#enfusion_model

1 messages ยท Page 34 of 1

twin robin
#

I have an issue when I port the 3d model to xob , the current 3d model spawns backwards, I mean, the front part goes at the back and the back goes at the front
anyone know to solve it?

dim gate
#

so if your model is around the torso of a character, the painting will only be applied with torso bones

tacit eagle
#

i will need that skeleton to import and see

#

so i put my model over body

#

get the bones that are inside of model

#

and now what ๐Ÿ˜‚

dim gate
#

i could try to make a vid tutorial, but my internet is absolute shit for upload
hell uploading my mod for arma 3 was already making me shit myself fearing a connection drop or something

tacit eagle
#

haha, is there a possible way to get into call

#

i can share screen

#

so you can do a short explanation

dim gate
# tacit eagle so you can do a short explanation

can't i have to go get my pizza
https://www.youtube.com/watch?v=7piAUK9AQs4

Hi everyone! In about 10 seconds you'll understand everything you need to know about Blender 2.8's automatic weight paint feature!

If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
https://www.youtube.com/watch?v=f6vgICNCVxQ&list=PLZpD...

โ–ถ Play video
#

2.8 / 3.0 shouldn't change a lot

tacit eagle
#

yup

#

will check once we have a skeleton

#

and god help me, hahaha i was doing this only in maya and unity to rig character, and thats easy so much, blender was always killing me for some reason

#

thanks again man

terse star
#

looks better yes !

daring condor
#

what type of rock is this supposed to be, basalt?

swift anvil
#

coal

daring condor
#

oh right

#

graphite

#

for coal you should up the metallicity

#

without going into the specifics of it, coal kinda acts like a metal in regards to light

#

buut the surface is usually wethered so its hard to see on deposits

#

you would see it on a fresh cleavage tho

swift anvil
#

Oh yeah I didn't know

daring condor
#

but dont make it too metallic

#

getting minerals right is hard

#

cuz you need an actualy specimen to see it

#

and charcoal looks way different from anthracite

mortal sentinel
#

anyone else has extremely slow render speed in blender? Like I have 1 sample per second for cycles render engine

#

gtx 1070

#

wtf nvm

#

i already have gpu selected in preferences, but I found another setting under render engine

#

damn my donut lookin juicy

primal perch
#

for enfusion, if we want to animate the bolt. Do we have to apply that animation within blender?

hot pumice
#

has geometry become harder to make than arma 3?
this collider thing confuses me
are we forced to only use primitives?

knotty cedar
hot pumice
#

oh so as long as its not concave I can still make complex mesh
thanks for the clarification

#

willdo

tacit eagle
#

@astral oar u got that fixed skellet ?

#

or anyone of you guys, got a fixed skellet for us to paint models

hot pumice
hot pumice
#

this is the best day of my life
I'm gonna cry for a few hours

daring condor
mortal sentinel
knotty cedar
tacit eagle
hot pumice
tacit eagle
#

okay so whats the point of having these two characters, big and small one

#

i got model made, textured everything i only need to fix this problem

#

i got info, it is being fixed by weighting

#

you see

#

there is a small guy down

#

haha

tacit eagle
#

my model doesnt have a single bone

#

i just import pure model from samples

#

yeah, try to import this one

#

you will see

#

it gives you one big guy and a small guy between his legs

#

thats what i am looking for ๐Ÿ˜„

#

so i can use this boy

#

give me sec

#

this boy with mix of Headgear example

#

yeah

#

how much free time you got, can you jump in VC for a short questions on my screen than

#

ah , okay than chat

#

let me try to merge it and i will ss

#

is this fine now?

round orbit
tacit eagle
round orbit
tacit eagle
#

HeadGear_Sample or?

#

like i got tons of them , and tried merging like this

#

still doesnt work, probably i am doing something wrong

#

i tried exporting, but it says 0 bones in enfusion

round orbit
round orbit
#

check those 3 misc boxes and reimport

tacit eagle
#

๐Ÿ˜ฆ

round orbit
#

what does your blend file look like?

tacit eagle
#

fbx

round orbit
#

ok open it

tacit eagle
#

into blender or?

round orbit
lament solar
#

You need to check the export skinning and reimport

tacit eagle
#

haha moment

#

imported

#

on same character

round orbit
tacit eagle
#

this is mine

#

the vest actualy got all vertex groups

#

but still not working some reason

#

this weighting thing is gonna kill me ๐Ÿ˜‚

#

okay got my Hierarchy to be same as yours

#

model to be into the other collection

dim gate
#

just checked ,it's not here anymore
fucking blender

tacit eagle
#

hahah

#

my model actualy not responding to bones

#

god damn

#

YEAH BABY

#

i got it working

#

thanks goes to Mr. @round orbit

#

that was huh

#

hahaha

dim gate
#

so have an armature ( bones ), drag your model in it it while holding shift to parent it and then select the armature to move it around

#

and just checked again, blender is not working like the hold time

#

god damnit, imagine having all the function working in the easiest way possible just to trash it because you can't add anything new in your spaghetti code
god

tacit eagle
#

yeah, i was using maya all the time

#

on university

#

and everything, in theory i know how modelling works

#

but blender is killing me hahah

#

but after maya, blender is best known editor i know

round orbit
#

Anyone know how I can change the item preview in the inventory?

tacit eagle
#

ah c'mon

#

same problem still

#

i am gonna kill myself hahah

#

even with bones

#

what now

#

anyone have a clue?

dull elk
#

sorry, probably dumb question

tacit eagle
#

Anyone have a clue what might be causing it?

#

Console does not show any additional information

dull elk
#

is there a way to "edit" data from the game? To be more clear, I just want to change some variables in some animations, for example, can I export them to edit them somehow?

tacit eagle
#

in blender or Enfusion?

wheat bay
#

With the Sample Weapon, does anybody else get the issue of the gun moving to the wrong position when sprinting?

dull elk
#

....am dumb nvm

tacit eagle
#

thats enfusion

#

delete it?

#

but everything is under armature

#

huh

#

so again go back to blender and do it there?

#

this?

wheat bay
#

Would anybody know how to fix this?

