#enfusion_model
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so if your model is around the torso of a character, the painting will only be applied with torso bones
thats the type of explanation i like to hear and that really helps
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 ๐
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
haha, is there a possible way to get into call
i can share screen
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...
2.8 / 3.0 shouldn't change a lot
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
looks better yes !
what type of rock is this supposed to be, basalt?
coal
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
Oh yeah I didn't know
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
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
for enfusion, if we want to animate the bolt. Do we have to apply that animation within blender?
has geometry become harder to make than arma 3?
this collider thing confuses me
are we forced to only use primitives?
Nope you can use simple convex (UCX) meshes as well as complexer triangular meshes (UTM). A lot became easier, for example you won't have to make shadowlod anymore :)
Check pinned image regarding collider shapes too
oh so as long as its not concave I can still make complex mesh
thanks for the clarification
willdo
@astral oar u got that fixed skellet ?
or anyone of you guys, got a fixed skellet for us to paint models
hold up that teacup seems concave, can UTM be non convex?
if so I assume at a considerable performance cost?
Correct sir
this is the best day of my life
I'm gonna cry for a few hours
have you enabled GPU rendering?
yes, everything's ok now, had to enable in two places
I bet :) Hey how do you think I felt when I got accustomed to Enfusion and I had to go back to A3 tech as artist for Arma 3 Art of War
Hey Sasha, i was informed, that skeleton of character sample for blender is broken, and there is a new one that is fixed, still not uploaded to GitHub, info got from someone with Bohemia.net tag. So do you, by any chance have that file?
do you by chance know if the lod size limit has also been removed?
some of my main grudges with rv was the convex geos and having to split large structures in multiple pieces to fit roadway/geo limits
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
I'm not sure on that one
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 ๐
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?
Ok so I have my vest working, How do I change the vest's name, description and thumbnail? https://gyazo.com/87f767e7e9636eb06270a4e6b4e94168
https://gyazo.com/f903258ab8888b710b2eaaf40102f053
any possibility to help me, by short explanation how you did a weighting ๐
I grabbed the weight from the character_example fbx file, I transfered the weight of the character to my vest. I then port my vest to the headgear_example fbx
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
ok go here
check those 3 misc boxes and reimport
what does your blend file look like?
ok open it
Yes
You need to check the export skinning and reimport
https://gyazo.com/9c777862d16e06bc24b74708ad53da0e This is what my blend hierarchy looks like
this is mine
the vest actualy got all vertex groups
but still not working some reason
this weighting thing is gonna kill me ๐
okay got my Hierarchy to be same as yours
model to be into the other collection
click on arrow, select "delete all empty"
just checked ,it's not here anymore
fucking blender
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
to check your model on blender, you need to parent the model into the armature
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
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
Anyone know how I can change the item preview in the inventory?
ah c'mon
same problem still
i am gonna kill myself hahah
even with bones
what now
anyone have a clue?
Im trying to import an .fbx but get this error: https://imgur.com/zzDBDJk
sorry, probably dumb question
Anyone have a clue what might be causing it?
Console does not show any additional information
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?
in blender or Enfusion?
With the Sample Weapon, does anybody else get the issue of the gun moving to the wrong position when sprinting?
....am dumb nvm
thats enfusion
delete it?
but everything is under armature
huh
so again go back to blender and do it there?
this?
how do you make a prefab of a model you imported
Anyone know how to change the preview picture in the inventory?
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
so im trying to work out weapon importation, do i need to make moving parts different objects? like the fire selector or bolt thingy
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
ahh
What unit settings do you use for MD? mm or cm?
uhh, im not sure
i think i use mm?
but i use autoscale when possible as i do stuff in blender
Aight, I plan on mostly doing a MD > zbrush > blender workflow, so hopefully things work out.
MD be like: Due to insufficient memory space (less than 10GB) the file can be damaged. Do you want to proceed?
'Scuse you?
lol
@dim gate dont suppose you'd know how those different objects "combine" into one on import do you?
