#reforger_samples
1 messages Β· Page 1 of 1 (latest)
it certainly looks like, it just has the upper of the regular version
yeah, its even named like that on the wiki in the blender files
interesting, i think this is the first time i see it in a game
is the blender file for new weapon sample availadable somewhere?
check pinned
its not in that repo
there are only workbench projects there
Is there a HMG sample somewhere in Bohemia samples github?
Trying to copy Bones from M2 with Pine mount to Mk19 but their orientation is mess when i port them to Reforger Tools.
Not really, static weapons will be sort of reworked in one of the upcoming milestones so that's why there is no sample yet
Any chance we can get a head/neck sample that is weighted?
There is already head model in samples
But it has no weights. I asking for a head/ neck sample with weights.
It has? What software do you use to import it?
Blender
There are no weights or vertex groups in the sample.
No weights, no vertex groups, etc.
Hm, thanks, I will take a look at it
Would be greatly appreciated to update the head_template with one that has weights. Right now we need to go in and paint the neck area ourselves which can lead to all kinds of clipping and nasty weight issues when transferring weights onto torso clothing.
character_template has "Neck1" vertex group with some strange weighting and the Character_AnimationRig_Example which I used to show a piece of vanilla clothing with weights has "Neck1" & "Neck2" vertex groups.
So as you can see when transferring weights from the current character_template we get this mess from the chest and upward.
I may be an idiot and this is a stupid question, but why is nothing moving in the animation rig template?
What do you mean?
Will there be a reforger Dayz
if someone builds yes, why not 
I mean the current DayZ is already built on the enfusion engine.
that is half correct. current DayZ is a blend of Real Virtuality engine and Enfusion... not full Enfusion. I think the enfusion part is graphic part, but the rest is still RV. I might be wrong, but it's true that DayZ is part RV part Enfusion. Reforger is the first game that ran full Enfusion. I dont' know maybe they'll make DayZ 2?
If that was the case, than why would they port a full game into another game. Would make more profits if they sold them separately π
Btw, dayz has nothing to do with the reforger samples
Any updates on the head/neck sample?
Not yet
And maybe try to get a more accurate face? The sample one its not good proporcionated with the game one (Who have different proportions on each face)
All faces are accurate. They are all just different in facial proportion.
Not only facial, at the rear are like 2-3 faces with different proportion and get helmet/headgear clipping
All my ballcaps in my mod fit perfectly when it comes to head circumference. Only issues I have came across that the devs know is anything around the chin/jaw.
Ill try to send some pics later, need to recreate the issue with some faces
Here are 3 different models. Caucasian, Asian and African.
The problem with the heads is in the Samples, none of them are similar to the proportions or UV map that is finally used in the game.
When it comes to cheek bones, jaw line, and nose then yes they are quite different but when it comes to the skull size they are all the same. If not then they are off by millimeters at best. The sample head is actually the head that looks the biggest when you clip all of the heads together so if you size your headgear to fit the sample head and it is weighted correctly there should be absolutely no clipping from the skull portion its self. Like ive shown above my ball caps are proof of that. EDIT: UV doesn't matter in this situation.
what's the easiest way to download the reforger samples from github?
Press the download button? Which gives a zip file with all the files.
Code -> Download ZIP
thanks mate
Stopping in again just to see if anyone has looked into the weightless head/neck sample.
It's already fixed in internal data but I have no idea when the update will be released (or if it was released) since I'm on vacation
Okay thank you.
Heyo, is there any example of a building/prop with doors in the samples?
trying to work out what i'd need to do to get doors working so wnated to take a look
I beg of you, could we get that Head_Template with the weights updated π π€
Can we get replication samples? Or is it already somewhere?
replication samples?
https://community.bistudio.com/wiki/Arma_Reforger:Multiplayer_Scripting you have this page but beyond that, you can check vanilla content
Ofc i read campaign network component file too but i have several unanswered questions what i try figure out with tests.
Try asking
For everyone out there who needs help weighting their clothing we have updated head/neck samples now with weights finally!
There is also a head proportion .fbx model as well.
Here is a full body weight reference I made if others want it.
Btw, let me know if it works without problems now
It works great.
Iβve re-weighted all of my clothing and had no issues.