#

Specifically the arm being inside my body lol

tacit eagle
#

if I delete that, it deletes everything

#

all bones

tropic hollow
#

how do you make a prefab of a model you imported

tacit eagle
#

huh, where can i get the ingame one?

#

the proper one

round orbit
#

Anyone know how to change the preview picture in the inventory?

tacit eagle
#

no bones on them

#

the ona that i was replacing with mine

#

has no bones

#

okay got it now

#

i will need to match this

#

right?

#

now blender is cutting me in half

#

idk how to move bones in hierarchy

#

xd

#

okay, i think i know whats the problem and i will wait

#

one guy will send me proper fixed skellet

#

so i dont need to play around with hierarchy

pure kayak
#

so im trying to work out weapon importation, do i need to make moving parts different objects? like the fire selector or bolt thingy

dim gate
#

i don't know but i did

#

bolt, safety and trigger are all sepparate

#

also i think the weapon bone samples are bugged like for the character sample

#

there's one armature that i can't remove for some reason

pure kayak
#

ahh

drifting wave
#

What unit settings do you use for MD? mm or cm?

pure kayak
#

uhh, im not sure

#

i think i use mm?

#

but i use autoscale when possible as i do stuff in blender

drifting wave
#

Aight, I plan on mostly doing a MD > zbrush > blender workflow, so hopefully things work out.

pure kayak
#

ah okay

#

yeah i cant afford both MD and zbrush so i make do with blender

drifting wave
#

MD be like: Due to insufficient memory space (less than 10GB) the file can be damaged. Do you want to proceed?

#

'Scuse you?

pure kayak
#

lol

drifting wave
#

No, we meant video memory!!1!

#

For the record, it's MD using the 4.9 lol

pure kayak
#

@dim gate dont suppose you'd know how those different objects "combine" into one on import do you?

dim gate
#

as long they are part of the same LOD, they combine
all my parts are into LOD0, so the import auto consider them in the same group

pure kayak
#

Ohh

#

okay i get it

#

thanks!

dim gate
#

np

wheat bay
#

What is the Purpose of Snap_Hand_Right when doing weapons? I haven't actually seen it do anything, but I'm guessing it is where your hand is placed for the grip?

dim gate
#

if it's like for arma 3, it force the right hand to stay at this location during animations to make sure it doesn't move around
this was also defined in a config file, you could even delete a part of the animation to smoothen it in that same config

pure kayak
#

okay so, i crash everytime i try import my weapon

dim gate
#

weird

#

what weapon are you importing ?

pure kayak
#

the A2 fal that i edited

#

it seems to just crash after importing the fbx

#

before making them into anything, i tried verifying the files of the tools

#

i also had crashes importing a a heightmap earlier

dim gate
#

๐Ÿค” what the fuck ?

pure kayak
#

gonna wipe my addons folder and reinstall

#

okay what the fuck

#

a complete wipe of my tools and it still crashes, its gotta be the model

swift goblet
#

i was trying to import a vehicle and i got this error

#

this means my vehicle has too much faces and/or vertex?

daring condor
pure kayak
#

just trying that

#

Yep it was the material name

magic dragon
swift goblet
#

500k

#

thats what blender says

magic dragon
#

Stress testing? meowhuh meowhuh

pure kayak
#

thats

#

a highpoly model

swift goblet
magic dragon
#

Most likely a lack of memory, yes. You can navigate to the file it mentions and check line 613 for the assert

#

And you will likely have your answer as to what actually happened

swift goblet
#

of course i can make it less faces and vertex, but i wanted to know if thats the cause

hidden yarrow
#

I tested a model with 400k and it worked

magic dragon
#

enf_memory.cpp line 613

hidden yarrow
#

just took a while to load into the tools

swift goblet
hidden yarrow
#

16gb

swift goblet
#

i have 8gb

#

maybe thats the cause

dim gate
#

500k
๐Ÿ˜‚

swift goblet
#

i will test now with 265k

hidden yarrow
#

Took me like 20min to import tho lol

swift goblet
#

and it works well ingame? or laggy?

magic dragon
#

@swift goblet For ideal performance, try to keep the face count for vehicles in the 10-20k range

swift goblet
#

ok ty

magic dragon
#

No, wait

swift goblet
#

i have a version of 19k faces, im gonna use it

magic dragon
#

I was reading that wrong

patent flower
#

10-20k? seems awfully low for a modern engine

magic dragon
#

Nah it is

#

The BTR-70 in full is around 100K tris

swift goblet
#

i have several versions

hidden yarrow
swift goblet
#

mine with all parts is over 2 million faces

dim gate
#

isn't the turret a separate entity ?

magic dragon
#

Good lookin' out

hidden yarrow
#

yeah

patent flower
#

in arma 3 standards i aimed for at least 50 - 70 k

pure kayak
#

maybe 40k at most

#

hm

patent flower
#

depending on what i was doing

hidden yarrow
#

turret was 60k hull 160k on base game BTR

dim gate
#

40k is good enough for a gun

patent flower
#

if ur doing a gun thats 40k ur doing it wrong

dim gate
#

no not really

#

you don't have to make all details in 3D, that's just unnecessary bloating

#

some elements like screw can stay in 2D with normal mapping on it

patent flower
#

im well aware still 40k is is taking the piss

magic dragon
#

Base AK-74 without magazine is around 35k faces. It's sufficient geometric detail to make a decent weapon

#

That gun has modeled rivets, even

dim gate
#

depend on the gun really, a complex one can reach it, but it has to be complex
Mk46 in arma 2 is 20k

#

keep in mind, more tris on a model isn't going to make a good game, it's only going to make it bloated in size and piss off everyone

magic dragon
#

Precisely

#

Like, this is plenty to work with

dim gate
#

jesus H fucking christ

#

why

patent flower
#

^^

dim gate
#

this is just like crysis 2 ultra high poly water

magic dragon
#

Ask the Bohemia devs - it's their gun

#

For a top-level LOD it's not too bad

hidden yarrow
#

Probably to show what the engine can do

radiant temple
#

whats the rest of the model like? not unusual to have denser polygons closesest to the camera

dim gate
#

nah, they just hired a bunch of artist that never worked on video games and told them what they want

magic dragon
#

For comparison: Reskinned A2 AKS-74U

#

6000 faces

#

about 6 times less complexity. It shows its age in some places, though.

