#enfusion_model

1 messages ยท Page 36 of 1

mental onyx
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Yeah sure, I know you use 3ds. But 3d is 3d, so if you saw a tutorial that you think is very good for game assets, then that is still relevant ๐Ÿ˜„

daring condor
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@shut bloom I feel like half the people here could use some tie feedback

eager hill
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Three shall be the number thou shalt count, and the number of the counting shall be three

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I was bored

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and it works like a grenade should

eager hill
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are there any rabbits on everon?

bitter tendon
daring condor
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Tieguaili

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The guy who really doesn't mince words

thorn topaz
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o lord bless this thy holy hand grenade, that with it thyst may blow thy enemies to tiny bits, in thy mercy

shut bloom
daring condor
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Ah fair enough, I thought I remembered you being active on the blender discord

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Probably confused you for someone

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Disregard

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@sly bridge how does moderation staff feel about linking to external servers, like the blender community one

mortal sentinel
daring condor
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I think it could be useful and better suited for people wanting to learn that specific software than this place

mortal sentinel
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there was a mod in dayz for such grenade

eager hill
kindred thistle
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Hey guys, I made textures for this gun from scratch using substance, and used color IDs. Can I get rid of the color IDs in the Workbench?

hidden yarrow
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put the textures over it?

kindred thistle
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They are

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I guess

thorn topaz
hidden yarrow
#

oh just remove the color id from blender then?

thorn topaz
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gotta go to the source

hidden yarrow
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where are the texture files

kindred thistle
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in the data folder seen in the screenshot. I also made a .emat for it

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The textures are visible below the color IDs

hidden yarrow
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inthat case just remove the color id in blender?

kindred thistle
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okay

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Hoped there was a way to do it in the workbench

hidden yarrow
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probably is i just dont know how sorry

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maybe pufu does

sly bridge
mortal sentinel
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Hello everyone! ๐Ÿ‘‹๐Ÿ™‚ Tim from ChamferZone here. Today, I am excited to share with you the chapter overview for the all new weapon tutorial available at
Gumroad https://chamferzone.gumroad.com/l/RevolverTutorial
Artstation https://www.artstation.com/a/8792543
Flipped Normals https://flippednormals.com/downloads/revolver-tutorial-industry-ready-weap...

โ–ถ Play video
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holy shit that looks so real

mortal sentinel
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thanks @sly bridge

sly bridge
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arimus is a great guy to learn stuff from

mortal sentinel
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angry cube owl grenade, that could be a thing in arma

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I'll probably drop dead before I watch all of these videos, but I'll watch some and make some stuff

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maybe better that way instead of going from donut to a gun

mental onyx
spring pond
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idk if you managed to solve this issue but now i see my flag post in the game but for some reason when i try to search for it by name it wont showup but its there and it works

mental onyx
#

I also like https://youtu.be/xOiVIeOxrMU this guy, has some paid courses but some really good free ones as well

In this video, we'll model part 1 of the hard surface game asset.
โžค Download our FREE Game Asset Guide - https://www.blenderbros.com/game-asset-guide

Hard Ops Classic Inserts - https://gumroad.com/l/hopsclassicinserts
Kit Ops (free) - https://gumroad.com/l/kitops

Website - https://www.blenderbros.com
Patreon - https://patreon.com/theblenderbr...

โ–ถ Play video
terse star
sly bridge
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what i am trying to say is that out of the entire bunch, the self entitled blender guru is one of the worst

spring pond
terse star
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MP me when you know :)

round orbit
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Anyone have good art reference websites? Like side, front, top views of weapons or cars?

fathom bolt
spring pond
# terse star MP me when you know :)

ive checked and it seems like it might have been working for me from the beginning but since it wasnt showing up when i was searching (by name - even tho that name is displayed in the zeus 'spawning menu') for it i assumed that it wasnt there but...

  1. Override prefab of existing flag pole (from PrefabsEditable/Auto/Structures/Military/Flags/E_FlagPole_02_V1_US.et - notice that its one from "PrefabsEDITABLE" instead of just "Prefabs")
  2. Inherit from that 'override'
  3. changed what i needed - model, texutres etc
  4. save
  5. override config/editor/placeableEntities/objects/Structures_Military.conf
  6. added to overriding version of Structures_Military.conf my new prefab
    and thats it ๐Ÿ˜ฎ (the suspect that the issue with searching comes down to the fact that i didnt use proper localisation string in prefab name - in SCR_PrefabEditableComponent - and just placed what i wanted to see in game in that place)
terse star
minor crystal
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it should never really output the colorID map unless you tell it to lol

terse star
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but still doesn't work lol

spring pond
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cuz that was the problem for me

kindred thistle
spring pond
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ok then idk ๐Ÿ˜„

minor crystal
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you probably used a bad export preset then for sure

mental onyx
kindred thistle
minor crystal
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kinda looks like the metallic/roughness is missing

kindred thistle
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yeah, need to tweak exports and such

minor crystal
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i think the normals are doing a bit of weirdness too? idk looks off to me

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i can send you what i export as

kindred thistle
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yeah pls

minor crystal
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also did this on release night, haven't really had the time to work on it since

dense plover
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Large

kindred thistle
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Damn

minor crystal
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beeg dmr

dense plover
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The Reach DMR is the best one

minor crystal
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i love it so much, i spend so much time on recreating it but worth it

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still my favorite work

dense plover
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You did a very good job

minor crystal
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thanks^^

minor crystal
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with these set to red and green respectively

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the Blue is metallic in the NMO and Alpha in BCR is roughness

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oh and alpha on NMO is mixedAO

kindred thistle
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alright, thx!

eager hill
minor crystal
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or that yea

eager hill
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it's the same, but you won't have to learn it. Although I recommend you to find out how to do it

minor crystal
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although i don't think it'd hurt to know how to set them up yourself either, in general for other games n use cases n such

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exactly

tulip sail
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how come when i drop my item from wearing it. it floats?

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before i pick it up.

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after i drop it again

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nm fixed it ๐Ÿ˜„

eager hill
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Is it possible to add proper holo sights? Reticle in them should be focused at some point ahead of weapon and I haven't seen any option for this

astral oar
willow sage
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Guys how to remove this effect ?

tulip sail
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add opacity texture to it. like on the other helmets.

willow sage
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on it!

willow sage
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Picked vanilla one, didn't helped ๐Ÿ˜ฆ

slender steeple
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Hello guys I've a question ,if a buy a 3d model from CGtrader ,how hard it is to put it in the game ,I've no experience what so ever in modding

minor crystal
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its not so hard however make sure the model you buy allows you to re-distribute it as a free mod

slender steeple
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Yeahhh , forgot about this ,ty

south hornet
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When importing an FBX from blender with vertex colors set, it looks like the in-game model is tinted by the vertex colors. Is there any way to get rid of that short of removing the vertex colors from the original model (which I need for ID masking in Substance painter) ?

unique current
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any reason my material is not showing on my model after import, even though texture is applied to material (see top right)? in fact, background of screen is gray

modest horizon
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anyone got an documention on making new compositions

unique current
# unique current

figured it out for anybody wondering-- model was scaled too big and apparently that prevents it from having the texture applied. why? idk...

plucky rover
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Look at the little tiny grid i love it

unique current
plucky rover
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Uh huh sure

opal moat
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interested in potentially making uniforms/weapons in Enfusion. I am still learning Blender but I have some experience. How much time and frustration should I expect to make decent quality mods as a newbie?