Still having issues with server mods failed to start the game but no issues from the nitrado
perhaps write in #reforger_servers ?
where is the channel to I need to go to hire model modders?
thank you
Is there any Reforger samples for creating buildings? I've tried following the FBX importing page but can't get portals and other things working correctly.
Something like this simple house from the FBX Importer tutorial would be great perfect for me to see.
do portals even work yet?
do portals even work yet
Completely forgot this channel was here
@waxen ravine with the sample update from october, does that mean helmets and face wear should skin properly and not have clipping on chins and eye sockets on the different heads?
No those things will always have issues due to the head models being completely different in size. Skull size, jaw, cheeks, etc. They did include a head size fbx to use for reference though.
Be good if we could setup the prefabs to morph the model up and down in size on head swap.
Ah well
It is all the heads put together. I do not think it is 100% perfect but it is pretty good.
Indeed, looks useful, having skinned heads though WILL mean I can make new heads as well if I ever decide I want to.
Can we get one head model. It is literally impossible to fit anything to these heads without there being clipping or very noticeable distances between the headgear and head model. This is insanely bad game design.
aren't the heads slightly different tho
some have nose, mouth and jaw different, there's even vanilla helmets clipping
Man like Bose said. Everything has different proportions. Earlier I only thought it was the skull but it is skull, jaw, throat, cheeks, temple, ears, etc. EVERYTHING is different on every head.
In order to get this gas mask to fit the African American head it then looks huge on the Asian head. It is a nightmare.
Make different sizes S, M, L and XL lol
with the actual arsenal system its not a good solution
Not possible because the throat area on the small head is biggest then the throat area on the big head. Literally the only way to do it is to A) not care about clipping or gaps or B) Make a different variant for each individual head.
I was messing around guys. Imagine the amount of work ? Hell no. They should find a way to fix this.
that leaves a gas mask that also covers the rest of the head in a way, then you could hide the head mesh when worn
more of a workaround, but the head can't clip if there's no head
or you can ignore it, nobody will arrest you for a slight size issue
Lol π€£
You don't understand 3D artists man..
That would be a workaround for a mask that is ugly asf haha. As for ignoring it I can not. It bothers me too much π
eh, a helmet + gas mask isn't that uncommon, etc
That is true. Would solve the huge forehead clipping. Shame though, gas mask + military helmet would be weird for civilian use.
well there are full head gas masks... but they are indeed not pretty
maybe some mask with a hood (Like nbq suit)
i'm working on attacheable facewears for things like this, but with the problems of clipping and the "Menu" of equipment attacheables temporaly disable, i stopped all
Gas mask can have a mesh cover for the head, may be able to use something like that to kinda hide the head
What like a mask hood?
Nah, no modern day gas mask completely cover the head.
A thought - if you rigged the mask to have separate bones for the mask and the backstrap you could animate it to fit different head shapes
Does not solve the issue for different face proportions.
same again for top v bottom of mask? stretch it a bit to make it fit?
Would need to do it for top, bottom and both sides. Not happening lol.
pretty realistic tbh that faces have different proportions
so theres no joints for like cheeks forehead etc?
Oh there is but for some reason the weights do not react the proper way.
Hence clipping on helmet straps etc on different heads. A gap, or not a gap, that is the question
Swappable component strap that can be set according to head type? Default model with open or tucked away strap?
Or just loose enough strap
does enfusion have some kind of morph target so you could align everything with the head
How do I make an attachment for a custom new weapon? Optic style with the points I should add.
looking into any currently available attachments would be a start
depending on what kind of attachment you'd like to make it may not be feasible though
RIS style Carryhandle to be removable on M16.
I think if the carry handle includes sights then it'd be ok to make it as an attachment of type optics
so basically you could make it pretend to be an optics/sights attachment
How exactly do I do that. And in what component are the slots located at.
Thats what I'm trying to achieve
so in the weapon you have attachmentslotcomponent that makes things go into places
inside the attachment I kinda forgot but you can copy things from like the ARTII scope, just ignore the actual PIP Scope stuff
I think it was an inventory item component and one more component
@fallen summit didn't you set it up as an optics attachment type? maybe Saport could just open up your mod and use it as inspiration
Dont want to be rude but I cant read jack stuff.
click open original
and then that attachmentopticsris class needs to be in an attachmentslotcomponent on yer gun
but to get that class you may need to download AttachmentsCompatibility mod and use it as a dependency
the dependency thing? step 1 for me is add it to workbench via Add Existing button, step 2 is go into your project and File / Options / Dependencies and add the GUID of relevant mod there
Thanks
I don't know if this is an official recommended way of doing it but it works for me
If it works, it works.
