#enfusion_model
1 messages Β· Page 31 of 1
it's worked ?
yes
beautiful
setting item mode to default seems to have been the fix
know i need to understand how animation works π
I've been stuck at this for hours aaaaah man this feels good
your hands are in the right position ?
ehhhh...
i don't know cause we have a memory point called "snap_hand_right"
but yes i think we need to do the anim in blender and after...
I'd imagine that it's an animation thing?
Since you might wanna have a completely different gripping hand pose
yes but how can we change that
there is sample file .bled in Samplemod
yes but i don't understand how can i adjust the hand
it's was bugged after a relaunch i see all bones...
you know were you put the anim for the hand ?
@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.
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.
"Valid path to addon folders hasn't been provided"
No you can test it with world editor. Follow the last step π
If you have a problem tell me
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding
So your the lad who ported the Honey Badger.

Loading the base.ent file all I see is grey, nothing anywhere?
can find skeletion visualization in anim editor
same as blender bone name
At the top left File>Load and search a world in the Reforger file
hand is "SampleWeapon_01\Anims"
After that drop your prefab and play
With the tutorial world it work well
Ok im going to search this
and just waiting tutorial anim-node from BI
Are resolution lods still a thing?
Yes
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?
BCR MAP :
RGB+A = Albedo + Roughness
In substance painter you can put your base color/albedo map in the rgb and the roughness in the A
So enfusion took the color in RGB and take the roughness in the A channel
And for metal?
Anyone a hint how to export from blender to the toolbox? (import from .blender to the game) (a normal model, no anim, or terrain)
R+G+B+A
R = directX normal map
G = directX normal map
B = metalness
A = AO
WEll that is for sure a new concept for me, thank you
i can do a screenshot of the export profile for substance if you want
It looks like reyhard may have done the work for us
#enfusion_model message
so you have all π
And now the config !
lmao i wish
its cool that size doesnt really matter anymore this one here is 116m but should be 170m just didnt scale it right
Size doesnt matter?
never didπ―
I mean in terms of technical LOD limitations π
there is still some size max but this seems alot better now
Sweet, wonder what the size limits will be. Im still learning how to figure out how to even navigate these tools.
i could try making the model bigger but the importing took like 10 min so im not going to
me i use an other shader
i can choose directly
and add metalness and normal map and roughness , AO ...
easily
did you apply the transform?
uh i don't think so, where is it?
π
@glacial bobcat in blender select your mesh then press Ctrl+A, this will bring up an "apply" menu, select "All transforms."
be aware that this will reset the origin point to 0,0,0
I tested I still have the problem
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?
no I didn't apply anything I just imported it
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?
Or are there other reasons that has to take place?
LODs is for optimization they change with the distance or with the amount of data loaded
like if you are at 1km for a weapon why display it in full quality ? so we use lods
Oh I'm aware of Level of detail meshes haha, I was just wondering why carrier decks specifically have separated sections
size limitations
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"
Hello, where can I find bones for Blender?
Have anyone figured out how to export the memlods?
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?
You need to assign a layer preset
Shift + A > Armature, from there the rigging process is very similar to Unreal Engine, so if you can find a tutorial on that, it should walk you through the steps.
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 π
Memory points seem to be emptys now in Blender as opposed to vertices, so be careful that you haven't set your export to ignore emptys!
where do I find the Basic Options dialog? Workbench or Blender?
exactly π
blender
I haven't quite gotten as far as animations, but I take it those names will be important for reusing existing vanilla animations?
The bones as well as their w_ prefix?
can you export the models of the characters from enfusion to blender?
anyone knows how to delete materials from a fbx model? https://prnt.sc/pExPeQJJ6GX0
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
how do i import the sample mods in the workbench?
A simple right click and delete worked for me from the file viewer... if you want I can get you a screenshot
yes please.. thank you!
They are not excluded when exporting. Could it be because that i am missing a working rigg at the moment?
Are there any recruitments about the collider mesh? Closed or convex or something?
I believe there is a more comprehensive tutorial somewhere here, but ultimately you want to download the files and get them into your mod directory which is stored here:
C:\Users\User\Documents\My Games\ArmaReforger\addons
Ok thank you
Would you be willing to work in VC?
VC?
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.
Voice Chat
yeah sure, no problem
for file viewer what do you mean exactly? @lofty cedar
Sorry, one moment while I grab a screenshot
dw, no problem!!
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
thank you vespade!
i'll try it now
what i found is that i have to delete the lods... and there are thousand of them.. lol
Has anyone found a way to reverse engineer exporting a model
As in pulling a model from the game?
Yes
I don't believe you can, but if you need something to reference, I'd recommend you to the #reforger_samples samples
Yeah I downloaded that.
where did you find this window ?
