#enfusion_model
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Nice

Probably something I'd get criticized for, but I love to just shove stupid abouts of ambient occlusion onto my stuff xD
Made this a while back https://imgur.com/Cx1S3ZR
One of the first proper models I made actually
I'm just glad with PBR I don't have to play a guessing game with making things look good.
Yeah I hate how different things look in Substance compared to A3. Now what you see is what you get ingame as well.
oh fuck I nearly bought the tutorial on gumroad for 43 bucks
on artstation for like 27
Do you have any idea what's wrong with attachments? They worked and somehow stopped, even though I didn't change anything. I can't pick them up
I can see them in inventory, but I can't move them anywhere. Even interaction doesn't show
You donโt have ArtStation ?
I do not no, I started because of Arma 3. And only about a year ago
Iโve started with Arma 3 one year ago too now Iโm gonna enter in private school for a diplome ๐
Thanks BIS ? ๐
art station learning is a good way to learn a lot of the modern 3d pipeline...it's free as well
Tried putting attachments on top of the other attachments. I guess it isn't possible. Or I don't know how to do it
has anyone figured out if there is any sort of model size limit?
Is there a way to get default game models?
Only samples ๐
If you mean fbx source files
with a components attachments in the attachments prefab ?
you need memory point
How many tris should be on weapon ?
exactly
and u can press space on it or no ?
Yes I mean fbx source files, just wanted to add some extras to models
what does it do?
i was clicking twice on it but it did nothing
BTR70 in the game is 175k faces if thats what you meant. Or physical size?
space doesn't work as well. I can put the first thing on the weapon
i think you need the weaponcomponent and for child attachmentslotcomponent
I'll try that
but with that i dont think it gonna keeping the main attachments working
main attachment doesn't do anything. It's an adapter from mlok to picattiny
physical size
in arma you had a 100 from center limit for geometry and an even smaller for roadways
are there any similar limitations in enfusion?
i see
I am not sure
but it could be useful for scopes for instance
once I understand how to give collisions to objects I can test it
but not very good
nothing works. I could model it with mlok adapter, but it's not a good solution
I will try too
@zenith quartz just following that blender beginner guide again for the fun of it, then he does the bevel outer arc shape thing and my mind is blown lol
well it's my first time watching this beginner guide
Hahaha.
adapter is mostly for testing. But if we found a way to do it, we could for instance make the elcan specter scope that can have a red dot attached on top
yes or angled aimpoint for long scope
exactly
in arma 3 it would've been one object, but here whole attachment system is much much better so we can try to seperate it into 2 different pieces
yes and now we're not limited with attachments or not 5 max
can attachments have attachments?
can glasses, face masks, and beards be different slots
if so, the future is now
Are you searching for one ?
I have one modeled somewhere.
Hello, I absolutely can't get my character to carry my items and use them as my weapons or anything. Do you have a tutorial or can you help me please
I'd be glad, for now I'm trying to use default scopes
PM or here ?
I don't think I can do anything with the default ones though because they don't have memory points
Oh! one thing I noticed when playing was backpacks were made up of attachments, you couldn't move em around or anything, but that suggests to me that you could
can be here if you don't mind
I am excite
sure
the armature problem, theres a fix?
The problem is I have no clue what to do with it lmao
It's basically ARII scope but with changed model
yes but one second
Is that a Boxer? ๐ฎ
in 3d :
i hope it's clear ๐
now I know even less than I did ๐
Yeeee.
you need to have lens
as a separate model?
I see
I get it how it works now
Very good !
we can't at this point
That's a pity
textures
it is like 2 years old and dont had knowledge how to do suff then
Ey i've been reading the chat and got my armature and first vis lod of a pants into workbench
it's weighted correctly but when trying to move the bones in the world editor the mesh doesnt follow them
Can't post images pog
It says bones 0 + 241
on which lod do I set colliders
how did you guys fixed the armature problem?
"export skinning" is also enabled
and i reimported it
very odd
oh yeah and it imports backwards
while the vanilla stuff are facing in the correct direction
I've seen people have working jackets and vests so it has to be possible
theres a bug with the armature
some people have made a way to work with the bug
doing changes to the armature
but idk how they did that
So it's probably best wait until they upload a correct sample file
if you use maya you dont have that bug
it happens only with blender
the bug is something that doesnt attachs the weight with the correct bone
I've downloaded a modified armature someone uploaded here and am using that
i think
i tried using it but i have the same bug as SupeTroop
the weights arent imported
with the original armature weights get imported but the herarchy is messed
im gonna retry maybe i forgot something
Is there some blender tool you guys use? I just export everything as fbx
don't know if thats the correct method
I have a problem with uv
in blender the texture are showed correctly but in enfusion no its like the uv map change
nop same problem
can we view the uv in enfusion ?
wrong texture -_-
but where i've made that ๐
Ok I have fixed it I think
In Object Properties of your mesh in blender
there is a tab called relations
add your armature as the parent
my mesh shrunk for some reason but sclaing it by 100 put it back to perfect size
then I applied the scale
and bam
the mesh moves with the armature in world editor
Now I just need to make a prefab that uses it
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Configuring_weapon_characteristics
The Weapon Creation wiki !