If you right click on your file in the first window where you choose files, you can select "Open with Addons"
true, though that does not make it a permanent dependency, only does it for your current run
I see..
So I did that on the attachment, did it on the gun but I dont see the option for it to attach it.
Nwm.
How can I retach a sight? I can see the detach action but the Attach action doesn show up.
If it helps, I'm building off the Colt 4x20 prefab.
fyi there's some spam on the reforgers samples github page https://github.com/BohemiaInteractive/Arma-Reforger-Samples/issues
I'd ping but it be night 
hahaha why even post spam like this I don't understand
I do sense some anger
it's 99% a bot
It is not night anymore so I shall ping
bap @desert narwhal @unkempt wasp (not sure if you have admin access there lou?)
You can always ping me for such matters π
Thanks for the notice. Plus Iβm US timezone.
wait wasnt leclair us timezone
?
(nope I don't)
both
ah oki 
the character sample file in there, is that all correctly set up ready for reforger?
im trying to get a custom skeleton working, and want to reverse engineer something that is correct, but cant find anything
in here
Our Github repository has just been updated with some handy additions, including Blender samples for grenade and gadget animations, a new TestTerrain world for vehicle testing, and small fixes to other Sample Mods
https://github.com/BohemiaInteractive/Arma-Reforger-Samples
https://github.com/BohemiaInteractive/Arma-Reforger-Misc
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation Weapon Creation tutorial was also updated and now contains some useful information about setting weapon sway, recoil or various ammo parameters
Thx π
Is there any skeletons for adding vests? I tried to use the headgear sample skeleton to add a vest and well, my vest has 0+163 bones, floats and faces the wrong way.
0+163 skeleton is result of missing Export Skinning option. See https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation#Skeleton_.26_Hierarchy
Are there any samples that include examples for PIP mirrors in vehicles or something similar?
not that I know of
@rancid talon Just so you know, there is a reason none of striders screens work in his vehicles. PIP is fun to play around with but, not very good for performance. Having one or two here and there isn't bad. But having multiple on a vehicle for mirrors, and then having multiple of those vehicles on a server isn't gonna be fun for anyone.
I think we tested with one screen on the stryker and we had 6 of them spawned. No good.
Thanks for the context. I was actually going to use it for a periscope, but maybe I'll just do the camera swap. Just not sure how to do it yet from the pilotcompartment
But PIP arenβt always active, you need to scope ? Cause if you need to scope why itβs a problem for other players if itβs inactive
For weapon you need to scope that why I ask
there are a lot of options you can change in render targets that help performance, such as rendering them every second frame or decreasing the resolution etc
dont need to be afraid of them (plus you can disable them if user has 2d scopes setting enabled)
for a screen up close to you then you probably want every frame and max resolution, but other screens such as mirrors dont need it
rendertarget-optimzation
Where is this? if i can see how the monitors work i can reproduce it
this is just something I've cobbled together, you can look at PIP scopes for a vanilla example
What is the simple thing I'm doing wrong here? I bake the Metarig to the Reforger rig, exported it, and it always looks like this
By bake you mean animations?
Are you using txa exporter from ebt?
Yes and yes
That is the export of the provided pistol pose app exported with fullbodyabs
what do you mean by baking metarig to reforger rig?
Skeleton is constrained to it so you don't have to bake anything - animate in Rig armature and then exprot it with EBT
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation here you have info how to use provided poses
Thank you, I always make it more difficult than i need to
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/commit/d4c75e731def398f5350c0b941585e41b24c108e samples were updated for 0.9.8 version of the game. You can check out what was changed and start updating your mods so they are ready for stable update
Where do i drop the samples after installing? (i think this is where i ask)
wherever you want - you need read & write in that place of course
Is there a sample of a character that does not have clothes on? So I can make clothes around him. The one in the samples seems to have so many bits to it and has no real head.
There is character template in samples
It is in fbx format
Blend file has only animation rig
ahhh, thank you it looked like that. but after removing bits and downloading the headsize .FBX and joining the two it works great. Thank you.