patent flower
#

i felt guilty at 12k for my L85A2/3

dim gate
#

dude what is this optimization you are talking about
just buy a 3080 lmao

#

modern game dev in general

patent flower
#

granted it was for A3

magic dragon
dim gate
#

eh, 12k is alright imo, as i've said Mk46 for A2 was 20k

magic dragon
#

Barrel is noticeably low-poly. But with some sprucing up these models can be performant and look about 80% as good as the Reforger weapons

radiant temple
#

My guess

  1. time constraints
  2. probably everyone had to transition to blender. Some with no previous experience
patent flower
#

im dreading the blender part

#

too used to 3dsmax

magic dragon
#

FWIW, the topology is pretty clean

radiant temple
#

ye

magic dragon
#

Better than anything I could do for sure

daring condor
#

That ak-74 is obscene

daring condor
# magic dragon

I'd make the muzzle booster a separate part for use with attachments

radiant temple
#

thats the A2 version

magic dragon
#

Good idea, actually. I have the muzzle rigged and a snap-point. Didn't separate it off though

#

It's fully rigged from scratch

#

Selector, bolt, trigger, mag release

daring condor
#

I am aware, you can still cut it apart

dim gate
#

ence why nothing is ready for it

daring condor
#

I'd have taken the A2 mesh and done some tweaks

magic dragon
#

Was basically necessary just to get it properly set up, since these old meshes have their magazines modeled on

daring condor
#

Muzzle booster could do with the cutouts

magic dragon
#

As well as unloaded LODs

jagged smelt
#

Lol! And here I'm trying to not use more than 5k polys :v

daring condor
#

Good

magic dragon
#

I want to, maybe, subdivide the barrel and dust cover to make it a little prettier

daring condor
#

Lower poly is better

#

Well, as low as possible

jagged smelt
#

True, always doing things the lower possible โค๏ธ

radiant temple
daring condor
#

I try to fit as much into geo as I can justify

#

I try to keep it reasonable tho

#

But I don't like working with normals too much

#

I'm salty over them dropping specularity

#

Specgloss > metrough

zinc crow
#

i think you are the only one

daring condor
#

They could have done both, afaik that's what cod does

#

There's pbr specgloss too

#

Pbr and metrough are not synonymous

daring condor
#

It's more flexible than metalness

#

And can be used to make some neat grime

patent flower
#

personally i seen the change coming and for the last year worked in metal roughness and converted back over

#

produced better results for me

dim gate
#

imo PBR make everything look either plastic, covered in slime or made with play-doh
there's no inbetween

#

or anything else for that matter

grim crypt
#

anyone got any idea why th my parts rotate 180 and go on the outside of the model?? inheriting from the SVD

daring condor
#

There is also Pbr specgloss

dim gate
#

ah yeah i forgot about that

daring condor
dim gate
daring condor
#

I don't mind metrough too much

dim gate
#

mine has an issue just like the character bone and i don't know how to fix it

forest rapids
#

That's a weird thing to say about PBR as it stands for Physically-Based Rendering and is a relatively close approximation of how most common materials interact with light

daring condor
#

But it pains me to have met at anything other than 1 or 0

daring condor
forest rapids
#

@daring condor most things -should- be 0 or 1 metalness though? Most pure metals are dielectric and do no absorb photons.

daring condor
#

Im aware

forest rapids
#

And most of everything else does not act like a metal in any way

daring condor
#

That's why it pains me

#

Sometimes you kinda have to

#

Like I said

#

I miss spec

#

It's way more flexible

#

I'll just have to get used to it

dim gate
#

nobody said you have to stop working with it

pure kayak
#

@magic dragon i gave it my best shot

dim gate
#

i still use spec

pure kayak
#

and yes that is a 74 mag

dry gazelle
#

rad

dim gate
#

nice

pure kayak
#

its the Arma 2 FAL redone for PBR

dry gazelle
#

gotta work with what you got ig

pure kayak
#

as a test mainly

daring condor
#

So the way turrets work

#

Is that they are modular?

dim gate
#

yeah

daring condor
#

Bi pls release tow and gavin

dim gate
#

wait 3 years for them lol

daring condor
#

Lol

#

I have an itv turret for Arma 3

#

Want a can opener gavin

astral oar
#

This is the skeleton that quebec gave out that was fixed for exporting FBXs for blender^^^^^

#

@twin robin

#

@tacit eagle

thorn topaz
#

it wasn't just a case of leaf bones?

dim gate
#

just make a gavin on wheels
The Forbidden Gavin

astral oar
magic dragon
#

@pure kayak Looks great! I see maybe some AO artifacts but otherwise pretty good look for it

pure kayak
thorn topaz
#

I see, thank you

pure kayak
#

the very first one i believe

astral oar
#

whatcha been up to jomie

pure kayak
#

just tryna learn the tools still

#

i got that fal sorta working above

astral oar
#

lit

drifting wave
#

Does anyone know where to get the full character from without any clothes or gears attached? Trying to get something I can throw into marvelous.

pure kayak
#

samples

astral oar
#

^

#

here is the base

pure kayak
#

i'd recommend merging verts too so if you smooth the avatar it doesn't split apart

astral oar
#

@drifting wave

#

This should be a naked body

drifting wave
#

Yeah, I looked in the samples new character folder, the blender file I can't seem to separate all the bones from, so I can't actually do anything with the underlying mesh (I've never actually dealt with a fully rigged character before so I might just be missing a step), the fbx files are missing the upper chest and head so it's kind of useless.