๐
i still have to get it working ingame and have no idea how
I guess i'll just inherit one of the vanilla prefabs and work off of that
Bro, you are not only one
We will all get there
looks perfect to me
i have unweighted vertex
If you have modded a3 then weighting stuff for reforger sohuldnt be an issue
xD
thats the cause
Good evening, do you know how to add a rigidbody to a building?
Gj fapret
ty
I have problems with exporting weighted model with skeleton.. every time it exports only model.. is there any trick ?
I keep getting this log entry. Has anyone fixed this?
RESOURCES (E): Trying to create RigidBodyComponent on model @"Data/MK18/Main/MK18_Main.xob" without geometry
why material override doesnt work?
do i need to process the material for the object?
it still shows original material
I have a problem with the collisions. I created a cube as the collisionbox. When I go to Colliders it says "Invalid layer masks:1". In the list in UBX_Atm -> Interaction Layers it says "All interaction layers used"
nevermind I did everything from scratch and it works now
no one knows why doesnt work?
i dont want to have 20 models of the same backpack just becouse i want different textures
You probably need 20 prefabs
yeah but the prefab i made doesnt work
doesnt changes the texture
even with material override setted
Try and take the prefab you want to edit, drag it into the world editor. Right click on the prefab on the left hand side (The list) Click break Prefab Instance (Icon will turn red) Then do your changes, then drag the red icon into your folder and rename to your liking
thanks it worked
I'm not sure why that needs to be done sometimes, but it might be a bug or something. Use this for now as a workaround.
VEHICLE (E): Wheeled - failed to setup powertrain!```
Gettin this error but I can't find anywhere to set a drive axle
My engine outputs to clutch, clutch outputs to gearbox, gearbox outputs to axle diff, and the axle diff outputs to the two wheels on the axle. Not sure what else to do to define a drive axle
Aha, its the amount of torque share. Torque share must be > 0
Hello guys, i'm planning to add new uniforms and gear into the game in a small mod pack, i was thinking about custom weapons too but the new animations system is filtering me out atm so i'll check on that later.
i would like to know how to retrieve texture files from the base models to do retex works on them and if it's even possible ( if not, i'll try to do my own models )
alright, modelling it is then
Any idea why my scope is detachable but not my other attachments?
I think it might be because I'm using the "BaseAttachmentType" Because my scope is using AttachmentOpticsM21
Hey guys, working on my m4a1 block 2 live on twitch, having an issue with my custom magazine model being offset when brought into the prefab? The default magazine position is correct, what x/y/z axis must my magazine model be set to for export?
Guys watch his stream it's lovely ๐
When I try export weighted model with skeleton and then import it into workbench it just missing skeleton.. any tips ?
Hey Lewd you showed a picture earlier of a pip scope that had the sightpicture being displayed upsidedown. How did you fix this? I have it similar but side to side
Make sure you set your import options to bring in skeleton and heirarchy
I don't have access to the normal one, do you mean the sample model?
Wdym? Its just a disc with a transparent texture. How can I know which way is up and down?
this ? or in Blender ?
What is the difference between prefabs and prefabs_editable
@white sigil That and scene heirarchy
Thanks! Nice rifle tho looks good!
How do I make a .et file out of my .xob file
Start World Editor > Open any world > put xob into world > it will pop up as entity in left colum and then grab it from there and save it into your folder
okey now Im stuck with this.. ๐
it moves with skeleton in blender and in workbench too but as prefab it looks like this and it only rotates with body.. do I miss some bones ?
Thanks that worked! But I'm getting this intrusion into the sight picture https://i.imgur.com/mFRaH0B.jpg
You mean eye mem point in scope model or something else?
Do you know how many bones is needed ? because hierarchy looks okey I just used sample and switched things ๐ค
I really dont understand why my prop wont show up in the entity browser
ah yeah I see now.. something went wrong at start.. left is mine and right is asset already ingame..
Do I have to edit anything else other than the NewProp_Props.conf?
Apologies if this has already been asked, but when I set up textures why are they so blown out?