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
np
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?
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
okay so, i crash everytime i try import my weapon
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
๐ค what the fuck ?
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
i was trying to import a vehicle and i got this error
this means my vehicle has too much faces and/or vertex?
Did you clear mats?
How many tris does your model have?
Stress testing?

yep
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
of course i can make it less faces and vertex, but i wanted to know if thats the cause
I tested a model with 400k and it worked
enf_memory.cpp line 613
just took a while to load into the tools
how much ram do you have?
16gb
500k
๐
i will test now with 265k
Took me like 20min to import tho lol
and it works well ingame? or laggy?
@swift goblet For ideal performance, try to keep the face count for vehicles in the 10-20k range
ok ty
No, wait
i have a version of 19k faces, im gonna use it
I was reading that wrong
10-20k? seems awfully low for a modern engine
how much do you think?
i have several versions
220k* with the turret
mine with all parts is over 2 million faces
isn't the turret a separate entity ?
Good lookin' out
yeah
in arma 3 standards i aimed for at least 50 - 70 k
depending on what i was doing
turret was 60k hull 160k on base game BTR
40k is good enough for a gun
if ur doing a gun thats 40k ur doing it wrong
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
im well aware still 40k is is taking the piss
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
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
^^
this is just like crysis 2 ultra high poly water
Probably to show what the engine can do
whats the rest of the model like? not unusual to have denser polygons closesest to the camera
nah, they just hired a bunch of artist that never worked on video games and told them what they want
It's fairly dense. 35K faces in total
For comparison: Reskinned A2 AKS-74U
6000 faces
about 6 times less complexity. It shows its age in some places, though.
i felt guilty at 12k for my L85A2/3
dude what is this optimization you are talking about
just buy a 3080 lmao
modern game dev in general
granted it was for A3
eh, 12k is alright imo, as i've said Mk46 for A2 was 20k
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
My guess
- time constraints
- probably everyone had to transition to blender. Some with no previous experience
FWIW, the topology is pretty clean
ye
Better than anything I could do for sure
That ak-74 is obscene
I'd make the muzzle booster a separate part for use with attachments
thats the A2 version
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
I am aware, you can still cut it apart
surely the later, arma 3 tools had option to import 3dsmax files, my guess is they eventually ran out of budget at some point and had to stop renewing the 3DS liscence they got and "release" arma reforger has last stand option
ence why nothing is ready for it
I'd have taken the A2 mesh and done some tweaks
Was basically necessary just to get it properly set up, since these old meshes have their magazines modeled on
Muzzle booster could do with the cutouts
As well as unloaded LODs
Lol! And here I'm trying to not use more than 5k polys :v
Good
I want to, maybe, subdivide the barrel and dust cover to make it a little prettier
True, always doing things the lower possible โค๏ธ
Makes it difficult to document blender tools if you dont use it
I dont lol
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
i think you are the only one
They could have done both, afaik that's what cod does
There's pbr specgloss too
Pbr and metrough are not synonymous
I don't miss Arma specularity, I miss spec in general
It's more flexible than metalness
And can be used to make some neat grime
personally i seen the change coming and for the last year worked in metal roughness and converted back over
produced better results for me
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
anyone got any idea why th my parts rotate 180 and go on the outside of the model?? inheriting from the SVD
Again pbr != Metrough
There is also Pbr specgloss
ah yeah i forgot about that
Yeah, I'd have just wished they used both shaders, or had option's for them
mine just go outside, check your bone hierarchy and compare it to a vanilla one
I don't mind metrough too much
mine has an issue just like the character bone and i don't know how to fix it
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
But it pains me to have met at anything other than 1 or 0
Pbr metrough is very limited in regards to anything non metal
@daring condor most things -should- be 0 or 1 metalness though? Most pure metals are dielectric and do no absorb photons.