Will take a look when back from work ty.
https://github.com/BohemiaInteractive/Arma-Reforger-Samples Samples were updated to reflect changes in 0.9.9.
Notable changes:
- Collimator is now working with 0.9.9 version of the game
- Optic were updated to changes introduced in 0.9.9
- Vehicles were updated to Server Authority model
Beside that, Reforger Misc Repository ( https://github.com/BohemiaInteractive/Arma-Reforger-Misc ) received more weapon inspection samples
so yeah ive benn trying to get that plate carrier into the game and i kinda need some help xD i know its probably not weight painted right tbh its not weigh painted at all is there a sample i can use for the vest so i can transfer the weights in blender ?
so far, you can use Character Template. In future there might be something more coming
Reforger Samples repositories were updated π Notable changes:
- Morph Meshes samples ( https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Model Examples/MorphMeshes )
- Updated helmet sample (fire geometry mostly - https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter/Assets/Characters/HeadGear/Helmet_Sample)
- Added vest example (https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter/Assets/Characters/Vests/Vest_Sample )
There should be some doc coming (at least for helmet) next week
Are morphs used for anything in Reforger? If so, what?
I think the vest inflation?
Oh yea, it works nice too, very minimal clipping.
@verbal axle@spark sparrow Currently no xob has any morphs defined in their data. I would guess the inflated models are a place holder for when morphs are fully functional?
Yup, inflated vests are alt model not morph
indeed. but probably might see usage in future (e.g. helmet straps more fitting, pouches inflating deflating as inventory depletes)
The sample bullpup rifle in game when dropped due to being uncon or killed the weapon glitches around and goes under the map.
did you updated the workshop mod?
yes
it was updated today?
yes
No problem, I've noticed that there seems to be another glitch with showing available update. Right now, you need to click on mod in Workshop to see update
Yeah I just did that. I normally never click on mods to see if they need updating but instead wait for them to appear in the top right
anyone know of a sample for velcro patches to put on vests?
samples for patches?
No
:c
velcro patches for country flags etc
Yes
ya
How to create?
no
This channel is about official samples
Patches are community creation - you can mod author for some samples
i can change the morph value in the world editor with components? in the model viewer looks my model fineπ
With script, yes
In the Readme you have name of method which you can use
For more help regarding scripting check #enfusion_scripting
ahh thx. i have not seeing the last text under the picture π
There is a small update to the Reforger Samples π https://github.com/BohemiaInteractive/Arma-Reforger-Samples
Notable changes:
- Sample Vest tutorial released on Wiki - https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Vest -even though, this sample was pushed to Github before, this release contains some fixes + documentation for it
- Addition of deflated jacket template - This model should be quite useful for adjusting your new vests for deflated version of uniforms that character are using
...it's time for another Reforger Samples update π https://github.com/BohemiaInteractive/Arma-Reforger-Samples https://github.com/BohemiaInteractive/Arma-Reforger-Misc
Notable changes:
- UAZ-469 character animation samples - similar to weapons, you can now use UAZ-469 animations as base for your animations by retargeting them (f.e. via NLA editor). Right now, there is no up to date export profile list for those actions but hopefully those will appear on Wiki in upcoming days
Beside UAZ-469 animations, there were also some minor fixes to the samples itself and you can read the full changelogs on Github
@pastel ermine - ping, since I remember you asked about it some time ago π
Thank you so much haha!
Anyone working on Russian weapons?
wrong channel, please also read the rules
What channels are those?
this channel is about https://github.com/BohemiaInteractive/Arma-Reforger-Samples
is there a naked mesh of the character model head included? The rigged character in samples doesnt have a head, and the character model with clothing doesnt have a base body
IIRC there is no full model, it's pieced together
So there's a head mesh, a body mesh etc.
I was gonna say. The character with the rig has all of its body parts...
There was rather minor update to samples today - https://github.com/BohemiaInteractive/Arma-Reforger-Samples
Most of the changes are related to 1.0 version of the game. You can take a look how some of the updated things are looking like
Can we maybe get the sourcecode from the "Capture & Hold" mod? That would help me alot to better understand the game mode setup in workbench
Download it in-game workshop, then navigate to the mod with workbench and open it; you will be able too see the sources.