I've messed around with that but the black intrusion persists. Also if you look at the top of the reticle, you can actually see parts of my scope lense cover? https://images-ext-1.discordapp.net/external/AnYlU46TOLVwY3KvIoh_4C5nxwjM5WmInDJq5bWEcVI/https/i.imgur.com/mFRaH0B.jpg?width=1290&height=540
Do you mean their thumbnails or how it looks in a regular image viewer? If so, that's because we store Roughness and AO in alpha channel(in case of _BCR and NMO). Engine interprets it differently than standard image viewer, hope I understood correctly and hope this helps
Wait disregard, that is actually the guns suppressor. The sight picture seems to be below the rifle? How is that even possible ๐
make sure you connected both textures in the correct way
Almost, you need to have correct maps
BCR stands for BaseColor/Roughness
NMO is Normal/Metallic/Occlusion
Click on white box (color) and and adjust the grayscale.
Export preset should be in pinned messages I believe
changeing the grayscale works, is there any rule of thumb for what it should be set to?
No, it's as you want. Enfusion brightened textures.
alright good to know, thanks
Your Welcome.
If you find out how to add your finished prop to the Entity Browser in Game Master hit me up
will do
I have yet to try out making scopes yet but maybe a camera direction of some sort looks like it might be defaulting to the guns center point this happened with DayZ a lot of it was missing a memory point
@vernal trellis @kindred timber Give me a sec, I'll write up how to do it
Did you figure it out
I also have the problem of the hierarchy not matching up and my pants are just floating
@vernal trellis @kindred timber How to add entities to GM https://gist.github.com/Walthzer/1f954d3340ec7d5cf5546918c1cb0b0a
I fixed the issue of the black intrusion in the sightpicture. But I dont understand why my sight picture is under the gun. I tried my scope on a base game gun and that worked fine
I have a model that collides fine with the player and other Entities, but not the terrain. Did I mess up the colliders or is the rigidbody at fault?
So it's the hierarchy?
yes
anyone can help regarding importing a backpack?
got the samples and my P3D, just a bit lost on where to start ๐
it seem enfusion accept more faces ? https://prnt.sc/jSbZjCdEX8h0
ok
this is godsend
@round kestrel Add datas in your addons.
Anyone know whats causing this issue? https://imgur.com/xfMJbqA
What you see there inside the scope is the suppressor of the rifle... Which makes no sense. Somehow the sight picture is below the gun
Here the Tutorial for the correct Installation
Did you set the right attachment point ?
Yeah using Optic
Of course yes
Anyone able to come help my friend get his weapon bones to function? for some reasont he botl and trigger WILL NOT work as intended lol
๐
Thanks, i now unzip the datas to an folder but nothing changed ๐
Still same error
Only way I can fix it is to manually change Camera point under 2DSights section of Scope prefab
I think I know whats missing
Oh possibly
@terse lintel I had to update my .xbo do I have to redo this from the start or is there a faster method?
xob? your changes to a xob file will propegate to all prefabs using the xob
so i dont have to do anything?
Nope, should work
good
I can't believe theres no way to copy a rig from one xob to another
the sample one seems to be fucked
i have no idea how to even begin fixing it
I think i give up, thats bullshit ๐
I did everything that the Installation Guide told me and it didnยดt work ๐
I just did it like this guy, step for step.
Can use Collider Setup ๐
Could you educate us how to export it correctly?
Try it ๐
Add \ at the end of path.
lets go
I had the same error ! @round kestrel ๐
The \ is there at the end, cant ad one more ๐
Wrong path
Yep
U need to extract the zip folder and use this folder in ur path.
Unzip like this:
and use the path of the extracted folder.
And add the \ at the end of the path.
@tacit eagle https://i.imgur.com/JncY96w.jpg Would you happen to know what the most probably cause for this is? Its when I'm entering the scope
This might not even be a "problem" per say, but I am trying to configure PIP for a binocular class.
i have gotten the gun to work and movable parts to move BUT for some reason whenever you have the weapon in your hand all the movable parts go forward for some reason? im inheriting from the SVD, anyone got any idea of what to do?
cry until it works 
I know nothing about making a weapon but my assumption would be that if it's inherited from the SVD, it's animations might be off
you'd have to make a custom animation for the gun parts im guessing
then for the boy's animations
seems odd af tho, in dayz its 100x more simple.. just inheriting from the base class and lining up the model with the gun you are inheriting from and renaming the parts you want to move and boom! even if the gun is waaay off the movable parts stay with the model and work fine
tbf its EA and changes may be made, right now its more advanced than i expected
Give it a month, it'll be beautiful
All the documentation and new mods ๐ฉ
I can't wait to see some total conversion work, Spartans from a Halo mod won't be weird work arounds, same for warhammer dudes
it is just a test after all, just wish it was as simple as dayz is cause that really is newbie friendly
i use the tutorial map, idk how to get that plane square everyone else uses
can you import models from sketchfab to xbox consoles
with workbench
3d models on xbox consoles
Well im following a revolver tutorial that avery posted earlier, but the answer was booleans
so far I've learned three new things that blew my mind and will probably start using all the time now lol
i'll check it out
It's 27 bucks on artstation though
https://imgur.com/a/88MWPI8 got my first model ingame
Nice
hot
Wot program?
