#enfusion_model

1 messages · Page 38 of 1

solemn goblet
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There's a plugin called like somethingxplode that lets baking in Blender work really good. I haven't used it since 2018 though

last parcel
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found another fix for the problem I had, for those that are having the same issue i extruded the object a tiny bit and that fixed it completly too

solemn goblet
last parcel
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could be that it was indeed to small or something else where funky, but hey as long it works blobdoggoshruggoogly

solemn goblet
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If it works and its stupid, it isn't stupid think

hexed musk
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Does anyone know how to create collider(s) for my house model?

tacit eagle
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God the Churchill is a beautiful tank

quasi thistle
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soo, I've done things in blender with textures, saved the texture image as png, imported it into enfusion and set it as material bcr for my sign, but the positioning seems a bit weird and I get the second image as result. Anybody able to help me with that?

dim gate
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have you made sure your UV mapping is correct ?

quasi thistle
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what do you mean with that?

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I'm kind of new to texturing so please don't expect to much😅

dim gate
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go in blender, open your file, click on the button next to the one that says "object mode", select UV editor and post of pic of it

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oh and make sure to select your entire model before you do that

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if you only see a small Dot on a corner, that mean you didn't do your UV mapping

quasi thistle
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is that the thing you needed?

dim gate
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uh it should more look like that

quasi thistle
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ah, wait

dim gate
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as an exemple ofc

quasi thistle
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hmm, that's kinda empty when I try to open that.

I didn't unwrap it, I used smart UV project. could that maybe produce an issue?

dim gate
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probably

eager hill
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No idea whether you've made such things in school, but that's probably the easiest way to show what UV mapping is

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Folded it gives a cube

dim gate
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that was just an exemple from me, i'll have to redo the UV mapping on my side and retex

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if there was UV mapping on his side you should see it on his UV editor window

quasi thistle
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ah, I see what you mean. when I try to unwrap it, however I get this error. can you by any chance explain to me how to get around it?

dim gate
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oh yeah, simple

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it's basic unwrap apparently, smart unwrap doesn't need edges seams

quasi thistle
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soo, what do I need to do for those edge seams?

dim gate
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click on select edges button, select the edges following a single line like for seams on clothing, then CTRL +E and "mark seams"

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here's an exemple

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the red lines are seams

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then once you are done, press "U" and select Unwrap

quasi thistle
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so, I don't have the error anymore, but it still doesn't show anything on the left for me. what exactly do I need to choose here?

dim gate
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to see your texture, click on the icon left of render result and select your texture file

quasi thistle
dim gate
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yep

quasi thistle
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so, I unwrapped it now? And when I reexport it, it should work?

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or am I missing a step?

dim gate
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it will

quasi thistle
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aight, let's try that

dim gate
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no, it was just your UV maps being borked

quasi thistle
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well, it still doesn't work

dim gate
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did you replaced your UV map to match your texture ?

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basically when you made your texture file the model UV wasn't scalled for it, so now you scalled it you need to reframe it properly

dim gate
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the same way as scalling and moving your model

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R to rotate, S to scale, G to move

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on your model view, select all with A

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then go to the UV editor window and select the UV faces you want to move around

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and one more thing

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make sure your texture resolution is always 2^x / 2^y (16x16, 16x32, 64x256, 512x512, ...)

quasi thistle
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just before I do anything wrong...aside from the color, should it look like this? or have I done something wrong with seams?

dim gate
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yeaaah

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are you sure the smart UV doesn't work ?

quasi thistle
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I don't know man

dim gate
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it look like your only used the "Unwrap"

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make sure you only click on that

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leave everything as it is and look at the result

quasi thistle
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looks like this when I do that

dim gate
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much better

quasi thistle
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but

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wait

dim gate
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now you can paint on your project freely, remember the texture resolution

quasi thistle
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can you tell me how to remove of the two?

dim gate
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get out of edit mode first by pressing tab

quasi thistle
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an

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am*

dim gate
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now you can see on the right you have a + and -

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click on - to remove the selected material

quasi thistle
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um, I only have the whole thing while in texture paint mode, and there's no -

dim gate
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ah woops i though it was material, my bad

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yeah ok i just checked, these are your materials

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get out of texture painting and go into object mode

quasi thistle
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and then?

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in the materials tab I only have this:

dim gate
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remove the unnecessary stuff with the -

quasi thistle
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I only have one material...

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but two texture slots or whatever those are?

dim gate
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probably because you created 2 texture files to work on

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AFAIK you can't remove textures but someone who has more experience might says otherwise

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what is important for reforger is materials, texture count doesn't matter

quasi thistle
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alright.

dim gate
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so make sure you have only one material for your work or just the necessary ammount for it ( like one for steel beams and one for wood plank for exemple )

quasi thistle
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so I can paint on the object itself and it shows on the texture, but I can't paint on the texture itself, is that right?

dim gate
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you also need to make sure you model is assigned to that material, seeing your first pic it already is, but if you have different material for one model, you have to select the different parts and assign them to their respective material

quasi thistle
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was in the wrong mode

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hmm, still misplaced

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before we try anything else in blender, are the opacity and NMO map important for UV positioning?
because I dont have those yet

dim gate
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opacity should be your alpha channel and NMO is the normal map so no they aren't

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it seems like it reused the previous UV map, go on your model in blender stay on object mode and tell me what you see if you press the object data tab like in that pic

quasi thistle
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thats all. shoud there be more in that tab?

dim gate
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no, that's your active UV map

quasi thistle
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so, what now?

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well

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I've testet it with simply doing everything from scratch. and now it works

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no clue, what the problem was, but thank you nonetheless

dim gate
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damn i was having a brainstorm here on blender trying to figure it out too

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glad it worked out in the end

quasi thistle
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well, I owe you something definitely

thorny rivet
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how can i add colliders to model?

fast coral
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should be up in a few seconds

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ok maybe a minute or two

dim gate
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basically you need to keep it very simple, no need to remake your model

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for you here a simple rectangle is more than enough

thorny rivet
dim gate
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ok i see

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then look at basic blender tutorials and no, you don't need to make the donut

thorny rivet
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what i must do?

dim gate
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well first, see where it says camera, light and so on

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select camera, light and right click on them, then delete

thorny rivet
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done

dim gate
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next, make sure you are not in edit mode but in object mode ( it says on top left )
press SHIFT + A and make a cube

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then back to where the camera was, double lick on the cube name you created and name it UBX_(whatever you want )

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then, it's important your collider overlap your model a bit, so we are going to scale it

dim gate
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yes good

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now we have to scale it

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stay selected on it and press TAB

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then press S to scale and make it smaller or bigger so it slightly overlap your model

thorny rivet
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done

dim gate
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finally we need to make sure your model is covered by it, you see the colored line ? these are axis

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red is X

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green is Y

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and Z is blue

thorny rivet
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i cant see blue

dim gate
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now you have to press S again then while still scaling press X, Y or Z to change the shape accordingly

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it's normal, don't worry

thorny rivet
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wow so cool

dim gate
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oh btw, you can press A to select all vertices present in edit mode and double tap A button to deselect
if you want to select only a desired object in edit mode, select one vertice/face/edge and press CTRL+L to only select the connected parts

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don't forget to also link your collider to the w_root vertex

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and now you're done

thorny rivet
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i can only unlink it

dim gate
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select your collider, go into edit mode, press A to select all
look right and click on the green icon that is a triangle with 3 circles
then in the Vertex group tab, click on the + to create a vertex group and double click on the new group to rename it "w_root" ( without quotes )
then click the Assign button to assign the selected collider, exit edit mode, done

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ah wait, since it's a prop you might not even have to do that, if it's a weapon you'll have to

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oh well, you still learned something new

thorny rivet
dim gate
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yep, that's how to assign a vertex group

dim gate
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you'll need it then

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i think

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let me check quickly

thorny rivet
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is it all i must do?

dim gate
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haha, you'll also need the bones for it

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oh boy

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you're far from done

thorny rivet
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😦

dim gate
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at this point i recommend you watch a tutorial and come back to it once you have the basic in head

dim gate
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i can explain everything step by step, but it's going to be faster and better for you to at least learn the big part

thorny rivet
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I am very grateful that you are helping me

dim gate
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just learn basic blender use and making an skeletton rig
that's it, you should be covered with these two

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no prob bud

dim gate
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yes and no

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you created a bone but need to name it correctly

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and position it correctly

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also i'm stupid, for grenades it's g_root, not w_root

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woops

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anyways, open your reforger tools and select a base game model to look at how the bones are placed and how they work, basically each one of these bones is placed for an animation

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g_root is the base of all and required, the rest is not and can present if you feel like it

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so you need to also link the collider and your model to the vertex group "g_root" ( and rename the collider one w_root into g_root )

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what you also have to do, is the bone you created, rename it g_root

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and the one green icon above your bone named "armature", rename it Scene_root

dim gate
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yep

dim gate
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remember a few minutes ago when i told you to create a vertex group ?

