#enfusion_model

1 messages ยท Page 35 of 1

daring blade
#

well my model is my model I have all the stages to prove that its mine if someone wants to help me ๐Ÿคฃ

calm rune
#

its Royalty Free so yes he can use it.

daring blade
#

Anyone have any ideas of where to look? So far there's no guide to armor modding on the reforger page

#

For turning my hat into a wearable asset?

calm rune
daring blade
#

Alright so I took a cube in blender, did some box modelling, for the basic shape, brought it into zbrush for sculpting and add stitching and the embossed letters. Then I took it into instant-mesh to create an easy low-poly. Then I slapped it into blender to create uv's, then I brought it into 3ds max to check everything to make sure the texile density was proper. Adjusted the uv's, then slapped a xform modifier on it and adjusted the pivot. I then baked the textures in marmoset, then took everything and compiled it in photoshop. Painted the mesh pattern, applied the pattern to each of the sides and inverted the selection to get a proper alpha channel out of it.

https://i.imgur.com/jjebaQg.png

It was a long day yesterday and I've been messing around too much in enfusion trying to figure things out.

Is there a guide that will point me in the right direction?

The model is in game ready to be worn by the boys.

https://i.imgur.com/5nkL5Us.png

#

if i follow the weapon modding guide will that get me started enough to then tackle a hat? ๐Ÿคฃ

#

could have just told me to go look in resources there's a tutorial right there to do helmet mods lmao

narrow chasm
#

im tryn basicly the same as you @daring blade

daring blade
narrow chasm
willow sage
#

Ok, having 2 problems atm.
Pink should no exist because of no weights painted.
Green is one that I'm fighting for 2 h

daring blade
#

@narrow chasm yep gotta skin it to a skeleton basically and follow the tutorial

#

Have you weighted the green 100% to the chest?

#

then work your way up from that

#

the pink is having the issue because of no weights painted

calm rune
mortal sentinel
#

dam, that looks good, always liked this type of US hat

violet smelt
#

reimported arma content?

calm rune
willow sage
violet smelt
#

Oh you made that custom?

#

Nice

willow sage
#

yep, fighting with it for 11h for now

violet smelt
#

Very cool

willow sage
#

Thanks, slowly eliminating every issue

#

next hecking one

calm rune
#

That would be a weight paint issue haha

narrow chasm
#

Dumb question but how do i snap to the player when i press play in the editor?

narrow chasm
#

Hahahhahah

#

xD

terse star
#

Hello, I can't get my object to show up in the Zeus (Game master), what is needed to have it showing up ?

loud glacier
#

Hello, I am back with another question how would I fix this? I looked around and ultimately couldn't find anything. It could be something with the model cause I quickly made this, and because of that I may have missed something in blender

tulip sail
#

mm cant get a helmet to import with its bones...

willow sage
#

Check for bones first, few hours ago i just have been guided that model should have 163 of them

#

Just make sure in 1st place

tulip sail
#

has zero for some reason they are not importing with it lol

willow sage
#

Bendy knee, don't fcuk with me

narrow chasm
#

my Helmet resets everytime i spawn it

willow sage
#

Guys, how to add another texture to same model

#

im not able to duplicate model

last hill
# willow sage

If memory serves, you can change the material via prefab? I am not at the PC. About to head to work for the day, good luck with it

digital vector
narrow chasm
#

Getting better XD

bitter quartz
#

Does anyone know why my models get imported upside down?

swift goblet
#

theres any tutorial on how to import vehicles?

tacit eagle
#

Okay guys I got now proper Skeleton used, I got weighting done, I exported model, impoted into enfusion

#

checked how many bones i got

#

and the problem is still there

#

anyone have a clue how to fix it?

bitter quartz
#

what do you mean by that? in blender it seems correct

tacit eagle
#

I am trying already second day to fix this problem and it just doesnt want to be resolved...

calm rune
#

when exporting

tacit eagle
#

i will be back in 5, once i try to report the outcome

#

just to confirm

#

when I export the model, i must select the skelet too? After weighting?

tacit eagle
#

even after doing what you said

#

it keeps following me, but doesnt stick to body, nothing

#

and its reverse too ๐Ÿ˜‚

daring blade
#

where do I get the sample model for adjusting proportions?

calm rune
tacit eagle
tacit eagle
calm rune
#

Hmmmm

tacit eagle
#

@daring blade you can use that one for proportions

tacit eagle
daring blade
#

Ahh okay! Awesome

tacit eagle
#

@calm rune

#

this is how my model looks with

#

thats what is selected when exporting

daring blade
#

Wait where is that located?

tacit eagle
daring blade
calm rune
tacit eagle
daring blade
#

thanks so much, I was looking all over on the bohemia wiki thing lol

tacit eagle
#

i dont know anything about weighting

daring blade
#

never thought to look on their actual website

calm rune
# tacit eagle uh thats gonna kill me haha

Blender 2.8.3 Tutorial The Best Way to Transfer Weight Paint Between Rig Clothes and Other Meshes

A Tutorial on how to Quickly Transfer Weight Paint in Blender

Twitch Channel:
https://www.twitch.tv/vi6_d_dark_king

Subscribestar
https://www.subscribestar.com/vi6ddarkking

Patreon
https://www.patreon.com/VI6DDARKKING Let's Play Frostpunk

Bitc...

โ–ถ Play video
tacit eagle
#

I am Game Developer hahah sadly not an 3d Artis

calm rune
#

No no that is a video showing how to data transfer them. No need to paint anything.

bitter quartz
#

How do i change the optics recoil to be vertical instead of horizontal?

tacit eagle
#

so what is actualy data transfer for models?

#

@calm rune if i got it right, i do automatic weight than i do data transfer

#

or shoud i go directly to data transfer

narrow chasm
#

even tho i importet the bones correctly i get thishttps://media.discordapp.net/attachments/959775852596461618/978059400507957308/unknown.png

tacit eagle
#

i mean i do still need bones within enfusion

tacit eagle
#

hahaha

#

have a problem already for 2 days

narrow chasm
#

OOf

tacit eagle
narrow chasm
#

Problem is in the "Tutorial Video" he says 163 bones

#

i have 241

tacit eagle
#

where to see that Tutorial Video

#

can i get link?