Just want to export them so its easier
I haven't read up on it much, but from what I've seen, once it's locked, it stays locked
Thats stupid...
If it's from the samples, all the files are accessible from Windows Explorer
those files are unlocked
It's a safety precaution so that artists don't have their work stolen from them
you're still able to view the model in its entirety from within the engine, though!
All files can be modified just right click and duplicate into your mod
Is that the case for models as well?
with enfusion
Let me try that
There isn't a duplicate option for xobs
why you want the .xobs and not the prefab ?
The prefab does not contain the model, it references it
He wants the model so that he can work externally from the engine
oh so you can't its a protection
From what I understand and see, you cannot export models once they've been locked, this also seems to go for animations
That allows you to change characteristics, but not the actual 3D asset
yes you need to keep the original files
so for the bis files it's normal
like arma 3 when its binarized
You have to delete the LODs? That doesn't sound right π¬
Precisely
Are there any recruitment about the collider mesh? Closed or convex or something?
they really fucked it with locking all the shit
how?
in the main folder of the arma reforger tools you have a blender folder
with the plugin
and where can i check it in blender?
Anyone know where I can find the blender addons?
@rustic rain
To install the plugin in blender :
In Blender go to "Edit" "Add-ons" and Install at the right top corner
just select the .zip plugin
and of course turn in on
You then also need to extract the data zip somewhere, and point your plugin to the extracted data folder
i missed this part lol
Little WIP π
Can anyone explain this
driving me insane
or the model will be at their feet
Does it require bones?
i would assume that to be a helmet of sorts
Yes
I cant make the helmet work or any of the other models I made
And this is a sample model
it most likely requires bones, just like arma3 did
So just enable bone maybe π€
not sure, but definitely have a looky over existing helmets in reforger
Yeah I have
over the past two days
Nothing has helped
looks like bones also did not help
did you duplicate an existing asset?
having a look at the booney, it seems it is skinned to the βheadβ bone
It's half broken, but I can finally shoot it https://streamable.com/jy1avs
Ok I have it set to that already
Lol
The headgear makes no sense
Workbench it looks fine
In world editor its the worst
After I turn it into a prefab
It looks like prefabs completely ignore the bones
.....
figured it out
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 ?
How to create prefab for static object, that i imported?
The bones are 100% broken
hey guys, whats the process to rig to the new body?
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
No matter what I tried, I couldn't even get mine to show up as an equipment item so at least you got that far.
how did you manage to get the rigging done?
I personally skin set my model to the sample new character fbx skeleton rig, 100% to head as my mod was a helmet
But can't say it works as can't get it to appear ingame
damn
i got my stuff ingame using prefabs
but the rigging wont work so fml
how'd you skin it? just armature deform?
Using skin modifier in 3ds max
Yeah my prefabs didn't work for it to show as an item lol so can't even test
Very nice, have you set up any animations for that, or is it just using the M16 anims rn?
Just vanilla anims. I am surprised how intuitive the tools are
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.
oh, quite the dramatic change from simply making everything simple and convex. thanks for the info!
Is "Import Settings" -> "Export Skinning" checked in Workbench on the .XOB's properties? (If not, checking it and then clicking "Reimport resource" should bring in the bones)
The rig provided in the samples works, however if you import it into blender and export it again it stops working
How did you do it?
stupid question, how do you set up the armatures and empties for weapons?
@waff is that not covered in the weapon modding tutorial?
huh theres a weapon modding tutorial?
it seems to have bones now but its still not rigging to the character , is there anything else?
checking the model, when i move bones it moves the uniform too, so it should work
it actually seems its teh same issue as this
There's no settings that would stop the binding of the mesh to the bones as far as I recall, you can select a bone in the .xob preview and rotate/translate it to check it.
i did that
it works in the xob preview
but on the prefab it doesn't work at al
yeah i dont understand this at all
i think im just gonna give up until docs are released for this
i cant get the prefab to load any bones at all
Maybe you need a specific component?
How are colliders added to a model?
Did you make your colliders in Blender?
what do you mean exactly?
I have the vest, I just need to create the collider in blender and import it?
I had to add a specific component in my prefab to make the colliders work. It might be the same for bones.
i copied a prefab uniform already made
that should have all that already no? i just swap the model
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
I don't know :/
so, just to check, i dont need the colliders in my model? or do i
cause maybe thats it
and what part is the collider anyway
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
Colliders are the geo and fire geo, you need them.
Go get the sample model, its really explanatory in the blend file π
just follow the sample and use the blender addon to assign the materials
i got it, still cant work it out
Its a box.
simple shapes for the geo, more detailed for the fire geo like always
how do you stop doors from teleporting to 0,0 in your prefab when you open them?