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exact same thing

dim gate
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except for your collider, no need to create a new one, just rename it

thorny rivet
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i must create new vertex group?

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ah ok

dim gate
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only for your base model if it doesn't have one

thorny rivet
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I do not know if this model is made normally, should it look like this?

dim gate
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if you click on pCube32, does it only select the explosive model ?

thorny rivet
dim gate
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ok, seems like everything else is just empty memory points that are not needed for arma

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keep this one alone, the rest delete it

thorny rivet
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i deleted "transform" too

dim gate
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if it changed nothing to the model then it's ok

thorny rivet
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yes

dim gate
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now to make sure your object is correctly linked to the bone in arma, you need an armature modifer
just make one like this, the armature name has to match yours from your pic it should be "Armature"

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leave it as such and don't touch it

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i almost forgot, make sure you select your model first for that

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no need to go into edit mode

cedar stream
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What is the easiest thing to make? I want to eventually make a custom vehicle but that is the hardest thing to mod. So where should I start?

dim gate
cedar stream
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No, i mean, what is the least complex thing to mod?

dim gate
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it's the object you want to link

thorny rivet
dim gate
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modding it is not complex at all

thorny rivet
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i dont have that menu that u have(

dim gate
thorny rivet
dim gate
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good

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that's it

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now you can export, make sure your export settings are set correctly

thorny rivet
cedar stream
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What are the poly count and texture resolution guidelines for stuff?

dim gate
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this is how your export setting should look like

hexed musk
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I'm not having any luck with the colliders, I've already created the Colliders Collection, created 53 different ubx components, imported it into workbench, and put it in the eden map, and I can still walk through the building

thorny rivet
dim gate
thorny rivet
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it has collider, but doesnt have bones

dim gate
thorny rivet
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its work!

dim gate
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they are present but seems like there's an error

cedar stream
dim gate
thorny rivet
normal quail
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I keep getting this, RESOURCES (W): Missing some mesh skinning weights (body_LOD0). Weighting them to root. I assigned the Body lod in object mode by selecting that, selecting armature and then ctrl P - Parent auto weights. Is that wrong?

dim gate
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otherwise i don't know

normal quail
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okay will do

hexed musk
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This is what I have so far:

dense plover
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Add more stairs, so if people place the building on slops, players can enter regardless of how far off the floor the building is.

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and if its level ground, you can just lower it into the ground for the proper height.

hexed musk
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The issue I'm having is that the collision isn't working, I can walk through the building

civic plover
muted ember
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has anyone had success getting getting the material override settings on clothing to work? I'm trying to apply camo material overrides to the M70 uniform set but they keep reverting to the alpine material on the model

pine flame
delicate condor
delicate condor
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Got a bit curious on the character size and had to test out what is required to fit out Arma 3 character to the new size.

Few observations (some may have been stated before here too).

+The Reforger man is 180 cm tall VS Arma 3 man at 182cm

  • This may be partly due to the different pose ( more straight limb A pose VS more relaxed A pose)

  • The shoulders are angled way more down and the back and neck curve differently, this gives the new skeleton/armature/character different posture and different reach

  • There are some differences to the limb and back proportions too and the hands are more natural shape.
    +The lower body is relatively similar, the hips are slightly lower and there is small difference in the leg positioning but the leg differences are very small

+main challenge is the hands which are in very different pose (half grab VS A3 straight palm and fingers) and the difference in both bone length and different configuration mean older models will very likely need lot of hand/gloves tweaking or remaking to fit the new character as the pose cant comfortably be matched with the old A3 skeleton without some quite noticeable mesh and uvmapping deformation.

  • some models may have challenges with the shoulder areas too as the shoulders go way more down, which can lead to quite bad results if proper adjustments are not made.

In my test here I have not yet completed all the adjustments and the armored gloves of my armor suit will require full rework due to the issues mentioned above. They were made to fit the previous hand shape.
The torso area is hard armor which I opted to keep rigid in place as well as the armored/powerarmory neck and helmet. The character head sinking into the suits neck works alright and requires only minimal fitting of the hood and helmet interior.

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The arms look shorter but that is due to the bend pose they are in, they actually seemed to have little bit longer reach if stretched straight as the Arma3Man

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I dont know how final this pose/animation set is but for me it feels like a bit difficult to use and create on.

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The old Straight limbed A pose or a Straight oldskool T pose might have been easier to approach?

tacit eagle
delicate condor
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Yeah, Like I said, Hands will likely need remaking in many cases.

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well gloved ones at least

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bare hands can just be copied out from the sample

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if needed

opal moat
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Opened the example helmet file and cant figure out what these blue edges mean, anyone know?

delicate condor
dense plover
# opal moat

Mark edges in edge mode, then right clicking and "Mark Sharp" Its a Smooth shade feature.

burnt surge
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Anyone tested if the 65m x 65m bug doesnt exist anymore? (Falling trough if the object is to big)

rugged nimbus
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Posted by NodUnit in the physics channel in this discord:

That ship is just shy of 50 meters. I scoured my hard drive for something I could use to test your question, and keep in mind it was a very rough, quick slap together without much planning approach.

This ship measures around 423 meters long and was imported as a single mesh.

Character standing still was a bit jittery but in moving seemed fine, and I was able to walk from end to end however placing a vehicle did cause the suspension to fall through the deck... this may however be the collider having the wrong setting.

tidal latch
sick shard
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Thanks I'll post it there

burnt surge
regal briar
delicate condor
burnt surge
bright raft
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Just a bit more to do

pure forum
calm rune
daring condor
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@solemn goblet mind if I DM you for something quick?

plain galleon
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which version are you making?

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looks like an M3 + rail, but not sure that exists?

bright raft
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Yeah I found pictures of M3 versions with that rail, but pretty much always on that rail is mounted scope, which is one of the parts I am still doing 😉

plain galleon
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i got some m4 reference but not any on the m3, esp not on that rail I am afraid

bright raft
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I used this as reference, and added different carrying handle

dapper oar
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looks similar to the M2 mount with a taller rail on it

plain galleon
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yeah looks good, didn't identify it first cause I am more mentally in the Swedish variants than "export"

hoary arch
plain galleon
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I guess you want to do something like this..

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however, i believe (no expert, looked on it 5 minutes ago, thats about it) that want you want to change is actually here..

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oh i made a mistake on my first screen, please don't use as guidance

solemn goblet
daring condor
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Don't worry

broken grove
normal quail
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Is it best to inherit the samplecar prefab or the Vehiclebase prefab. When using the sample car one, I cannot get my wheels to align, or driver idle to the bones set up in blender. Its like its still using the sample cars preset. With the blank vehicle base prefab, I cannot get the car started

solemn goblet
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I made a little mini-guide on how I theorize Bohemia does their LODs. LODs 1 and 2 are 1/2 and 1/4 the triangle count of LOD0 (give or take 5%) and LOD3 is just a rough shape. LOD3 is also duplicated and used as a collider often.