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(Posted this in the wrong channel before)

plucky rover
sharp mist
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Hello, does anyone know why my memory points might not be seen by arma tools? In a vehicle model.

plucky rover
sharp mist
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could you show me an example of how it should be set up?

willow sage
calm rune
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Yes 2k! Everything was 4k but it was just way to big in file size. So I asked what BI used and Sasha said 2k so I switched.

willow sage
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It looks nice, i downgraded all uniforms to 2k too

calm rune
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switching from 4k too 2k made the size go from 360mb to 109mb.

willow sage
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How many items ?

daring condor
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You putting an entire uniform per texture?

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Or one piece

willow sage
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Piece by piece

calm rune
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No it is split piece by piece.

daring condor
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Ah yeah, fair

analog zenith
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where are you planning on posting videos on those?, if you will make videos on them that is.

daring condor
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I should get around to try something with reforger

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But the lack of actual editor makes me not that enthusiastic

calm rune
willow sage
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Me neither, always f***ing up something.

daring condor
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I hope they put the actual 3den editor from a3 in it

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And allow us to make missions easier

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Basically

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I just want full a4 lol

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But yes I know

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I gotta wait

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I'll finish some stuff for a3 then see if I make some tests for refrogger

calm rune
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Does anyone know how to make multiple camo variants for the same uniform? I hope I dont need to make multiple prefabs of the same model.

willow sage
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Yes

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Bro, I just turn PC off

willow sage
plucky rover
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Place all empties in there

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Then make all empties children of the w_root bone (if you don't know how to do that i can't help you.)

sharp mist
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I'll try that, thanks

opal moat
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Iโ€™m really intimidated by texturing. Can someone link some good resources for learning that worked for them?

hidden yarrow
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Depends on what you are wanting to do and what kind of program you plan on using

opal moat
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Plan on using blender. I will mainly be focusing on weapons and uniforms for the time being.

plucky rover
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blender by itself is not very powerful for texturing work, it'll let you brush some colors onto a texture but anything more complex will probably require an actual image editor like gimp or photoshop

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Or you could use substance or quixel

hidden yarrow
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Do you also plan on texturing in blender? If so id recommend Substance Painter

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It will be alot easier

plucky rover
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Substance gives you a free trial for 30 days i think

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After that you can just buy it for like 150

hidden yarrow
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https://youtu.be/umDB-Eq7MJI with this video you can kind of get an idea on whats what with Substance Painter

Here is some knowledge to help improve your texturing skills in Substance Painter.

Substance Source:
https://www.substance3d.com/

Artist referenced: https://www.artstation.com/olivierpflaum

Also helpful to optimize Substance Painter Performance:
https://80.lv/articles/optimizing-workflows-in-substance-painter-to-make-cpu-s-life-easier/
====...

โ–ถ Play video
astral oar
hidden yarrow
astral oar
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ultravibin โค๏ธ

analog zenith
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awesome, no hurry ofc

astral oar
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might do something tonight probs

wheat bay
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How do you set the class of a Scope for attachment?

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Found it

worthy citrus
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How do I make a new prefab based on building_base? when I duplicate it doest save when I edit it

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nvm had to reopen the tools, also when I add a door to a socket its sideways, is there a way to fix that without it flipping over when I open it?

dim gate
plucky rover
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substance is on steam for a flat price, idk if it gets updates tho

round orbit
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Can we not have more than 1 material per xob? I have a shirt and gloves, both having seperate materials. The shirt displays the correct texture but the gloves only display the normal.

plucky rover
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you can have as many materials as you want usually

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there might be an issue with your material export

round orbit
plucky rover
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It's messed up on both gloves i assume?

round orbit
plucky rover
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Kind of a long shot but I'm not exactly sober buuut is your normals facing the correct direction in blender

plucky rover
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k

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i only asked cause the mechanix text on the glove appears to be backwards

round orbit
plucky rover
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I'm going to go on a whim and assume the object naming is not your problem but honestly i wouldn't be surprised if it was

dim gate
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i was about to say that

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object naming matters

round orbit
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even if I only keep the gloves it still does it

plucky rover
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Are you getting any errors at all in your log

round orbit
plucky rover
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I'm pretty new to the modding scene for arma games but i can't say I've ever seen anybody use normal edit before

astral oar
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made a 20 minute video

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on how to add and do helmets

round orbit
plucky rover
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What're you using the normal edit modifier for?

round orbit
plucky rover
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There's an easier and frankly better way to do that

round orbit
plucky rover
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There's a viewport overlay that shows you the direction of your face normals

plucky rover
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Alright normals are good then

analog zenith
plucky rover
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I'm all out of ideas

astral oar
round orbit
analog zenith
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awesome

plucky rover
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It's probably some stupid thing making it not work

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Some ridiculously minor discrepancy

round orbit
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#armababy

plucky rover
# round orbit

By the way, idk if you just didn't change the names or what but BCR is base color plus roughness and NMO is normal metallic and occlusion, not just normal information

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Those textures are either exported improperly or you are REALLY bad at naming things

plucky rover
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alr

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dunno what you're exporting out of so i can't give you any specific direction

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You'll figure it out

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It's all trial and error

sick shard
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shift+r normally fixes stuff

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but good tutorial ๐Ÿ˜„

sick shard
wheat bay
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Plus it's probably best to fix it in blender because the offset would be a temp fix, but will probably lead to other issues.

sick shard
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I'll give it a shot lol see what happens

spring pond
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does anyone know how to add localization for object? as without it (when name for eg. is changed to 'simple' string) will not showup when searched in gmae master entity browser

tidal latch
tidal latch
#

maybe its case sensitive?

spring pond
spring pond
# tidal latch maybe its case sensitive?

im pretty much sure that its working only for localized strings as i tested it with soldiers and when i made it as "PL #AR-Role_MachineGunner" then it stopped working but when i left it as "#AR-Role_MachineGunner" it works

tidal latch
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ok, then it might be bug

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documentation for adding localized strings should appear today so I hope you can couple more hours

spring pond
tidal latch
slender steeple
# minor crystal its not so hard however make sure the model you buy allows you to re-distribute ...

"Royalty Free License
Royalty Free License allows you to use the product without the need to pay royalties or other license fees for multiple uses, per volume sold, or some time period of use or sales. Products published with this license may not be sold, given, or assigned to another person or entity in the form it is downloaded from the site, but can be used in your commercial projects multiple times after paying for it just once." its ok i guess , ty

tacit eagle
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hey boys

#

having some trouble here

#

RENDER (E): DX12 Failed to create a pipeline state object
RENDER (E): VS vs_fulltriangle (OUT_TEX=1, )
RENDER (E): PS postprocess/bloom/ps_bloomupsample ()
RENDER (E): DX12 Failed to create a pipeline state object
RENDER (E): VS vs_fulltriangle (OUT_TEX=1, )
RENDER (E): PS postprocess/ps_hdr (BLOOM_METHOD=0, GLOW, TONEMAP_METHOD=2, )
RENDER (E): DX12 Failed to create a pipeline state object
RENDER (E): VS vs_fulltriangle (OUT_TEX=1, )
RENDER (E): PS ps_compasscopy ()
RENDER (E): DX12 Failed to create a pipeline state object
RENDER (E): VS vs_fulltriangle (OUT_TEX=1, )
RENDER (E): PS ps_copycolor (PASSTHRU, )
RENDER (E): DX12 Failed to create a pipeline state object

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any idea?