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 :)
There is still some stuff that you have to do in order to get it working
But you could drag the fbx into the tools and the model would work
But thats JUST the model so it doesnt actually do anything
To find out what you have to do to get it to work take a look at the samples weapon
Thanks for the reply mate, just wanted to make sure before i purchased
appreciate it
Np id wait till the document for new weapons is out so you know what you are getting into
The weapon modding guide is out already.
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
Not the creation one
The modding one is just about editing existing ones
But you can peace bits together to kinda get it working
Riverx managed
I know Greg has dropped a working weapon
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
Looking at existing weapons, there are a lot of weapon proxy points to be set up, but I am not 100% sure on what each does or position etc. I dare say modding from scratch would be more in depth than modding existing.
I hope they add a character modding guide for headgear etc etc
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
made a model and its pretty much the same as the sample. but how do i use it as a local mod?
You can load it in the world editor
like in reforger?
Tools
yeah ive done that but i just wanted to see if i set up the configs right and place it in gamemaster
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
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
What example file are you using for character modding? I am trying to add a new vest but I can't get the colldiers and firegeo to work
oh, im trying to do weapon modding lol
i was using the stuff in #reforger_samples
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
@waff did you change export settings in the toolkit itself to import bones
And then hit reimport
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?
i have not, where would I do that?
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
ah, thank you
Anyone know why I am getting invalid layer masks on my colliders? https://imgur.com/a/pHe134x
look https://gyazo.com/9dbf44039c4166f3db10fa56fa2fb194 in blender
That's what it needs to be? Hopefully we will have a vest or headgear sample soon
And when you export don't forget to check the box https://gyazo.com/25242b8f5881c11392d37729cd119979
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?
3 hours later in the tools i still can not get prefabs to use rigging
please can someone tell me what the hell im supposed to do with this
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
I'm just trying to figure out how to import a model still
I need to figure out how to get vests working
So far I have imported with textures and LODs all set up. But that's where I'm stuck lol
Hopefully a sample comes out
You stuck on the rigging part quebec?
I dont even know what the rigging for a vest is meant to be like
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
im stuck with prefabs as you can see by my bitching above
i got hte rigging working fine, its just getting it into an item
cause the prefabs wont load my bones
have you checked the modded weapon tutorial? the inheriting part might be it
you gotta make sure your item gets defined as a proper entity/prefab
got it, i'll check that too
still didn't work
has anyone actually managed to get anything in? uniform ,vest headgear anything
Yes, check #enf_showroom
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
same here
thats what im trying to fix and its driving me fucking bonkers
worst bit is its all rigged correctly and it works in the model viewer
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
but just testing it alone works fine
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
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
I wasn't saying they got it to be functional just that they got them in-game. From his question I assumed the getting it in-game was his issue rather than the getting it functional lol
Any ideas how to get the body in to add the uniform piece as a child to it?
i mean, i did say its the rigging issue with prefabs thats the issue
i got it ingame with working bones and all that
go to workspace, then scroll down to the preview models, right click one and then "Add Child Model..."
Ah, I didn't see that on my phone, sorry
yeah, i've been sitting on the vehicle i'm working on since borderline an hour post launch and i still can't get it to work lol
the jacket i made just refuses to rig properly
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
and prefabs are just wonk to me
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
so why do i even need an entire rig for it? because it probably handles part of the interaction actions too i guess
3.6 hours its taken and i still cant get past the rigging
does it work when equipped?
nah I haven't done the rig
is it hard?
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?
So no any news for hand anim for weapons ?
interesting, so you can get actions without even having a full rig
how did you set the prefab for it?
the prefab is pretty easy, just clone it off of some existing equipment for the same slot and change the name/mesh/preview mesh
^
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
yeah that doesn't work with vehicles, at least not without something extra i'm missing
oh lol, I missed the messages where you mentioned vehicles
yeah I'd just pray at that point (and find something else to do until they properly document the tools)
Yeah but similar idea with all prefabs, you can open the prefab and reference it when making your own
i already managed that, the issue is, despite my uniform top moving with the bones in the model preview, it wont move on the prefab uniform
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
but im not sure if its true but if it is thats just
that would be par for the course at this point lol
I think they mean "Duplicate to 'project name' " don't they?
not exactly, there is inherit prefab in addon action in Resource Browser attached to World Editor but sadly it is broken in current public tools
it will be available in next update though
anyone else having issues with helmets not appearing in the arsenal?
ive basically copied everything the already in game helmet has and the sample helmets but i cant seem to get them in the arsenal
been at it for like 5 hours now losing my mind
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
assuming you did actually override the original arsenal config
no i inherited it
inherting means you've copied it but non-conflicting changes to the original should still apply
but the game is still referencing the original to actually build the arsenal
so you need to override
lets see if my project lets me in again cause its been starting to crash everytime i open the prefab folder
does that work in-game with animations?