#

I'll try that file tho.

astral oar
#

yeah that one is using clothing

#

the template should be the full body without clothes

mortal sentinel
#

I made a thing in blender, is there a tutorial on how to import that as a prop in enfusion?

drifting wave
thorn topaz
#

is something happening if you try to separate the bones?

astral oar
#

i have no clue what your looking for then

#

that's the non clothed body

drifting wave
astral oar
#

weird

#

just go download the sample assets mine might need fixing then

dim gate
#

just download the sample files from github

drifting wave
#

I did

astral oar
#

the head should be the same as the head template as well

drifting wave
#

It's the same as the one widow uploaded

astral oar
#

just combine both fbxs

sick shard
#

anyone know why the scene_root is in the middle of the model and not at the w_root?

drifting wave
dim gate
#

nope

astral oar
#

combined both

dim gate
#

head template is separate from body

#

just import the head into charater example and merge them

#

pretty much what widow did

drifting wave
# astral oar

Yeah I imported the head one too, deleting all the unnecessary bits and exporting so I can use it in MD

astral oar
#

๐Ÿ‘Œ

drifting wave
#

I never know in these cases if it's just something I'm just doing wrong or not as I've never actually gotten to the whole rigging part yet, best I've done so far is a rough draft jacket using one of the default avatars in MD.

mortal sentinel
#

guys pls, how do I move a thing I made in blender to a prop in enfusion?

thorn topaz
#

do you have the enfusion tool set up?

mortal sentinel
#

I have the tool, I have the enfusion addon installed in blender if that's needed

#

just not sure what now

drifting wave
#

I guess I just select all the basebody and head lod 0's and merge by distance?

daring condor
#

Do that or make them both convex and Boolean union

thorn topaz
#

it's needed. You create a mesh to act as a collider, this will do a variety of things but for the sake of simplicity lets say collision and fire geometry. You'll need to name the collision mesh something specific depending on the shape though.

Again for simplicity, you can start with a triangulated cube and name it UTM_namegoeshere

drifting wave
#

Anyone elses sample character got broken ankles?

thorn topaz
#

@mortal sentinel from there you would click the "Colliders Setup" in the enfusion tool, if it says "select collider mesh first!" then click the Sort Objects button, navigate to the mesh and try again.

daring condor
mortal sentinel
#

ok I exported my item from blender as fbx, imported in enfusion workbench, but I'm missing stuff + I have no texture and colors, it's white

magic dragon
#

Dev suggested a while back about using the amphibious vehicle component for boats

#

Pretty crafty, hah

hidden yarrow
#

Whats up with prop sizes?

thorn topaz
#

whenever you export anything make sure you tick the Custom Properties box, otherwise the collider material and layer presets will be lost.

#

as for it being white, you can drag the texture files into the program to auto convert them, then put them into the correct channels in the material file in workbench

astral oar
#

i swear i have no clue what causes issues with new arsenal items

#

sometimes they show sometimes they don't lord have mercy

quasi sedge
#

anyone touched backpacks yet?

astral oar
#

A little bit

#

Also if any of the reforge devs could answer if there is a capped storage limit on the arsenal

quasi sedge
#

I have no idea what i'm doing here in regards to getting one imported. I've got it in but its all fucky.

#

Just trying to find a helping hand since there are no samples lol

#

this being the problem I run into lol, no matter what vertex groups are assigned its all fugged

wanton vigil
sick shard
#

I think I found the issue so I used Maya to rig the model and I just checked blender and found the armature so I believe you just need to rename it Scene_Root since the example model was setup like that and mine was just set to armature

#

I'll let you know if this fixes it or if you need to add anything just going to try it now and see if it's fixed

astral oar
#

So i have a custom arsenal config

#

It should have both my vests

#

but it's only showing one

#

I've added them both to my override config

sick shard
#

yea didn't fix it haha

#

just created a new armature for some reason

#

in the bones sections

astral oar
# astral oar

Is this beacuse it's using the same worn model - The only difference is one has a slot system setup to add mags and a radio to the model

shut bloom
#

M15 AT Mine

mortal sentinel
#

nice

#

did you create it in blender?

shut bloom
mortal sentinel
#

my item is not exporting from blender as fbx with textures, I already tried some stuff as per tutorials

#

it imports into enfusion as completely white, but when I open in windows it has colors but not the right ones

#

why so many tools btw? Couldn't that be made just with blender?

quasi sedge
#

marmo to bake, substance to paint, z brush for details, blender for modelling

#

some people have different work flows blobdoggoshruggoogly

mortal sentinel
#

interesting,I'll probably check them out if I get to making something more serious

tacit eagle
#

I have a vest I made in blender, it has weight paints, do I need to export the armature with the model?

quasi sedge
#

yes

#

wait, what armature, do you have the fixed blend?

tacit eagle
#

No

pure kayak
#

FAL sights finally working mostly

tacit eagle
sick shard
mortal sentinel
thorn topaz
thorn topaz
mortal sentinel
#

dang

wanton vigil
# sick shard I'll let you know if this fixes it or if you need to add anything just going to ...

I just checked the weapon example model we released on GitHub and the rig seems a bit funky to me from the little I know about weapons. So I ll rather check on Monday with someone who should know better than me if it is really ok...because I am not exactly strong in rigging actually ๐Ÿ™‚

Just be patient pls ๐Ÿ™‚ ...most of the devs are just now getting to write/polish/release of documentations and examples and there might be errors here and there along the way. Also the docs will get better over time for sure.

sick shard
#

No worries at all I'm used to the old tools Object builder so I'm learning everything from scratch

drifting wave
#

@pure kayak Have you tried to get the reforger body into marvelous yet? When I export the model as selection only in .dae format, and after merging it, MD throws the following error:

No Body Skin Controller Failed to load the Avatar.

#

Nvm I'm just fucking stupid KEKW

pure kayak
#

welp

drifting wave
#

I tried importing it as an avatar instead of importing as mesh.

thorn topaz
#

is there a specific layer preset that applies physics to objects?

wanton vigil
mortal sentinel
#

but how do I make mods then? I'm currently watching some tutorial on blender, one guess is that I have to "bake" these colors/textures so they can be imported together with fbx, but I dunno

#

or I have to do things differently? Create object in blender, color it elsewhere? Then import colors separately, not sure

wanton vigil
#

Register/import textures in enfusion as sepparate files. Then go into the material in enfusion and load the texture there....at least I guess you are reffereing with "colors" to textures (*.tiff, *.png, etc.) right?