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A lot of LOD3's reference this material, a 64x64 palette that I'm guessing is meant to save on texture memory. It's called ColorPalette_01_BCR.edds and ColorPalette_02_BCR.edds

civic plover
solemn goblet
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It removes a step you'd otherwise have to do yourself via code or something. It was probably to help artists prototype themselves but I have no idea.

valid torrent
solemn goblet
broken grove
dim gate
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as you can see the materials all have a different name and some armor designation

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particulary usefull when making armored vehicles or buildings since you can set up each material types

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they also give a different particle effect when hit by a round

delicate condor
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I altered my armor suits weighting a lot so it does not deform as badly but there is still manual tweaking required

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I think the concept is good though but everyone should try out their own pose that deforms their gear the best way

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I dont think there is any universal solution

normal quail
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Is there any relevant youtube video on how to rig a car for enfusion. Been trying to do this now for a week. I understand bones and armature or at least I thought I did.

plain citrus
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M90 camo is so beautiful 😄

last parcel
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nice textures and model

dense plover
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Love me some ShardCamo

plain citrus
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Do you know why all my custom prefabs are from the back?

calm rune
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That’s how they export from blender assuming that is what you are using. In the workbench just set the rotation to 180 then “reimport”

brittle blaze
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Has anyone else had this issue when trying to import FBX models and textures into Reforger tools, I can't work out why it's happening at all

daring blade
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Alright so when I'm exporting LODs do I need to make collisions of each LOD as well?

solemn goblet
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Collision is shared between all LODs and is generally like 40 triangles. Generally what Bohemia does is duplicate LOD3 and use the duplicate as a collision.

daring blade
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Ahh okay, so it does some fancy magic to do it automagically? This isn't something I need to go ahead and do like UTM_Name_LOD1-3?

solemn goblet
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While I'm new to Enfusion, I'm gonna go out on a limb and say no for this one. Just a single UTM should do it 😉

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LOD is for visual fidelity anyway, collision is a whole different office building.

daring blade
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Well there are a lot of office buildings as far as Enfusion is concerned haha

solemn goblet
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there are offices within the offices. Don't forget your portals

cedar stream
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How many triangles an item such as a compass has?

solemn goblet
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You can find this by going into the world editor and searching 'Compass' and clicking on a Compass .xob file. The American compass has 6686 Vertices at LOD0.

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The compass has interestingly 5 LODs and LOD4 is only 34 faces (I'm guessing faces are triangles).

cedar stream
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Thank you, i was modelling an apple and i was at about 1 k triangles, im used to being on a budget (too much modding city building games)

solemn goblet
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In Reforger a lot of LODs go down to less than 100 but up close LODs can be upwards of 10,000

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For best practices I'd say you can get away with solid silhouette (minimal faceting) at LOD0 as long as you're being smart with your planar surfaces (no grid fills).

delicate condor
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dont put 10k on an apple.

coarse pewter
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yeah, dont put 10k, put 100k

solemn goblet
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Yeah lol sorry if I wasn't concise. Be smart with your silhouette, 10,000 is just an example number. The AK is around 20,000 but it's an AK with moving parts. An apple is a circle with some grooviness to it, and the character probably isn't holding it. A good example to reference is something like a beer bottle.

cedar stream
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is this good enough?

rain wadi
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Sure

solemn goblet
cedar stream
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Apart from baking the normal map in the modelling software, does the engine also use it?

solemn goblet
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LOD0 is what you see up close, yep. Hires is only used before importing to engine. It's the normal vector information you actually want. Programs that can bake a hires translate it onto your LOD0 to mimic high quality geometry without the performance hit.

cedar stream
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yup im familiar

solemn goblet
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It's sorta like that Simpsons meme where he has all his fat tied up behind him. That's the terrible, shallow angle triangles under the hood. Your hires bake brute forces some of your imperfect normal vectors and makes it look good for the player.

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And the actual wireframe exposes some of the silly triangles.

cedar stream
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Yeah, i made some mods for cities skylines, it has normal maps as well

solemn goblet
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I wonder if the random bears that wonder into your cities have a normal map 🤔

rain wadi
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Also, the poly limit is something specific to a project (besides the technical limitations). You're not going to have the same approach if your model is made to complete the vanilla game or if it's designed for a total modification. If this apple is an important part of your gameplay, like your main tool, you want it to look good, especially if you play in first person but if that apple is going to be duplicated thousands of times, then you have to find a compromise. You have to think like that for each of your assets: what is the scope of the project? what are the technical limitations? what is the place of this object in the gameplay or the scene? what is the place of this object in the original game? ...etc

cedar stream
solemn goblet
rain wadi
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Ok, 1K is fine. Add some resLODs. You want the last LOD to be as simple as possible.

cedar stream
solemn goblet
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From what I gather just looking at Reforger assets: LOD1 generally maintains some form of silhouette from LOD0. LOD2 is more of a cost saving measure. LOD3-4 is nuclear. If I were to guess, it'd go 1.5k LOD0, 1k LOD1, 600 LOD2, 80 LOD3.

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Some assets have an LOD4 but really that's up to you. Something like an apple probably wouldn't.

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I'm guessing Bohemia uses a 'hero asset' workflow where stuff that is held in the characters hands has an LOD4 with the LOD0 being higher than normal. I don't know though, I don't work there.

cedar stream
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hm, the apple will be held

solemn goblet
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Well, judging by what you've showed us the model is perfectly acceptable as an apple up close. Anyone who complains about faceting is cringe (in my opinion).

cedar stream
valid hill
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you should include the wireframe, so we can judge your topology

cedar stream
valid hill
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but yeah it looks pretty decent

cedar stream
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Thanks, it is my first model made for close ups

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The others i made were some sketchy ones made to be appreciated from afar lol

knotty cedar
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Regarding visual LODs basic guidelines is to start with LOD0, have a poly budget in mind beforehand and try not to exceed. Then have each subsequent LOD be slightly under 50% of the previous LOD faces count.

For LOD1 we try our best to make it look as identical to LOD0 as possible so lots of hand labor instead of auto reduction. For lower LODs its less important cause errors are less obvious from greater distances.

Last LOD should be extremely simple and under 100 faces

It also helps with performance to only use a single basic material assigned to the last LOD or MLOD. This is especially important for structures because from closeup there is a lot of different materials and textures used which all take up performance, there exist techniques to merge a complex multi material down to a single basic material which only uses a single tiny BCR map for coloring the model when viewed from a great distance.

cedar stream
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The lod is triggered sooner than i expected. Is this how the player will see the apple in game?

sick shard
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anyone know how to fix this issue

knotty cedar
cedar stream
tidal latch
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LOD Factors in MeshOjbect component

sick shard
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this is my current setup

cedar stream
tidal latch
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MeshObject component is part of prefab in Workbench

sick shard
spiral veldt
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you gotta make your own LODs? Or will enfusion generate them like Unreal Engine?

spiral veldt
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Oof.

bright raft
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Just use simplygon

spiral veldt
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Never heard of it, I’ll check it out!

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I may try to take a crack at a ghilli suit

rugged nimbus
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A couple of questions...

Old GEO LOD had to be convex and closed

What about current collider? Does is have to be closed/convex as well?