Would it be possible to get the armatures for the helicopter blades? since the new system is quite complicated it would be nice to not have to try to match the odd bone rotations between the tools and blender
I will take a look how feasible it is on Monday
Thank you
You meant something like this? If yes, I will push that to Github
Yes
This is great, thank you
What about armatures for the vanilla firearms? I've recreated a couple from scratch but, the whole import then move bone then export thing is monotonous.
you should rather make animations from scratch rather than trying to match skeleton of existing weapon
unless you really want to do another ak74/m16 variant - maybe it could be provided but I would not want to encourage such approach
I understand that, but for variants the best way would be use the armatures that already exist.
No need to recreate an entire set of animations for a weapon that is just visually different.
for weapons itself, its not that many anims and they are rather simple (trigger, fire, bolt)
Yes but then the anims for the character are still needed.
you can still use vanilla ones in such case
I'm looking for how to create a new scenario capable of running a dayz survival type server. Can anyone help point me in the right direction please?
where I can find a sample for grenades in the samples repo?
And we'd still have to recreate the armatures for each of the weapons if we want to do variations.
?
I've only just barely touched into learning/understanding rigging and animation, but as far as I can tell you shouldn't need to ever do anything to the existing character armature. You don't need to create a new character armature to animate them.
A rig should only be needed for the weapon for things such as the bolt, which ultimately will have very few bones and should not be hard to setup.
Of course you will still have to animate the existing character if you want to have custom animations for your weapons, but even then simply translating already made animations should be sufficient for a lot of the work. For example if you have an M4A1 or SCAR-H, most of the M16A2 animations will look fine and only need adjustments to hand position.
Where do I get the skeleton and character model to make clothes
Sadly there isnt much content yet for stuff like that. The "everon life" mod is open source. Maybe it helps to checkout the mod files inside of the workbench
Question, how difficult is it to create a persistent inventory where a player can store and retrieve items over the course of days or even months?
Wrong channel
I haven't got a clue where I should ask this. Just new and want to get started
most of the channels have description which can help you to find what kind of topics are discussed there
Is there going to be helicopters added to the samples at some point or were they already added and I missed that π ?
Hey Reyhard can I get the UH1H template?
Is Mi8 template not enough to figure out bones? I could prepare something but probably next week
I apologize I was asked to try to source the UH ones as well! Iβm not sure why tbh! If you can great if not I understand and thank you for your time!
Hi everyone, is it possible to export a bcr of a jacket for example? because I'd like to change the camouflage of a jacket but apart from applying a full image (which isn't very pretty)
There is like 8 different ways in that Windows has 8 different ways to take a screenshot. But there is no export button.
Yes, but the problem is that the screenshot won't be at 2048x2048.
So there will be a pixel shift
Well, if you want it more exact, that texture is in your VRAM, but I think it's against TOS to use NSight or whatever to save it to disk from there.
Or use DSR to up your monitor res to 4K+, screenshot and then make 2048x2048 crop in photoshop and have fun aligning it
Hi, I don't know if I'm in the right place.
I've created a new faction, but it's not visible in the game master.
Could someone help me? I've read the wiki https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation but I think I'm missing something.
Under FACTION_GREENFOR, for example, I would add FACTION_ZAF with a random number? I must admit I didn't quite understand this part.
Yes, for example
FACTION_USSR = 10, FACTION_US = 11, FACTION_FIA = 12, FACTION_NONE = 13, //FACTION_ANY FACTION_ZAF = 14,
So I added this line but nothing is displayed on the gm (even after modifying the ManagerEditor by adding my faction's config).
14 is not a random number btw
So you did all other steps too?
If not, just write down which you have problem with
https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration this page was linked on faction creation page for instance
I did as the wiki did and ended up here: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#/media/File:armareforger-new-faction-registering-system.png (not tested for conflict mode yet, I'm already testing you on a gm)
I'm sure it's a small thing, but I can't see where I went wrong.I've linked the sources if anyone has time to look.
For modded enums you're not supposed to use = int. Just add your enum and engine will do the rest. This was stated by Mario somewhere.
I'm supposed to have the_zaf faction in the drop-down menu but I've got nothing.
So that's it, I've modified all the scr_editable entities on my charactere, vehicle and groups by adding FACTION_ZAF.