The docs. on that topic is in progress.... importing textures with correct naming conventions and properties ....also on how to load them in the materials properly and so on

mortal sentinel
#

I don't have the colors as separate texture files, they seem to be just "materials" in blender, and they're made up of some nodes in the shading tool thing

hidden yarrow
#

Well

#

You need to make texture files

mortal sentinel
#

trying to figure that out atm, so far I've found that I need to "bake" whatever is made in blender, into texture files

hidden yarrow
#

Yeah idk if its possible to make nodes and material into a png(it probably is somehow) i just make my textures in substance which would be alot easier

mortal sentinel
#

do you also make stuff in blender, color them in substance and then add to enfusion?

#

I can try doing that for next item, just trying to import the current one that I already textured, if possible

hidden yarrow
#

Yeah i build the model in blender and then bake and texture in substance painter

#

Substance painter also has export settings made for enfusion that someone here made

mortal sentinel
#

oh nice

sweet hill
#

I've rigged a model in blender + textured, do i need to create some animations for it too before importing it to enfusion?

calm rune
astral oar
#

Finally fixed the arsenal issue to have more then one in the config file

gusty sage
#

How can I chance .xob file to .et file ?

pure kayak
#

xobs are model files

#

you dont change those to ET

tacit eagle
pure kayak
#

et's are prefabs, you can duplicate vanilla ones and replace models of it with your models

thorny galleon
#

Did sort object first but still it says no collider collection, do i need to manually make a new collection?

knotty cedar
thorny galleon
#

before - after

tacit eagle
# astral oar

i have my model proper weighted to this in blender but ingame its turned around. i havent edited the skeleton at all

tacit eagle
astral oar
#

When you reinport

#

import how many bones

tacit eagle
#

OH

#

give me a second

#

0+0 which is clearly the issue but im not sure what i did, i exported with armature

astral oar
#

you gotta reskin

tacit eagle
#

is that in blender?

astral oar
#

no

#

in the engine gimme asec

patent knoll
#

anyone here working on trees? Could use them on my terrain

#

need more mediterranean/california trees

timid tartan
#

Hey guys, this might be a dumb question but I'm totally new in making model / blender.
So, i wanna ask that where can i find the human model or bone model that fit the character in arma reforger

tacit eagle
astral oar
tacit eagle
thorny galleon
#

anyone know why the bones is like that?

gusty sage
#

what vertex group I need to add for Vest ? Or setup ?

tacit eagle
#

if so thats why

astral oar
tacit eagle
astral oar
thorny galleon
thorn topaz
#

not sure how it works but it works, was neat to watch it list and nosedive into the seabed earlier.

knotty cedar
tacit eagle
thorn topaz
#

@knotty cedar Oh? Do you have a portfolio or some public images of it? Would love to see!
I'm afraid it's not based on any particular ship, more of a generic Spanish Galleon design, just a testbed but I'd love to pursue something like the Batavia or a ship of the line.

I'm hoping next to learn how to socket some rigging in place and climb it as a ladder.

wheat bay
#

Anybody figure out how to change the Magazine Well on a Weapon Prefab?

thorn topaz
#

drat, applied to prefab and now it's back to being static, back to the drawing board

#

or not, dropped a BTR on it and the ship woke up, so it needs.. something to activate it

knotty cedar
#

Sorry going off topic ๐Ÿ˜…

thorn topaz
#

Ah yes, well I cannot let it pass without compliment, the detail of the rigging and tackle running across the ship looks great! I'll stop the deviation now, thank you for sharing ^^

wheat bay
tidal latch
#

Try using inheritance tree maybe?

wheat bay
#

?

wheat bay
#

Managed to fix it. But created a new prefab and it seemed to fix it.

odd granite
#

anyone know how to have my new ammo and weapon show up in the armory? cant find the documentation any help would be appreciated

odd granite
#

ty

wheat bay
#

Is there a way to change Hand Positions on a gun?

#

Last thing I need to do and I will have successfully brought a Tompson into the game

wanton vigil
dense plover
#

Anyone got a good idea on max amount of Tris a LOD 0 weapon model should have?

wanton vigil
pure kayak
#

quick question about launchers

#

im trying to set up a disposible launcher, do i need two models to do the "unfolding" of the launcher?

wanton vigil
kind pawn
#

Hey, all! Working on a Hat, all works fine however I can see the Hat from First-Person... Any thoughts on what I've missed? Thanks!

mental onyx
#

Has anyone been able to Configure variable zoom for binocular? I Just cant get it to work whatever I try.

bitter quartz
#

Do I have to make a new model for each attachment variant a weapon has?

pure kayak
#

pretty sure its a no to that patrick

bitter quartz
#

Ahh but I have to do a prefab for each, right?

neat canopy
#

Hey, I canยดt find the "Collision layers page" wich to is refered in the FBX Import Wiki Page, where it sayยดs all the colliders "usage parameters" are listed? Like "FireGeo" Where can I find them?

delicate condor
eager hill
pure kayak
#

so i got the RPG 18 from arma 2 and im trying to test it, but i cant work out how to copy the LAW prefab

#

i cnat seem to change the 'loaded" model

bitter quartz
#

How would I show a dynamic value e.g. "Range" in a scope?

mortal sentinel
digital vector
#

Hello everyone, I don't understand why the bones are not exported from blender?.

bitter quartz
mortal sentinel
#

guys, when you import fbx from blender to enfusion tool, do you have your items combined all into one or they're separate like in blender?