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trying to import a model

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so weird tbh

spring pond
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any idea why preview image of my prefab in workbench looks good but it is so washed out in actual game? i imported DDS file with default settings from gimp

dim gate
#

i think you can change the picture settings in devtool, no ?

tidal latch
#

you might need to change color space to sRGB

spring pond
digital vector
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Can we modify the Properties object?

fathom bolt
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For what ?

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And what object ?

tacit eagle
#

Do sight attachments need a separate skeleton or can you just use an empty as attachment point? My sight spawns correct (setup with empty) but it does not follow the weapon moement

normal quail
#

With regards to Vehicle modelling, I thought I was to rig the car in Blender, however reading the vehicle creation wiki, this is not mentioned but points to using workbench for memory points. Am I right in thinking that's the case?

spark marlin
#

Any recommendations for tutorials/sources of information on modeling new guns? I'm working on a Finnish RK62, but I have no previous experience of making the model compatible with Arma. I got the sample project and got some elements from there, but a complete tutorial with more in-depth explanation on what to do and why

south hornet
digital vector
opal moat
#

Do I make weapon animations in blender or is that something I do with enfusion tools?

fathom bolt
white plover
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any way to move the hands on a weapon as its a smg the hands just dont fit even if moved in blender

leaden chasm
#

just some photogrammetried house model piece

wise karma
#

God damn those look great

daring condor
serene halo
leaden chasm
daring condor
#

Ah okay, neat

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Im cheap so I stick with meshroom

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Slow, but it works

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Looks lovely

serene halo
daring condor
#

Counterpoint, meshroom is foss

wise karma
shut bloom
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so iam kinda stuck idk, if I did something wrong while setting up the Armature or something. but the bones are in a different positions in Engine than in Blender.

tacit eagle
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or an armature modifier

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i would start to check those atleast

round orbit
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anyone have an idea why my gloves textures are not showing up in enfusion but are well set in blender?

eager hill
#

are you sure you have correct BCR and NMO maps?

round orbit
eager hill
eager hill
#

That's why it doesn't work. In Blender as you can see you have Base Color, Roughness, Metalness and Normal Map. All of them are needed for PBR material.

#

Enfusion uses BCR and NMO, which stand for BaseColor/Roughness and NormalMap/Metalness/Occlusion

round orbit
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And how do I get myself my BCR and NMO bud?

eager hill
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BCR texture is basically Base Color in RGB channels and Roughness in alpha channel

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What software do you use for creating textures?

round orbit
sly bridge
#

@round orbitlink please

round orbit
round orbit
eager hill
#

Then the only way is to add Roughness into alpha channel. The problem you have is caused by lack of Roughness map and because you have Z coordinates of normal map in place of metalness map

round orbit
delicate condor
round orbit
eager hill
#

external software. Photoshop, GIMP or whatever you're using

round orbit
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It's weird that all the other assets work fine

eager hill
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No idea whether it is possible in blender

sly bridge
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it isn't afaik, not an image editor

delicate condor
#

one could bake them out

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but Id say image editing is faster in dedicated tools

hidden yarrow
#

Thatโ€™s really easy if you have substance

delicate condor
#

Id dare say image editing is still simpler

round orbit
# hidden yarrow Thatโ€™s really easy if you have substance

I don't, I purchased my first pack so I can get used to enfusion and how things work. All my other models have been working fine but the gloves aren't which is weird because I have been using the same process. This is my first 3D project, I am getting into it.

delicate condor
#

buying models is not really a shortcut

hidden yarrow
#

In that case id just do what horriblegoat said idk how to but he probably does

delicate condor
#

well as you can see, it is not as you still have to learn the "basics"

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I can appreaciate your life having other priorities than this

round orbit
delicate condor
#

yeh no problem with that.

round orbit
#

Ok so I will look into how to make my files with GIMP. Thanks everyone

delicate condor
#

bought assets just usually are not compatible with various engine quirks so they need the tweaking

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gimp should be able to handle the compiling just fine

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and it has quite a lot of guides on the web

round orbit
#

So I'll look for BCR and NMO creation with GIMP

Blackburn โ€” Today at 10:59 AM
That's why it doesn't work. In Blender as you can see you have Base Color, Roughness, Metalness and Normal Map. All of them are needed for PBR material.
Enfusion uses BCR and NMO, which stand for BaseColor/Roughness and NormalMap/Metalness/Occlusion

sly bridge
#

This is my first 3D project, I am getting into it.
this isn't a 3d project, it's an importing process, not the same thing. it's a hobby, no need to force yourself to do something you don't really like/wanna do it

round orbit
spring ferry
#

any idea how to make my bones export as bones and not memorypoints?

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settings

shut bloom
#

turn off leaf bones

spring ferry
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that doesn't help

shut bloom
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iam not sure if thats gonna fix it but just dont use it

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do your bones have skinning ?

spring ferry
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if I uncheck it - the export has no memorypoints in it

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skinning?

shut bloom
spring ferry
#

yes

shut bloom
#

are they in their correct Collection ?

spring ferry
shut bloom
#

then idk have you reimported with skinning etc activated inside Enfusion

spring ferry
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I see some issue - the bones are in "Pose" instead of "Scene_Root" armature

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yeah I do have the skinning export thing in import settings - otherwise it doesn't import the memorypoints

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ah it's only when I'm in pose mode

shut bloom
#

try naming the the root bone w_mauser etc

blazing agate
#

Hey, you guys know wich config files needs a static object to appear on Game master and be used, so it can be placed etc... and also what components appart form RigidBody??

shut bloom
tidal latch
surreal ore
#

@round orbit Do you have photoshop?

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@spring ferry

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These are my export setting and everything works as it should

round orbit
plucky rover
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And skinning

surreal ore
#

@round orbit Im working on a photoshop script right now that i should have released by the end of the day.

plucky rover
surreal ore
#

No need for manual creation if i can make an automation for people to use

plucky rover
#

Unless your script accommodates for all possible edge cases you're going to have to do some stuff manually

surreal ore
#

If you have all the required textures then it can be automated, I did the exact same thing for DayZ texture types

plucky rover
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That's assuming a conversion from one type to a different one where the input is always the same, is it a conversion for like, older arma stuff?

normal quail
#

Are we allowed to model using the Arma 2 assets?

round orbit
fathom bolt
tulip sail
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is that a bug when u need to put the item on the ground to drag it into a slot? altho dragging on to a player model always works.

tacit eagle
wise kite
#

Hello, can I ask something.

My bones are ready on the blender, but when I extract them as .fbx, my bones are not visible.

eager hill
#

Some progress

wise kite
#

okey i was fixed

wraith forge
wraith forge
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Wondering if anyone can use this to get into the. Game

sly bridge
#

emphasis on makers

eager hill
sick shard
mortal sentinel
# eager hill

dafuq is that? I can guess it's a scope, seeing the buttons, but I don't see the scope ๐Ÿ˜„

astral oar
#

Itโ€™s a holo it looks like

inland oar
#

it's an Eotech EXPS

inland oar
#

Lookin' good ๐Ÿ‘€

mortal sentinel
#

ah, now I see

#

nice

#

btw why is it red? I saw pufu post a gun in red color, is it easier to work with if the default color is not grey?

eager hill
#

it's called a matcap. It's easier to see interaction of surface and light thanks to it

mortal sentinel
#

interesting

wheat bay
#

Would you be interested in helping out with a Ammo mod to make ammo that isn't in Reforger yet?