Then in my configuration file, I put that it was affiliated to the FACTION_ZAF.
In my GM, I put the correct editormanager with my faction in it, but it still doesn't appear!
that is wrong information - if you will not assign number, then next available integer will be used. Depending on number of the mods, different enums (like FACTION_ZAF) might get different numbers. This is because labels are stored in prefabs as int, not as string, so number 14 will mean FACTION_ZAF when only your mod is loaded but then it can be something different if other mods are loaded too
did you tried to scroll down on search for your label? It should be at the bottom of the list
There is a lot of prefabs there and I see that i.e. Character_ZAF_AMG_02.et:
- inherits from Character_USSR_BaseLoadout instead of your base character - https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Preparing_base_character & https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_character_variants
- Is using USSR faction in SCR_EditableCharacterComponent
you didn't modded EEditableEntityLabel.c but instead copy pasted original one - see this part https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Adding_new_faction_label
pay attention to part mentioning tag
I saw with @dawn elk , Basically, I hadn't over-ridden the script, I'd duplicated it. So that's settled π
Only problem now,
When I run the zaf mod with Zimnitrita as an addon, and I run my GM --> everything's fine.
But on the other hand, if I run zimnitrita with the zaf mod as an addon --> I can't open my world, and there's nothing in the logs.
are you sure your addon is loaded?
In the logs it loads fine, then I don't get any error messages or workbench crashes, just that the workbench stops like that.
I tested with my sandbox and had no problem.
I don't think so, just the map loads and the application shuts down.
It's not when loading the map with f5, it's before, when opening world.ent
I must be misremembering sorry
is there a crash reporter window?
Nop, It's not like a regular crash.
can you share logs?
I'll send them to you on dm if you like.
ok
@wooden valve is there any samples for vehicle lighting and there prompts?
Check sample new car
Copy, Iβve been looking into the section manager and trying to decipher what lights are recognized in the actions manager for what prompt. But Iβll take a look at that!
I send you source
is it happening in other GM scenarios too?
Doesn't work on either map basic or gm
and is it happening without ziminitra?
Nop, only on this
have you tried to launch other addon and then ZAF extra addon?
When I run zimnitrita + "open with addon" ZAF, it doesn't work.
But when I run ZAF + "open with addon" zimnitrita it works.
When I launch another mod with ZAF as an addon, it works.
hard to tell what is going on then, you could try to make backup of your mod and then start removing parts of your mod in some batches to locate which thing is problematic
Which one? ZAF? It's odd that it works one way and not the other.
sounds like some kind of override problem in ZAF maybe
What do you mean?
arf i have too duplicate
It came from an emat in my asset folder wtf
yep
how did you even managed to do it?
your emat had GUID E2AF082EE5453839
and it was inheriting from material with E2AF082EE5453839 GUID
this caused a loop and silent crash
is this what happens when you duplicate something without changing names?
In fact, it's an emat that comes from the zimnitita mod, which is itself ineheriting an asset from the game, so I think it was missing something that already existed.
no, the emat that you have in mod is inheriting from itself
MatPBRBasic : "{E2AF082EE5453839}Assets/Props/Fabric/Flags/Data/Flag_Zimnitrita.emat" {
and this can be found in a file which has following meta file
Name "{E2AF082EE5453839}Assets/Props/Fabric/Flags/Data/Flag_Zimnitrita.emat"```
@inner jolt how did you managed to inherit from itself?
is this what happens when you duplicate something without changing names
ahh, that could be it - GUID was generated based on name and location which was exactly the same in this case
but probably it could be inheritance in addon without changing name rather than duplication - if it was duplicated, then material would not inherit from itself
But a GUID is unique, even with the same name.
your GUID is not unique
how did you created that file? Via duplicate or override in action?
I duplicate all the time
And I had to create it on zimnitrita and then copy and paste via windows
So I duplicated the initial emat on zimnitrita with the workbench but then I had to copy and paste on zaf with windows.
but it seems you used same meta file from ziminitrita when coping it in Windows?
Yes, that's it. To solve the problem, all you have to do is delete the zaf emat and you're done.
In any case, zaf mode will be introduced in zimnitrita, so I'm glad I did some testing first.