oh lol
yeah we've got the exact same bones and it doesn't work
so not sure how we should "set" them like that
are the bones properly weighted to the mesh?
like you dont just have a pair of bones and a mesh, you gotta connect it
unless importing nuked the weights, yeah
ight
@tidal latch did you know you can I make a custom hands anim for weapon ?
like i can move the bones around and it moves the uniform with it
but i cant get it to do that ingame on the prefab
ok
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
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
that looks like my issue tbh
I hope the push that part of documentation to wiki today
Reyhard milord
it all broke when adding the armature modifier to the lod0 parts
may we have some advice on rigging? we cant get it working ingame properly
yeah that's the same problem literally everyone is having lmao
in any case, you need to look at p_rfl_sampleweapon_01_ik.anm in https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewWeapon/Assets/Weapons/Rifles/SampleWeapon_01/Anims
the notice how it is plugged in sample https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/17ba195d50ddac7337efc0a19420cdfdff76a250/SampleMod_NewWeapon/Prefabs/Weapons/Rifles/SampleWeapon_01_base.et#L33
so theres literally no way to get equipment ingame as of now
as in, working eqp
have you seen how sample helmet was done?
there's something everyone is missing or it's not working basically
ah, and you are doing it in blender, right?
yes
Same issue for chad 3ds max users
let me verify one thing quickly
fixed this. my parenting was wrong, it needs to be armature and object, not bone.
I overrided it and result was me crashing Everytime I placed the Arsenal. Wanted to yeet my keyboard ngl
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
what details do you need?
some pics from 3ds max
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
how did you guys get the bones? (like where to get them from)
https://i.imgur.com/iHU8KrQ.png Heres what I've got, and I still have the issue. Also, with the default import settings have the whole skeleton rotated 180 degrees.
thanks, if possible a ping would be amazing if theres a fix
considering 3dsmax and blender users get the exact same problem surely there's a problem somewhere else
ahh, 180 deg issue something different π
Well, The weights don't work either when loaded onto the character.
so it seems 3ds max and blender have the same problem
Yea, I did that.
you need to rotate model in importer (in importer, not in mesh)
It fixes the rotation, but the mesh doesn't animate with the character.
^ this is the issue i have too
and is something as simple as helmet working for you?
My rigging does work too by the way and i used blender, its just when placed onto a prefab item
I've copied the prefab from the base M88, replacing the worn model, so I'm not sure what the issue might be?
Reforger Samples
π₯² this is pain
this again different issue
Helmets are like a pain to figure out to Just get in the Arsenal overall
that issue is the one i've been trying to describe
And itβs to the point that I canβt even touch my project folders without it crashing
its, working in the mesh viewer (the rig) but ingame it doesn't animate
so same custom helmets are also not working for you?
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.
so you loaded sample helmet to max and it was not working?
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.
ah, I was curious if it also happens with something as simple as helmet
it happens with anything gear related
as I mentioned, it's not working due to that armature bone
it's not working in game since skeleton has match base body
and base body doesn't have Armature bone
the rigging works though
https://imgur.com/UQU2MdX this the right rig? Got it from the headgear (newcharacter) sample
there
You could try adapting this to the version of Blender you're using, it's basically commenting out 3 lines:
Okay
Sample helmet works
but I didn't import and export it from 3ds max
just as is from github.
There are a few files in there, pick whichever one applies best to you. Whether it's custom character, headwear, or weapons... there may even be more
So I'll import and export and see if it breaks then
could you try it out of curiosity?
steps for vest are basically same as for helmet
Yeah
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.
and can you try loading character template and exporting it from max?
Yep, 1 sec
been messing with the skeleton trying to get it to work
is Scene_Root > Root correct?
what sets the interaction actions exactly? i do see the actionmanager component but in the model that's defined by the armature? memory points? i can't figure out why i can't get in my car basically
https://i.imgur.com/sUzxyyE.png So I imported and exported the sample character, and everything seemed to be fine. Had 163 bones in total. I decided to give my custom mesh a try, and the mesh seems to be animated now! but the weights are completely messed up and I'm not sure what I did wrong. The weights are fine in 3ds max so not sure why it would be messed up like this?
ah, tried it but it doesn't work
progress....
are you sure vertices are not skinned to more than 4 bones?
progress is made
Let me see, I have a feeling that there is definitely verts skinned with more than 4 bones.
if any of you guys work it out in blender or the devs make a fix please ping or dm me about it
Okay, so I set bone Affect Limit to 3(and then 2) and it's still exactly the same.
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
@winter current on equipment you mean?
vehicles
Heckler & Koch G11 assault rifle used in the U.S. Advanced Combat Rifle program.