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Okay! No problemo. Thank's

coarse needle
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is there a way to re-skin assets currently in game or do i have to make my own stuff from new

coarse needle
#

ah ok thanks

eager hill
# wheat bay Would you be interested in helping out with a Ammo mod to make ammo that isn't i...

There is a great tutorial by Tim Bergholz about it. He shows how to model an artillery shell, but it's basically the same as normal cartridge. https://www.youtube.com/watch?v=g2U0MiZSV9A

Hi everyone, it's been a while but today I am happy to share a 2 hour and step by step Blender beginners course. All the way from basic navigation, setting up shortcuts, installing and mastering free and useful plugins, modifiers, tools over to modelling a 20mm Vulcan cannon round at the end to make it worthwhile to sit through the 2 hours. Oh a...

โ–ถ Play video
wheat bay
#

Oh, I can model! I just need help because a lot of bullets exist IRL

coarse needle
wheat bay
#

I want to make a mod to add all new bullets in code so modders can use new ammo without creating their own

odd granite
wheat bay
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Thanks though!

odd granite
#

unsure if there's a way to officially export the texture

winter current
#

how are people fixing the extra armature bone with blender? i just can't find a proper way to do it -.-

coarse needle
odd granite
coarse needle
#

wait i think i found a vidya

#

tysm

#

so like im trying to get the full version of the jacket to retexture, but it wont let me duplicate that to my project

#

only the folded up version

#

sorry im new to all this

#

thanks for your help

#

so i just screenshot this and edit in photoshop?

#

wait no .ewhatever

odd granite
#

yeah 2048x2048

coarse needle
#

what file do i save this as in photoshop

odd granite
#

ive only used jpg but itll import it as .edds

coarse needle
#

ok and now how do i kinda

#

replace thje texture

#

:o

#

so thats unworn

fast notch
#

I made a collision at the building in the blender, called "name_LOD", but it does not work in the game what could be the problem?

coarse needle
#

honestly i dont know where to find the worn one

hot pumice
#

lil WIP

coarse needle
# coarse needle

it wont let me save this as its read only @tacit eagle ... wat i fuck up?

#

currently here.. sorry idk how to set an override

#

ok ive done this

#

im not sure what you mean by "clothing component"

odd granite
#

override changes the original prefab. duplicate makes a new item

coarse needle
#

ok idk how tf i did it but now the texture is back to original

odd granite
#

put your modified .emat in overwrite prefab ^

#

its in the prefabs MeshObject

coarse needle
#

honestly this is all just confusing me

#

do you think you could write out a step by step as if you were teaching it to a 5 year old lol

tacit eagle
#

MAN HX60 WIP, soon to have interior

spring pond
dusk fjord
#

Is there a way to make an ironsight to go down as an sight is placed on the weapon?

plucky rover
#

I really wish we had the ability to natively create meshes in the xob format

#

i have to set all my bones at a weird angle

modest parcel
#

Anyone know how to create geometry for a mesh (I'm super new to blender)

plucky rover
#

all my bones point towards the y axis in blender and that ends up being the upward axis in enfusion

#

since bones are z dominant

slender steeple
#

@shadow karma did tactical flava have a public discord?

plain citrus
#

Some people work on french camo ?

slender steeple
#

Probably NM_peepoShrugSmile

dim gate
#

for more 80s stuff related to the current game, i do think about making something but i don't have the propper french lizard camo

plain citrus
dim gate
#

ah yeah, that's CCE / Daguet

plain citrus
#

y

dim gate
#

eh, for now i'd rather just stay in the 80s timeline so i can use it along vanilla content

#

modern stuff will wait, beside that, i still can't even play multiplayer at all, so making mods for the game is kinda ... meh

#

eventually by the time the server issue is solved, i will have plenty of stuff ready

plain citrus
#

yes I understand

sick shard
plucky rover
#

As far as i can tell it's because of the difference in primary axis between both programs

#

Unfortunately I'm not using the vanilla blender exporter so I can't match up the export settings, I really need to change over to using it.

#

Normally you would just change the bone axis and it should be fine

swift goblet
#

why when importing the character fbx from the new character sample, it looks like this?

hidden yarrow
#

If I remember there were some problems with the samples rig

#

Idk if its that problem

thorny galleon
swift goblet
#

ty

swift goblet
#

still the size is incorrect

#

the armature is giant compared to the model

opal moat
#

Noob question, how do I rotate an object that I have added to the scene using numbers to ensure it is exactly 90 degrees instead of having to eyeball it with the mouse?

#

^ Blender

rocky sedge
opal moat
#

Thank you

tulip sail
#

So whats the point in the prefabs library? if u just have ur prefabs in the prefab folder anyway?

opal moat
#

Not super sure about this stock. Any opinions?

delicate condor
opal moat
#

My own design

delicate condor
#

is there anything that feels off to you?

#

using real life weapons for reference can be useful even for fictional designs

#

also if you want it to be functional loooking you can mock up the internal mechanism to make sure everything fits in

opal moat
#

Idk it just feels off for some reason, I'm wondering if I'm missing something, using the stock of an M16A2 as a base then building a bullpup around it.

dim gate
#

don't make the whole thing held together, separate the parts

#

i did this when building my first gun a daewoo K2

#

no need to make the entire trigger group either or small parts, that's useless

delicate condor
#

well the side faces ho a little odd perhaps

opal moat
delicate condor
#

this might shade oddly

dim gate
#

but lower, upper, stock, grip, barrel handguard ... all of that separate

#

you should have made them separate at first

opal moat
#

Well it was good practice, back to learning.

dim gate
#

haha don't worry, i do the same sometimes

spend 1 hour making something
eh, i fucked up at some point and now it's no good
welp, time to erase and redo the whole thing

opal moat
#

Maybe starting with building a gun from scratch as my first modding project isnt the greatest of ideas.

dim gate
#

not really, the only limit is your mind

#

you have all the tools available to succeed, it's only up to you to use them as intended

opal moat
#

How about I start by modeling a *donut first lol.

delicate condor
#

main thing is to keep doing stuff

#

modeling is something you learn only by doing it

#

and making mistakes will be part of that process

#

and making stuff again after you have learned more

dim gate
#

the donut teach you how to handle blender and use basic tool, which you already did by making that stock

#

also what goat said, mistakes are a natural process

opal moat
#

Thanks guys

prime echo
#

Ummm... Is there any possibility of developing a gun custom on Arma?

cedar osprey
# opal moat

well for one there topology has no flow, its just all over the place

#

try to have your loops running vertically with an equal amount of space between them

#

something more like this

opal moat
#

๐Ÿ‘

cedar osprey
# opal moat ๐Ÿ‘

Learn more: http://www.digitaltutors.com/tutorial/712-CG101-Modeling

In this lesson we will learn about Edge Flow. The Edge flow not only helps us shape our model, but also defines how well our model will deform.

-~--~--~-
Digital-Tutors is now Pluralsight. Learn more:
โžจ https://www.youtube.com/watch?v=DswEJDodZEI
-~-
-~--~-

Digita...