#

all I used, is a chat with someone to get my model exported rigged and everything into enfusion ahhaha

bitter quartz
tacit eagle
#

hahaha

dim gate
#

i do believe you need to attach a Armature modifier to your model

#

Armature modifier
select depency bone to your model
do not apply

#

that's what i did for the weapons i imported

narrow chasm
bitter quartz
#

You mean me or rick?

dim gate
#

both

plucky rover
#

bones are importing into enfusion without weight data

bitter quartz
#

but how does the armature modifier change the recoil of a sight?

dim gate
#

bleh i misread teh post, sorry patrick

bitter quartz
#

np ^^

dim gate
#

for your problem, this might be located in your scope prefab

#

tho that is strange because recoil is dependent of the weapons, not the scope

bitter quartz
#

the vanilla M14 with the optics seems to perform just fine

#

the weapon has no changed recoil values

dim gate
#

did you made a duplicate of an existing scope or made one from scratch by using a base prefab ?

bitter quartz
#

made one from scratch

dim gate
#

^there we go, open a vanilla scope prefab and compare it to yours, you might have some different value that is wrecking everything

bitter quartz
#

and applied the components needed, especially "SCR_"DPIPSightsComponetn"

#

yep let me check

#

so i basically got highly inspired by the vanilla scope, so there shouldnt be much different

queen pike
pine flame
white sigil
tulip sail
#

how do you hide ur helmet when ur using ur sights? as mine gets in my face so u cant see where ur aiming lol

tacit eagle
#

i tried also with headgear

#

following tutorial

#

something i do wrong

#

what do I , god knows

white sigil
#

are you using Blender ?

tacit eagle
#

yeah

#

i followed video, i did everything, Automatic weighting also

#

checked everything what video said

#

but it is just denying to work

blazing agate
#

hey I tried to make the collision of the mesh, exported succesfully in to Enfusion with the propper Emat and physic material, but i dont get it to collide with the player in the map editor

#

that's the mesh Im working with

blazing agate
hidden yarrow
#

Add rigid body component?

blazing agate
#

it was that, thank you!

daring condor
plucky rover
#

how do i get the memory points to be children of w_root? is there something i'm missing here?

daring blade
#

alright guys new to blender here, how do I just click on the bone to see if the weights are painted to it?

#

It's just kinda doing nothing

plucky rover
#

you paint vertex weights onto vertex groups on the mesh you want to be deformed by the bone

daring blade
#

yep

#

so when it's 99.9% applied to Head, how do I click the head bone to move to check and see if those vertex groups are doing what they're doing

plucky rover
#

if you're in weight paint mode simply clicking on the vertex group will show you what is influenced by that vertex group

daring blade
plucky rover
#

posing the mesh also works when you go back into weight paint mode

daring blade
#

object mode, edit mode, weight paint mode, what ever how do I get to pose mode? XD

plucky rover
#

click on your rig

#

then change the mode to pose

daring blade
#

when I click on my rig it does nothing

#

oh where is that

plucky rover
#

where you normally click to change to edit mode

daring blade
#

thats all I see

daring condor
#

There's also a partnered blender discord if you need help with the basics

plucky rover
#

select the rig and only the rig

daring condor
#

Partnered with discord

daring blade
#

I'm just clicking the rig idk I'm not trying to wait for the stars to align and then spin 360 degrees and tap my nose

plucky rover
#

that's not the rig

#

that's a bone

#

the rig has this icon

#

select your rig and change to pose mode, then you can select the head bone and adjust it accordingly.

daring blade
#

Yep xD wow

#

thank you so much โค๏ธ

plucky rover
#

np

daring blade
#

It's working ๐Ÿ˜„

#

Okay is there a fill option when painting verts? or like apply to all 100%?

plucky rover
#

you can do that from edit mode by assigning vertices to a vertex group

#

that will set the vertex's influence to 100% on that group

daring blade
plucky rover
#

yes

daring blade
#

sweet thanks again

plucky rover
#

yup

#

finally ๐Ÿ˜„

dim gate
#

can you tell me how you managed to do that ?

#

also for some reason my bones position have to be changed drasticaly, when i put a weapon on the map everything is out of place

#

but not when it's in preview

plucky rover
#

i had to parent the memory points to the w_root bone

tacit eagle
#

Icant export this,it say no mine mesh

plucky rover
#

something even the example doesn't do

#

i'm going to import a more complex mesh though for actually trying to make a working prefab

#

i just wanted something easy haha

sick shard
# tacit eagle yeah i saw that but i dont get the point, I need some explanation why do we pain...

think of weight painting as your muscles and bones as well your bones lol you need muscles to move and make smooth transitions is the best way I can describe it it's mainly needed everything needs it but it depends on the type of model if it's only going in one directions you don't need to modify the weights it can be a straight solid color but something more complex like a body or clothing needs to be weight painted since it needs to look smooth and stretchy

split rampart
#

tutorial revolvo

plucky rover
#

tutorialkarev

#

smile

sick shard
#

anyone know how to fix this issue

gloomy stump
#

how do i open a FBX in workbench?

daring blade
#

right click it - register and import

plucky rover
#

either add it to your addons folder and right click it to register and import or by using the import dialog at the bottom

gloomy stump
#

got it thank you

daring blade
#

Alright so I'm making this hat right, how do I make it so that it's not in the view of the player? xD

plucky rover
#

I'd imagine it's something to do with the layer

gloomy stump
#

Can I apply textures to my XOB inside the workbench>

#

?*

plucky rover
#

you can apply textures yes, but you will have to have a material slot for that texture to assign to

tacit eagle
#

i am once again asking if any one has found a way to hide the helmet in first person so it doesnt fuck with the camera

gloomy stump
#

Do you guys know any opacity maps for glass?

daring blade
plucky rover
#

are the helmets in the base game not invisible in first person?

tacit eagle
daring blade
plucky rover
#

i imagine there's some kind of occlusion happening somewhere in a scripted component

daring blade
#

There's an override meshes to hide, area occluders, but they're drop down addons with a text field, and I wouldn't know what to add in there lol