#

for some reason I have two combined into one, when I have it in enfusion

tidal latch
mortal sentinel
#

ok if I rename one of the parts to LOD1, it's now separate, but not rendering

tidal latch
#

can you show your import settings in workbench?

mortal sentinel
#

I can't attach anything

#

I'm missing a role?

bitter quartz
#

gotta upload the image somewhere and post the link

#

e.g. Imgur or Gyazo

mortal sentinel
#

sharex is pretty nice

#

oh and I can upload directly too

last hill
#

Up and live working on bringing in components of https://www.cgtrader.com/3d-models/character/man/us-sof-soldier-game-ready-3d-model

To the game engine, come on over if you are curious!

http://www.twitch.tv/theaussiemerc

CGTrader

Model available for download in Autodesk FBX format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets

Twitch

Arma Reforger Workbench - Character Rigging, Soldier Model - Live WIP

โ–ถ Play video
mortal sentinel
#

dam son

#

arma is getting tactical

ancient chasm
#

Hi guys, when i import the fbx form into the enfusion, there arenโ€™t shown any bone there. Do you have any same?

mortal sentinel
#

is there something special I have to do to apply normal mapping texture to my object and then the color? I added two textures, but it shows only one

last hill
mortal sentinel
#

or maybe it's not the right place where I'm putting them, I put under bcr map

ancient chasm
last hill
mortal sentinel
#

uh lemme see. I simply imported my object into workbench and thought I could apply textures there as well

#

here I mean

#

dude this is confusing

atomic musk
#

bread

#

๐Ÿž

mortal sentinel
mortal sentinel
#

bite it

sly bridge
mortal sentinel
#

what's confusing is how are things imported into enfusion. Pretty much I have three parts - the bread, the icing, the sprinkles. Something to do with the LOD suffixes?

#

I have none atm

atomic musk
#

God damn.

sly bridge
#

i am reading what you have posted 69 tris 74 verts

zinc crow
#

"game ready" "70k verts" ๐Ÿ˜„

last hill
#

I'm dropping the verts. That is 70k with all of the components enabled, but anyway, I didn't actually realise one post for folk to learn, my apologies

zinc crow
#

and then people complain about garbage performance in games ๐Ÿ˜„

tulip sail
#

70k aint that bad for modern games for hero items.

nimble sonnet
#

70k should be okay

sly bridge
#

the garbage performance is due to people not actually making their own content

zinc crow
#

it can work well with one or two characters, but then on a mp server you suddenly have 30 people in your view

sly bridge
atomic musk
#

try harderder

mortal sentinel
#

pls, what did I do wrong on my blender export/enfusion import? I have two meshes under one material, but one of the meshes is not rendering

#

in blender I have Donut_LOD0, Icing_LOD1, sprinkles have no suffix

atomic musk
#

Someone help this man, it's important.

mortal sentinel
#

nope, there was no definition..

hidden yarrow
dry gazelle
#

LOD = level of detail

hidden yarrow
#

Same stuff basically

mortal sentinel
#

oh

#

then it's not what I need I guess

atomic musk
#

Not me thinking LOD stood for Line of Duty Death.

dry gazelle
#

sometimes it does

mortal sentinel
#

but then if I don't need LOD suffixes, I'm confuzzled about how to properly import my meshes as separate items so I can apply texture separately

#

in enfusion?

#

yea for some reason it imports into enfusion as two objects, instead of three wtf

#

enfusion says I have 2 meshes and 2 materials, but really should be 3

dim gate
#

anyone has any idea how to fix this ?
i used New weapon sample as a template

#

the animation works, but the model parts for each are misplaced

#

so far, i tried to delete and put back the bone selection, except it only bug them out

mortal sentinel
#

ok if I untick "Merge meshes" in enfusion, then I have everything separated, but that wasn't recommended for performance?

#

doesn't help me apply texture separately anyway I guess

daring condor
daring condor
zinc crow
#

yeah, that happens all the time

mental onyx
#

But Even in trainings where we had several of the same gun actively used you couldnt notice any decrease in fps

#

Obviously im not trying to argue that its not a bad modding practice. It definitely is, but it doesnt have such a major performance impact some people claim.

daring condor
#

very bad practice

#

what you are doing is making other, properly made assets, look worse

#

because the higher polycount forces other assets into higher lods

#

the game will compensate for your lack of lods by bumping other models up

round orbit
#

Anyone have tips for fitting clothing to a model?

mental onyx
daring condor
dense fossil
#

nice job Lewd, good to see u in here ๐Ÿ™‚

daring condor
dense fossil
round orbit
#

Lattice is working good :D

#

Fifth day doing mods, not too bad

mortal sentinel
#

look at this dripping juicer

calm rune
#

Let me post this in here and pray for a fix ๐Ÿคฃ HELP PLEASE!

dim gate
#

i remember somebody talking about it

#

god this is why we need a subforum for reforger in BIS forums

sweet hill
#

Any ideas why im only getting one material in workbench? Im using 3 different materials for different areas for the textures of my model

mental onyx
calm rune
# mental onyx Why remove that? Immersion ๐Ÿ˜‚

Because itโ€™s really buggy ๐Ÿคฃ when you look up and ADS the weapon clips through the bib of the hat LOL. Also when you are prone the bib and even helmet covers 70% of your FOV including the rifle haha

#

Literally the only thing hold me back from publishing.. so annoying lol

dim gate
#

remind me of the army, fucking helmet with shit strap kept going in front of my sight when i was prone lol

mortal sentinel
sweet hill
#

ohh i see

#

tyvm

#

probably should have chosen a smaller weapon other than the SIG SPEAR for my first modded gun ๐Ÿ˜‚

sly bridge
#

@sweet hillnais, do you have such a sig spear already modelled?

willow sage
#

I applied skeleton in blender for the shirt and after import to enfusion there is no bones for that model

sweet hill
balmy hemlock
#

Is there any guides for getting a gun into the game? I've made a simple low poly rifle for testing but I find the official weapon creation guide pretty confusing

zenith quartz
sweet hill
#

Ayy cant wait to see them start popping up haha, such a cool weapon

patent knoll
#

I am once again asking about vegetation and buildings in what I hope is the right channel

sweet hill
proven igloo
#

Yeay created my first object for Reforger. Its super simple.

sweet hill
#

everon life? ๐Ÿ‘€

mortal sentinel
#

exile mod lets gooo

calm rune
# willow sage

After importing did you go to import settings on the right and select "Export Skinning" then "Reimport Resource"?

bright raft
#

So after creating weapon and attachments prefabs, how to I add it to arsenal and publish it?

swift anvil
bright raft
calm rune
calm rune
#

Are you using the proper skeleton?

bitter quartz
#

Does an item need a hitbox to be picked up?

willow sage
#

I belive so, its form arma character smaples

calm rune
willow sage
#

Omg, thanks very much!