Marvelous Designer
still adding some clothes also
and then sculpting in blender
I'd have to learn marvelous designer before I bought marvelous designer lol
๐ดโโ ๏ธ
but between Arma Reforger and Blade and Sorceries armor update, good time as any to start learning
but I'll probably focus on gun

i'll have to refurbish some of my weapons from a3
not looking forward to it
the implementation part i mean
You have any suggestions on these settings
depends what the model is
clothing
Lot of trial and error. I've been modding arma 3for 6 or so years
i've got my P3D imported and discarded all the un-needed lods but unsure where to start. I am trying to import a backpack, but have no idea what i'm doing. Can anyone provide me with a bit of direction please?
I was able to import a helmet, but have no idea regarding rigging a backpack and weighting it lol
@lament solar clothes just don't look right it seems
can't really find a good ground for clothing settings
Would you be able to give me some tips on how to get them looking a bit more real? i tried it out quite a bit and im still trying to wrap my head around it
what have you got so far and I can tell you what to watch out for
lemme find an example
this is A3 but it was mostly made in marvelous
and i wanted to learn how to take it astep further
now that im moving to enfusion
Does Enfusion use standard PBR or are there more maps I should be worried about? lol
Probably possible to make a Enfusion Preset in SP
it's all about layering to get it look realistic
look at sewing templates online
i see, and one quick question about it, for tougher fabrics would you have any advice on that? like old wool uniforms for example, i always find MD makes them far too uh, soft
there are some presets
I use denim raw

im useing the m16 as a base but dk how to edit the animation for it
ahh i see, i'll try out denim raw
pressure?
no
fuck i'll start up MD
Friction
the cloth will want to slump down and will be baggy at the bottom only
which looks bad
if you up friction a bit it will wrinkle more naturally
I probably won't learn how to do clothing for a while, but I'll definetly do retextures since a lot of the time in Arma 3 I was like "That'd be good in black"
well fuck i think that just fixed my wool problem

lol im a hermit, I had no idea this Jim franchise thing existed, but now im hooked lol
ahh
I thought you made that for a second
i've never seen somene outside of Aus talk about jims everything
then I recognized the shape
Yeah, the models base normal map is good enough that you can literally just throw on a color or a camo and it'll look great/good enough
the AO helps alot too
dat too
my solution to my models looking bad is to throw on unrealistic ammounts of AO until it works
works every time ๐
that's what I used to do
oh and lower your particle distance before exporting
ah yeah, i do that one, i sit around 8
my PC blows up with a complex piece of clothing if I set it to lower than 10
you doing ww2 stuff?
not exactly
its alt-history set after the weimar republic
but no nazi shit if ya get me
i don't judge
i considered ww2 properly but i figured 5000 others will do the same shit
mainly just basic units as of now
i work on and off on it
i did a stahlhelm somewhere here for it too
well tbh it was an easy one
just proportional edited the strap
yeah thats what I thought
ah yeah,i m just gonna do one of those per faction i think
i even thought make like a laundry bag
clothing bag or whatever
I hope that the clothing works the way I think it does, made up of parts that you can modify
even if I don't model clothing, I can do cool attachments for em 
because if you look at the vests and the backpack, it's made up of pouches n canteens and stuff
The uniform is broken up into pants, boots and jacket
which is great
reduces the amount of variants you need to do
since you can just mix and match
Idk if you can place stuff on vests like in that one dayz mod
you actually can but its disabled i remember reading
yeah, but I mean the vest appears to be made up of parts, which can't be switched out at the moment, but I imagine that's a setting somewhere
you can double click the ALICE and theres pouches

I want the vietnam mod that will probably come to have a modifiable helmet that you can put playing cards into
also a camo slot system so you can just kinda throw whatever camo onto whatever clothing
doesn't sound like it's planned but should totally be possible
what like net camo?
that too
oh you mean ingame you can swtich out camos on cloths
yeah
I don't think clothing is set up for it, but guns can be switched to PBRcamo class which allows you to overlay camo over the entire gun
if you can do it with guns you can do it with every asset
yeah but clothing has a specific material class
and I think PBRCamo might override it
but theoretically, you could just make a custom class with the camo options
It's a SDK, anything is possible
Lol it's hard trying to explain to my friends why im so excited, it's because you can literally turn ArmA into any game now
Literally had one guy go "But is it as moddable as Skyrim? ๐คช "
Goofy ahh
I placed some generic characters down in my test world but they dont seem to render over around 300m anyone know how i can change this so they render further?
Are there any good guides for vehicle creation out yet?