#

If it's obvious somewhere I'm sorry I just don't see it

plucky rover
#

you could type in the name of the mesh into the text field maybe

#

perhaps it just checks for the name or something

worldly gale
daring blade
worldly gale
#

yes

daring blade
#

yeah they still don't hide the object ๐Ÿ˜ฆ

worldly gale
#

is there a opacity texture

daring blade
#

yes

worldly gale
#

then its a prefab issue

daring blade
#

hmm

gloomy stump
#

I made the opacity map and it doesnt even work for my model

worldly gale
#

one of the components is used to apply the opacity

#

make sure there is a material paramitic or something component

daring blade
#

I took the PASGT helmet base prefab to test

honest wave
#

Gonna import this gear into Arma reforger

#

Essentially

#

Do not fear, bozo patrol is here

daring blade
#

Yeah like I said I can't f ind it anywhere in this prefab, I have no idea what I am looking for

plucky rover
#

u need that

#

set user param alpha to 0

daring blade
#

I tried messing with that it just changes the thickness of the mask

#

It was default to 0

plucky rover
#

is your mesh material accepting alpha

daring blade
#

Yes

plucky rover
#

i've really got no idea that's all i had rip

gloomy stump
#

This fishbowl still is not transparent

#

I think i did my opac map correctly

plucky rover
#

why are your textures named so weird

gloomy stump
#

IDEK

#

i imported them into my files and workbench added that text infront of my filenames

#

they normal in there though

daring blade
#

It could be your export settings from what ever program you're making the glass in. That's so weird lol

gloomy stump
#

oh im getting these errors

plucky rover
#

lol

#

your textures need to be a scale of 2

daring blade
#

yeah textures need to be 512, 1024, 2048, 4096 etc lol

plucky rover
#

2048, 4096, 256, etc

#

the dds format requires it for compression and mipmapping

daring blade
#

So I've found a wonderful fix for people wearing my hat

#

I've made a front, back, side, and sideways varients. x'D

plucky rover
#

put a button on the screen that lets you rotate it

#

that would be funny

daring blade
#

Right?! xD

#

or just automatically turn when you zoom in

plucky rover
#

make it to where holding the button changes the rotation on the fly so you can make your hat helicopter

#

run up to people with your hat spinning in circles

swift goblet
daring blade
#

Like use brackets or something lol

#

I would love to know what it is ๐Ÿ˜„

swift goblet
#

I dont remember which was, but there's a way

#

It was something with a material

daring blade
#

well scroll up we explored a bunch of em already

gloomy stump
#

what img ext are supported?

daring blade
#

I would just stick to the basics, png, tga, tiff

gloomy stump
#

it keeps saying my textures are corrupted or unsupported even though they are pngs

#

ima try tga

daring blade
#

did you change the size of the image to what we said?

gloomy stump
#

typ

#

yup*

daring blade
#

danng

plucky rover
#

is it giving you the same error or a different error

gloomy stump
#

the TGA works now

#

yet my BCR is lookin weird..

plucky rover
#

TGA as a format is weird

#

good luck with that one

gloomy stump
#

it automatically put a black bar in my texture

#

and then this weird gradient

#

unfortunately my opac map still doesnt work

daring blade
#

The texture needs to be tilable too so square

gloomy stump
#

my textures are a 1024x1024 single colour square

#

one is light blue and the opacity map is a gray for right now

daring blade
#

why is this texture you sent 646 x 416

gloomy stump
#

its just a screen shot of the imported BCR texture zoomed in

#

because it isnt a single colour anymore

#

its that weird colour gradient

daring blade
#

what program are you using the save textures?

gloomy stump
#

too shitty of a program i assume then huh?

daring blade
#

No no, I would just try gimp if anything lol

plucky rover
#

paint.net would work, although it would be helpful if you'd established your file size before starting

#

trying to resize a canvas to a power of 2 and then moving everything around sounds like a hassle, probably better to just do it again

#

especially if you aren't familiar with the program

gloomy stump
#

I'm familiar with paint, My texture is literally just blue so nothing to move around... I just don't understand why the TGA is screwed up

plucky rover
#

did you like, change anything before you exported as tga?

gloomy stump
#

nope lol

plucky rover
#

cause otherwise the dimensions should be exactly the same

astral oar
#

Just so everyone knows you can make brand new grenades

plucky rover
#

good

#

still working on the tokarev

astral oar
#

Forgot to say we figured it out today in terms of making a el gato smoke

plucky rover
#

b o o l e t s

astral oar
plucky rover
#

tactical el gato

#

can you make a small crewmate that flashbangs you on impact

#

quality LODs

astral oar
#

figuring out props atm

#

that people can pickup

#

for RP stuff

daring blade
#

if you need a dumb hat that says bamf on it lmk xD

tulip sail
#

whats the naming convention for the collision meshes? i named it UCL_cylinder but didnt seem to come in with mesh lol

astral oar
#

UCX_Nameyouwant

tulip sail
#

that did it cheers

plucky rover
#

pins has the name schema

#

make sure you check for errors cause UCL might've failed because your cylinder wasn't cylindrical enough

tulip sail
#

whats the invalid layermask mean in the clliders bit?

plucky rover
#

not sure

daring blade
#

So after I've modelled and everything is wearable on the character. How do I send this to people?

tulip sail
#

mm how do u hide the helmet u have on from ur camera view? seems like the other helmets do this.

#

worked out it. added the opacity mask that is on the other helmets lol

narrow chasm
#

how do i make transparent "windows"?

plucky rover
#

axis dominance between blender and enfusion is super annoying

#

I keep having my memory points come in at a 90 degree offset lol

sly bridge
#

this channel is called enfusion_model_makers with an emphasis on makers so my answer is valid. Best way to make sure a character mesh fits to both the bespoke skeleton and the template mesh is to actually make it on your own.

secondly, we are seeing an alarmingly number of ripped and/or downloaded content (despite the license not allowing redistribution) being used for various mods

Do not confuse my moderator status with my model maker status, also do not confuse helping people make stuff with helping people solving issues they have created by themselves while using meshes they didnโ€™t make on their own

calm rune
#

I agree with about 30% of what you said, carry on.

sly bridge
spiral veldt
#

Hello 3D artist here ๐Ÿ‘‹ anyone know where to get the arma reforged character model at so I can create equipment for mods? Not sure if this is the appropriate channel to ask but thought Iโ€™d give it a shot.

calm rune
plucky rover
#

@sly bridge question for you, as far as PBR masking goes, do you know how to create masks for specular and roughness? Or do I have to seperate metallic materials from nonmetallic materials?

sly bridge
#

full black is non-metal

plucky rover
#

That's where my question lies, I can find a modifier for roughness scale but not somewhere to actually insert a metalness map