The Advanced Combat Rifle Program weapons evaluated the:
- Steyr ACR: https://youtu.be/9Ltga6RhDjc
- Colt ACR: https://youtu.be/SdIQwFGRI6o
- Heckler & Koch G11: https://youtu.be/E_didDgUjn0
- AAI ACR: https://youtu.be/j-bxGo5wN2o
.
if only
"How actions are working and how to add custom one" that part is missing from the guide posted on the wiki
thanks @carmine lily for testing it some small fix. Samples will be updated today with correct character template π
so what was the problem?
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
so it's fine from 3ds max?
yes
I feel like maya always has issues trying to work with other things
or any other autodesk software
3ds max is usually fine
it seems to have the least issues exporting FBX from my experience
eh, it was more my fault. I'm generally now using Blender more often and I probably missed some option when exporting to fbx
I still can't get over maya not even allowing you to name your objects with numbers
haha, yes
So extract anim from Blender donβt work properly at the moment ?
animation export from Blender to enfusion is working - you just need to use TXA exporter from Enfusion Blender Tools plugin
Ok good
And you confirm that the part for hands anim for weapon will be published today ?
I hope that at least basics will be there, in any case, this is question for #enfusion_animation
Thanks
So... Are you using blender or another software?
he's in 3dsmax
and is technically cheating, since he used a fixed version of the character template that isn't on github yet
where did he get the fixed version
as long as you're exporting directly to TXA from blender, things should work once the fixed character template is public
yeah im trying to export my vest with the bones
from a bohemia person, so I don't think he's allowed to share it. And I only know because I've been backseat developing with him lol
even though there will be update to samples today, keep in mind that this is not going to fix Blender issue ( see #enfusion_model message )
As someone who owns way too many blender addons. Out of curiosity which addon is it that gives us the fix?
https://blendermarket.com/products/better-fbx-importer--exporter there is option to ignore armature node
quite pricey
I guess i'll just wait then
I am however not even getting any bones detected when I import my fbx to enfusion
These are what I use to get the bones working
ight
they are in the import settings on the right for workbench
this is part of documentation that will be released soon.
Are the templates up :D
ETA is today evening
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)
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
Ehm, are you checking out Colliders section of BTR? It has like 50 convex collider shapes (used as fire geometry) π
are the import settings permanent when importing other stuff or do I have to reimport?
it had colliders but the one that had FG in its name was just a single simple mesh
When a new .xob is created from a newly imported .fbx it gets it's own import settings.
progress, i can drive my car now lol. but the wheels and steering move in the opossite directions lol
intentional fr
thanks
oh yeah but I mean for the body
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.
I think I know what you are getting at, basically you can combine usage of simple primitive colliders and triangle meshes (UTM_ prefix)
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
it's basically the same idea but now we have prefixes for the shape itself for optimization purposes
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
Yes this is great way to deal with complex shapes, you can create a lowpoly UTM_ (custom triangle mesh) which saves a ton of effort and even polygons as opposed to building the whole complex thing out of seperate primitive components
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?
Not for Trimesh π You can assign multiple game materials (physmats) to different polygons/faces. You need to make these material assigns in Blender (or wherever you created your model to be exported to fbx)
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
It's not a technical requirement to have Trimesh be closed mesh but just know that backfaces don't react.
I understand that now there is no division into FG and Geometry lods?
looks like it's just collision and FG geometry
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
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?
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
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.
Hmm. Ok. Thanks
@inland ginkgo Any amateurs of equipment in blender? looks amateur nothing
it crashes everytime i reimport something
Could you elaborate sorry. Not sure what you mean.
-
I created a new mod in Enfusion Workbench.
-
Import 3D model into Enfusion Workbench for it to generate my files. https://imgur.com/a/j56Qskx
-
Configure my Enfustion tool to my new generated folder in my documents. https://imgur.com/a/EqIdwmM
-
Import my FBX that is in the same generated folder through the EnfusionTools tab. https://imgur.com/a/iXKSiW2
-
Rename my collection to LOD0. https://imgur.com/a/TPPQ3mW
-
Add a collection, rename it to Colliders.
-
Add a mesh cube, rename the mesh cube to UBX_Vest_JPC.
-
Rename my mesh data to firegeo.
-
Export as FBX file over the old one. https://imgur.com/a/aGqLZ8U
-
Getting layer mask error. https://imgur.com/a/OBNacfG
What am I doing wrong, what must I do?
In the basic sample, the vertex group of the soldier body is assigned to the equipment. my guess that all types of clothes have to be vertex group and amateur together.
or maybe related transnfer weight paint
im not using that example, i just imported the 'Headgear_Example' fbx for the armature
instead of opening the .blend file
Looks like LayerPresets (applied to collider to specificy usage of said collider) are missing, it's something speficified in fbx, so in blender before export. I may be able to assist with this after I have lunch π
Thanks! I am trying to do my research but I haven't done any of this before. Any help would be lovely thank you!