I am wanting that too. I am learning myself currently. I imported the FBX of the sample car into Blender and exported it back out to really see what was going on. Had an issue with the bones not loading, found out the reason why and got that problem solved. Its helped me doing it this way until the documentation comes out. Pretty confident I can now set up a car model in blender but still so much more to learn, animated doors, driver proxies ect
speaking of guides, one for uniform/gear modeling would be amazing. wanna know how to get the PASGT vest, as well as the m88 with goggles and scrim M88 into the arsenal box
unless there is one, and i'm completely blind
hopefully arsenals gets some updates worried about mods conflicting with overrides
Okay!
For any mod makers you can run two arsenal overrides together
i was able to get both my drip jacket and headset to load even though they were different mods
I have yet to manage to get my stuff into the arsenal ๐ I tried adding my rifle and magazine to a custom arsenal crate and it doesn't do anything, I might be doing something wrong but couldn't get it after an hour of trying
cag goon cag cag goo
plate carrier has been hell for some reason with weighting
way easier with full vests for some reason
do you have a base one done you can send me?
thanks bb
Here is a small video showing how to add your finished prefabs to a arsenal! - Haven't tested but i'm pretty sure it will only let you add gear for the faction to it - So if you replace a soviet headgear you can only add it to the soviet arsenal
Sheeeeeeeessshhh!!!

I never tried using the override option, only duplicate.. my god that is so simple, I now see what you mean about conflicts though.
From what i can see also
it shouldn't conflict with other mods
i was able to run both my headset and drip jacket mods
I guess because they are all unique guid codes
yeah
probs combines them without replacing
i thought they would just replace and such
Great to know mate, will get on and set up my block ii when I am able to get back on
I am also going to try to get the microt2 and a few other bits I bought up and running.
Fractured his right arm eh?
Would help if it was allowed mate.
all good i haven't even touched them
Testing stuff
how the hell do I make a weapon fire? I'm so confused which component takes care of that...
You need to add muzzle component as a child of weapon component
I do have a muzzle component, so that's good news ๐
It'll be easier to inherit from other prefab though
Just drag existing weapon prefab into world editor, change mesh and drag it back to resource browser
Yeah, I should probably play around with that first before trying to create a mortar ๐
You need also 2 memory points on your weapon
always?
that's interesting
One shows where is the chamber and the second one where muzzle ends
I suspect enfusion uses it to determine what is the direction of the muzzle
can I not edit 2 prefabs at the same time? ๐ค
drag them both into the world editor
then just click on the one u wanna edit and swap between the two

Sorry sir
Hand over all your TFL mods
@inland ginkgo with a little bit of tweaks it's perfect
thanks for the weights baby
If you're gonna do ripped shit, just don't post it on this discord
heh, now I crash when I click either mouse button with my weapon equipped ๐
I was referring to this quebec guy
maybe he has perms too i dont know
quebec is cute probs
https://youtu.be/WpkAPo7DqkY would be nice to have a mod implement these weapons
The Defense Department Has Begun An Intensive Search For A Weapon Technology That Will At Least Double The Effectiveness Of The Rifleman In Combat. This Program Briefly Describes The Four Advanced Firearm Prototypes Currently Being Developed By Independent Contractors. The New Firing Range At Ft. Benning Will Be Used To Test The Effectiveness Of...
no crash log 
Perms to use ripped models? 
A question, is there currently any way to create new prefab from scratch? Docs only suggest dupicating existing ones
From the devs yes
Is that in writing
yes
I've shown it to one of the @bohemia.net already
I have rules to follow though with the perms i was given
What kind of rules?
- Give all due credit on all assets.
- No monetization
- Encourage downloaders to support RoN
When asked who to credit i was told Void Interactive
Alrighto. Good to see people going about it the right way.
After yesterday and my closeness with the RON devs thought i might as well ask
?
Ohh
i asked before i even touched anything believe me
there is. Just drag the model from resource browser into viewport in world editor and it'll create a generic entity. Then add your components to it and move back to resource browser. It'll save as a prefab
It's just easier to use existing prefabs so you don't have to configure everything yourself
Ok got it. Thank you ๐
Don't mean to drag this on but this is personal permission for you yes? Just making sure the rest here understand that they got to seek permission too or make their own models.
It is only for me
๐ then again would make no sense to have 100 same models in mods anyway
If someone wants perms it goes through the entire void team basically
I have a direct line to some of them so no emails needed 
btw 6b47 helmet made by u xD
How to make bone on imported model ?
time to update screens, because we make new boots/pants system xD
you guys jest. just remember to not bitch about it when you actually get booted
when modelling items for reforged; what geometry can be used? Triangles? Quads? Total Triangles?
How can i set the skeleton for a weapon ?
#enfusion_animation will answer your question there
You can usually model in quads, and even ngons or polygons (faces) that consist of more than four vertices (points), engine will often interpret it correctly and auto triangulate. As artist I personally encourage modeling in quads for this reason, it's a lot nicer to work with when making changes and stuff. Like if there's no need for triangulation of the source model, I wouldn't recommend it :)
Hence why I recommend quads ๐
thankyou ๐
is it easy to change triangles for quads in design phase?