โ–ถ Play video
opal moat
#

Thank you, I'll check it out

cedar osprey
#

I'd also recommend practicing with modelling smaller and less complex objects until you get the hang of the theory before doing something big and complex like a gun

lime comet
#

on the M35 truck import, I try to get the wheels turning. I went into the blend file and separated the wheels from the UTM_Object and named them UTM_Wheel_L1 to R3. Now when I import the fbx I only get UTM_Object as Collider detected, and the wheels not. Custom Properties upon FBX export is toggled. Any pointers?

#

is it a problem of not separating the objects completely in blender? I used L and P->selection, but all the split objects share the same Vertex Groups

tidal latch
lime comet
#

Is my next step to isolate/P the wheels from the LOD0 to LOD5 meshes and somehow assign them to the wheel bones?

tidal latch
#

you would need to assign vertex groups to wheels - they don't have to be in separate objects

lime comet
#

ah, I have them from a3, named Wheel_1_L and so forth. Unclear what the next step for a turning wheel is, sorry ๐Ÿ˜ฆ

tidal latch
#

vertex groups & armature modifier is necessary at least

#

imagine that vertex groups are named selections and armature modifier is equivalent of saying in model.cfg skeletonName = "something"

lime comet
#

is the armature bone to be connected to the wheel's vertex group?

tidal latch
#

I would say, the other way around

#

have you checked sample car from github perhaps?

lime comet
#

yes, but I didn't understand it, I guess for my lack of Blender knowledge

#

I see there below Armature the UTM_FG_Wheel's definition and also wheels_LOD0

tidal latch
#

look for modifiers instead

#

in wheels_LOD0 you have Armature modifier and four vertex groups

#

in edit mode, you can assign or remove vertex groups. Creating new vertex groups is done by clicking on plus

#

double clicking on the vertex group will let you modify the name of VG

lime comet
#

the vertex groups are named Wheel_1_L and so forth, they exist

tidal latch
#

are they named same as bone?

lime comet
#

no, bones are named after the sample car, v_wheel_l01 and so forth. Shall I rename the Vertex Groups?

tidal latch
#

yes

#

vertex group = named selection, armature bones = skeleton definition in model cfg

#

they need to have matching names obviously

lime comet
#

do I need to set this wheels_LOD0 up under Armature and link to the bones?

tidal latch
#

did you added armature modifier?

#

in that modifier select your skeleton

lime comet
#

sorry, I don't know how and where to add

tidal latch
#

no problem ๐Ÿ™‚ this is for older version but interface more or less matches latest version https://www.youtube.com/watch?v=KelTx1ZYyuE

Blender 2.8 tutorial for beginners on modifiers. Modifiers allow for complex, non destructive, operations.

I go over:
Subdivision Surface Modifier
Mirror Modifier
Bevel Modifier
Weighted Normal Modifier
Solidify Modifier
Array Modifier
Triangulate Modifier
Decimate Modifier
Skin Modifier
Lattice Modifier
Curve Modifier
Shrinkwrap Modifier
Boole...

โ–ถ Play video
simple meteor
lime comet
tidal latch
#

it is not complete - I had to remove temporarily some of the elements which were outdated (or at least I thought they could be misleading)

tidal latch
tidal latch
#

position and rotation of bones is used as reference, so you no longer have to make two vertexes to define axis like in RV

lime comet
tidal latch
#

indeed, you might start looking for videos on youtube about adding new bones to Armature ๐Ÿ˜‰

tidal latch
simple meteor
#

is there a size limit for objects in enfusion?

lime comet
#

yes, the default for the original Reforger truck

simple meteor
#

Like the 60m in rv

lime comet
#

should I disable them?

tidal latch
lime comet
#

oh, makes a lot of sense!

#

ah, bummer, it doesn't drive now

tidal latch
#

you need some really bare bone (but not empty!) animation workspace for it

lime comet
#

haven't touched animations yet, must be done another morning ๐Ÿ˜„ Thanks for all the help and advice!

wheat bay
#

Has anybody figured out what Snap_Hand_Right does for weapon making?

last hill
wheat bay
#

That's what I thought, but it doesn't quite seem to do anything from what I've tested.

#

I've moved that point before to random places to see, and it didn't really move the hand

bright raft
shell hedge
#

does the license allow modifying ingame assets like if I wanted to add snow onto a tree?

dim gate
#

no it doesn't allow it

quasi thistle
#

so, I have basic modelling and texturing skills. the wiki page about importing however completely overwhelmed be because I don't have any idea how to do lods or whats lods exactly are and how to do colliders. is there any guide on that?

lofty hull
#

Where can You buy good vehicle models that will be combatible with reforger?

lean spruce
lean spruce
#

Even Creative Commons licenses usually require you to give credit to the creator of the model, so do so in your mod description.

lofty hull
#

Any one here want to partner up if I buy the models and someone convert it

#

@lean spruce Thankyou for the info

dire pecan
#

someone needs to make a detachable washing machine

#

are all the furniture in the house model, or are they separate objects that could be removed?

fathom sonnet
#

separete objects

spring pond
#

anyone knows if axis 'rotate' when different preset is chosen?

#

*result of that configuration

wise kite
#

how to do debug menu for vehicle creation?

spark marlin
#

Does anyone know why does this happen? My other helmet works just fine and I followed the exact same process

spring pond
eager hill
#

done a bit more

crystal zodiac
#

Hello together, i got the Problem when i import my car in to the Reforger Tools with the Colliders, the Wheels are all together in one Selection (Wheel_L01) But in Blender i got all 4 separately and they also have the right names (L01,L02 etc). Does anyone have an Idea ?

spark marlin
crystal zodiac
queen pike
eager hill
#

I've seen worse

eager hill
#

And it pretty much doesn't matter how verts are placed as long as they create a flat planar surface.

plucky rover
#

Topology is mostly relevant for deformation

#

You want good surface geometry whenever your mesh is going to be intricately textured or deformed, that way your mesh bends well

#

plus texels so yk

fast notch
#

it seems like I set the right names, but the character walks through the cube. what's the problem?

simple meteor
opal moat
#

Does anyone know how damage works in reforger yet?

#

Mostly interested in infantry damage not vehicles.

spark marlin
#

I made an uniform model and used the M88 jacket prefab, is there a way to get rid of that god damn belt?

merry gale
#

Hello guys, I'm trying to create some optics for my weapons and I'm facing a problem, does anyone know why the optic view is inverted?

spark marlin
#

Got around it using the M70 as prefab instead

thorn topaz
eager hill
#

Bit more progress on that eotech

winter valve
#

that would flip it prolly

bright raft
eager hill
fathom bolt
#

4 millions ??

bright raft
#

Dang

eager hill
#

Normal for remesher workflow

bright raft
#

Which subd lvl is that ๐Ÿ˜ƒ

fathom bolt
#

for an entire weapon i've only 400k in fusion 0_o

eager hill
#

2nd subd level + voxel remesher

bright raft
#

Ah if you use remesher than it might make sense

#

Nice model btw

plucky rover
#

Retopoflow gang

bright raft
#

I do low poly to high poly workflow mainly. Hardops all the time.

eager hill
#

Earlier I was using bevel weight + subd, but now I think it's easier to get good looking results with remesher

simple meteor
#

can we see sections in enfusion ?

tacit eagle
#

has anyone managed to get gun imported into game? I mean I do, but i cannot get good with bones and overal point assigment

#

anyone out there to take a look?