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
https://drive.google.com/file/d/1DauwxwkhFfUy4T6vrTDo42z-BBCMxPYW/view?usp=sharing, https://drive.google.com/file/d/1H-JsCqvD2Ts_4fTtTUfQYybiUsiTZL3F/view?usp=sharing, https://drive.google.com/file/d/1hq92_MmGZPGIvZV_UQMIvzOLxy3ehJKI/view?usp=sharing, https://drive.google.com/file/d/1u4dXvSngi38nYs51quL9PiaAl7lL1tit/view?usp=sharing
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?
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.
check your normal map whether it's directx or opengl, I'm not sure which enfusion uses but yours might be the opposite
if yours is directx try exporting opengl instead and vice versa
Its directX
You can do it in prefab settings. Muzzle component should have Magazine Position property at the bottom. https://imgur.com/LVMFDgF
you mean enfusion uses directx normal maps?
Yeah
don't forget to add snap_weapon thing to magazine
I try this is not work
does it look different?
i used opengl normals and they worked
yeah that looks the same
it either didn't export from SP or didn't import into enfusion
What should I do with collider? I keep getting error about it https://imgur.com/XWfnqm5
Maybe check your export and see if the normals are actually on there?
do you have enfusion blender tools installed?
yep, and added that data folder
this is the error I get https://imgur.com/Z3Aso8v
click on UTM_Weapon and assign some game material
afterwards, you might need to click on that arrow and then reimport it again
I get some kind of python error in blender. I'll try to reinstall addon
make sure that that data folder is first entry in addons list
alternatively, you an change assigned material in import settings
can you show me how settings of tools in blender should look?
do you think you could wait a little bit? I will post pics to wiki in ~30 minutes
no problem with that
@round orbit Refer to Reyhard's screenshot to see how to apply layerpreset to collider: https://discordapp.com/channels/105462288051380224/976159912679850004/976816317162209280
@knotty cedar hi I hope I am not disturbing you, I would like to ask if you know the solution to this problem? https://drive.google.com/file/d/1DauwxwkhFfUy4T6vrTDo42z-BBCMxPYW/view?usp=sharing, https://drive.google.com/file/d/1H-JsCqvD2Ts_4fTtTUfQYybiUsiTZL3F/view?usp=sharing, https://drive.google.com/file/d/1hq92_MmGZPGIvZV_UQMIvzOLxy3ehJKI/view?usp=sharing, https://drive.google.com/file/d/1u4dXvSngi38nYs51quL9PiaAl7lL1tit/view?usp=sharing
What are enfusion blender tools? And where can I find these?
Arma Reforger Tools on Steam
Keats if you DM me a .zip containing your mod data I can have a look in workbench myself
ahh...I thought there is an addon for blender for modellers
There is, it can be found here if you have Arma Reforger Tools installed on Steam: Steam\steamapps\common\Arma Reforger Tools\Blender
Ok thanks a lot, I'll go upload the ZIP now
@tidal latch sorry to disturb you. Do we have a fix for Blender bones issue?
the weapon modding guide mentions using Assets_Showcase_Base.ent world to preview the weapon
how do I get this world into my project?
only this one - #enfusion_model message
try launching SampleMod_Main addon
it will load all other addons
Is it possible to merge multiple .xob's into one? I have a riflescope and scope rings separate.
Ouf too pricey π Any free option or do we need to wait for a fix?
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
I'm pretty sure there is something more useful above
rest api/backend comms is not relevant here
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```
I've tried other solution which is super ugly and basically one time - you can copy paste TXO of your helmet, name it somewhat differently, open txo in text editor and then reimport it. Hacky as hell. Otherwise we will see what other options are there. There are few but it might range from few days to weeks
you will have to add other samples to enfusion project launcher
all dependencies have to be there basically
Hello, I can't find how to debug this collider would you have a solution please?
Appreciated π
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
can someone explain me why the workbench is accepting the right one and the left not? As an collider
wrong game materials assigned to colliders
I got it to work just a second ago. There had to be some kind of conflict between blender addons, because it works now after using new install of blender. Both, the old and the new one are 3.1.2 versions
You must apply LayerPreset to colliders in Blender
and make sure to check export custom properties when exporting or else they won't appear correctly in wb
Hard to tell without seeing your collider section in Workbench or your scene hierarchy/model naming in blender.
I am new to this scene, and want to do uniforms/headgear. Will there be a guide eventually on the process in the wiki.
Yeah, no one knows how long until then though.
So I duplicated an exsisting prefab and replaced the model with my own but Im still seeing the handrails and mag from the old one and they are gone all loopy - https://cdn.discordapp.com/attachments/289868433229742091/976847302281011240/unknown.png
anyone have a fix for this?