All depends on what stage in the production process. If you're creating a model from scratch, early in production you are (depending on method) not working at a high level of detail, as a result you have fewer faces and they are typically larger ones. At that stage I personally recommended to model with quads in mind cause it allows you to use things like edge loop selections which is really handy and for sculpting you often need a base mesh with a proper model topology anyway, especially if you are working with things like character skinning/ animation, there topology is crucial. If the model you are editing was modeled in a similar way (but then triangulated automatically later) then it's possible for 3d software (at least Maya) to undo the triangulation so you get your quad topology back.
generally you want quads where possible, so subsurfs dont go haywire, but there are obvious cases where you can just use tris.
ngons should be avoided where possible since they can get triangulated in funny ways leading to weird shapes
Are we currently able to switch which ammo we're using?
e.g. switching between HEDP and HE for the grenade launcher 
Nope didnยดt worked, still "Collider collection missing"
you have to sort objects first
then, you can use that tool on object in that collection
Hahaha nice work
Masking out the area might work? There was an option I recall seeing in my looking around, can't remember exactly
hi guys, great news, i've managed to make this AK work
i do have one issue with it, for some reason the bones are not exporting properly and because of that nothing is animated on the weapon, there's also the iron sight not properly alligned when aiming but it's still look "correct" to work
Did you enable the skinning export etc on the Workbench xob import options, then click reimport?
yes, i did followed the wiki entry about weapon configs
oh wait
i forgot to click reimport
let me try again
nah, for some reason it still show them as memory point instead of bone
I am wondering how easy will it be to make custom characters with custom skeletons.
I thought I saw something about masking base models for clothing, but I have no idea where it was, possibly on the documentation for characters? I'm sorry mate, trying to remember off the top of my head
In all seriousness are some of you guys actually stealing/ripping content and putting it on the workshop? LOL
just share it privately under the table
I would like to see more '90 stuff, this era vibe is unbeatable.
https://imgur.com/a/bhRFKTQ Told myself I was going to start learning modding for arma 4 so here we gooo
Actually a really good start.
Nice p320
my man knows his guns
Personally would have even picked something easier but your doing a fine job as is.
No rule here.
pistol seems fine for a start
I was going to do a glock but I thought were would probably be 100 glock mods out by now
but something like a vehicle or rifle will make you want to jump
also be prepared to want to redo everything once your done
assuming you are new to modeling
It's about that shape and what you want to recreate.
https://cdn.discordapp.com/attachments/847516074715250769/972115294870994994/unknown.png
My first hard surface model was a scope lmao
anyone here up for making buildings for a Camp Pendleton map?
mine was an ak-12 ๐ฌ
i quit modeling for a year afterwards
HAHA I could only assume why ๐คฃ
I've done some small projects, and yea that's what always stops me lmao, this time I just said fuck it if its not perfect I'm not going to worry about it
Happens bro.
There is no point working on it because some models are designed to be created easier
I mean look at mk16 or mk17
And then on zmt mws15
Which one in your opinion is easier to make?
true
how do you even begin to create an item? Like I want a pistol or a scope, do you get their exact measurements somewhere?
thats the best way, yes
Yeah sometime all you have is pictures
Topo might be meh but not much for shading issues because of it.
3d scan > technical drawings tho
With no dimensions
and you're making the stuff in blender, right?
Twardy?
no
pt-76
the swimming tank
its in cwr3
im just lurking here
i might try some stuff in enfusion
but rn im still working on a3
what do you want to create?
not sure, haven't created anything yet, maybe try something simple. Was thinking maybe a grenade would be simpler
Oh man wish you look, there is so much undiscovered possibilities.
conex container is a great start
not too hard, not to simple
plenty of refs easily excessible online
oh, right maybe even a container could work
oh and how do you color/texture stuff? You take something from reference pictures?
and general information about the object
watching youtube doccumentaries etc
then i try to find a 3d scan or make one myself
I was going to try to make a metal target silhouette, You could maybe try that, should be pretty simple. Like this https://preview.redd.it/ymu04ipdxui81.jpg?width=3024&format=pjpg&auto=webp&s=e6e9261ecbf2ab0b46f10387eb02a9a339cfd356
if that fails i look for blueprints
what's with the 3d scan?
basically you take a ton of images, do some computer magic on it and it gives you a 3d model
mind you, not a really useable one
but it will usually have the general shape
so you can start to construct geometry around it
is there a software for this?