#

Only BCR, opacity, and NMO

sly bridge
#

M from NMO = metalness

astral oar
#

to not see your helmet in FP for anyone make sure to have headclipping on your opacity map

#

as well as both alphas checked

plucky rover
#

ah ok, i was misunderstanding what to slot into NMO, thank you

#

I thought it was XYZ data for normals or something similar

calm rune
plucky rover
#

need to buy substance, my trial expired, lmao

#

prob will do that soonish

sly bridge
#

so it is RGBA texture, where R+G- normals x+y, B - metalness, A - AO

spiral veldt
#

Thank you @sly bridge

plucky rover
#

ah ok, that's certainly going to be hell to actually do using anything other than substance

sly bridge
#

itโ€™s on the wiki, but as i am on the phone, youโ€™ll need to search that yourself

plucky rover
#

I've been having a horrible time actually trying to find anything on the wiki but i'll try to scour it again

#

a lot of tutorial links go nowhere

sly bridge
plucky rover
#

well, the two i clicked anyway

#

I can try to do it using photoshop but i thought photoshop used 3 axis normals

sly bridge
#

not for texture creation, but for texture assembly. You can set a layer to fill just a single channel

#

as you can have a project done where you exported the project texture files, but you then need to assemble the enfusion BCR / NMO files, and that is pretty much easy to do in PS

#

even for content that was made using pbr spec gloss for instance

plucky rover
#

ah yes.

#

tutorials.

#

I'll figure out a way to do 2 axis normals that's manageable, and you gave me the channels so I can do the compositing in PS like you said anyway

mental onyx
plucky rover
#

so BCR is just the color data for the mesh, right? or does the alpha channel get used for something else

#

if i was a student, i would get a student license.

mental onyx
#

I am not a student. Not officially anyway

#

I Just put "Selftaught" in the school name. Or "Homeschooling"

sly bridge
#

BCR - stands for base color roughness

plucky rover
#

alright cool, thank you.

#

so BCR is base color roughness, and I'm assuming NMO is normal metalness and occlusion?

sly bridge
#

also note that the workbench has tooltips if you hold 2s mouse over things

#

quite useful

plucky rover
#

I had noticed the tooltips!

plucky rover
#

just not all of them are very good.

#

so did you happen to have a method for converting 3 axis normals to 2 axis normals?

tacit eagle
#

you just remove the blue channel

#

done

#

ez

plucky rover
#

that works?

#

alright

#

didn't realize you could just trash an entire axis with no consequences

tacit eagle
#

iirc its how all Dx normals are, i could be wrong but only openGL normals come with a blue channel that means anything

tacit eagle
plucky rover
#

this was a 3ds project so it could possibly be opengl normals

#

guess i'll find out when they look scuffed as fuck

lethal seal
swift goblet
#

why importing vehicles need so much things?

#

on arma 3 was faster and you needed less things

sly bridge
#

itโ€™s not more things, itโ€™s different pipeline

swift goblet
#

i had been like for 8 hours trying to understand how it works

astral oar
swift goblet
#

im making the animations from 0 becouse all animations doesnt work

#

bc everyone is vehicle dependent

plucky rover
#

things do be a bit crazy

swift goblet
#

the worst is going backwards

#

and as i didnt did backups, i need to start again

dense plover
#

Keep at it champ, you'll figure it out

swift goblet
#

im having problems with the stock animations

#

so i had to make new animations

terse star
#

Hello, I can't get my prefab to show up into the Zeus, what is the key thing to get it showing up ?

spring pond
#

does anyone know how to add peaceable entity to the zeus object list? ive created new flag post prefab and added it to the Configs\Editor\PlaceableEntities\Objects\Structures_Military.conf that i override in my project but despite that i dont see new object on the list (in game)

willow sage
#

Do it like this, and Hi ๐Ÿ™‚

spring pond
#

aint gonna work as im talking about adding flag post to the zeus list of objects that he can spawn

#

its odd cuz i did it same way as i did addition of soldiers (which works) but for some reason adding peaceable entity doesnt ๐Ÿคทโ€โ™‚๏ธ

terse star
willow sage
astral oar
#

Would model makers want a video on everything I have currently learned

#

All the player outfits and slots, arsenal stuff, making new grenades, and just general stuff to know as well as how to weight paint and what to look for when making a new piece of gear

swift goblet
#

someone has been able to import a vehicle?

winter current
#

It's quite easy to import a vehicle, the only drastic change is animations but it's not exactly mandatory

#

if you want to match the default vehicles quality and level of detail then yeah, you'll need to make custom ones

swift goblet
#

when i add the animation to open doors for some reason the interior goes down with the colliders and the car breaks

winter current
#

It's probably the armature, make sure it's setup correctly

#

check for the blender bug and see if you have an extra root bone on it

swift goblet
#

nope i dont have

#

at least havent found

tidal latch
#

Armature is not going to affect you if you are making custom anims

#

how did you tried to add animations btw? Did you created new animation workspace?

swift goblet
#

i made a new entire workspace

#

and added manually every animation

#

i havent made custom anims yet, but probably will do

queen pike
#

Am I the only one who can't reimport .fbx or textures in enfusion tools? And I have to delete and re-add objects each time instead of reimport with "reimport" button

swift goblet
#

the anim works well with that exception that all colliders go to the floor and that the

#

interior goes a bit down

tidal latch
#

how did you skinned/rigged collider?

swift goblet
#

some i just ctrl+C the ones from the sample and then i moved the vertex

#

and other 2 i copied the segment and erased almost all vertex making it low poly and then renamed the object

tidal latch
swift goblet
#

all the ones i added are UTM

#

theres no message on the workbench that something was skinned to root bone

bitter quartz
#

How do i export the model with textures from blender into enfusion?

tidal latch
swift goblet
#

yes

tidal latch
#

and are your colliders skinned to something then?

swift goblet
#

yes

#

all are utm

tidal latch
#

and are skinned to root bone?

swift goblet
#

didnt checked

#

there are some that are not utm but they are ctrl+c ctrl+v from sample

#

im taking photos

bitter quartz
dense plover
#

Normals are flipped probably

dim gate
#

^that

bitter quartz
#

Ahh, ok

swift goblet
dim gate
#

select all > normal > recalculate outside

#

to make it quicker

swift goblet
bitter quartz
#

Works, thank you ๐Ÿ‘

tidal latch
swift goblet
#

when im not inside it, its perfect

#

when i go up it messes

#

depending on which animation i put on my workspace is how mess is

#

im opening game

bitter quartz
tidal latch
#

did you used export profiles when doing like door or steering wheel animations?