π Reforger Samples were updated once again π
https://github.com/BohemiaInteractive/Arma-Reforger-Samples https://github.com/BohemiaInteractive/Arma-Reforger-Misc
Notable changes:
- Full animation set for Sample New Car - including blend file to peak how the animations were done
- Updated Sample New Car with bunch of smaller tweaks and fixes
- Fixed item animations samples - bunch of samples were incorrectly exported so it was not fully possible to create full animation set of item using only this set
...and here is some silly video showing those animations π https://www.youtube.com/watch?v=9cHnqlRHL0g
glory to 1.9 TDI
awesome! This one will be super useful
The Blend files for the Rolfs Anims seem to be missing from either the Samples or the Misc. in Vehicle Animations there is on the UAZ Anims. 
weird guess iam blind

There was small update to samples fixing recently discovered bugs. Main highlight is fix for character animation rig, which was broken in recent update.
Hi, I'm having trouble generating my images.
I followed the tutorial but I have an error and the preview stops.
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial
I even set the command to avoid popups "-scriptAuthorizeAll"
It doesn't work with vanilla prefab either.
Yes indeed, tysm for this! However, can I please ask for the Huey rotors as well as apparently the rigs are not interchangeable... When attempting to use these with a huey base the entire rig barrel roll rotates around the bird.. π Any tips to correct this would also be appreciated, but it would be fantastic and a huge time saver to have the UH1 rotors too!! (Plus our stuff will work much better as well) please and thanks in advance!
Nobody had this?
is what Eden_AssetImages.ent work fine at your place? @wooden valve
I wanted to check it actually, since I've seen some complains recently about it
Thanks !
I can confirm that issue but I would have to investigate it further tomorrow
thanks Reyhard
@wooden valve is there any possibility of getting the UH1 rotors like you so graciously handed out the Mi8 rotors? I know this has been asked before, but without the vanilla rig we are all just trying to reproduce the wheel you already made and it's nothing like the Mi8... so please please please π can we have the UH1 rotors
I think I already mentioned it somewhere that it is being prepared, no ETA though
my apologies π missed that, did not mean to rush you then, thank you so much for putting them out whenever you can and I will wait patiently from now on... π
Samples were updated with those UH-1 rotors samples
This will be probably fixed in next larger Reforger update. Since it might take some time till it will reach stable, I will try to investigate if fixed world file could be shared on Github before that happens
you are a saint! tysm!!
Ok it works thanks, yeah limit share the code on github
Small update to the Misc Samples just arrived πͺ https://github.com/BohemiaInteractive/Arma-Reforger-Misc/commit/94e38b34d27e39ff9c0fa9fd1b786e068fbd582d
Main thing worth mentioning is fixing of most of the weapon animations which were exported as 25fps animations, even though source material is 30fps (Reforger is also using 30fps for anims).
Beside that, new sample animations were also added - UGLs, M249 & M9 pistol
Hi, do you have any news about this problem?
Not really, I didn't received green light for that yet
have you checked though if its working already on experimental branch?
Can't initialize engine! in experimental tool
Ok its work on experimental, thanks for your replie @wooden valve π
On the other hand, some characters are not displayed on images (e.g. AAT charactere). The photo is taken without the character on it.
Are you sure your character is configured correctly?
I test that with sur character and its same result
what is sur character?
vanilla doesn't work "character_USSR_AAT" and "character_FIA_AAT"
either fia or ussr it doesn't work
It has the role_ammobearer and this variable is set in the position_charactere.
How do i get sample mods on my workbench
everythings is listed here sir: https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup ^^
Any plans for when the Sample Faction and the faction tutorial will be updated to have free roam building (that works in GM mode from the engineering trucks like the vanilla factions)?
It should happen quite soon hopefully
The sample character from the cinematic tutorial folder needs an update I think. Does not accommodate for armored vest slot.
Easy to add yourself, but still. Needs a small thing tweaked so it uses model inflation etc.
Anyone know where i can get a helicopter sample model?
you don't. you can however open up the workshop and have a look over the existing ones made by BI
One message removed from a suspended account.
You add clothing like you add any other model. Except you rig it to the characters rig.
https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Vest/Asset_Preparation covers the majority of what you need
Hi guys, i have a question: i'm trying to create a new faction following the guide but something goes wrong. Can't find my faction and plus all the items I put in the US arsenal are no longer there, but I didn't create an arsenal specifically for my faction! Any suggestion?