Im aware
And most of everything else does not act like a metal in any way
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
nobody said you have to stop working with it
@magic dragon i gave it my best shot
i still use spec
and yes that is a 74 mag
rad
nice
its the Arma 2 FAL redone for PBR
gotta work with what you got ig
as a test mainly
Yeah I know, but fuck it. Might as well
So the way turrets work
Is that they are modular?
yeah
Bi pls release tow and gavin
wait 3 years for them lol
This is the skeleton that quebec gave out that was fixed for exporting FBXs for blender^^^^^
@twin robin
@tacit eagle
it wasn't just a case of leaf bones?
just make a gavin on wheels
The Forbidden Gavin
i dunno people just kept asking for his fix skele
@pure kayak Looks great! I see maybe some AO artifacts but otherwise pretty good look for it
its the armatures name too
I see, thank you
the very first one i believe
whatcha been up to jomie
lit
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.
samples
i'd recommend merging verts too so if you smooth the avatar it doesn't split apart
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.
I made a thing in blender, is there a tutorial on how to import that as a prop in enfusion?
That's missing too much to be useful
is something happening if you try to separate the bones?
just download the sample files from github
I did
the head should be the same as the head template as well
It's the same as the one widow uploaded
just combine both fbxs
anyone know why the scene_root is in the middle of the model and not at the w_root?
That works I suppose
nope
head template is separate from body
just import the head into charater example and merge them
pretty much what widow did
Yeah I imported the head one too, deleting all the unnecessary bits and exporting so I can use it in MD
๐
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.
guys pls, how do I move a thing I made in blender to a prop in enfusion?
do you have the enfusion tool set up?
I have the tool, I have the enfusion addon installed in blender if that's needed
just not sure what now
I guess I just select all the basebody and head lod 0's and merge by distance?
Do that or make them both convex and Boolean union
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
Anyone elses sample character got broken ankles?
@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.
https://twitter.com/NimitzTetet/status/1527400706528919553?t=gdd1_fLSAAq-9xsLUCQQSw&s=19 @hot pumice te^3 got a carrier working, maybe he knows about prop sizes
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
Dev suggested a while back about using the amphibious vehicle component for boats
Pretty crafty, hah
Whats up with prop sizes?
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
i swear i have no clue what causes issues with new arsenal items
sometimes they show sometimes they don't lord have mercy
anyone touched backpacks yet?
A little bit
Also if any of the reforge devs could answer if there is a capped storage limit on the arsenal
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
Scene_Root is always in 0.0.0 coordinates of the model. So you probably need to reposition the whole model with w_root bone to make it match
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
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
yea didn't fix it haha
just created a new armature for some reason
in the bones sections
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
M15 AT Mine
Blender,Zbrush,Marmoset4, and Substance Painter
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?
marmo to bake, substance to paint, z brush for details, blender for modelling
some people have different work flows 
interesting,I'll probably check them out if I get to making something more serious
I have a vest I made in blender, it has weight paints, do I need to export the armature with the model?
No
Where can I find this?
Sorry I just seen my issue haha it's just a little rotated in maya it's nothing todo with the root or anything lol
the problem is that they're actually not textures, I simply have colored objects and these colors are not appearing in workbench, everything's white
In that case, in workbench, open the XOB file and you'll see your materials. From there you can change the color and other material properties. presently materials may not transfer from blender to workbench
congrats! Lookin great
dang
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 ๐
Just be patient pls ๐ ...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.
No worries at all I'm used to the old tools Object builder so I'm learning everything from scratch
@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 
welp
I tried importing it as an avatar instead of importing as mesh.
is there a specific layer preset that applies physics to objects?
Enfusion is not getting from FBX any settings regarding visual materials. Not colors or textures paths, as a lot of the shaders/materials in Enf. have totally different structure so it is safer to rather transfer nothing for now.
Yet in future versions of the Enfusion Blender tools we would love to change that. But no promises yet ๐
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
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
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
trying to figure that out atm, so far I've found that I need to "bake" whatever is made in blender, into texture files
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
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
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
oh nice
I've rigged a model in blender + textured, do i need to create some animations for it too before importing it to enfusion?
