merge multiple .xob's into one? I have a riflescope and scope rings separate.

glad sable
spring ferry
# tidal latch try launching SampleMod_Main addon
BACKEND   (E): [RestApi] ID:[2] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 93f8bfd7-c991-47fe-adcc-262c2206db9f: Authorization failed, check your token."}
BACKEND   (E): [RestApi] ID:[4] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: a809b885-dfea-49a7-8e0c-9d11fea1de6b: Authorization failed, check your token."}
BACKEND   (E): [RestApi] ID:[5] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 75be3231-8d51-4a5b-8725-dd138795bcb2: Authorization failed, check your token."}```
#

That's what I get and it doesn't load the addon

tidal latch
#

I'm pretty sure there is something more useful above

#

rest api/backend comms is not relevant here

spring ferry
#
DEFAULT   (E): game project dependency not found: 5614E4829EAE4BB1
 DEFAULT   (E): game project dependency not found: 5614E482B628B28D
 DEFAULT   (E): game project dependency not found: 5614E482B37103E5
 DEFAULT   (E): game project dependency not found: 5614E48153A5B50D
 DEFAULT   (E): game project dependency not found: 5614E482BF83E310
 DEFAULT   (E): game project dependency not found: 5614E4816F653D1A
 DEFAULT   (E): game project dependency not found: 5614E48126E3ADF2
 ENGINE       : Initializing engine.
 ENGINE    (E): Addon 'SampleMod' dependency '5614E4829EAE4BB1' can't be added```
tidal latch
tidal latch
#

all dependencies have to be there basically

swift anvil
#

Hello, I can't find how to debug this collider would you have a solution please?

spring ferry
spring ferry
#

Any idea what causes this:

GetResourceObject @"{5EAF2E0DC137E6F8}Assets/Weapons/Rifles/SampleWeapon_01/mauserM96_LODs.xob"
 RESOURCES (E): Wrong&patched resource GUID in @"Assets/Weapons/Rifles/SampleWeapon_01/mauserM96_LODs.xob" for property UTM_Weapon resource name @"material/metal.gamemat"
 RESOURCES    : GetResourceObject @"{536BF67B2052B869}material/metal.gamemat"
  RESOURCES (E): Failed to open
RESOURCES (E): Wrong&patched resource GUID in @"script" for property m_SourceWorldPath resource name @"worlds/Editor/Test/EditableEntityImages.ent"```
#

I think metalness doesn't display properly

uneven seal
#

can someone explain me why the workbench is accepting the right one and the left not? As an collider

tidal latch
eager hill
knotty cedar
winter current
#

and make sure to check export custom properties when exporting or else they won't appear correctly in wb

knotty cedar
timid onyx
#

I am new to this scene, and want to do uniforms/headgear. Will there be a guide eventually on the process in the wiki.

gloomy stump
#

Yeah, no one knows how long until then though.

calm rune
#

anyone have a fix for this?

eager hill
#

@calm rune Those are other prefabs that are attached to the weapon prefab. If you search for m16 prefab, you should take that base one. It won't have a handguard

#

Alternatively you can also remove them in prefab components

swift anvil
mental onyx
#

I've configured my own attachment prefabs with scope, bipod and suppressor

mental onyx
#

How could we make suppressor and bipod work? Since there isn't any working basegame examples of that. I guess it would have to be scripted? Sucks tbh, specially the bipod thing 😦

lime comet
eager hill
edgy ether
#

Hello together,
is there a Faces Move Top function in Workbench? or similar for textures?

tawny summit
eager hill
tawny summit
eager hill
tidal latch
#

he means that you select all objects and move them around, until weapon fits into hands

ocean dagger
#

anyone attempted custom animations?

simple meteor
#

what manipulations are necessary for the colliders to work?

rain wadi
simple meteor
#

shadow is generated by engine with the 3d model ?

hidden yarrow
#

Yeah

simple meteor
#

amazing

lean spruce
keen pulsar
#

Has anyone figured out if hiddenselection equivalents are a thing? Looking to import a model with a variety of asthetics which was originally hidden via selections

tacit eagle
simple meteor
deft owl
lime comet
#

it's pinned in this channel, the Colliders naming convention

simple meteor
#

even if it's in yellow when I check "show invalid shapes" colliders works

deft owl
#

Maybe try using multiple simples like boxes? There might be limitations with mesh colliders idk tho

bright raft
#

Can prefabs be ported from one project to another?

simple meteor
#

I tried with box before same thing

deft owl
#

Did you set the layer for the geometry piece?

#

You can do it in blender or in import settings in workbench

simple meteor
deft owl
#

Yes

#

Im not sure then

simple meteor
#

thanks anyway

deft owl
#

What about export settings, did you include keep custom properties? I remember seeing that somewhere

simple meteor
#

I didn't change any export settings

eager hill
violet smelt
#

Jesus

#

My model isn't animating with the character

#

:[

#

Even tho I set it to do that.