calm rune
#

np!

calm rune
bitter quartz
#

How exactly do i export colliders from blender into enfusion?

calm rune
bitter quartz
#

Do you have a link by any chance?

calm rune
bitter quartz
#

Oh its within the Tools directory, found it ๐Ÿ‘

#

Thanks

crystal zodiac
#

Hello, im trying to import a car into Arma Reforger, but i got the Problem that i cant create new Bones for the driver getin actions etc. Anyone got a idea ?

bitter quartz
calm rune
bitter quartz
tacit eagle
#

the option right above

bitter quartz
#

Ohh, thank you

spring pond
#

does anyone know which components or parts of soldier prefab contain fields that would allow me to modify highlighted elements?

fathom bolt
#

i have a problem with my scope the scope is not in the weapon but in the bottom

bright raft
spring pond
mortal sentinel
#

any tips for making a pistol for reforger? Probably slider and trigger should be separate objects, but do I need to add animations for them in blender?

spring pond
bright raft
nimble sonnet
#

Yes.

spring pond
# bright raft

dont think so as mine looks simmilar to yours and ir works but make sure that mod folder is in Documents\my games\ArmaReforger\addons

calm rune
bright raft
spring pond
#

for me its in Documents\my games\ArmaReforger\addons\Wz 93 Pantera (where 'wz 93...' is that mod) but maybe you created your mod outside of this folder but i dont think thats gonna be a problem as i was moving this folder in and out (with close workbench) few times

#

so maybe copy your mod folder to addons folder

#

if you dont know where your mod is loacated then in workbench go to anny asset that you created/modded and RMB->"show in explorer" as that should open that folder for you

bright raft
#

Ohhh that might be an issue

#

I created my project in different directiory. Did not know that project = mod

sweet hill
#

definitely messed up the scale of my model lmao, anyway to edit the scale in the workbench? Or do i need to scale it in blender and re-import

fathom bolt
spring pond
fathom bolt
willow sage
spring pond
bright raft
#

Any idea why attachments do not appear in the Arsenal Box?

calm rune
willow sage
#

This is not vanilla model

#

I just making sure ๐Ÿ˜„

calm rune
#

Oh okay then yes the skeleton has to also be exported ๐Ÿคฃ

willow sage
#

Thanks!

fathom bolt
#

did you find a solution ?

willow sage
calm rune
#

Yup!

willow sage
#

Need to aplly modifiers ?

calm rune
mental onyx
fathom bolt
#

yes

mental onyx
# fathom bolt yes

Was never able to fix it properly. But you can offset it using the camera point in the scope Prefab. But I have no clue why it does this...

bright raft
#

You can move the gizmo inside the prefab

mental onyx
#

That doesnt make sense to me, and definitely isnt how it should be done

spring pond
#

nvm there is already an optic in game

bright raft
#

On private mod there are no screenshots, right?

fathom bolt
mental onyx
#

What you're seeing there in the top of the sight is the suppressor on the rifle..

#

Makes no sense

bitter quartz
calm rune
#

Damn. One of the mods on the workshop is almost 200mb for just a gun, helmet and mags LOL

bitter quartz
astral oar
#

Yeah even a small mod is around 13 or so

#

Since most mods are using prefabs of base game stuff

bitter quartz
willow sage
#

I bet it 156 bones in total was fine

astral oar
#

It has to be

#

163

calm rune
astral oar
#

Weights arenโ€™t a issue

willow sage
#

Yes automatic

astral oar
#

The bones are Iโ€™m pretty sure

#

Your missing bones somewhere

#

Every mod Iโ€™ve helped that has that issue is because the total bone count is not 163

bitter quartz
#

How can i update a model and update every prefab using it?

astral oar
bitter quartz
#

nope in terms of workbench

astral oar
#

Think you can override instead of duplicating it

#

Try that

bitter quartz
#

"Reimport resources" doesnt really reimport the FBX

#

it seems

calm rune
#

settings from workbench and blender export?

willow sage
#

Yes, for every item independently

digital vector
#

Do you have to do something in particular to have an addaction on an object?

willow sage
astral oar
#

Okay

#

Try this skeleton

astral oar
bitter quartz
#

How do i actually get the PIP Material into a scope model?

willow sage
calm rune
#

Works for all of my exports.

willow sage
#

Maybe i'm not choosing something very important on scene

calm rune
#

I'd need to actually see what your doing to make sure. Text isn't easy.

astral oar
#

Sometimes blender is wacky

willow sage
#

This Widow's one is also

astral oar
#

lemme go check some stuff real quick

willow sage
#

no need to hurry bro

astral oar
#

should work

#

okay when you export

#

do this

#

Make sure this is checked

#

and this is unchecked

willow sage
#

Yeah, what in case when i need to export 3 objects

#

One FBX will handle it ?

astral oar
#

yeah

#

when i do any of the mods i've put out

#

i only have one object connected to the skele

willow sage
#

So its better to have one object even on scene

astral oar
#

yeah

#

since your doing a jacket

#

this is how i set mine up

willow sage
#

Vergy, Widow thanks i will try it asap.

astral oar
#

old tanker jacket i had working in game

#

i only have one fbx/object connected to the root

willow sage
#

okay

#

trying.

#

๐Ÿ˜ฎ

astral oar
#

your all good

#

try now

willow sage
bitter quartz
willow sage
astral oar
#

at least he bones are setup right

willow sage
#

automatic weights ๐Ÿ˜„

astral oar
#

now you just gotta weight it lol

willow sage
#

yup

astral oar
#

have fun lol

willow sage
#

Thanks!

astral oar
#

that neck will be toxic even after fixing weighting

#

clips a lot

willow sage
#

I don't know if I can pm you Widow, but I bet these weights shouldn't be like this.

bitter quartz
#

Uhm, how do I do that?

#

Within blender or enfusion

primal swallow
#

I hope someone makes a model of woman soldiers? ๐Ÿ˜„

astral oar
willow sage
#

Okay, waiting.

bitter quartz
#

I've unwrapped the UV, what do you mean by "scale to bounds" exactly?

sly bridge
#

it needs to be in the UV 0-1 space

bitter quartz
#

Where do I find the "Project from View" window?