#

Perhaps your animations are all mixing each other

#

if you are doing i.e. door animation, you only want to export door bone transformations

queen pike
#

How do you guys reimport .fbx (or .xob) into workbench if you made changes in model and exported .fbx?

swift goblet
tidal latch
#

that is not going to work

swift goblet
#

(the doors are diferent color becouse i put different material to test color)

swift goblet
tidal latch
#

UAZ have different bone positions and things like that - you have to make animations for everything from scratch

swift goblet
tidal latch
#

again, you have to make ALL animations from scratch unless skeleton is identical (position wise) on both models

swift goblet
#

oh ok :C

#

samples animation works well for everything except the wheels :c

#

and the trunk

#

which i fix moving it to v_body

eager hill
#

It works. Now only need to make proper textures for this scope

bitter quartz
#

Where can I apply a texture to a material?

swift goblet
#

well i will have to animate all cars i will import :P

eager hill
fathom bolt
broken grove
fathom bolt
#

that why its bugged in fact we need to adjust the optic for a specific gun

fathom bolt
eager hill
fathom bolt
tidal latch
#

there is bug with Pivot ID & PIP optics - you can use "Offset" instead of Pivot ID for the time being

mental onyx
fathom bolt
#

like suppressor

tidal latch
#

moving camera up is not proper solution

mental onyx
#

Thats actually a thing I haven't understood yet with Reforger, with the prefabs. Can I not pickup a barebones gun in the arsenal and attach whatever attachments I want? Or do I have to select a prefab with the attachments I want?

#

Like I saw on your stream the other day @tidal latch You made 5 prefabs for the exact same gun, just different attachment setups.

eager hill
tidal latch
fathom bolt
tidal latch
fathom bolt
#

so 1 optic prefab for 1 weapon

mental onyx
fathom bolt
#

so if you want the ARII on your weapon u need to duplicate the prefab and setting correctly

eager hill
mental onyx
fathom bolt
fathom bolt
#

let me check

tidal latch
#

camera position should be at the end of the scope - where outer glass is

fathom bolt
#

its my optic prefab

mental onyx
tidal latch
#

if you see inside of the weapon, that is because of the Pivot ID bug

mental onyx
eager hill
fathom bolt
#

pretty cool

#

๐Ÿ˜„

eager hill
#

I suspect it's not a correct way to set it, but for now it seems to be the only one working

tidal latch
mental onyx
tidal latch
#

if you will set Offset in the weapon, instead of Pivot ID, then camera will be in correct position

mental onyx
#

Still I am able to see the underside of my suppressor ๐Ÿ˜…

mental onyx
fathom bolt
#

but move the offset move the position of the optic

tidal latch
fathom bolt
#

oh i've understand

#

Pivot ID doesnt work so its take the position by the offset

deep pawn
#

Hopefully I can get some help. I want to start making mods, I'm a beginner but want to try small. Question is... how do I access the modding tools? I can't find them anywhere. Not gamemaster, but actual modding tools.

eager hill
swift goblet
#

Fixed: Inherit prefab in addon action disabled on read-only data
LETS GOOOOO I WAS WAITING THAT!! Ty BI

#

no more creating prefab for just changing uaz colors xD

digital vector
#

Hello, there really is no way to change the position of scene_root in a skeleton?

slender steeple
#

@bright raft i love your mk18 ๐Ÿ‘

willow sage
#

There is a way to add textures to prefabs that use same model ?

#

I mean multiple textures ?

bright raft
neat canopy
#

Hey, where exactly can I set the .gamemat for my colliders in blender?

neat canopy
#

oh thx have seen that but I canยดt choose anything in the two menus. It sayยดs only "none"

broken grove
neat canopy
#

I will look it up again ๐Ÿ˜…

terse venture
#

Im new to Blender an 3D modelling but since its a new game and i love learning new stuff, im trying to create Models for Arma, i noticed that Polycount is a thing and want to ask what amount is the best or maximum i should use ? And Polycount are these only vertices or other things aswell ?

sly bridge
#

best bet is to check against vanilla content

daring condor
pliant pendant
#

not necessarily

#

if a model is not triangulated, polygon count will be different from triangle count

sly bridge
#

this ^

pliant pendant
#

usually you should just go by triangle count

#

I don't think we've had any official guidelines for reforger models yet

daring condor
#

That's what I mean

#

Blender tells you the triangle count

#

And number of faces

sly bridge
#

it also depends on engine, vert count is just as usable, and that's one of the reasons you usually have both displayed (tris and verts)

daring condor
#

The triangle count is relevant

#

Not the number of faces

#

And with polycount

#

As low as possible while preserving the level of detail you want

broken grove
fathom bolt
#

Weapons :

AK = 15 926 faces (triangulates)
M24 = 19 715 faces (triangulates)
M16 = 14 325 faces (triangulates without handguard)
SVD = 19 081 faces (triangulates)

Vehicles :

BTR body = 165 016 faces (triangulates)
UAZ469 = 78 121 faces (triangulates)

daring condor
#

Normals, diffuse and AO will help you get details without geo

terse venture
#

Ok thanks alot to all for helping ๐Ÿ™‚

hidden yarrow
#

You sure about the BTR body? When i looked at it lod 0 was 165k vertices

fathom bolt
#

i'm stupid 1 minute

broken grove
broken grove
hidden yarrow
#

Sick

hidden yarrow
#

IS THAT A SUPRAA

glacial bobcat
#

๐Ÿ‘€

swift goblet
#

the interactions are set through the actions manager component, btw, you have to know that you need to animate the wheels to import the car.

#

with actions manager you can set to enter the car, turn on engine, exit, change position, etc.

neat canopy
glacial bobcat
swift goblet
#

you set it on the prefab

sly bridge
#

@glacial bobcatwhere is the car file from?

glacial bobcat
sly bridge
#

yes

glacial bobcat
#

asseto corsa

sly bridge
#

where did you get the file from then?

#

@glacial bobcatfigured...