@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
I try this and I call u
ty!
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 π¦
still fighting the Colliders on my cube, LayerPreset: Invalid. Screenshot at https://tetet.de/arma/reforger/reforger-colliders-invalidLayerpng.png
here (mad69000)
How do I change hands position on weapon? https://imgur.com/utrwrMb
Hello together,
is there a Faces Move Top function in Workbench? or similar for textures?
Try moving the gun itself if possible
you mean in blender?
Into the hands
I'm not sure what do you mean
he means that you select all objects and move them around, until weapon fits into hands
I'll try that
I guess it works https://imgur.com/P7yMsfh
anyone attempted custom animations?
what manipulations are necessary for the colliders to work?
Add the "RigidBody" component to your prefab and configure it
omg thanks π
shadow is generated by engine with the 3d model ?
Yeah
amazing
How to tell if someone is German in one line π
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
Thx
@tacit eagle
how can I know what I'm doing wrong https://prnt.sc/6RsJVNamQBQB
I believe there are specific naming conventions for geometry pieces. Check if you named them correctly by referencing samples. Someone also posted a list of them but I forgot where
it's pinned in this channel, the Colliders naming convention
I think i'm good ? https://prnt.sc/cU1C6u85_Im-
even if it's in yellow when I check "show invalid shapes" colliders works
Maybe try using multiple simples like boxes? There might be limitations with mesh colliders idk tho
Can prefabs be ported from one project to another?
I tried with box before same thing
Did you set the layer for the geometry piece?
You can do it in blender or in import settings in workbench
do you mean that ? https://prnt.sc/54j2DV5VDijI
thanks anyway
What about export settings, did you include keep custom properties? I remember seeing that somewhere
I didn't change any export settings
Finally it works as it should. https://imgur.com/pfCSbWF
Jesus
My model isn't animating with the character
:[
Even tho I set it to do that.
I'm forsaken
nice work
wait how do you test your mod?
tutorial map
nice
Can someone help me
I can't animate my hat to the character
He just moves his head around and it does not follow
Atleast your able to see yours, mine wonβt even show up in the Arsenal
I mean that part wasn't hard
Mine keeps pulling out the uno reverse card on me and saying try harder
Wow
You guys are really having that much problems.
I can help if you really need it
Please cause I legit at this point have no clue what Iβm doing wrong
Iβve basically followed everything that the sample helmet has and put it in the Arsenal as an item and itβs like nope I donβt exist still
hi someone know who can i play different sound with one prefab ? like i don't know for a weapon
in component
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?
same issue, you have to wait until the devs release correct skeleton.
and use 3ds max instead of blender
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?
@lime comet I think it's your problem
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?
I don't know sorry
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
I've loaded tutorial world and placed the weapon prefab around player spawn. In world editor you can press green arrow button at the top and it'll start the game inside the editor.
appreciate it bro
Add component i think
Get a et prefab from the base game, duplicate it, then edit prefab to use your model and save
indeed
you can use skeleton attached to head example
does the current skeleton work if you use 3ds max?
Launch the World Editor. Drag and drop your xob from your ressource browser into the viewport. Add the components you need. Select the GenericEntity you just created and drag/drop it in your ressource browser again. Name it and it will create a .et file. You now have a prefab.
for head? yes
alright, because I'm using the head thing with blender which ofc doesn't work due to blender. I'll be testing 3ds soon
no body know how to change the sound with differents attachments ?
Awesome, the RigidBody component is now assigned to the prefab .et file, can still run through my cube, but it's a huge step forward, thanks!
is it with 3ds max? If yes, then you have most likely some error in configuration
set the RigidBody up like this (SimState: Collision, Response Index: NormaL, Model Geometry checked, Static checked) and it works now: https://tetet.de/arma/reforger/reforger-rigidbody.png
It does not work :/
same prob π’
are you exporting FBX with custom properties enabled?
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
any info on the size limit of models?
faces orientations maybe
to do it well make 2 faces one outside, one inside
1 face 1 point of view
it's a doubling of effort
it's can't be such dumb
finally work ?
yes and no
yep
So I've got my gun model now what next π₯²
gg
first experience in tools
now create a prefab. Or just be lazy like me and place m16_base prefab, change mesh in MeshObject component and then drag that prefab back to resource browser
even got vests to work
You're talking to me like I'm somebody who knows what the hell he's doing π€£
it's so simple... dude rly ? π
open world editor and do what's on the picture https://imgur.com/frUi5H5
next do this https://imgur.com/vyQgrVb
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?
@twin oriole and then just drag it back to the resource browser and set the name of it
@eager hill Tell me your a rovers fan π
Apparently I'm having trouble with geometry..
what's wrong?
rovers?