You guys have been more then active just interacting and helping us in discord while we wait for documentation. We really have nothing to complain about. If anything thank you to you all.
Finally fixed the arsenal issue to have more then one in the config file
How can I chance .xob file to .et file ?
ET phone home
et's are prefabs, you can duplicate vanilla ones and replace models of it with your models
ok thank
Did sort object first but still it says no collider collection, do i need to manually make a new collection?
if I understand correctly, Sort Objects finds the colliders (by searching for models with collider shape prefixes) and then turns them into collection but I am not 100% sure
before - after
i have my model proper weighted to this in blender but ingame its turned around. i havent edited the skeleton at all
how many bones?
OH
give me a second
0+0 which is clearly the issue but im not sure what i did, i exported with armature
you gotta reskin
is that in blender?
anyone here working on trees? Could use them on my terrain
need more mediterranean/california trees
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
any update on where the option is lol

anyone know why the bones is like that?
what vertex group I need to add for Vest ? Or setup ?
when you imported the skeleton into blender did you rotate it?
if so thats why
perfect
it works perfect now
geat
well this is what the models looks like, kinda not sure if this is right or not.
not sure how it works but it works, was neat to watch it list and nosedive into the seabed earlier.
Cool! What ship is this? My art graduation project years ago was a dutch 17th century eastindiaman ship rendered as game environment in Unreal. Exciting to see this stuff in Enfusion ๐
one final thing, how do i make it not show up in first person
@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.
Anybody figure out how to change the Magazine Well on a Weapon Prefab?
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
Sorry going off topic ๐
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 ^^
When I try and change the Magazine Well Class, after I apply it to prefab, it reverts back to the whatever it was before.
Try using inheritance tree maybe?
?
Managed to fix it. But created a new prefab and it seemed to fix it.
anyone know how to have my new ammo and weapon show up in the armory? cant find the documentation any help would be appreciated
I have a small video showing how to
ty
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
Ok so when you have just plain color assigned in Blender (or any other 3D suit) material, there is now really no way to transfere the color to enfusion.
Anyone got a good idea on max amount of Tris a LOD 0 weapon model should have?
Yeah this is actually very common workflow. It will be more obvious when we release docs on the texture formats
quick question about launchers
im trying to set up a disposible launcher, do i need two models to do the "unfolding" of the launcher?
As low as possible while looking good ๐, I guess check the vanilla weapons
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!
Has anyone been able to Configure variable zoom for binocular? I Just cant get it to work whatever I try.
Do I have to make a new model for each attachment variant a weapon has?
pretty sure its a no to that patrick
Ahh but I have to do a prefab for each, right?
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?
Since this was left a bit open, yes you can bake node materials into textures out of blender which pretty much is same as making textures in substance painter. SB is more dedicated tool for it so it has more ready tools and less manual setup.
@hidden yarrow for you too
You have to make a prefab for each attachment and on weapon you need to set attachment slots on position of memory points. Look up how m16 is made in game.
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
lets go
How would I show a dynamic value e.g. "Range" in a scope?
thank you, now I will know. I'll probably try exporting the default blender cube, add some texture in substance and see if that works then
Hello everyone, I don't understand why the bones are not exported from blender?.
any clues on that?
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
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Import_process_in_the_Workbench keep in mind that turning it off is bad for optimization
That's exactly what I do
ok if I rename one of the parts to LOD1, it's now separate, but not rendering
can you show your import settings in workbench?
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!
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
Hi guys, when i import the fbx form into the enfusion, there arenโt shown any bone there. Do you have any same?
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
Check to make sure you enabled export skinning on the xob import options
or maybe it's not the right place where I'm putting them, I put under bcr map
The textures are applied using the material editor on the engine itself, they combine together via material layers, if that isn't what you mean, sorry
Ok i would check
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
ye man, I'm trying to import my first ever creation, I need this juicer in arma
By God...
bite it
easy on the self promotion. Also 70k verts is a bit much
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
i am reading what you have posted 69 tris 74 verts
"game ready" "70k verts" ๐
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
and then people complain about garbage performance in games ๐
70k aint that bad for modern games for hero items.