#

so, do not use ripped assets for mods

#

which is what it is

glacial bobcat
#

๐Ÿ˜

sly bridge
#

this is gonna be a one time only warning, such files will be removed from both this discord and from any workshop page

#

@swift gobletwhere is that volvo 3d model from?

glacial bobcat
#

so you can delete 3/4 of the cars that will be the workshop because most come from similar sites, you weren't as boring on arma 3, whatever

swift goblet
sly bridge
#

link please?

swift goblet
#

im using for testing

eager hill
#

@sly bridge could you explain me how does the situation with logos and stuff like that looks? For instance as you could see above I'm working on Elcan Specter scope which has a big manufacturer logo on the side.

sly bridge
hidden yarrow
#

DAMN

bright raft
swift goblet
#

i used a modificator that makes it low poly

sly bridge
hidden yarrow
narrow chasm
#

Does somebody have a bone setup for rifles?

tacit eagle
swift goblet
#

im not planing to put it on the workshop

sly bridge
hidden yarrow
bitter quartz
hidden yarrow
#

Custom properties

tacit eagle
#

From what I've been told though people have already found a way to load mods without the workshops, but I haven't confirmed

swift goblet
bright raft
#

I think that logos do not matter much as it is user generated content

swift goblet
#

i dont know if bohemia is gonna moderate that

bitter quartz
eager hill
swift goblet
#

theres some companies that have licences for game usages

hidden yarrow
sly bridge
swift goblet
#

for example, general motors cars allow the usage on videogames only if:
People inside of a GM automobile must wear seatbelts and may not be injured as a result of vehicle operation; pedestrians or animals may not be injured; and automobiles may not incur damage, catch fire, or explode.
You may not depict the GM brand with any of the following:
illegal drug use
sex, nudity
racism
graphic depiction of death, violence, or gore
foul or illicit language
The GM brand may not be depicted in any project involving injury to police.

glacial bobcat
#

So what can we do? cars without logo if I understood?

swift goblet
sly bridge
swift goblet
hidden yarrow
broken grove
sly bridge
#

no, i mean like not using model ripped from games, as @glacial bobcat just tried to

glacial bobcat
#

rip

sly bridge
#

rip indeed

hidden yarrow
#

Literally AND figuratively

eager hill
daring condor
#

well there was that COD lawsuit

#

which gives some legal precedent

swift goblet
#

Pufu are we allowed to take the models of the helicopters of Arma 3 into Reforger?

hidden yarrow
#

No

#

Thats a rip

swift goblet
#

like the huron

daring condor
#

no, only from licensed data packages

daring condor
swift goblet
hidden yarrow
#

Anything thats not either made by you, purchased under a specific licence or with written permission you cant

#

Yea but their not gonna give their models away

glacial bobcat
#

the workshop

wise gust
#

Arma 3 Licensed Data Packs have not been released yet, so there is no legal way to even get the model source files; let alone a legal way to port them.

daring condor
#

bohemia cleaning up the trash

#

ripped shit is usually god awful anyways, no lods, poor materials

#

good riddance

sly bridge
wise gust
thorny cobalt
tacit eagle
swift goblet
glacial bobcat
daring condor
#

good textures are not good mats

hidden yarrow
tacit eagle
thorny cobalt
glacial bobcat
daring condor
#

just create your own models

sly bridge
glacial bobcat
#

thek

sly bridge
#

the options in regards to models are

  1. make your own, modding is a hobby, treat it like one
  2. download free of charge (license allowing it) model from reputable sources, no ripped, no stoled model etc
  3. buy the models using a license that allows you to inject them into a game engine and redistribute them (most basic license does not allow it most of the time)
swift goblet
#

you can inspire by a car, but if it contains IP you cant use it

sly bridge
glacial bobcat
#

you could have pinned it rather than I don't bother importing everything etc ๐Ÿ˜…

glacial bobcat
#

that it has become forbidden to take game models

tacit eagle
#

Whats funny is on the steam community hub is pictures of people mass porting star wars battle front 2 models and halo models lol

sly bridge
#

it was always forbidden

glacial bobcat
swift goblet
#

halo has a license for non commercial use

sly bridge
#

now back on topic, and the topic isn't this one, if you wanna carry on, use #other_ip_topics

tacit eagle
tacit eagle
#

Its not just halo it's all Microsoft IP's

#

Anyway, to a more on topic point. Has anyone started working on bullpup weapons? I haven't looked at the system yet but I imagine it needs custom animations

#

Or weapons like an Owen gun with a top mag?

#

Or an American 180

hot pumice
#

Anyone working on tracked vehicles atm, was curious if the func for track simulation was working or a placeholder

hidden yarrow
tacit eagle
hidden yarrow
slim silo
fresh heart
mental onyx
last hill
#

Hi guys, having a lot of problems, trying to set up the model I have been working with, but the rigging isn't working, I've just tried a few things, wondering if the character template is suitable to set up a Skin Wrap from and is there a way to combine all the body parts together from the character sample, while keeping the Skin modifier with all of the values?

fresh heart
#

the import represents 90% of the workshop and is used to feed the roleplay servers, the major part of the game sales are made thanks to this gameplay, these kind of kill the community, although I understand that these are not respectful towards the game developers third party

reef sun
#

Anyone tried the "Worn Materials Override" in BaseLoadoutClothComponent? It sometimes uses the new material and sometimes the old one.

void lava
#

How can i make my model to follow the terrain? I added land contacts but its not working

swift goblet
#

Which license has the sample new car?

tidal latch
mental onyx
swift goblet
#

Ty

swift goblet
#

I have a Lot of models Made from scratch that I'm planning to use on my life server

#

I dont have cars, so i downloaded one to test how to import cars into the game, but the cars on my life server Will be Made from scratch

#

I'm planning to do first the Map, then the scripting and last the vehicles

smoky panther
#

๐Ÿคท๐Ÿปโ€โ™‚๏ธ

glacial bobcat
#

@mental onyx because not everyone has to learn a job because yes it is a job, of course people have the skills but it's rare, on arma 3 we made mods to make us happy and bring content to the community, so those who have enough motivation to learn modeling good luck to them for my part if we can't import I simply won't do anything ^^

fresh heart
swift goblet
#

I hope People do cars for the workshop that doesn't break IP and can be used while i make my life mod