Pretty janky but works
https://imgur.com/a/QKcAkEC
How did you get that scope to work?
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
Doesn't sound too complicated
I've seen somewhere a setting for fov
Yes there is, changed it and it now works, but there is a slight bump during animation
bump in fov*
Also in sights component there is something called camera recoil amount
it's great. I wonder if it's possible to add attachments on top of other attachments
Did not go that far π
It'd allow us to make mlok-picattiny attachments
Oops..
beautiful
Nice
why the soldier sulking
How do you apply a geometry layer in blender? I cant find the menu for it
Do I have to setup the material library/layer presets? I only have the option of None
what u mean ?
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?
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
So even after using a sample, I don't have the option to choose my layer when selecting my UTM https://imgur.com/a/Rl5EGx2
If you check the vehicle sample prefab there's a component that handles the glass windows of it, which are setup in a similar way to proxies like in dayz, i haven't played around with it but it caught my attention due the glass windows being separate models from the main mesh
Does the engine still require different LOD States? or does the engine auto generate them for 3d assets??
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
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.
LODs must still be created manually (or partially automated within 3d software) however we now use fewer geometries. I.e. no more need to make shadowlods
How should we use SuppressorComponent? I suppose it's intended for muzzle devices or at least name suggests it https://imgur.com/a/wwGAdaq
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?
Has anybody been able to create Game Master Prefab Assets that you can access in the menu?
it's my problem now i need to disable muzzle flash when i have an accessory but i dont understand who
i've make a suppressor but i need to change all the sounds (but we have the bis documentation) but for muzzle flash :/
please let me know if you find a way to do it
i've searching in the GL prefabs i didn't found anythings and i've tried multiple component and architecture but can't overwrite the base component
That's the same problem I had, nothing seems to affect the weapon
Not sure whats going on but I cant add wheels to axles in either my custom prefab, sample car, or base game prefabs. I get this error:
https://i.imgur.com/K5S4gVy.png
anyone here working with blender?
how to get from samples specific SampleMod_NewFaction a model into blender
so we can change it
it asks for P3D while there are only META files
and emat file too
Import --> FBX --> choose which sample you wish to import.
yes if we understand how to overwrite a component it's good
emat and META files work that way?
it doesnt
nothing can be readen even on fbx
Any fellow Finns here for the hype?
???? π
Does anyone have an idea why this is happening? I don't get the pickup prompt and the vest isn't attached to the player model.
https://gyazo.com/ae0acb42f58d223492dfc4f72d561897
https://gyazo.com/4dcd1927bafbfc301ed432b5cb4d92a8
https://gyazo.com/183cc539c106fdbd06dcae83c68bae63
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?
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?
Do a quick discord search, been posted a lot already mate.
There was a list of each collider mesh, more than just cube. Can't recall but a search on the discord might find it.
You can make a convex mesh
Check wiki for fbx import
@vivid raft
Thanks got it. In the example they use only box shape...I did not know you can use different names for different shapes.
Yeah you can
can someone point in the right direction to get my model placeable in GM?
I've been trying to figure that out myself
yeah im not trying to remake a whole new GM mode if i dont have to
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
yeah no go
I can't get any of my memory points to import.
Or bones.
Collider and LODs import but nothing else.
That using the old character rig or they give the new one?
Er sockets I guess is what they're called now.
(Still called memory points in sample weapon.)
Hey reyhard! I spent some time looking into how we could go about fixing the extra armature bone that's seen when importing blender fbx's, and I found a fix! I'm happy to explain the process if you'd like. It's only a rename of the dummy node and a couple parents to make it come out the way the default weapons seem to. (It doesn't require any other blender plugins or addons)
Assuming, of course, you haven't already fixed said issue
For those of you not following, this is what the sample currently imports as:
https://imgur.com/pG1aokk.png
I'm curious why that and Export Skinning are not on by default
Will this make it so mem points are also imported?
Be good if it was able to be set up as default
Think so.
Try it and see
I would if i wad at my pc ill try and test it in the morning
Been having trouble importing memory and colliders
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
It's beautiful
I got a helmet in finally, but does anyone understand how to hide it in first person?
How did you do this?
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.
Don't forget to turn off the leaf bones on the fbx export settings
That is the only bone it looks like? Your trigger bone didn't import
Oh I removed it for now, no trigger on my test model.
Otherwise everything in your last screenshot looks right aside from w_root being an empty instead of a bone π€
Yup
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
OK. I can send my file if that'd help? I have no clue how armatures and such work haha.
Never used them before.
a side by side blender vs. enfusion screenshot would be very handy
much appreciated
yeah, to see the correct way of doing it :)
"correct" meaning one that works, we're all clueless here lol
ive been searching through this entire channel with no answer and it would be lovely to see a screenshot