70k should be okay
the garbage performance is due to people not actually making their own content
it can work well with one or two characters, but then on a mp server you suddenly have 30 people in your view
it isn't a hero item though, you have multiple characters on screen most of the times
try harderder
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
Someone help this man, it's important.
nope, there was no definition..
LOD = level of detail
Same stuff basically
Not me thinking LOD stood for Line of Duty Death.
sometimes it does
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
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
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
Consider that in Arma specifically you tend to have lots and lots of the same assets in a scene
My favourite thing is people not using any LODs, at some point I was checking out some gun mod for a3, not only did the author leave the mlod in, it also had around 30k tris. No LODs and the lod0 as shadow lod
yeah, that happens all the time
Yeah and yet the mod has 0 performance impact. I have done this, altough with a sniper rifle used for my unit. And whenever the sniper is used by our recon team, you cannot notice a performance decrease at all. Possibly because its only 1 of that asset spawned in at once.
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.
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
I actually didnt know about this, cant say I have noticed this either tbh. Never have I ever seen other models degrade when we have used those Rifles a lot. But yeah like I said, im not arguing against it being a terrible practice. Ofc it is
lattice modifiers
u could use this blender plug in --> https://www.youtube.com/watch?v=KwdYLrIrWJ8
Testing SoftWrap with a full body model.
https://gum.co/SoftWrap
https://blendermarket.com/products/softwrap
nice job Lewd, good to see u in here ๐
would destroy the mesh since it basically just shrinkwraps it
yeah very true, scratch that lol
look at this dripping juicer
Let me post this in here and pray for a fix ๐คฃ HELP PLEASE!
i remember somebody talking about it
god this is why we need a subforum for reforger in BIS forums
Any ideas why im only getting one material in workbench? Im using 3 different materials for different areas for the textures of my model
Why remove that? Immersion ๐
Because itโs really buggy ๐คฃ 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
remind me of the army, fucking helmet with shit strap kept going in front of my sight when i was prone lol
I had the same issue, you have to rename the materials in blender. Mine were Material.001, Material.002 etc. and were combined into one, when imported into workbench
ohh i see
tyvm
probably should have chosen a smaller weapon other than the SIG SPEAR for my first modded gun ๐
@sweet hillnais, do you have such a sig spear already modelled?
I applied skeleton in blender for the shirt and after import to enfusion there is no bones for that model
in the rough revisions atm ๐
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
Nice! I'm planning to make one soon too :D
Ayy cant wait to see them start popping up haha, such a cool weapon
I am once again asking about vegetation and buildings in what I hope is the right channel
im still learning too, found it very useful to go over the sample weapon and compare it to the wiki guide
Yeay created my first object for Reforger. Its super simple.
everon life? ๐
exile mod lets gooo
After importing did you go to import settings on the right and select "Export Skinning" then "Reimport Resource"?
So after creating weapon and attachments prefabs, how to I add it to arsenal and publish it?
Thanks, And later just publish it?
Will try now, thanks!
Yup!
Still zero bones ๐ญ
Are you using the proper skeleton?
Does an item need a hitbox to be picked up?
I belive so, its form arma character smaples
That one is bugged as far as I know. Here is the current fixed one.
Omg, thanks very much!
np!
When exporting "un-check" leaf bones and Set smoothing to "edge".
How exactly do i export colliders from blender into enfusion?
Need to have the Blender enfusion tool addon.
Do you have a link by any chance?
Itโs already in your Arma reforager folder
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 ?