Can it be a closed tri mesh? What about limit of vertexes/faces

Any guidelines to follow?

cedar stream
tidal latch
cedar stream
#

found it! thanks

tidal latch
swift goblet
#

niceee

plain citrus
#

Do you know why the thumbnail is fucked? (its a pant)

tidal latch
plain citrus
tidal latch
#

and this issue is still there after restarting workbench?

tidal latch
#

one last thing - you are sure that Preview Model is applied to prefab?

plain citrus
#

Yea it is

tidal latch
plain citrus
#

Thx

#

its was possible to remove element here ? maybe cause my bug ...

solemn goblet
daring condor
#

wouldnt that fuck with camos?

solemn goblet
daring condor
#

like having a green last lod for a desert vehicle

solemn goblet
#

You would average the camo color and pick it on the reference.

daring condor
#

yeah but i want variants

solemn goblet
#

So something that is red would still be red, blue is blue, sandy colors exist too.

daring condor
#

wanna use the same model with different base textures

solemn goblet
#

You could maybe achieve the same effect by creating a separate texture that's only 64x64 pixels 🤷

daring condor
#

true

#

i guess whats a bit annoying is that enfusion doesnt have many provisions for making retextures of assets it seems

solemn goblet
#

I'm not sure that's entirely necessary though, you would be essentially vector coloring your last LOD anyway. You could certainly get different shades using the standard

#

Sort of like making an ID map you're just making lightmap style UVs. Or not. Stretching isn't really an issue when you're referencing a single pixel of color 😆

daring condor
#

ye

knotty cedar
solemn goblet
#

Nothing wrong with a shining monolith of armor 2000 meters away because your metalness is 1 and your roughness is 0 for some reason, nope.

unkempt grail
#

Looks alright

#

until we get in

#

This is chucked onto the sample car mod, is this something that needs to fixed within the animation editor/scripts? Or is this a bone thing?

lime comet
dull lynx
unkempt grail
unkempt grail
lime comet
unkempt grail
#

I should say the animations actually work nicely, the wheels spin and the front wheels turn correctly
they just shoot out from under him when I get in

lime comet
#

yes, but the wheels positions seem to be baked into these animations and hence they are wrong

#

or maybe it's just an offset somewhere, not sure about it yet

pure kayak
#

Is it possible to have a uniform take up two slots?

#

like, a klmk suit for example or coveralls are one piece

gloomy stump
pure kayak
#

i mean uh

#

the wearable slots

#

like pants and shirt slot

pure kayak
#

👀

solemn goblet
#

The one rig looks super intense. There's like 8 different pouches attached to it.

#

I'm tired just thinking about making one. Bohemia devs should do me a solid, come to my house and show me how. I'll bake cookies.

swift goblet
# pine flame Not yet

is not possible make an empty uniform that is invisible and when you put the good one, put the invisible automatically on the other slot?

pine flame
pine flame
solemn goblet
pine flame
solemn goblet
#

Cheers. I'll see what I come up with.

plain citrus
#

Wrong&patched resource GUID in @"Assets/Characters/Vests/Plate_Carrier/Plate_Carrier_Stuffed_Item.xob" for property UCX_PLATESTUFFED resource name @"material/metal.gamemat"

#

Someone know why i got this error in console when i open my plate carrier are other imported item ?

trail igloo
#

Anyone having an issue where when you try and import a FBX file to reforger tools the application freezes?

#

File is about 500KB

loud condor
#

Hey, how'd you make your magazine well? I can't seem to get it to show up while trying to set class

wheat bay
#

You can right click it, then pick a different Magazine Well with change class

loud condor
#

I meant the script, I can't seem to get it to show in there, even after shift+f7

wheat bay
#

To create a brand new Mag Well, you have to write Script, or use the one from New Weapon Sample Project, and rename the Variables/Classes to be what you'd like, but make sure to keep source, class, ect. at the end

#

Send a pic of your script for the Mag Well

loud condor
#

This is the script they tell you to use in the weapon creation tutorial

wheat bay
#

Make sure the script is in the correct folder structure WhateverYourModIs/Scripts/Game/Weapon

#

Also, you're going to want to rename your classes, so that your mod doesn't conflict with the Sample Weapon, or other People using the same exact Sample Weapon Mag Well

#

Excuse my bad spelling with this lol, but here is an example

#

This way, my mod doesn't conflict with yours

loud condor
#

does it need to be in the same folder as the inherited base weapon or the folder I have my models in?

#

This is my pathing right now

#

and my script file

loud condor
#

@wheat bay did I mess something up?

wheat bay
#

We solved the issue, it was file structure. Had the Scripts Folder in a Data folder

tacit eagle
#

is there a way to occlude like the base mesh, to stop stuff like hands clipping through gloves and what not or no?

chrome plaza
#

afternoon lads, I've precured a weapon model from sketchfab and it has a whopping 356,323 Vertices, 1,027,443 Edges and 673,057 Faces/Triangles
How can i reduce the number of Verts and Edges, and, what would be a good target to scale down too?

calm rune
sly bridge
last hill
sly bridge
#

i hve no issues with people actually buying models. Their money, they can spend it on licenses or on models. i have tens of thousands euros in 3d models for my archviz business.
But just like with A3, there’s a lot of people that do not understand the difference between buyind a model and a game asset. Sure you can buy a model and bake from it, we have done it with 3d scanned cloths at rhs

#

actually this channel is in regards to model makers injections purposes, or game assets model makers

glossy lynx
#

Would there be a reason why my model takes a long time to import other than the high poly count?

glossy lynx
#

around 300k verts including colliders

#

It's a large ship, so it's pretty detailed

normal quail
#

That would take a while to render in workbench

glossy lynx
#

It doesn't actually cause any performance drops in game, just take a while to import to workbench

normal quail
#

Yeah I had a model around 150k took a min or so to import

bright raft
#

It might if you spawn a lot of them 🙂

last hill
rugged nimbus
glossy lynx
rugged nimbus
#

I haven't finished her yet...

Still modelling. I did a Hyuga for Arma 3 and as it was too small for F-35s, I modified the model for making an Izumo

zenith quartz
#

Heya! I wanted to practice by making a glowstick, I was wondering how you achieved the effect though? Is it a particle effect or?

bright raft
zenith quartz
#

Is it?

solemn goblet
#

It's probably emissive with an additive multiplier (that's how it works in unreal)

zenith quartz
#

Hmmmm okay.

bright raft
#

Havent tested if emmisive material actually shines on surface

#

But surely looks like it

solemn goblet
#

Adding an actual light to it probably requires a bit o code but maybe enfusion interprets emissive in a smart way

hoary herald
#

@zenith quartz no sir, i modelled the interior of the glow stick (simple cylinder inside a cylinder) and applied emissive textures to said interior.

#

emissive is done properly like in other engines

#

which is huge to me

#

the big issue i still have is making things a bit dynamic. im still stuck with either always on or always off glow sticks

#

cant figure out how to turn the light on when the "grenade" object is thrown...

#

if anybody wants to help i'll be happy to share credit

solemn goblet
#

Maybe you can have it reference a new material?

hoary herald
#

well the emissive does not create light

#

its not a source

#

its just visual

#

so i added a light component

#

its literally a matter of changing 1 line of code somewhere i bet...

#

from a 0 to a 1 or something^^

#

just the trigger component for the grenade is a bit weird

#

i have an idea but havent had time yet

solemn goblet
#

I got no idea, I've got 0 braincells dedicated to code

hoary herald
#

im also limited on it but have basic understanding

#

just havent had time to dabble with the new tools in regard to code to much

#

but yeah, for the model, easy enough

#

make the hull of the glow stick and then put another cylinder inside it, make the hull slightly transparent (as is the real object) and then add emissive to the inner cylinder

bright raft
#

So basicly emmisive does nothing, if it does not create light?

hoary herald
#

it does and it doesnt

#

it does not create light that bounces off the surrounding environment

#

but in the pitch black you will see the emissive as if it is a light

#

so I created a light source to compliment the emissive and vice a versa

sly bridge
#

from my on experice, it does create some light (A3 style), it does not create a light source (normally), and as such, there are no shadows

hoary herald
#

that

bright raft
#

Got ya, thanks

hoary herald
#

you might see some glow but it is not near as strong as a light source

bright raft
#

Material can be changed via script, dont know about light

hoary herald
#

think of it like a light bulp versus the glow inside a wrist watch

#

but yeah, i have an idea

#

1 sec

sly bridge
hoary herald
#

for the look

#

1 sec ill show you

#

here you can see the glow stick when its off

sly bridge
#

are you applying a texture for emissive or you have 2 separate materials?

hoary herald
#

what a real one looks like

#

its all on 1 texture

#

but, having a cylinder inside a cylinder lets me achieve a realistic look at minimal performance loss