Blender has it's own texturing tools, if you find it interesting you could also look into substance painter, but that costs money and is more of a pro tool
substance has a free student license
non commercial tho
but you can use it for modding
alright, I'll start with something I guess
not sure how far I'll get, I give up easily lol
generally the best thing to do
well not giving up
but starting
dont expect your first model to look good
or your second or your third
@mortal sentinel the donut is everyone's first project, this is a great set of tutorials to get started, don't worry about messing it up https://www.youtube.com/watch?v=nIoXOplUvAw
Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.
Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...
yea it'll look crap, but I feel like it won't be easy to create anything or I'll run into issues. One thing is to create the model, next is to get it into arma
lmao
Yea I wouldn't go in blind, I feel like the UI might be a bit overwhelming at first and might just get frustrating quickly
Also, I suggest going with shortcuts
The gizmos are slow
And tool hierarchy insane
Done at least 60+ hours of gurus tutorials, he is absolutely the best for beginners.
Love you ๐
Thats what i didnยดt knew.
Still learning thank you
aight, let's make a donut in arma
Want to make a "Bug" in Arma ๐
Hello everyone, Ok so I got my vest working properly.
I have a few questions:
- How do I make it so my vest doesn't float in mid-air when placing it into the world.
- I don't get a prompt to pick it up or wear it when walking close to it, is this because I don't have a collider setup yet?.
- When I remove the vest, it doesn't physically show up on the ground but I can use the Vicinity tab to reequip it.
https://gyazo.com/fd099a4829fdd0e406c25844330aab13
https://gyazo.com/d2558d1c98381dadb65332132b34b419
Does anyone know why I can still walk through my prop? I think I have setup everything correctly
https://prnt.sc/mHFDy2cbfjXZ
Collider shuld be PropViewFire and requires a rigidbody
Ok, So when I remove the vest it appear again but I still don't have a prompt to equip from the ground.
Almost finished, need to add some screws to make it look more real
that using remesh?
correct
looks good
decided to give that workflow one more chance. Weapon I added to the game earlier was done with bevel weight and subd
can still walk through
What does your fbx file look like?
did you mean this?
custom Properties is usage PropFireView (blocked by the context menu)
Does your collider have a material assigned to it?
yes concrete
I can't see your hierarchy from my phone
i added the material with the collider setup
Ok when you're in enfusion do you see any colliders in your object collider tab
What do you see if you enable collider visibility in 3d viewport with the little purple/pink icon? Could be the collider is offset in position or something of that nature
A green cube where I want it to
The position is fine
Im trying to manually add a material to the collider cube now
nope didnt work
Ack
https://ucarecdn.com/cbe0f32f-5444-4402-b38b-4429977c75df/ I uploaded a zip with all files if someone wants to take a look
@kindred timber Works after adding RigidBody component to prefab for me ๐
Thx will try it as soon as I'm Home
Cmooon ๐ I have the same scope
how much detail should i put into which LOD of an object i'm making?

I can not figure out scopes for the life of me. Whenever I ADS I just see my mesh lmao
Trying to import a backpack, all is well until I equip it.
It becomes a penis pack.
Me thinks the bones are wrong but when comparing it to some other imports the bones seem to be right?

If anyone can help me pls let me know, this is a bit annoying lmfao. headgear had no problem importing thanks to jromie
any one know how to put an image onto a model instead of a material.
not sure
check if there's a bone "armature" bone underneath the "root" bone
in blender or enfusion
if it is there, open the model in blender, remove the root bone and rename the armature to "Root"
in enfusion
then idk
Oh shit did Quebec get banned XD
maybe putting an armature modifier will make it work. (or it will make enfusion crash)
oh in the fbx I put I did make an armature modifier
what it looks like when I modify with armature @oblique hinge
this is how i normally export it
that's more or less how my headgear which works looks like
yeah, not really sure. maybe vertex groups are wrong??? there is no sample for me to check.
what do the parameters of the armature modifier look like?
have you tried selecting one of the vertex groups in the parameters? that makes it work for my headgear but that has only one bone right now so idk how it works with multiple ones
parameters in enfusion or blend
blend
yeah i tried selecting it and checked the vertex params and seemed ok
the only sample they dont have is the alice backpack ๐ฉ
painful
2 days and 1P63 is almost ready https://i.imgur.com/uZwoNUu.png
very nice!
damn
makes me wanna try to make a scope too. Did you get real life measurements from somewhere?
you can do it by proportioning an image to the size of the weapon
reference image in blender and set measurements if ur an insane man
well if anyone knows how they can fix my penis pack issue from earlier lmk
Nope, just the references. Now I have to adapt the dimensions to the game weapon model
alright, if I ever get to making a scope, I'll try it
Anyone here creating buildings?
Saw a few WIP buildings being worked on
To what mesh should the reticle material be connected?
Quick question about Colliders. Can the UBX Box be a rectangle shape or does it have to stay a cube?
nvm I found it
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Collider_shape
most collider shapes can't be scaled just by one or two axis, otherwise they will lost their shape and will not be imported. The only scaling that will work will be scale along vertical axis of capsule and cylinder + trimesh and box can be scaled along all axis.