#

I'm forsaken

timid tartan
crude oar
#

tutorial map

violet smelt
#

Can someone help me

#

I can't animate my hat to the character

#

He just moves his head around and it does not follow

potent crystal
#

Atleast your able to see yours, mine won’t even show up in the Arsenal

violet smelt
#

I mean that part wasn't hard

potent crystal
#

Mine keeps pulling out the uno reverse card on me and saying try harder

violet smelt
#

Wow

#

You guys are really having that much problems.

#

I can help if you really need it

potent crystal
#

Please cause I legit at this point have no clue what I’m doing wrong

#

I’ve basically followed everything that the sample helmet has and put it in the Arsenal as an item and it’s like nope I don’t exist still

violet smelt
#

I'm in Creativity Lounge.

#

brb

fathom bolt
#

hi someone know who can i play different sound with one prefab ? like i don't know for a weapon

#

in component

wheat bay
#

How do I set an imported model as a model I can spawn in game like a prop? And or is there already documentation on this?

inland ginkgo
#

and use 3ds max instead of blender

lime comet
#

resolved the Colliders invalid layer mask by exporting FBX with 'custom properties' enabled in Blender. But I still can run through my .xob cube in the world - do I need to give it a prefab/config to make it a 'real' game object?

simple meteor
lime comet
#

Thanks, but I have a more basic prob right now, how do I get a .et prefab for my xob?

#

or do I just copy any and manipulate?

simple meteor
#

I don't know sorry

lime comet
#

I think your advice is spot on with RigidBody, at least the prefab I placed (some barrel) shows this, but my object only has MeshObject

eager hill
inland ginkgo
tidal latch
inland ginkgo
rain wadi
tidal latch
inland ginkgo
#

alright, because I'm using the head thing with blender which ofc doesn't work due to blender. I'll be testing 3ds soon

fathom bolt
#

no body know how to change the sound with differents attachments ?

lime comet
tidal latch
#

is it with 3ds max? If yes, then you have most likely some error in configuration

lime comet
swift anvil
swift anvil
#

same prob 😒

tidal latch
steady cairn
#

Guys, if somebody know, what's my problem
Adding any model and one or two sides are not visible, what problem can be?

#

format fbx

hot pumice
#

any info on the size limit of models?

fathom bolt
fathom bolt
#

yeap

#

First 3D model ?

steady cairn
#

it's can't be such dumb

fathom bolt
#

finally work ?

steady cairn
inland ginkgo
twin oriole
#

So I've got my gun model now what next πŸ₯²

fathom bolt
steady cairn
#

first experience in tools

eager hill
inland ginkgo
#

even got vests to work

twin oriole
fathom bolt
normal quail
#

Current material class MatPBR doesn't support needed vertex format (VDNormalColor) - Current getting this when trying to texture an object using Material class MatPBR - Anyone else had this?

eager hill
#

@twin oriole and then just drag it back to the resource browser and set the name of it

normal quail
#

@eager hill Tell me your a rovers fan πŸ˜„

twin oriole
#

Apparently I'm having trouble with geometry..

eager hill
bright raft
eager hill
bright raft
#

I duplicated vanilla scope prefab
Then inside my model added extra lens which later become rendertarget inside workbench
Then added bones for eye
And it started to work

#

Then just added my custom reticle texture for SpecterDR

#

a bit buggy with fov

eager hill
#

Doesn't sound too complicated

eager hill
bright raft
#

Yes there is, changed it and it now works, but there is a slight bump during animation

#

bump in fov*

eager hill
#

Also in sights component there is something called camera recoil amount

bright raft
#

Yeah seen that one, will change it maybe later ;d

#

love component based structure

eager hill
bright raft
#

Did not go that far πŸ˜„

eager hill
#

It'd allow us to make mlok-picattiny attachments

twin oriole
#

Oops..

supple heart
#

welp meme mod times

#

with oversized weapons

simple meteor
#

beautiful

smoky panther
#

Nice

simple meteor
#

why the soldier sulking

deft owl
#

How do you apply a geometry layer in blender? I cant find the menu for it

simple meteor
deft owl
#

Perfect

#

thanks

simple meteor
#

πŸ˜€

#

I love the helping mentality here

deft owl
#

Do I have to setup the material library/layer presets? I only have the option of None

simple meteor
#

what u mean ?

deft owl
#

No option for Vehicle or Building

simple meteor
#

if u click on none ?

#

nothing ?

deft owl
#

Yeah

simple meteor
#

I really don't know

deft owl
#

I think it may because I dont have the addons folder set. is it the addons folder to arma reforger install or of my mods folder?

simple meteor
#

wait I think I know

#

dit u put this ?

#

I don't know if it's link

deft owl
#

That fixed it

#

Thanks!

round orbit
#

Does reforger accept proxies like DayZ? Essentially I want to have a vest with slots on it, when you put a certain pouch in that slot, that pouch shows up on the model but that same slot can be switched out by other pouch and the new pouch updates the vest model?