#

my model

#

let me pull up substance to show it a bit better

crystal valley
hoary herald
#

yeah

#

real chemlight has an interior that holds the fluid

sly bridge
#

i'm aware how the real thing looks and works, wasn't sure how you had it setup.

hoary herald
#

ah

sly bridge
#

and if you used a procedural emissive material or you used a single texture for that

hoary herald
#

just like so

#

all on one texture

#

its 1 material in engine

sly bridge
#

yeah, got that from the above reply, cheers:)

hoary herald
#

im sure you are aware, not to insult your inteligence, but you could make it white to and probably change it more dynamically

#

ive used that technique in UE4 quite a bit

sly bridge
hoary herald
#

in this case i made a few dif color variatns of just the BCR texture

#

yeah i'm hoping this weekend to sit down and get back to it. see if i cant get some help on it

sly bridge
hoary herald
#

hehe yeah it is a bit nicer but enfusion is a huge step in the right direction

#

still need to dable in ue5 one of these days

#

but yeah for the light stuff i think right here is where i'll find my solution

#

this is the timertrigger from the grenade. its where you set how long before the grenade explodes

#

in this case 4 seconds

#

projectile effects is what happens after the 4 seconds

#

it actually just calls on a script in that line i think, so i think if i write a "on/off" script that can be called from there that would solve my issue

#

not sure though

#

but

#

ill see

stoic heron
#

how to import and fbx to the engine

hoary herald
#

ill ask in scripting this weekend and see if anybody can lend a hand

stoic heron
#

?

hoary herald
#

i think you can drag and drop @stoic heron

stoic heron
#

but its doesnt read it

#

it seams like it uses xob

hoary herald
#

it converts it to xob

#

drag and drop into your assets folder

#

should read it

bright raft
#

Or put it there, Right click on FBX and select Register and Import

hoary herald
#

that to

stoic heron
#

how to copy the file structure ?

#

also does it need to be in assets ?

bright raft
#

From my experience, no

#

But its good habit

sly bridge
#

Not necessarily, but it would be wise to try and keep the same vanilla folder structure

stoic heron
#

thx

hoary herald
#

if you follow that in terms of setup you will be fine

#

adjust as needed for your mod obviously

#

anyways gents, heading off

bright raft
#

What do you guys use for version control for 3d stuff? Is this even a thing?

shell hedge
#

model.1 model.2 model.3 model.new model.old

#

doesnt fbx have an ascii version? maybe that could work with git, but collaboration for this kind of thing would be quite hard

#

or commit as binary files so at least you have some revision history

chrome plaza
#

I work a 60 hour week as it is and can't afford to spend all my spare time learning every inch of blender, let alone the hours required for modelling, so unfortunately some of us have to buy models and do our best to make it work. A little help goes a very long way and me and my fellow modelling virgins really do appreciate it.

pastel rampart
#

Does anybody know how to make helmet invisible in 1st person like PASGT? is it model related or prefab related?

shell hedge
#

this isnt enfusion specific

stoic heron
#

its a big change

#

cause the helmet moves with the camera

#

even when free looking

pastel rampart
#

I want to make it Vanilla Like, i PASGT looks hidden simply

dapper oar
# chrome plaza I work a 60 hour week as it is and can't afford to spend all my spare time learn...

You will have to learn some 3D app to work with models you are putting into a game engine, purchasing models always come with pitfalls, especially when they are high-poly which will require to be baked down onto a low-poly mesh to be game-engine compatible - you cannot just click your heels to make that happen unfortunately, so without putting in the effort yourself to at least take baby-steps into using 3D suites and learning the modeling process for working with game-engines any help anyone can offer you is pretty limited I'm afraid.

stoic heron
#

oh my bad

#

i though u doing the other way around

plain galleon
#

probaly easier to pay someone to make a model for the engine, than buy a model made for another purpose, like for a movie/render thing.. etc

shell hedge
#

there are a lot of helpful poly reducing algorithms that can remove based on phong break angles etc but some manual work will be required

sly bridge
# chrome plaza Where would you prefer I asked mate? I hate to be a bother but I don't see where...

while i understand that, also understand the following

  1. modding is a hobby - a very time consuming and possibly costly one (although there are alternatives to paid software these days - blender for modelling, quixel for texturing - still not at substance painter level). I pay a lot of money/month for all my subscriptions, and i am not the only one (granted, i use all for work). No one is forcing you to take this hobby if you do not have the time.
  2. this channel is suppose to be a bit software agnostic - BI has released some tools for blender (exclusively, because it is the most convenient to grab one - again the proper free one out there) - there is a discord for blender here - https://discord.gg/blender
  3. you should ask here if you wanted help before actually buying that 3d mesh - there are a lot out there that far from game ready. You would have received better help then than now. There are a lot of ways to decimated, reduce polycount, none are 100% automated.
  4. if i were you, i would use that model i already bought as a medium-high mesh and i would bake that data into a lower polygon model (game ready mesh) that i would do myself - model, UVs etc
swift goblet
solemn goblet
#

Learning Blender is a lifelong endeavor. People good at it at a level like RHS have probably been modeling and sculpting away for over 10 years.

#

That being said getting 'good enough' for most players to recognize your asset as an M4 or an AK might only take a few months of solid practice.

shell hedge
solemn goblet
#

I started using Blender in 2008 and yesterday I learned what weighted normals are. haha. Ironic considering I've basically done my dissertation on vertex normals 😵‍💫

shell hedge
solemn goblet
#

There are definitely some hotkeys that'd give a master pianist cramps

chilly dragon
#

Could anybody explain setting skeleton & rigging mesh for vehicles? or point me in the direction of something that might help. The wiki page for vehicle creation doesnt say much on this

tacit eagle
#

To all you model creators....an idea. A Guidon Flag.

sly bridge
#

@tacit eaglean idea -> this isn't a suggestion channel.

tacit eagle
#

Oh I am so sorry. My sincere apologies.

pastel rampart
#

@willow sage not working :c

shut bloom
#

Hey there I have a Question regarding Buidlings.
I am wondering if there are Lights for the Buildings and if they are working as intended yet, since what I have observed is that there are no lights working inside the game rn. so the question is if its possible to allready setup Lights even tho they might not work yet.

willow sage
soft tiger
fathom bolt
sly bridge
fathom bolt
#

RHS, I’ve see a modeling video on 3DS max for an AK

sly bridge
#

some use max (myself included), some blender, some modo, i think a couple guys maya, fusion (cad) etc. The tool doesn’t matter, is just a tool

spark marlin
#

Has anyone made tutorials for weapon modding yet? I've been trying to look for some but haven't come across one yet. The sample mod offers a good insight, but no explanation

soft tiger
#

I haven't seen any video tutorials personally just the wiki guides

spark marlin
#

A video tutorial would come in handy, but I guess I'll try to settle for the wiki page for now. Maybe I'll upload a tutorial when/if I figure things out on my own

solemn goblet
#

That's what I plan to do with vehicles once I figure them out. They seem easy enough but I'm sure there are pitfalls.

spark marlin
#

We're all new to these tools, so there will be hardships on the way, but once people have figured things out thoroughly I'm sure we'll have plenty of material to make the learning process faster for each other

#

Keep up the good work bois

delicate condor
#

Id recommend written tutorials. They are easier to search through and update

latent moon
#

Does there a concept like predefined building positions for units exist in Reforger?

shy dust
solemn goblet
#

I might do both for our foreign friends.

unkempt grail
# chilly dragon Could anybody explain setting skeleton & rigging mesh for vehicles? or point me ...

Take a look at the sample car mod fbx, get a good look at the vertex groups, and how that links to the armature rig
I have possibly fixed my wheelbase issue by animating the steering wheel, (full left at frame 0, full right on 26), export txa to replace the pose file

My problem is that the parent armature has a 180 rotation on it, so everything is backwards. I might have to rebuild the skeleton/rig
When posing the bones, edit the head and tail positions

I only picked up blender recently, and I don't really what I'm doing. So if any of this is wrong don't hesitate to say:)

plain citrus
#

Hey ! I have buy 3D asset on CGTrader and I have make a mod , but do you think I can do open source projet with all the FBX file etc coming from CG trader ?!
Or it's illegal ?

daring condor
#

Probably

#

What license did you get

#

But open distribution of the asset would very likely not be allowed

delicate condor
#

usually licenses allow distributing as part of a game or similar package.