#

and explain the process shortly

fathom bolt
#

you take the prafab of the m16 or the ak ? @tacit eagle

tacit eagle
#

AK

#

cuz i am importing AK

#

different version of ak i mean

fathom bolt
#

ok so you have some animation or not at all ?

#

in game i mean

tacit eagle
#

not at all, would use vanilla anims

#

since its AK standard

fathom bolt
#

ok and have you set your bones in blender ?

tacit eagle
#

i probably did, but I dont know, hahah is it possible for you to take a look?

#

i can jump in call when ever you are

#

free

#

i did work with uniforms

#

and everything , but not the guns

fathom bolt
#

i'm not an english speak so ๐Ÿ˜„

tacit eagle
#

I still can share screen haha

fathom bolt
#

ok lets go

shut bloom
#

Currently working on Putting my first car ingame. lets hope its not too much pain.

merry gale
#

@thorn topaz @winter valve That's right guys, I managed to solve it thanks blobcloseenjoy

tulip sail
#

never tried the remesher workflow in blender. will give it a try. (only ever used the zbrush>blender back again workflow for stuff

shut bloom
#

does anyone have a clue why my Armature is all Memory points and not bones ?

thorn topaz
#

what do your export and import settings look like?

shut bloom
#

gimme a sec

#

so export Custom_Prope... is on Leaf Bones is off

thorn topaz
#

by chance are your memory points going into the skeleton collection?

dim gate
# shut bloom

to get your bones working you need to enable the armature modifier to your LOD parts

shut bloom
#

I may have found the problem.

#

its me being an idiot. forgot to name the vertex groups correctly

dim gate
#

just activate the modifier and live it as such, do not click on "apply"

shut bloom
dim gate
#

alright cool

shut bloom
#

atleast i hope that fixes it

shut bloom
#

or more like the vehicle root

dim gate
#

if i remember well, make the armature parent of your memory point

#

that should be the root back on top of the hierarchy

shut bloom
#

you prob mean parent the memorys to the root

#

otherwise the memories would be on top right ?

thorn topaz
#

if the root is part of the armature and the armature becomes the parent then the memory points would be children of it

shut bloom
#

ah yeah i dont really do to much stuff with armature lol

#

that worked thx

normal quail
#

Is there an efficient way of making colliders? I have an object, I have duplicated and separated the object. Now I want to use a modifier to create the collider mesh, Is this the best way going about it

dim gate
#

depend on your object

normal quail
#

Wheel

dim gate
#

the collider model should as low res as possible

#

a simple cylinder is more than enough

normal quail
#

Oh really, I will just do that haha thanks

shut bloom
#

so iam trying to add user Actions. but they dont seem to show up in the component after I add them from the bones.

normal quail
#

How about an undercarriage, fire geo, this must be time to use a modifier.

thorn topaz
#

do the empties show up in the component?

thorn topaz
dim gate
normal quail
#

8k, I used decimate and collapse which brings it down to 1k

dim gate
#

yeah, a cube is also good, give it the general shape of the vehicle

#

you can also add more cubes to fit the rest and make the collision model more accurate

thorn topaz
#

don't get too hung up on the shape, just think of it as "what of this vehicle will my character bump into", in most cases vehicles can be very simple

normal quail
#

Had hoped there was a modifier that would shape around the selected objected. I have been create the collisions out of cubes around the object but I thought they may be a more efficient way I am not yet aware of in Blender

thorn topaz
#

there is no modifier that goes that far but you can turn your geometry into a convex shape

#

you can then use the decimate modifier to simplify the mesh even further, but you will need to re-convex it

dim gate
#

or ... you could just make a cube, select the bottom face only and scale it down until you have the desired shape

normal quail
#

Thanks both

carmine vapor
#

Any documentation on how the texturing on models is set up in enfusion?

#

I know SS and multimat from A3, but things have prob changed massively?

solar salmon
#

Im trying to retexture characters' bodies in my mod, basebody xob is locked so am i screwed?

spark marlin
#

Does anyone have an idea what could cause this? The rest of my model is perfectly fine, but the belt buckle has a mind of its own and doesn't appear to be properly attached to the skeleton

delicate condor
#

wrong weighting

plucky rover
#

Looks like a weight paint issue

spark marlin
#

That's odd. It's a part of the uniform model and I haven't weight painted anything so far. How come only that specific part of the model is "loose" from the rest?

last hill
#

Has anyone had any success bringing a boot mod in? I have tried a few different things bit either the boot half works but angles weirdly in the engine after being equipped or the skinning causes parts of the boot to not move correctly.

Working with 3ds max and the sample character for the skeleton. Will have another crack next time I am on, just curious if anyone has done boots or if there is something breaking the samples as the feet look a bit Weird?

dim gate
#

sample skeleton is broken

spark marlin
#

Wait, I think I might have just had a brain fart

#

Yep. Brain fart it was. Thanks for help

plucky rover
#

What ended up being the issue?

spark marlin
#

I had duplicated the model, forgot it and weight painted only the other one. I noticed that there were two belt buckles

shut bloom
#

sadly my car is stuck in the ground and the engine does not start ? can anyone who got further than that help me thx.

normal quail
#

@shut bloom I am in the same boat, I cant get passed the armature stage no matter what I attempt.

plucky rover
#

Cool car

#

Hope you have permission to use it, if you didn't make it yourself. :p

shut bloom
normal quail
#

@shut bloom I have tried 3 times from scratch thinking I am doing something wrong. I clearly am, I just do not know what that is

simple meteor
#

Did u see the docs?

normal quail
#

Docs are not explaining how to set up the Armature in blender. I have copied the sample car but when I load up into workbench I have just memory points no bones, even though the bone names are there but just as memory points

shut bloom
normal quail
#

@shut bloom Thanks, that would be great

bright raft
#

Done for this evening, texturing next

plucky rover
wheat bay
#

Really quick question. What is FireGeo?

normal quail
#

It tells the game engine how to handle bullet penetration in very basic terms

wheat bay
#

Okay. I've only been making one collider, so I wanted my next gun mod to be using the tools properly

weary bane
#

@wheat bay did you follow the weapon creation documentation as I canโ€™t seem to get my head around it?

wheat bay
#

I did for a bit, but then I just learned through tinkering a lot. Only really just got a solid proper workflow down on my end.

#

Still got to learn Pip Optics and Animations

weary bane
#

Ahh okay I see

wheat bay
#

I'd make a tutorial, but I want to make sure I'm at least 98% doing things correctly, and I would also like to wait for hand position IK anim stuff to be figured out

blazing agate
normal quail
#

I cant work this out at all

dusk fjord
#

How do you export from blender with armature?

normal quail
#

Just as the docs say really

dusk fjord
#

I had that marked but i didn't include it

#

ill retry

dim gate
#

do not "apply", just turn it on, select the right bone parent for each LOD model and then export

normal quail
#

Is that right?

dim gate
#

yes

#

i did this for my guns and it worked

normal quail
#

Yeah I did here too, still not working grr. I dont know whats gone wrong at this point

outer citrus
normal quail
#

I am starting to think its a bug. I have been at this for hours comparing my set up to the sample set up

dusk fjord
#

I have the same export settings as @normal quail but still comes into enfusion without bones...

normal quail
#

I was thinking of a name of my generic 4x4. I am settling with boneless if I can ever get it into the game

wheat bay
#

I'm not sure if there is something I'm not understanding here, but why is there such a difference in Colliders between these weapons? Like, why doesn't the SVD have firegeo? I understand the M14 because it's for different materials.

surreal ore
#

Has anyone been able to put the rigify rig in tpose?

plucky rover
# normal quail

You have skinning turned on in your import settings, right? I know it's a stupid question

surreal ore
#

IIRC with out it, no bones or anything are imported

plucky rover
#

Skinning no, it'll import as memory points

#

If you have no scene hierarchy imported it won't show memory points either

#

Skinning just imports the vertex groups associated with the mesh

zenith quartz
#

What tangent space should I be using for Enfusion when baking in Marmoset, for example?