#

What do the numbers at the end of the material stand for

gloomy stump
round orbit
winter current
warm mist
#

Does the engine still require different LOD States? or does the engine auto generate them for 3d assets??

deft owl
#

Anyone get this error when trying to add a wheel position to an axle on a VehicleWheeledSimulation?
Object array property Wheel Positions has not defined base class of insider objects

carmine vapor
#

How do we make a generic house or structure

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are there any samples

mental onyx
#

Originally a project I wanted to do in A3, but with my extremely limited scripting skills I never could implement it with the features I wanted sadly.

knotty cedar
eager hill
swift anvil
eager hill
#

If we want to change sounds or recoil of the weapon, should we do it as child of this component or add certain things to the attachment prefab?

wheat bay
#

Has anybody been able to create Game Master Prefab Assets that you can access in the menu?

fathom bolt
fathom bolt
eager hill
fathom bolt
eager hill
deft owl
tacit eagle
#

anyone here working with blender?

#

how to get from samples specific SampleMod_NewFaction a model into blender

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so we can change it

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it asks for P3D while there are only META files

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and emat file too

calm rune
#

Import --> FBX --> choose which sample you wish to import.

fathom bolt
tacit eagle
#

it doesnt

#

nothing can be readen even on fbx

spark marlin
#

Any fellow Finns here for the hype?

hoary bronze
round kestrel
#

???? πŸ˜„

round orbit
vivid raft
#

I am very fresh to modding and want to start with adding probs. I open the sample mod NewProb and open the FBXs in Blender to try to understand what is needed. There is meshes with NNN in the name. What are these meshes for?

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I have understood that only Cube meshes are possible as Colider meshes? Is that right? How would you make a colider mesh for a round rock?

last hill
#

Do a quick discord search, been posted a lot already mate.

last hill
deft owl
#

Check wiki for fbx import

vivid raft
round orbit
#

Yeah you can

sage bay
#

can someone point in the right direction to get my model placeable in GM?

wheat bay
#

I've been trying to figure that out myself

sage bay
#

yeah im not trying to remake a whole new GM mode if i dont have to

wheat bay
#

I think it has to do with the stuff here. There is a Config File that points to locations of Place able/Editable objects

#

I could be entirely wrong, but it's where my current knowledge has led me

sage bay
#

yeah no go

zenith quartz
#

I can't get any of my memory points to import.

#

Or bones.

#

Collider and LODs import but nothing else.

last hill
#

That using the old character rig or they give the new one?

zenith quartz
#

Er sockets I guess is what they're called now.

#

(Still called memory points in sample weapon.)

lofty cedar
#

Assuming, of course, you haven't already fixed said issue

zenith quartz
#

Nvm I'm dumb I figured it out.

#

fixes it

lofty cedar
#

I'm curious why that and Export Skinning are not on by default

hidden yarrow
last hill
zenith quartz
last hill
hidden yarrow
#

I would if i wad at my pc ill try and test it in the morning

#

Been having trouble importing memory and colliders

last hill
#

Good to see some folk figuring stuff out. Fingers crossed the sample gets updated if not already done. I don't have a clue of time zone or rough time to expect it. Docs are slowly filtering through for us also which is good

hidden yarrow
#

Idk when this got updated but just found that

zenith quartz
#

Sweet.

#

My Glock works.

#

And its amazing placeholder model.

#

πŸ˜‚

lofty cedar
pure kayak
#

I got a helmet in finally, but does anyone understand how to hide it in first person?

zenith quartz
#

I'm having a similar-ish issue.

#

Albeit my bones aren't even showing up as bones but as sockets...

#

I've gotten this far but it just doesn't recognize my bones.

#

Also w_slide_end and w_trigger_end appear for some reason.

lofty cedar
zenith quartz
#

Ah okay.

#

One works now haha.

#

What do I name the armature btw?

lofty cedar
#

That is the only bone it looks like? Your trigger bone didn't import

zenith quartz
#

Oh I removed it for now, no trigger on my test model.

lofty cedar
#

Otherwise everything in your last screenshot looks right aside from w_root being an empty instead of a bone πŸ€”

zenith quartz
#

w_root was my armature.

#

Buuuuut.

#

I reimported it with w_root as a bone.

lofty cedar
#

Yup

zenith quartz
#

The one above slide

#

That's a bone but not recognized...

#

Hmmm.

lofty cedar
#

You shouldn't need that one, as your armature acts as your root bone

#

Give me a moment

#

Not at my pc to take a screenshot

zenith quartz
#

OK. I can send my file if that'd help? I have no clue how armatures and such work haha.

#

Never used them before.

bright lichen
#

a side by side blender vs. enfusion screenshot would be very handy

lofty cedar
#

^ will get that in a moment

#

Have to run back to my pc lol

bright lichen
#

much appreciated

zenith quartz
#

Ohhhh.

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You meant a screenshot from Vespade.

#

πŸ˜…

bright lichen
#

yeah, to see the correct way of doing it :)

#

"correct" meaning one that works, we're all clueless here lol

valid torrent
#

ive been searching through this entire channel with no answer and it would be lovely to see a screenshot

bright lichen
#

interesting

#

yeah the original is kind of a mess, not sure why

zenith quartz
#

HMMMMMMMM

#

Almost there.

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w_root still not recognized as a bone.