#

It's just time

#

At one moment there would be enough vehicles to play

mental onyx
#

@glacial bobcat @fresh heart those are fair points, but if you dont have time to learn it and you Just want to chill and play the game. Then do Just that then, dont try and make mods that contain illegaly obtained assets that other people put their time and effort into.

shut bloom
swift goblet
#

Halo has a licence for no commercial use

#

I dont know about Star wars

mental onyx
#

There has been some specific stuff I have wanted for the arma franchise for years, but eventually I understood that it was very unlikely to be made by anyone else. So I sat down and commited a couple of hours each day learning the softwares needed and I came out of it with the know how to make decent stuff on my own.

glacial bobcat
#

I understand for the people who created his models but they are available for download whether we use them or not they are still there but it's hypocritical, people were very happy to use all the content of the workshop nobody said to no I do not download because it comes from x game

mental onyx
shut bloom
sly bridge
#

do you really intend to filter the models imported and published on the workshop? these impossible these practices will never stop
i do yes, and in fact even if these practices cannot 100% stop, they can surely be limited
he import represents 90% of the workshop and is used to feed the roleplay servers
90% is an exaggeration, but i am well aware of the main culprits.
the major part of the game sales are made thanks to this gameplay
not in the slightest

fresh heart
#

we also dedicate time and effort, less but we dedicate some for the community

swift goblet
mental onyx
swift goblet
#

They even tried to make an entire game from scratch of halo

fresh heart
glacial bobcat
mental onyx
fresh heart
glacial bobcat
#

yeah ๐Ÿ˜†

sly bridge
#

so, what you are both trying to argue is that using ripped assets should be just fine, because there are lifer users who couldn't care about IP rights, is that it?

swift goblet
#

IP it's something that you need to have care

mental onyx
sly bridge
#

considering that this time around the mods are hosted directly by BI, there is a different commitment to keeping the workshop clean and tidy, and free of ripped content. Moreso, it is way easier to simply restrict user access to workshop, both in terms of uploading and downloading if that is required

glacial bobcat
#

houses why not but cars it's too much

sly bridge
#

what is too much?

#

i never said "cars" i said ripped assets

violet smelt
#

I eat IP violations for breakfast

sly bridge
#

mix what?

mental onyx
#

Look at this @glacial bobcat one of my first ever models. Looks the dog, but I made this the first couple of days learning the software. I also put it into A3 the same day.

fresh heart
#

the loss of player will be considerable

swift goblet
swift goblet
violet smelt
#

@sly bridge Tell the devs to release the UH-1H already :[

sly bridge
shut bloom
# swift goblet It Will not

well it will if they take down every ip rights violation so everything with a brand name on it where the creator did not ask for permission.

sly bridge
#

someone definitely will in the end

mental onyx
#

Just trying to give people some motivation / encourage them to try 3d

violet smelt
#

What is that

#

๐Ÿค”

#

A shovel?

mental onyx
#

If you are persistent and commited you can have very good progress in a month or two.

violet smelt
#

Looks like a tube

glacial bobcat
#

@sly bridge and if you take a model but you modify parts or you remove the mark is it still the same?

fresh heart
swift goblet
mental onyx
violet smelt
#

Hell yeah brother!

shut bloom
swift goblet
#

See GTA, has a Lot of cars similar to real life cars, but they are not

swift goblet
sly bridge
#

so you do not take a model, you either buy one, or make one

mental onyx
swift goblet
#

Maybe there's a better way to do them

#

But that's a way that should work

violet smelt
#

That was not conversation appropriate

mental onyx
violet smelt
#

Sorry

swift goblet
#

Maybe not the best but works

sly bridge
# fresh heart your can be 2000% sure

2000% sure of what? that someone will actually create cars from scratch? there are already quite a few made for A3, way better than anything the life community has been using

swift goblet
mental onyx
fresh heart
swift goblet
sly bridge
#

i can bet you that it will be a lot harder, which is for the best

swift goblet
#

Then it's only moving the bones on the pose mode

sly bridge
#

now let's go back to the subject at hand

mental onyx
swift goblet
sly bridge
#

quality over quantity any day of the week

swift goblet
mental onyx
swift goblet
swift goblet
patent knoll
swift goblet
#

For the movements of the weapon you have to create your own bones

#

As are bolt rifles you only need to animate 2 or 3 bones

#

You will need several animations to

mental onyx
swift goblet
mental onyx
swift goblet
#

But that one's are just moving a lot of bones

mental onyx
swift goblet
#

It's not hard, but takes time

mental onyx
#

This doesnt fit with the standard hand anims at all ๐Ÿ˜‚

swift goblet
#

It's beautiful โค๏ธ

patent knoll
swift goblet
#

I want it for my life sv ๐Ÿคฃ

cosmic pumice
patent knoll
#

also, I am once again asking if anyone is working on buildings/structures

mental onyx
# patent knoll def gonna need it though for my terrain

My pack is very outdated, but on the A3 workshop there is a mod called FM Targets & Barricade pack. That contains several of these barricades as well as steel targets that animate when shot at and even gives you audible feedback from a hit.

I will eventually try and port this mod over to Reforger

swift goblet
mental onyx
sly bridge
patent knoll
#

Camp Pendleton needs buildings!

#

I joke but can't wait to see em

sly bridge
patent knoll
eager hill
#

I think I could go a bit over the top with amount of dirt on it

sly bridge
#

a bit, yes

eager hill
sly bridge
#

you can make it more random, and use procedural dirt generators just a a very subtle layering

eager hill
#

I used procedural, but then added a fill layer and used a dirt brush on it

#

Is there any way I could improve the scope's image? On 1.0 magnification it shouldn't be so distorted. As far as I know image in Specter should be almost as it is in real.

#

I mean, I shouldn't see that building on the left in scope

lean spruce
#

2 questions, if anyone can help:

  1. how do I make prefabs spawnable in GM again? I had the link for it, but lost it.