Theres this image in the documentation, but I cant seem to find where this is in blender: https://community.bistudio.com/wikidata/images/0/0f/armareforger-fbx-layers-blender-2.png
When you installed the addon push โNโ and it will bring up a side menu on the right. Then click where it says enfusion tools
Do I have to name a layer a certain way?
https://imgur.com/a/finCDrU
sort first
the option right above
Ohh, thank you
does anyone know which components or parts of soldier prefab contain fields that would allow me to modify highlighted elements?
i have a problem with my scope the scope is not in the weapon but in the bottom
like this : https://imgur.com/a/MOlvnP7
So i published as private, now how do I load it ingame?
in that same window where u publish you will have an ioption to bundle that and iirc when you press that then it will create 'loacal' version which you have to enable every time when you start the game
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?
check weapon prefab to see how it works and whats its made out of and additionally there is artile on wiki about modding and iirc adding new weapon
I had to bundle it before publishing, but no luck . Does Working Dir parameter matter?
Yes.
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
when you publish as private just go to your "downloaded" its already there for you.
alright, I'll check it
It is there, And publish folder is in Documents\My games\ArmaReforger\publish and there is my bundle
However addons folder contains only downloaded files
Unfortunately, no luck
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
Ohhh that might be an issue
I created my project in different directiory. Did not know that project = mod
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
nobody for this problem ?
check in your prefab where is positon for that weapon or scope
position is good it's only change when i look inside
Thanks, i will follow that.
Just to be clear, there is no need to export skeleton also ?
then check scope prefab and there is probably a component that is responsible for actions or some scope functionality (in world editor -> edit prefab)
skeleton yes, vanilla model no.
Oh okay then yes the skeleton has to also be exported ๐คฃ
Thanks!
@mental onyx I have the same problem for the scope
did you find a solution ?
Every piece of gear independently with a skeleton ?
Yup!
Need to aplly modifiers ?
no!
Your sightpicture is also under the scope?
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...
In SCR_SomethingPIP there is camera position point
You can move the gizmo inside the prefab
Yes but the thing is, in order for the scope to have the sightpicture proper I had to take that camera point and offset it far above the scope.
That doesnt make sense to me, and definitely isnt how it should be done
iirc there is already a mod that adds rifle optic so you can downlaod that and open it with workbench to see how its setup for that scope
nvm there is already an optic in game
On private mod there are no screenshots, right?
Yes and If I keep my camera point just like that one has, my sight picture is waaay below the gun
What you're seeing there in the top of the sight is the suppressor on the rifle..
Makes no sense
How do i export memory points as Bones or Pivots from blender? https://imgur.com/a/b95DABz
Damn. One of the mods on the workshop is almost 200mb for just a gun, helmet and mags LOL
Ok idk what I did, but it seems to work now. Maybe it was also including "Custom Properties" or reimporting the model
Yeah even a small mod is around 13 or so
Since most mods are using prefabs of base game stuff
Can someone help me with this?: #enfusion_scripting message
Did you transfer weights?
Weights arenโt a issue
Yes automatic
The bones are Iโm pretty sure
Your missing bones somewhere
Every mod Iโve helped that has that issue is because the total bone count is not 163
How can i update a model and update every prefab using it?
In terms of a workshop release?
nope in terms of workbench
did you export with the settings I showed you in the picture above?
settings from workbench and blender export?
Yes, for every item independently
its showing me there is 155 bones
^
How do i actually get the PIP Material into a scope model?
On it!
I gave him the same exact one.
Works for all of my exports.
Maybe i'm not choosing something very important on scene
I'd need to actually see what your doing to make sure. Text isn't easy.
Sometimes blender is wacky
This Widow's one is also
no need to hurry bro
should work
okay when you export
do this
Make sure this is checked
and this is unchecked
yeah
when i do any of the mods i've put out
i only have one object connected to the skele
So its better to have one object even on scene
Vergy, Widow thanks i will try it asap.
old tanker jacket i had working in game
i only have one fbx/object connected to the root
https://imgur.com/a/zrgbtgd This is what i've got right now
Ok
And the Material
https://imgur.com/a/lbsGv3K
at least he bones are setup right
automatic weights ๐
now you just gotta weight it lol
yup
have fun lol
Thanks!
Any clues on why my PIP Scope is upside down? https://imgur.com/a/3vOkHz9
Uhm, how do I do that?