#

open sourcing models is usually not allowed

#

that would make any sense

#

you buy right to use model, not give it away for free

vocal belfry
#

Gonna make guns out of cardboard that take 40mm flak.

chilly dragon
calm rune
delicate condor
#

I can understand that. but video is still bad format unless the information is absolutely correct as like I said its difficult to fix bad parts

#

we've had quite a lot of issues with video tutorials in Arma 3 modding where bad practices were used and the video makers had no interest in correcting their work

tacit eagle
#

i just ignore all written guides myself as they are meaningless when they use terms for actions or features that i have never seen before

like imagine your brand new to blender and some guide says to subdiv and now you have to hunt down what the fuck a subdiv is, but if its a video guide you can just see what it is and go from there.

worthy citrus
#

Whats the correct way to save a prefab, every time I try to save one half the doors are missing?

#

or it just reverts to the base cube

deft owl
# chrome plaza afternoon lads, I've precured a weapon model from sketchfab and it has a whoppin...

Since no one answered with anything helpful, here is a link to a blender modifier to decimate a mesh. It will not be perfect and will most likely have issues that need fixing but it is at least a start. https://youtu.be/JqoIGxUrLbw

Today, we learn how to reduce the number of vertices and faces in our mesh, by using the Decimate modifier feature in Blender!

IMPORTANT LINKS:
Blender 2.79 https://www.blender.org/

SOCIAL MEDIA:
YouTube (skits) https://www.youtube.com/c/kaikayskitsongs
YouTube (gaming) https://www.youtube.com/c/kaiplaysgames
Instagram https://www.instagram.c...

▶ Play video
#

While I agree that modding is a time consuming hobby and there is lots to learn, it does no good to not support someone. That was a terrible attitude to have when replying to someone asking for help. Modding is meant to be supportive, and that was far from it.

worthy citrus
#

and why does the save prefab button just not work at all?

#

am I dumb?

calm rune
calm rune
worthy citrus
#

when I relaunch its usually worse lol

#

I think I kind of got it working by just dragging the parent down to the resource library to make a new file but I have no idea how to save an existing one

#

I wonder if BI used different tools to actually make the game

solemn goblet
#

Something important to note about decimate unsubdiv: It is not a good solver on odd numbers. Triangles can also confuse it. It's totally fine to destructively decimate something but a way better method is the hand picked method with shrinkwraps taught by uhh... Let me find the vid

#
calm rune
#

When it comes to hard surface modelling when lowering your model I feel like the best method is to hand bomb it and just start dissolving edges. At least that way you don’t destroy the UV.

solemn goblet
#

I like having a bajillion quads then using Grants method to make a new mesh and UVing that, then baking the bajillion into the new one

#

Here's a fun fact, this is the AK at LOD4

calm rune
#

Grants method? Never heard of it. Any videos showing that method?

solemn goblet
#

I would maybe argue that Bohemia might have been a bit lazy with this one but honestly, who cares. This is what you see with binoculars at like 1000m out. At that point nothing is sacred. So it's not all about being clean all the time, just some of the time.

chrome plaza
#

The fact that the workbench has been hailed as this easy to use, all in one experience, compared to the overcomplicated mess that was A3 Tools, I think you'll find that there will be a lot of new people who want to get into modding, seeing as its the lifeblood of Arma and all.
Well aware that you need to put in the time and effort to be good at something, just like everything in life, but when your short on hours and can only dedicate maybe an hour a day to this hobby, any help you can get, no matter how seemingly insignificant it is, means so much to someone just starting out.
I know this isn't the right place to ask, but someone who knows better, like Plato or Some_Stranger can spend 30 seconds of there time dropping a link and that means the world to me.
And the only consequence is there is more people creating mods for the community, a community that ought to be more receptive to new modders.
It can sometimes feel a bit gatekeep'ish is all, but thank you nevertheless for the help guys, I really do appreciate it :)

solemn goblet
solemn goblet
calm rune
solemn goblet
#

I'd say there are 3 addons I can't live without. Texel Density Checker, Retopoflo 3, and the Hardops/Boxcutter bundle (I guess that's four).

#

Don't get me wrong there are some artists on here that are better than me and I should be asking them questions 😆. I know Avery is one I've seen already. There are probably tons just sitting quietly, plotting, not posting much. In the next few weeks we'll see them more as people smarter than me familiarize themselves with the tools. I'm technically new here.

calm rune
spiral veldt
#

I wish I had the time to learn blender but it’s so difficult switching from maya

bronze kestrel
#

I'm new to modelling stuff for arma so I'm trying to import a cube with a 2048x2048 uvmapped texture into reforger, but the textures dont seem to be importing with the material. anyone know why that might be?

terse star
bronze kestrel
#

nvm figured it out lol. you have to select the texture as a bcr map

sick shard
#

anyone know how to fix this issue not sure what causes it but it keeps the black color even when texture is applied

#

I've noticed this on some of my models and I can't seem to figure out what is causing it

knotty cedar
sick shard
#

Yea a friend just messaged me about it seemed todo the trick thanks for the help

lime comet
#

any hint on how to get rid of RESOURCES (W): Missing some mesh skinning weights (Object_LOD0). Weighting them to root. ? If possible a short guide how to do it in blender, please.

tidal latch
#

In Blender realms, this means that any object with Armature modifier, must be fully skinned to some existing bone through vertex groups. ```
#

That means, that if your Object_LOD0 has Armature modifier and its has only one vertex group for some part of the mesh in the object, then Workbench workbench will complain, since it expects that everything in this object is skinned to something

lime comet
tidal latch
#

It's about vertex groups

#

everything in this object has to be skinned to something via vertex group

#

if you i.e. just skinned wheels, then you have skin the rest to some other existing bone, i.e. v_root

lime comet
#

the vertex groups are the old selections from Object Builder

tidal latch
#

delete them then

urban helm
#

Any modelers willing to import a gun and helmet I would buy off SketchFab?

lime comet
# tidal latch delete them then

Thanks, warning is gone now, deleted all vertex groups of Object_LOD0. Now onto the next challenge. For some reason my F: Driver: Get In action shows (Obstructed). Any advice there? Is the action point (or whatever the correct term is) inside some mesh here?

lime comet
#

also smallish typo on Use Entry Points as RefFerence

#

there's this blue rectangle, I suspect I need to move that besides the vehicle, not inside, as with the M923?

tidal latch
#

Passenger Position info is set correctly?

lime comet
#

I set it to pivot ID driver_getin now and the green ball is on the driver seat now approximately

tidal latch
#

check vanilla vehicles

#

driver_idle should be on driver seat

zenith quartz
#

I'm working on some cases.

#

Going to use a multi-mat for cases themselves and then basic mat for all the latches and such.

#

But, would it be better to try and merge them into the same material? Or have two different mats?

#

Main thing I like about separate mats is since the components are the same between each box, I can just have one texture for the handles / latches for every box.

polar lion
polar lion
last parcel
#

well that depends do you want better details on latches and stuff like that or suffer a bit in quality on them for the use of a single mat

lime comet
# tidal latch check vanilla vehicles

bummer - I found the prob. I had cloned the truck over itself and had hence two instances, blocking each other. One properly setup and the other not. when I moved the truck with the gizmo forward I saw a second one hiding

pliant bolt
#

Quick question, are the proper dimensions for buildings (doors, stairs, etc) somewhere?

polar lion
clever flame
#

I am super new to 3D modelling. I made a model of a fruit in blender following a tutorial and i would like to get it into the game. Is there a tutorial i can follow for that

brittle blaze
#

is there a maximum number of triangles that reforger tools can import for an FBX?

delicate condor
#

I dont think it has been mentioned here before. How much do you have?