Since rectangle is a 2D shape, nope, but on your screenshot I see two boxes
Well I guess I meant Rectangle Box, but thank's that answers that.
I assumed he meant rectangular prism, some folk..
Yes, but box just means ยซย 3D object with 8 verticesย ยป
Cube versus Box ๐

I think 'cuboid' is the right word, as it means by adjusting the length of edges it can be returned to a cube
Or 'rectangular cuboid'
Still a box ๐ฆ
Or maybe boxes need to have 90 degrees angles
I donโt remember
Well reguardless, will this break if I set it to UBX_box
But yknow box โ cube, thatโs just what I am trying to explain to you ๐
So I guess boxes need 90 degrees angles ๐
could you give me your opinion on my props please. Would it be rocks to mine coal ?
Thanks
thanks Xovo ๐
Coal can be shiny, but try to make it slightly less, otherwise it looks good for roleplay purposes ๐
thanks for your advices
I think it's better this way?
Yes, much better
Keep the other version but tone the roughness down and use it for a rainy texture
I take my textures from arma 3. I don't know if it's the best or if I should start all over again
much better
Thats is alot better
rectangle works, nm didn't realize I was behind on messages
you may need to confirm if you can use those. Arma 3 data license may not cover enfusion/reforger at the moment
are you sure ? I use my paa transformed into png for my textures on enfusion currently.
my coal for exemple
pretty sure you are not just free to use them, might be just a technicality but better to be sure than suffer consequences later
or do you mean you use your own textures you made for Arma 3
and not textures from arma 3
I think he means his own
why would there be need to go from paa to png then though? one does not make .paa straight up
the textures were made by myself on arma 3 why would I have any problems if I import them on enfusion?
What process would I follow to import and rig some of my 3D vehicle models into Reforged?
then there is no problem
I had the same i didnt save my old files so i had to convert my paaโs to png so i could use m in reforger
but how you said it earlier came out your textures are from Arma 3 textures
all good then
What would it take to get this into arma?
a lot of work
Even just to drive it?
Takes you getting it ready for arma lol
yes
I have no clue where to start
sorry i have a little trouble expressing myself in english XD
Samples and the wiki
start from something simpler
This is awesome. A modified version of the default M16, but with a flat top upper to support railed optics would be a good starting point for weapon sight mods
Ok, so maybe a scope?
or a simple box
haha, okay
just to get familiar with the tools and workflows
Do i batch FBX export my models?
people very often start from complex things and get frustrated
True but i'm a stubborn person
i dont think theres even tracked sim in reforger yet?
didn't even think of that
Is Anyone interested in creating a vehicle mod pack? I'm very skilled in 3D Modeling. I just lack the game engine knowladge
everyone does at this point, very little documentation available from BI and not much is explained
eventually we'll find out but for now, it's all about experiments
at least, some people managed to figure out mission making, weapon and character gear import
i haven't seen anyone try vehicles, yet
Thatโs a skeleton issue
like this is pain in the ass , not a single explanation how to fix it beside one guy told me weighting need to be done
yeah, how to fix it
Did you skin it?
ye
How many bones
in model?
Yes
not a clue, i think none
Quebec posted But heโs gone so clue on where his fixed Skele is
I have the same inssue but i put the skele in the 3d model , How i can fix that?
how did you open enfusion like that?
i was looking like whole day
cannot find
Good lord
Okay so how many bones
bro some of us dont even know how many bones shoud be there hahaha
we are here to get explanation
how to and why bones are used
how to put them into model
You must have a total of 163
i got like 0
how i can put all bones?
๐
Your missing sone then @twin robin
I can look around for quebecs Skele but Iโm not home
can you send my the bones to mp when you are on home? @astral oar
i can repost the fixed Skele later yeah
so, if i recap well, you need to import your models with the skeleton bones for it to work ?
yeah
uh ok
i'm sure someone already did
He got banned
wut
All his logs are gone
I have it will post it later
so what is exactly the thing , do we just apply our model on it or?
yes and no
could you notify me when the skeleton is ready, please
๐
you have to put it along your model and use it to weight your model
the weight paint is what make the model stick to your character and move it around limbs and such
the skeleton is here because ...... i don't know
man arma 3 had it easier with the old OFP tools
body
just weight the model and call it a day
i dont know how
i mean i know to get to painting
but how shoud i do it and what are the tricks
i dont get a single thing
nobody want to explain
lol, iktf
painting can be done automatically with some smoothering
every blender tutorial about it can show it you
it's a general thing, it doesn't just apply to Arma
all painting i see, it paints a whole character
not only like vest
thats the issue
it paint all visible part of a model
i need detailed explanation why we do a specific thing while we paint