#

Ahhhh

#

And then just save when I've unwrapped it?

mortal sentinel
#

what should be an easier item to create and add to the game - a pistol or some type of gear? Scope?

bitter quartz
#

Thanks @tacit eagle , it works now ๐Ÿ‘

mortal sentinel
#

like a hat maybe? Is adding a scope difficult? Other than creating the model first

calm rune
astral oar
#

As well as enabling both alphas

kind pawn
calm rune
#

Thanks to you both. Now I just need to figure out how to make an opac map ๐Ÿคฃ

astral oar
#

the game has the headclipping texture already in it

kind pawn
astral oar
#

Just click that button and look it up

calm rune
#

THANK YOU.

mortal sentinel
#

is it possible to take an existing original weapon and export it so I can edit the model in blender and import back into enfusion?

mortal sentinel
#

oh

digital vector
#

Do you have any idea why my door is turning but not in the axis I want?

bitter quartz
eager hill
#

Why sometimes object can't be picked up? I get something like this

bitter quartz
eager hill
bitter quartz
#

Should the eye bone be fairly close to the optics or further away, if it makes a difference?

#

Which direction is the correct "front" in blender?

calm rune
#

Well thanks too the help I only have 2 game breaking bugs before TFC Alpha release 0.1

  • When detaching a sight and re-attaching it does not sit in its proper location on the rail
  • When dropping clothing it disappears

If anyone has Ideas on how to fix both, it would be greatly appreciated.

bitter quartz
#

Does your clothing have a hitbox? It might be falling trough the map

calm rune
#

It may not.. god damnit lol

eager hill
#

Any idea what may be causing this? I tried to move optics_front memory point forward but it changed exactly nothing

lone ocean
#

hi can i import mods from arma 3 tools on steam to consoles yet on arma

dim gate
mortal sentinel
#

someone really needs to make a full tutorial for new weapons, with info about scopes, animations, hand placement etc

dim gate
#

somebody in the animation tab explained how to do it but apparently it work only when it desire and it's a pain in the ass to do it

mortal sentinel
#

that's a bummer

#

so I guess adding bolt action rifles is a nope

dim gate
#

atm yes

lone ocean
#

i have arma reforger free trial does anyone have giveaway code for full version of arma for xbox consoles

dim gate
#

until BI get their shit together and fix it

mortal sentinel
#

ok

#

anyway, I'll probably start with a pistol, at least it won't need different hand placement etc

dim gate
#

honestly i prefer that they fix the server issue first and then deal with the tools

#

making mods is great but nobody can use them is pretty much useless

mortal sentinel
#

oh yea, I would like to play multiplayer, haven't done that since I bought it

dim gate
#

lol same

lone ocean
#

i have arma reforger free trial does anyone have giveaway code for full version of arma for xbox consoles

dim gate
#

animation is not possible atm, bugged txa export tool
for position i've done it by moving the object in blender

#

so in your case you just have to change its position slightly forward so it matches the hand of the character

eager hill
#

Also what's important. It's not enough to place this point directly in front of lens. It has to be higher. For instance I had to place it like this to make it work correctly

eager hill
#

in case of my scope it was 0.173, but it's not correct. Give me a minute and I'll explain how to set it properly

#

Tip of the day. You can move camera behind the scope. Using default reticle from ARTII scope, you can place it in center of the scope you're trying to add. After you're done with setting the height, just move it in Z axis so it is in front of the scope

valid apex
#

i import my fbx its all one mesh and the uv are fine but once i get it into the engine this weird texture comes on it has does anyone know how to fix this

violet smelt
#

Does anyone know how to get a texture file in reforger?

eager hill
violet smelt
eager hill
violet smelt
#

Create from what?

#

A png?

eager hill
#

from .png or whatever you throw at it

violet smelt
#

I can't even set the map if it's not a .edds

round orbit
#

What are you guys using to wrap clothing around the body? Lattice?

valid apex
#

i dont think so i have no idea where to look for that

round orbit
#

Who are you talking to lewd?

valid apex
#

no i got it off of sketchfab i took it though blender to and fix the textures in photoshop

#

that work, thanks for the help

round orbit
#

What's the best way to make my clothing fit the body?

sly bridge
round orbit
#

Solid answer thanks

dim gate
loud glacier
#

Would anyone be able to tell me why my custom model isn't replacing the duplicated prefabs original model? It does show that the mesh object is the custom model but in the view port its the regular vest

dim gate
#

did you checked both ? maybe you are seeing the vanilla item and not the custom model one because you don't wear it

loud glacier
# dim gate did you checked both ? maybe you are seeing the vanilla item and not the custom ...

I completely forgot that you have to switch the worn model so thanks for that, but that still doesn't didn't do much, I did notice that when I switch the entity instance with that drop down menu and disable the meshobject for all the instance including the base game instances, the vest model still appears in the viewport, normally when I would disable the meshobject, the mesh would disappear as it should, but not with this

#

Oh wait nvm i figured how the issue lol, turns out the problem was that i forgot to change the worn model thanks!

dim gate
#

ah nice

#

i haven't touched clothing yet, but i eventually have to

blazing agate
#

hello! you guys know if theres a tutorial for making asset collision?

dim gate
#

should just be a simple geometry LOD, nothing too complex

#

you need to give it a proper name in blender tho

#

here you go, that should tell you everything about collider

blazing agate
#

oh thanks a lot!

summer spade
#

Hey, how complicated is it to get in new character models that are animated and suhc?

digital vector
sick shard
#

Not that I'm aware of I've tried with no luck but I did find that my bones positions are slightly rotated making the bolt and such go on an angle

calm rune
# sly bridge make your own?

That moderator tag means a couple things you do is keep the peace and help others. Not respond to someone's question with a rude response. Fitting the model to the character and making your own are two completely different things. This behavior will just make people want to not ask over fear of being talked down on.

thorny galleon
#

Anyone know by any chance on how to disable my headgear from appearing when going into first person?

daring blade
rain wadi
calm rune
thorny galleon
rain wadi
digital vector