#

anythign above 100k is a little bit excessive

quasi sedge
#

Anyone working on structures?

pliant bolt
spark marlin
vocal belfry
delicate condor
#

yes

simple meteor
#

tyre setclass on vehiclewheeledsimulation makes you crash too ?

#

how car animation works ?

nocturne island
simple meteor
#

sad

#

no animation

#

nothing i can just go in xD

nocturne island
#

wheels' animation can be added in CarProcAnimComponent

simple meteor
#

i've error "wheeled failed to load"

kindred thistle
#

Is there any tutorial on how to make a simple entity, like a city sign for example? I already have an .xob, but after that I'm kinda lost

pine flame
pine flame
# simple meteor i've error "wheeled failed to load"

No more details there?
Most probably your config does not fit your model. Can happen if you simply copy stuff from other cars without modifying.

Making a properly working vehicle is not easy, please don't expect that it's gonna understand what you want to make.
Again, observe vanilla prefabs for reference

kindred thistle
pine flame
kindred thistle
#

what editor should I use?

pine flame
# kindred thistle what editor should I use?

World editor
You have hierarchy tab with all placed objects
And you have create tab, where you have list of entity types you can create

Separated thing is resource browser where you can get existing prefabs.

kindred thistle
#

ah

#

ok

subtle rose
#

hey there, could someone help me figure out how to get my empties (snap points) parented to the w_root bone in blender?

the first image is the ideal structure I'm looking to get (from the M9 beretta)

the second image is my blender hierarchy. I'm only able to parent the empties (red 🔴 ) to the armature and not the specific w_root bone

kindred thistle
#

Soo, when I add a LadderComponent to my entity, the model just disappears

calm rune
# subtle rose hey there, could someone help me figure out how to get my empties (snap points) ...

In this Blender 2.8 and 2.90 tutorial I show the rigging of a low poly 3d weapon model using vertex groups and bones. When parenting to empty groups, the vertex groups are created with the names of the bones and an armature modifier is added for them.

Then the different parts of the mesh can be moved around and rotated using the bones.

I also ...

▶ Play video
solemn goblet
subtle rose
# calm rune https://www.youtube.com/watch?v=pgLSHwex1dM&ab_channel=Jayanam

unless I missed something, this is just showing you how to rig a model with bones, which isn't what I'm looking for.

My model is already rigged, but enfusion requires some empties which are NOT the same as bones, as they are used to determine the snap points of the weapon

here is an example from the vanilla M9.

#

my problem is that I cannot get said empties to be parented to the w_root bone within blender for my own model, and I was hoping someone knew how to make it happen

kindred thistle
solemn goblet
#

That's how it works in Source at least... 🤷

subtle rose
#

according to the documentation, bohemia uses these empties, but doesn't elaborate on how to make them work

solemn goblet
#

Alright, I'm gonna figure this out.

#

Somehow it made me mad

#

Is there a way to add points?

#

Like in workbench or something

subtle rose
#

I don't think so, I'm just figuring out the tools as I go

solemn goblet
#

I'm in Creativity Lounge figuring this out if you'd like to join

subtle rose
#

sure I'll pop in

calm rune
pine flame
kindred thistle
#

I'm supposed to be in this window when I try to create it, right?

pine flame
#

No, this one

round orbit
#

Anyone do boots yet? Must I have the model match the character's foot cause they're crooked

calm rune
kindred thistle
# pine flame No, this one

Okay so I'm thinking we are talking about different things 😄

I have created the genericentity, assigned the .xbo to it, added a rigid body, but now I want to turn it into a prefab. Sorry if I wasn't clear enough what I meant

subtle rose
#

above is the model XOB preview ⤴️
below is the prefab preview ⤵️

subtle rose
kindred thistle
#

Thank you very much

solemn goblet
subtle rose
#

the XOB view shows the mesh + bones and memory points (empties) as being correct, but the prefab and ingame mess up somehow

solemn goblet
#

Yeah I got no idea. Maybe someone really smart and awesome knows what the issue could possibly be.

last parcel
#

Bacon Are they named correctly ? and the widget xyz axis thingy in either blender or max is setup at the point ? becuse that was a problem i had and that fixed it for me atleast

willow sage
#

Had same issue with MWS

kindred thistle
subtle rose
#

I'm currently re-rigging the whole thing for good measure

last parcel
#

worst case scenario i could take a look at it in 3dsmax,

willow sage
#

MWS xob and Prefab

solemn goblet
#

This might confirm my theory that the bones being rotated is an issue (they all gotta be facing Y+)

solemn goblet
# subtle rose

Because if you look here the Y tangent handles are facing in directions that, while they make sense, don't work for some reason 😛

willow sage
solemn goblet
#

Uh oh

simple meteor
subtle rose
#

update

#

it looks mildly better

#

@solemn goblet sorry my audio drivers died, I had to restart

subtle rose
#

¯_(ツ)_/¯

solemn goblet
#

All it would take is like one bohemia dev to stream his process over the course of 1 friday and we'd see more weapon mods thinkingsmirk

#

(or her)

pine flame
solemn goblet
#

🙀

#

I like to imagine devs are trying to figure out how to get tracked vehicles to work in Enfusion and are having the same issues 😛 I watched Bacon do his pistol and it looked like he was doing quite literally everything right. The sort of 'everything right' to where it'd work in Unity or Unreal but Enfusion is confusion thonk

subtle rose
#

Enfusion is confusion
~some stranger 2022

man that's the quote of the year

willow sage
#

Yeah, just remember the ID of these words 😄
982703829231480842

solemn goblet
#

but first do not forget to set the ID to about 5 units under origin and set rotation to Y+

subtle rose
#

and apply all transforms except for your ID's snap points

#

if you fail to do so, miller will dissolve your verticesMillerTarget

pine flame
last parcel
#

didnt find it that diffcult when i figured out how it was all put together

pliant bolt
#

Anyone know the width of for example the UAZ?

#

GAZ*

clever flame
#

What makes an item been able to be picked up into your inventory? I have copied all the components linked to another item that you can pickup but the action does not show. I have also copied all the settings of these components:

pine flame
clever flame
#

Ok thank you will check it out i did not setup collider

clever flame
#

@pine flame I am getting an error when i try Click the Colliders Setup button on the Enfusion Tools in blender i have watched the video tutorial on how to set it up and also checked that a few other people had that issue without clear solution . Do you perhaps know how to solve that issue

tulip sail
#

LOL seems on a server (using peer tool) i seem to be missing a head...

#

never noticed this before lol

shell hedge
#

seems like a great opportunity for a headless client joke

chilly dragon
#

Try adding a blank layer to the overide meshes and that might fix it?

dire owl
#

is there no way to use a texture atlas in enfusion or is it a little tickbox im overlooking?

spark marlin
#

@dire owl What are you intending to use it on?

dire owl
sacred sierra
slim silo
#

Does anybody know how Reforger trees/vegetation are made? Were they done using SpeedTree like in Arma 3?

last hill
sick shard
#

every time I pickup my gun the game crashes using a custom magazine and the vanilla 9mm

#

anyone know how to fix this or what I should be looking at?

last hill
sick shard
#

Yea

#

I'm thinking it's an animation issue

#

Seems to just crash when I equip the gun into hands

last hill
#

I never had an issue with animations crashing me, it just didn't animate or animated wrong. Sounds like a possible issue with the configuration in your prefabs. But can't say for sure.

#

Is it a custom weapon plus magazine, with the magwell having it compatible with the existing magazine? I am trying to figure out if you have something set up wrong.

Did you duplicate the existing weapon and magazine prefabs and change the model references to yours?