Within blender or enfusion
I hope someone makes a model of woman soldiers? ๐
I will be in vc in a little and will show you how I get mine to look good
Okay, waiting.
it needs to be in the UV 0-1 space
Where do I find the "Project from View" window?
Ahhhh
And then just save when I've unwrapped it?
what should be an easier item to create and add to the game - a pistol or some type of gear? Scope?
Thanks @tacit eagle , it works now ๐
like a hat maybe? Is adding a scope difficult? Other than creating the model first
Did you get a fix?
Nope
Gotta add headclipping material to the opac map
As well as enabling both alphas
@calm rune Yes, like Widow said^ https://i.imgur.com/lxaE1hN.png
Thanks to you both. Now I just need to figure out how to make an opac map ๐คฃ
don't have to
the game has the headclipping texture already in it
THANK YOU.
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?
Not legally no
oh
How can I improve the vignette thingy, the PIP is only visible at the right angle https://imgur.com/a/rCdv6cw
Why sometimes object can't be picked up? I get something like this
Try to add RplComponent to the Prefab
Works perfectly
Should the eye bone be fairly close to the optics or further away, if it makes a difference?
I have it like this atm https://imgur.com/a/1jMzJP5
Which direction is the correct "front" in blender?
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.
Does your clothing have a hitbox? It might be falling trough the map
It may not.. god damnit lol
y+
Any idea what may be causing this? I tried to move optics_front memory point forward but it changed exactly nothing
hi can i import mods from arma 3 tools on steam to consoles yet on arma
you can import P3D files only by using blender with the bugged Reforge tool, using the bugged samples and finally using the bugged reforger tool to make it into a mod
someone really needs to make a full tutorial for new weapons, with info about scopes, animations, hand placement etc
animation
hand placement
you can already forget about it, the txa export from blender is bugged and won't work, getting new animation is close to impossible atm
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
atm yes
i have arma reforger free trial does anyone have giveaway code for full version of arma for xbox consoles
until BI get their shit together and fix it
ok
anyway, I'll probably start with a pistol, at least it won't need different hand placement etc
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
oh yea, I would like to play multiplayer, haven't done that since I bought it
lol same
i have arma reforger free trial does anyone have giveaway code for full version of arma for xbox consoles
beg one more time and you can say goodbye forever
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
For anyone wondering how to make scopes. Point from which PiP camera takes image is not defined by memory points, but by Camera Point property in 2DSights setting. It doesn't matter that you're creating Picture-In-Picture and don't give a fuck about 2D scopes, you have to set it there.
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
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
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
Does anyone know how to get a texture file in reforger?
if you mean importing, then you can just drag it into resource browser
.edds file extension
it should create automatically for you
from .png or whatever you throw at it
I can't even set the map if it's not a .edds
What are you guys using to wrap clothing around the body? Lattice?
i dont think so i have no idea where to look for that
Who are you talking to lewd?
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
What's the best way to make my clothing fit the body?
make your own?
Solid answer thanks
lattice modifier in blender
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
there's two models for clothing and gear, one that is an item you'll see on the ground, one you'll see when you wear it
did you checked both ? maybe you are seeing the vanilla item and not the custom model one because you don't wear it
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!
hello! you guys know if theres a tutorial for making asset collision?
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
oh thanks a lot!
Hey, how complicated is it to get in new character models that are animated and suhc?
Good evening, so is there a way to move the root scene from this central position?
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
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.
Anyone know by any chance on how to disable my headgear from appearing when going into first person?
Any good tutorials for turning my model into a wearable object? https://i.imgur.com/5nkL5Us.png
is it your model?
It's not his. Looks like one ive seen on CG trader. Doesn't matter thought.
Better question then: does he have the rights for this model? I can help him but I won't help if he's just stealing stuff.
Ok, I can't find either because my animation uses the wrong bone... https://gyazo.com/693bab6e868d0a7e3b177c1bd4cfdb98
And it uses the scene root and not the other