#

I'm using Mikk by default and it's showing up with shading issues specifically in Enfusion.

vocal belfry
#

I need, like, a video showing me how to do stuff. Like just running though the AK import tutorial but I need to *SEE someone do it rather than just read it.

opal moat
#

When making uniforms do I need to use the cloth physics tool or can I just sculpt everything normally?

last hill
last hill
opal moat
#

Gotcha. I probably will have to build it from scratch as Iโ€™ll mostly be working off what is in my head.

thorn topaz
lethal frigate
#

anyone who will do some more structures ๐Ÿ˜„ only guns in here

sly bridge
#

@lethal frigatewhy don't you? people are doing whichever they want, 50%+ here are actually importing meshes rather than making meshes

last hill
lethal frigate
#

ill have to learn that

sly bridge
lethal frigate
#

what would you suggest

last hill
# lethal frigate what would you suggest

Google for inspiration in the area of the world you would like to replicate, find good angles and if possible interior and work from those, start basic and have a look at Blender tutorials and basics to get a start, or 3ds max if you have that, Blender is free.

Or even simpler, work on furniture prefabs? Learn scaling models to the engine you want to create for. There is endless options to start out.

sly bridge
#

if you haven't used any 3d software so far, blender is just as good. the only max / maya users left are ones that are actually using these tool professionally and is not worth changing over / too old to bother changing

lethal frigate
#

What type of files you can import in enfusion

#

I heard about fbx

sly bridge
#

for model LODs / anim / mem points / collision etc = FBX

lethal frigate
#

Does the engine generates itself collision boxes

#

So you can't go trought walls

sly bridge
#

@lethal frigatenope

lethal frigate
#

Oof

zenith quartz
#

But I see what you mean that the triangulation here is probably different from the triangulation I baked with and I'm not sure what to do about this. ๐Ÿ˜…

#

I guess just manually triangulate the low poly and rebake and make sure I use the same triangulation for SP and Enfusion?

sly bridge
#

one of the basic rules of bakeing / game asset creation- always have meshes triangulated on export

fathom grove
#

I imported the Character_Template.fbx file from the NewCharacter sample mod in blender, and the rig is all messed up

sly bridge
fathom grove
zenith quartz
#

Gotcha! Thanks I'll give this a go in the morning!

wheat bay
#

I'm getting a really strange issue where I'm trying to use the PSO1 Material on my own mesh lensglass. The UV's match, but the texture quality is really bad. Not sure why this is the case.

#

Original Optic_SPO1_Lensglass material ^

#

My Own Mesh, with the exact same material applied ^

#

My UVS

fathom bolt
#

Donโ€™t use a full sphere and hit the case ยซย isolate textureย ยป on the pso to see the 3D part

#

Cause you need to use the half of the sphere I think

bitter quartz
#

Is a "NMO Map" the same as a normal map?

sly bridge
#

no

shell hedge
#

what is the license for vegetation assets? can I reuse them with different materials inside my mods?

#

ie. a version of spruce tree with snow on it

sly bridge
#

you can create dependency mods with textures changes just fine afaik

shell hedge
#

ok, any way to make sure before I put 7 billion hours into retexturing?

fathom bolt
fathom grove
#

I'm trying to change the MeshObject in a prefab, but it isn't updating. I've tried closing and reopening, but it still remains the old model

last hill
junior thorn
#

Hi, i have a problem

Wheel and interior LOD doesn't appear

round orbit
#

anyone have a good trick to fold clothing like this

sly bridge
bleak depot
# round orbit anyone have a good trick to fold clothing like this

original cloth from player character -> cloth system and flat on the ground. Rigging your model with simple bones. After that, do it in this position. Safe the model -> Remash for performance (lower polys, reduce mesh or something) and after that check your UV map

#

Need help:
can i do the materials setup for firegeometry in maya? is a list online for the codes?

fathom bolt
junior thorn
#

from sample

fathom bolt
#

in the lod you need the full body

#

like in game asset

#

its just a selection in the sample

sly bridge
bleak depot
#

@sly bridge in the wiki is: Collision layers page. but i cant find that.

and in blender you can use the layer preset. i need that for maya. maybe this -> NameOfMaterial_GUIDofMaterial - example: Weapon_metal_3B2D2687F56BB4EF

but for all game materials

junior thorn
#

it's what i did

sly bridge
#

ahhh, for the colliders

bleak depot
#

yes

fathom bolt
junior thorn
sly bridge
#

@bleak depotgood question, i'm on max, not sure how could i setup this, maybe via some custom plug-in. You do have however a seeing in the import settings once you imported the FBX unde Physics tab -> surface properties

fathom bolt
#

you see the short button

junior thorn
#

i don't have

#

this windows

#

oh wait

#

ok

#

thanks

shell hedge
bleak depot
astral oar
fathom grove
#

Hat isn't moving with the character rig, even though it does have skinning

#

and animate is enabled in BaseLoadoutClothComponent

hidden yarrow
#

You need to check your bones

#

Needs to be 163 in Total i think

fathom grove
white plover
dim gate
#

can't, it's part of the animation

#

best you can do is rotate the weapon to lower the front and then change it's position to make it match the hand

white plover
#

F.

#

we cant add alot of guns then. without being able to edit the animation for it

white plover
#

as some guns you wont be able to move the hands to fit just in blender. while makeing it look good

fathom bolt
#

but you can do a handanim ??

hidden yarrow
#

Yeah lol

fathom bolt
#

you need to put your custom anim in the graph

#

but you need to make all the animations

#

so you need the IKOffset and of course if its not an ak or an ar the reload animations

#

IKOffset is a static pose so 1 frame

sharp mist
#

Hello, does anyone know why do i get this message, and how to fix it?

bright raft
#

Has anyone been able to make collimated sight?

dim gate
#

many did yeah

#

unless you meant a different type of scope

bright raft
#

Yes, not the PIP scope, I did that

#

I mean collimated, holographic sight

dim gate
#

someone tried to make a holo sight, using the PiP feature but giving it no zoom

bright raft
#

In A2 we could use face sorting with tunnel and reticle approach

dim gate
#

well, in A2/A3 the reticle is basically a texture with specular on it

#

here you can still do the same

#

create a plane face in your scope and apply a reticle texture on a transparent background

bright raft
#

I'd like to have a 'depth' in that sight, but I cant find a way in enfusion, to make face with reticle be occluded by invisible tunnel

dim gate
#

ah i see, yet no, i haven't seen anybody doing that

#

only the PiP use

vocal belfry
#

TBF, there's a possibility that that functionality isn't even written into the engine yet.

solemn goblet
#

WOW! Just looked at the documentation and it looks like someone made amazing docs in the past few days. Great work guys.

vocal belfry
#

If there any way to get a good refrence for a model that I'm making? I'm fairly new to all this.

sly bridge
#

define reference pictures, blueprints?

vocal belfry
#

Ideally, I'l like to being the RPG-7 model into blender as a read-only and then build my own model of a RPG-27 over that to get good measurements.

tacit eagle
sly bridge
vocal belfry
hidden yarrow
vocal belfry
trim needle
#

Can anyone help me with getting the collisions for my static object/prop working. I've followed the FBX import doc loosely.