Have all of your weapon "sockets" present on the model? Barrel_muzzle etc etc?

sick shard
#

yes for the first one I even swapped it over to m9 to check still same issue

Yes

and I believe so I've been basing everything off the m9 for components

#

everything was based of core but I'm going to try just with the m9 inherited

#

Well that seemed to work guess I might try to avoid the core inherit for right now

plucky rover
subtle rose
#

Another oreo joins the game

#

Welcome

subtle rose
#

so I noticed that if I move this bone forward in blender, the slide goes back in the prefab editor, but if I move the bone back, the slide goes forward.

It also seems like the bone positions is relative to something that does not get affected when I apply the transforms, so what I see in blender gets messed up the moment reforger reads and applies it

#

in short, applying transforms in blender does not appear to set the bones to a neutral position, and reforger assumes that the bone has moved some distance based on its default position.

#

I'm assuming the quick and dirty fix would be to tweak the bone positions by hand until they line up properly within reforger, but I feel like there's a better solution

sacred sierra
sly bridge
#

it is in the workbench import settings

sacred sierra
#

nice thank you very much

last hill
sacred sierra
#

does anyone know how to import the properties of the object I created a new prefab but I'm sure there is a way to copy everything rather than putting them one by one

subtle rose
#

the top two pictures are the result from the enfusion prefab.

the bottom is the blender viewport, for some reason one of the axii is rotated in enfusion despite everything looking good in blender
@solemn goblet you might find this interesting

#

in the XOB everything looks good

#

so the problem really comes from the prefab because everything else appears to be correct

last hill
#

Tried flipping the offending bone?

#

I don't do Blender lol

subtle rose
#

negative, it yields the same result

last hill
subtle rose
#

I'll look but everything should match the docs on the export settings

kindred thistle
#

So I am trying to make a custom deerstand for a map, and when I add the LadderComponent to the prefab the model just disappears. What am I doing wrong?

subtle rose
#

in other words, nothing wrong here

lean spruce
subtle rose
# subtle rose the top two pictures are the result from the enfusion prefab. the bottom is the...

@solemn goblet @last hill found the problem!

the reason the prefab messed up the locations of some components was because it uses the rest position for the M9 animations as it is an inherited prefab. Because it's a different gun, the M9's bones logically have different positions compared to mine, thus relocating my bones to the wrong coordinates in 3D space.

So the solution is to remake the animations, with a new rest pose, that matches the 1911's skeleton.

for now, I've disabled the animations until I find a way to replace them with something that works.

shell hedge
#

I noticed some car releases in the workshop, but they seem to have matte paint on them, is this intentional or were the issues with clear coat materials?

solemn goblet
solemn goblet
subtle rose
solemn goblet
#

The way it seems to work in Enfusion is with Blender Enfusion tools. The bones seem to be in weird places but from what I can understand: You create actions in the action editor and export them out (probably just the bone positions) and Enfusion uses that information to move the existing meshes that have vertex groups. I'm guessing it works similarly to source with a bit of a proprietary export process but I'm not certain.

subtle rose
#

this is gonna be a pain to learn

solemn goblet
#

Ralian figured out a way to set up a helicopter using just a single idle frame of animation.

#

You might need a bit more than that for a gun but 🤷

subtle rose
#

I also have the dumb

spark marlin
solemn goblet
#

Maybe today I will apply the source method to Bacon's model and record how to do it for him in creativity-lounge, and if it works then we will all know how to do it.

subtle rose
#

that would be very pog

spark marlin
#

Something interesting is happening to my model each time I move the bones. For example, I import the model into reforger, but the fire selector is offset where it shouldn't be. Then I move it downwards in blender to compensate for the offset, import it again, and bam. It has moved upwards instead of downwards

#

Also the mag isn't where it's supposed to be anymore, for whatever reason

solemn goblet
#

Wondering if XYZ Quarternion (Blender Default) vs XYZ Euler (What I used for Unreal engine) makes any difference whatsoever.

spark marlin
#

The same did not happen in a previous version of the model. I'm going back to that version to try and figure out what's going on

hoary herald
#

stupid helmet is still floating. tried 3 dif skeletons to pull from. have brought in several hats before but for some reason im missing something on this one :/

chilly dragon
#

have you checked weight paint and did you remember to export skinning and reimport?

hoary herald
#

yeah its weight painted properly

chilly dragon
#

how many bones does it say that it has?

hoary herald
#

163

#

usually i get 1+162

#

the default hats are 1+162

#

for some reason this one is coming up as 0+163

#

looks like it should be fine

#

but idk what the 1+162 means vs. 0+163

#

obv that one is important i think

chilly dragon
#

the first number is how many bones its applied to

spring pond
#

Iirc you need to attach to that Bonę in blender

chilly dragon
#

yeah have you set an armature modifer and dragged it into the armature?

hoary herald
#

OHHHH yep

#

thats probably it

#

fml i didnt do helmets in 3 days and i forget the details...

#

yep

#

thanks yall

#

results here in a sec

chilly dragon
#

pro tec helmet?

hoary herald
#

yep

#

@chilly dragon

#

going to make variants of course

#

is there a way to grab existing mesh and add it? like if i want to use the default goggles and put it on the helmet?

#

like a child component?

solemn goblet
#

(I don't know how to do this yet so I could be blowing smoke)

hoary herald
#

Ill have a look

#

Would be slick if you could do that

solemn goblet
#

I think the system is in place for a lot of things, it's very likely doable

sacred sierra
#

hello I have just created a vehicle I put all the property objects but I do not have any action to get into the vehicle would you know where it could come from please?

solemn goblet
sacred sierra
solemn goblet
hoary herald
#

welp

#

its possible

sacred sierra
#

thank you but I have already tested all the wikis but nothing works I've been on the vehicle looking for 8 hours but I can't find anything for the moment

solemn goblet
#

Yeah no idea then friend. Sorry I couldn't help ya

bright raft
solemn goblet
#

Damn that's pretty rad. Good work 👍

bright raft
#

Thx 😉

hoary herald
#

so yeah

#

its possible

#

and really easy

#

gotta scale it but all that is built in

#

this is going to open a ton of doors

solemn goblet
#

Could make it attach to the helmet, and then also attach to the character or something? So like the helmet has storage for it thinkingsmirk

hoary herald
#

not sure but this is prebuilt into so

solemn goblet
#

Sorta like how you can use the flashlight, or attach it to your rig

hoary herald
#

not compalining

solemn goblet
#

Put it in your backpack, use it, or attach it to a 'connector'

hoary herald
#

ah damn... they didnt include a scale

#

just offset and angle...

kindred thistle
hoary herald
#

yeah thats probably what i'll do

#

would be neat if they made it part of the transform options though

#

also a "preview" would be nice

#

cause it shows the ground items

#

not the full shibang

chilly dragon
#

i think there is like a debug option to just show the worn item

#

if thats what you mean

hoary herald
#

oh

#

yep

#

sure as hell

#

nice

#

ah only applies to main model not sub components

kindred thistle
#

Is there a limit on how tall a single object can be? I.e the tv tower from A2

last hill
# bright raft

There goes my idea of being first to drop a Magnifier. Well done. That your mk18 mod?

bright raft
pine flame
prisma fjord
#

Anyone know why i would be getting this when importing a FBX?

#

This is the object in blender

sly bridge
prisma fjord
#

Ah makes sense.... new to modeling trying to learn how to make terrain assets for a map.

delicate condor
#

oh

#

🤣

prisma fjord
#

What would be a polycount to shoot for? Especially for complex objects?

valid apex
#

Dose anyone have a model of a M109 Paladin

sly bridge
#

1-2k prly

valid apex
# sly bridge yes

would it be okay if i used it for a personal project i wont be making any money from it and ill give you full creds

valid apex
#

ight

daring condor
#

i filled out hesco barrier will bulge out at the side

sick shard
#

anyone know what could be causing this issue looks fine in blender but as soon as I import the model it deletes the round edges off stuff happens with the front post as well

dense plover
#

Possible inverted normals

sick shard
#

In reforger or blender?

sly bridge
#

you could also try importing without merge meshes

sly bridge
sick shard
#

sure

sly bridge
#

there seems to be some autoweld thinghy on import

sick shard
#

this is the wireframe of the belt