  2. how is ammo added to the ammunition boxes and how can I add my new ammo there?

spring pond
lean spruce
#

oh I can now override the configs since today's patch ๐Ÿฅณ

mental onyx
spring pond
#

if you are talking about soldier prefabs then you want to go to for eg. ArmaReforger/Configs/Editor/PlaceableEntities/Characters/Characters_OPFOR.conf

#

and lastly if you want to add objects then... i have no idea as thats what i have a problem with because adding object prefab to the Configs/Editor/PlaceableEntities/Objects/Structures_Military.conf doesnt work for some reason (prefabs added there wont showup in the game ๐Ÿคทโ€โ™‚๏ธ )

lean spruce
#

official docs since today

#

Will try it that way

spring pond
eager hill
spring pond
#

what about this?

eager hill
#

it's for the icon in the inventory

#

that SCR component is for PIP scope effect

spring pond
eager hill
#

sometimes you need it bigger or smaller. It's quite useful actually

spring pond
#

but FOV stands for Field Of View... but thats irrelevant... so much to learn

eager hill
#

I think I found it. It's called "Near plane" setting and it changes how much scopes shows. We can even look under the map with max setting of 1000

mental onyx
#

Also is there really a max limit on 15x on variable zoom? ๐Ÿ˜ฆ I cant make my scope 3-20

eager hill
mortal sentinel
#

so how detailed do you guys make the gun in blender, and what details do you do in substance painter? I've seen that guys make the bumpy pistol grip texture in substance painter, instead of blender

#

maybe that's just easier in substance? not sure

eager hill
#

Personally everything I'm too lazy to model, I do in SP

mortal sentinel
#

any examples pls?

#

like what specifically

eager hill
#

Like this

#

That whole thing that goes to mag button is made in Substance Painter

sly bridge
#

i do everything in 3ds max for the HP if possible, minus the lasered text and the likes

mortal sentinel
#

oh ok, I've also seen screws being easily added in substance too

#

and laser texts too

hidden yarrow
#

Create it on your high poly then bake it onto your low poly

#

You should do that with as much as you can(with stuff that its possible for)

mortal sentinel
hidden yarrow
#

With the new engine you want your texture quality as good as you can make it

mortal sentinel
#

of course

hidden yarrow
#

Ill see if i can find a video for you

queen pike
#

I was too lazy and forgot to add bevels to the lowpoly model and ruined my first scope

#

and now i'm too lazy to fix it

thorn topaz
#

that is where bevel shaders come in handy

hidden yarrow
thorn topaz
#

and no skewing

mortal sentinel
#

thanks, I'll watch these

mental onyx
mortal sentinel
#

so that just means reducing the wireframe count? Or is that the same as polygons?

#

this is the first thing I've made so far, I know, not useful, mandatory donut

sly bridge
#

it isn't mandatory

mental onyx
mental onyx
#

You can like or dislike blender guru, but its where most people start including myself.

sly bridge
#

there are a lot better tuts than this blokes

mortal sentinel
slender steeple
#

is anyone making a sniper rifle ? (bolt action)

mental onyx
mortal sentinel
#

yes, links would be appreciated

mortal sentinel
queen pike
#

Yes, if I understand correctly, 1P63 is also slightly offset IRL

mental onyx
#

@mortal sentinel I am very much a beginner myself, but this could give you an idea on details I've left out on the LP.

sly bridge
#

not the usual HP, considering this also has all the internals

mental onyx
mortal sentinel
sly bridge
#

depends on the accuracy you are after

mortal sentinel
mental onyx
sly bridge
#

i find that is easier to made things in 3d more accurately, and just add details like texts and small things in 3d

mental onyx
sly bridge
#

say you have a pin going left to right, you will always guesstimate that if you do it by texture

mortal sentinel
#

right, makes sense

mental onyx
#

Look at the "grooves" on this spotting scope, this was painted on in Substance painter. It looks alright, but nothing spectacular.

mortal sentinel
#

the grips are also in substance painter, right?

#

I saw it has all kinds of texture generators that can be used for grips

mortal sentinel
#

I'll probably need some help anyway if and when I'm done making a gun, there's so much to making it and getting it in game

#

another thing I'm worried about is making the gun fit in arma, so it doesn't look off but natural, if you know what I mean

#

I downloaded some rifle mod and it was obvious it looked lower quality than original M16

mental onyx
dull yew
thorn topaz
mental onyx
sly bridge
dull yew
#

i wont refute that lol

thorn topaz
#

back in my day we started with chairs and tables

#

at least that was the recommendation, but why start simple (smart) and easy when you can make it hard for yourself and shoot for the sky lol

daring condor
#

He's also been endorsed by the blender foundation for that reason

#

Dont really like his stuff but for a complete newcomer it's one of the best resources to get into the software

#

This is an alternative tutorial for complete newbs

thorn topaz
#

speaking of baking, namely normals, it is a lot of reading but here is a very in depth guide on the many issues you can encounter and how to get around/resolve them.
https://polycount.com/discussion/227743/baking-artifacts-90-degrees-on-curved-edges-help-me-understand-proper-high-low-modelling

polycount

This is an issue that has plagued me ever since I first started modelling, and after seeing it rear its ugly head again, I've decided to finally tackle it seriously and hopefully put this issue to rest once and for all.

daring condor
#

Also, baking on blender generally kinda sucks if you aren't used to the ui

#

I'd say even Xnormal is a nice upgrade depending on what you're doing

eager hill
shut bloom
mental onyx
daring condor
daring condor
#

But not everyone has a student license

#

But depending on what I'm doing I might try to use blender for some stuff

thorn topaz
#

marmoset toolbag is great as well, self generating cages which you can scale in and out globally or manually, and paint out skewing.. seriously that painting out skewing

shut bloom
daring condor
#

Marmotset expensive

shut bloom
daring condor
#

๐Ÿคทโ€โ™‚๏ธ

#

Happy with what I have right now

thorn topaz
#

tried it once, fell in love, prema part of the kit now

daring condor
#

Every software has their pros and cons

shut bloom
daring condor
#

pricing

hidden yarrow
#

Money

daring condor
#

Does it do bevel bakes?

shut bloom
mental onyx
thorn topaz
#

baking a bevel on the mesh by shader, no I don't believe it does

daring condor
#

No geo needed

hidden yarrow
#

https://www.youtube.com/c/ChamferZone/videos anything from chamferzone is good

thorn topaz
#

Ah that person has some excellent tutorials

daring condor
#

They're responsible for half of the CC akms out there

thorn topaz
#

oh, should also add that marmoset toolbag is breaking into 3d painting

mortal sentinel
#

maybe need some pins with most asked questions, tips for what software to use for what and something like that

daring condor
#

I'm trying to stick mostly to freeware for now

mental onyx
#

Does Marmoset have a student license like Substance?

daring condor
shut bloom
mental onyx
sly bridge