#

The object in the workbench reports a missing mask. Not sure what that is.

terse star
trim needle
#

I did actually yeah, I manually changed the property in the bottom right corner of the top image just testing stuff.
I set the material as stone, and type as a Prop

#

Not sure if prop is the correct type in this instance. As it's a bridge.

livid gate
terse star
#

I had a cube, but for some reasons, UCX worked but UBX didnโ€™t

eager hill
#

make sure custom properties are enabled in export settings

trim needle
#

So I didn't have the custom properties ticked so that helps ๐Ÿ˜„ I still can't seem to get the collision working though.

#

I'm using UTM and when I change to UCX my workbench crashes.

#

I wonder would it be because I triangulated the collision mesh in Blender.

fast notch
#

Guys. no one can send me the correct model, through which the character cannot walk?

fathom laurel
#

Yeah, anyone please send it as an example if it's not hard. We would be greatful for that.

sharp mist
#

Anybody knows, how to fix my wheelposinfo? It says that configuration is missing, and that setting up the power train has failed. What schould i do?

terse star
bleak depot
#

anyone knows how get open doors from custom wreck? Driver, CoDriver and so on. I have actionsManagerComponent and DoorComponent. But my wreck turn around. not the driver door

pine flame
# bleak depot anyone knows how get open doors from custom wreck? Driver, CoDriver and so on. I...

Not enough information. How are you trying to open the doors, what components are you using on the wreck. Or is it the wreck model in typical vehicle?

(context)
DoorComponent probably won't work on vehicle wrecks.
Vehicle wrecks may have disabled action manager.
If its just wreck as placed asset and you want action to open door on it - look at hatches in BTR to have example how to do it through user action and procedural animation.

bleak depot
#

this is a static prop model. my model has bones with bind on Doors and Engine Hood. i can use the bones
manually and the doors turn correctly (.xob file). The vanilla vehicles has for the doors to get in a animation on vehicle model? I try to check the BTR. My example was a normal door from buildings

normal quail
#

24 hours later and I have re done the armature, I still have no bones showing. Can anyone see what I am doing wrong here

civic surge
#

I am in the process of learning the basic modding things and now have the following problem:
I added an Object ingame and now want to open a dialog by interacting with it. I already added the ActionManagerComponent to my prefab. Is there a standard action to open the dialog or do i have to create a custom via script and if so how must it be structured?

trim needle
#

Should my object/prop mesh be triangulated? I can't seem to get the object fireGeo and character collisions working still. I've tried simplifying my collision object.

normal quail
merry python
#

why do some parts of the object has different colors?

#

I didn't applied the tex yet

tacit eagle
#

It might be a debug to show where different materials are applied?

#

As you have the metal and polymer materials applied to the weapon.

merry python
#

I'm mainly woundering about the red/blue parts

#

idk if that's a issue

wanton vigil
topaz bay
#

Hi there,
I had some 3d files bought it from turbo-squid -some of old Russian cars- my question is:
Will reforger support my files
3ds-max?
Is it eligible to use it with arma workshop

wanton vigil
topaz bay
#

@wanton vigil Iโ€™ll try to do so, thank you very much
Hope it work ๐Ÿ‘๐Ÿป

wanton vigil
civic surge
#

Okay thanks i'll try

wanton vigil
sharp mist
#

Anyone knows why my car might be dessapearing when falling on the ground?

wanton vigil
sharp mist
#

It all started when i finished doing handling. Before that i could normally sit in it and everything was fine. I'll try what you told

wanton vigil
wanton vigil
daring condor
wanton vigil
daring condor
#

Cool, thanks for the answer

solemn goblet
#

Are there any samples for ArmA 3 style autonomous vehicles within Enfusion? Something that can be controlled remotely.

daring condor
#

Brother, we don't have tracked

#

And you ask for UAVs?

solemn goblet
#

Hey man. I don't know what shenanigans people have come up with. I just watched a guy in the VC turn a screw press into a machine gun. I have no idea.

sick shard
#

So I found out you can export models from Maya when they're rigged you just have to invert all of the bones by -90 on the x axis and it will import just fine into infusion just anyone in the future asking if it's possible that to import with Maya

plucky rover
#

hooray for fbx being created for filmbox z up

#

Where everyone has to rotate

opal moat
#

What is involved in making clothing for reforger that I should know before I start to model it?

willow sage
#

You'll have to get a good skeleton

#

And download reforger characters samples from their git hub

#

Skeleton is actually needed for rigging your clothes, but even you get fixed one from Quebec - does not get automatic weights in proper way.

Samples for scale and orientation.

Textures resolutions for :
Headgear 1024px
Upperbody 2048px
Lowerbody 2048px
Footwear 1024px
Vest / Belts with pouches on one tex 2048px
Backpacks 2048px

tidal latch
#

Samples were updated yesterday with fixed Character_Template.fbx

sly bridge
terse star
zenith quartz
sharp mist
#

anyone knows why gears in my car won't change?

#

it drives, but only on the first gear

#

an in gearbox there are other gears present

daring condor
#

@hot pumice does reformer have tracked sim?

hidden yarrow
#

Ive seen some tracked components

fast notch
#

I understand this setup is done in a blender, but how to connect it in the engine itself?

#

"rigid body"

#

here, I turned it on in the blender, but it does not display like a tree

tidal latch
fast notch
plain citrus
#

Anyone have a tutorial on how to properly adjust a weapon with blender or 3d max?

plain citrus
#

for correctly set armature, skeleton etc ...

sly bridge
#

i am working on one for 3ds max

#

if i figure out the animations, will be available including some sort of base mesh template

plain citrus
#

Nice tell me when it is online ! ๐Ÿ™‚

#

Because i have some fbx but i'm little bit lost x)

zenith quartz
#

11.5K tris.

eager hill
#

With modifiers turned off it's around 4.5K verts, so not that bad

dense plover
#

Try get it down a bit more. 3k range

#

if you can of course

tacit eagle
#

i disagree, add more verts for the memes, give me a 70k vert scope

eager hill
#

It's almost finished and I'm going to simplify it as much as possible

quasi thistle
#

is there maybe somebody who can walk me trough the whole process of importing a model and making it game ready?

eager hill
dense plover
#

ok nevermind, go crazy.

eager hill
#

Enfusion is really good at handling models with high amount of polygons

dense plover
#

Awesome, this is good news. I'm making an L85A3 with 15K atm. Worrying I was at the high end.

zenith quartz
#

The blockout beginnnns.

#

๐Ÿ˜›

eager hill
#

What is it exactly?

#

Looks like AK platform

zenith quartz
#

AK-12.

woven swallow
#

#WIP. Does anyone know what's the new limit on poly count for Enfusion ?

delicate condor
normal quail