π There was minor update to samples which fixed issue with IK animations for non rifle weapons (like MG or RPG)
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/commit/0b392064953cc5ba39383ff03261b33e54f8087d
β οΈ Keep in mind though, that if you are using Rig Updater tool, then for now it is necessary to manually change visibility of "IK Targets" and "Reference" collection since otherwise, position of those objects affected by modifiers is not updated correctly. It is only necessary to unhide those collections for a moment - they can be hidden afterwards.
Future releases of Rig Updater should solve that problem but till now, please use above workaround.
Hello, do you know of a complete tutorial on how to create a car from A to Z? Because the Bohemia wiki is really empty on this subject.
https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation what are you missing here? There is bunch of pages on the Wiki and if you don't have experience with Enfusion yet, it is recommended to start with something more simpler, like modding existing weapon or car and then move forward with some more complicated things
For example, how do you configure the βSlotManagerβ components?
https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding#Adding_turret_to_vehicle it is briefly explained how those slots are working over there. It is planned to improve that section though, since vanilla vehicles started to use slots more extensively
does anyone know why my car falls forward? I have the impression that the front wheels don't have a collision and therefore that what is βfront wheelsβ is the bumper.
#enfusion_model message probably same issue as here
i think it's not
it is exactly that same issue - it is even visible on picture
ah I think I must have misunderstood lol
i have just a question, how did he turn on this view of his vehicle ?
Yes, but I can't figure out how to activate it, I did ctrl+Win, went to vehicles and activated Show wheels but nothing happens.
and I don't understand how to solve this problem, is it a bone naming problem? Is it a problem of positioning with coordinates? And if so, how do I go about it?
Hello, I've changed the names of the bones and checked the positioning of the front wheels (see screenshot). They're the only ones that have this problem, the rear ones don't and I still don't understand the problem, can you help me?
What's the problem?
Hello, this problem was solved, it was the center of gravity
car looks very sick tho
Is there a specific version of Blender you need to use with the tools? When I attempt to open animation samples Blender crashes immediately.
Warning, Enfusion Blender Tools are not working correctly with Blender 4.x+ versions! Use Blender 3.6 LTS instead.
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools
Blender's at 4 now? Jesus christ when did that happen? I'm at 3.1!
Yea blender 4.2 LTS releases this summer. I think I remember somewhere BI said they were planning on supporting the LTS releases.
I would not be surprised if we need to wait for Arma 4 though for 4.2 LTS support I'm not sure if the lifetime of reforger would be worth the effort to update blender tools until the next game release.
I wouldn't be surprised if Reforger lived on even when A4 is out. A lot of people will prefer the more casual conflict experience
bro forgot conflict will be in arma 4
Who knows how much it's changed towards realism though
It's pretty arcadey where it currently stands though it's a lot of fun. They are trying to cater to a slower style however
They are catering to the Arma community. They know their audience.
whats arcady about the arma frogs?
Where are people getting the template image of the RHS patches? 1024x1024
probably asking in the rhs thread
In the showcase channel? I'm looking for it in the Reforger workbench section now...
in their mod thread yes if you are looking for something specifically RHS related
but you likely need to ask there if you can have it
Thank you
Are there any samples for uniform retexturing?
how do i open workshop mods to edit?
Open Workbench Launcher, add existing project, browse to mod.pak file
You can't edit them though, they are read only.
If you want to change an existing mod, you'll have to add it as a dependency and do overrides.
More on dependencies here https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit#heading=h.u3a7stwn0sc5
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
where would mod.pak be by default?
Your mods folder is in Documents/MyGames/ArmaReforger/addons by default
As it says in the linked document
thank you so much
am i able to add mod to a world as prefab?
What do you mean?
If you can add prefabs from another mod to your own world? Yes.
i will launch with addon?
Hm?
Hello, I can't do a retexture by placing a logo or text on a vehicle, for example I know it's possible, but I don't understand how to do this part. I've looked for several tutorials and I can't find anywhere how to do it. Would you be able to give me this information if you could?
I'm struggling to navigate the github and was trying to find the helicopter/air vehicle guide. Could other be due to their not being one or I'm just blind. I'm trying to create a new air vehicle
Doesn't exist iirc. Car creation is the closest and using an existing vanilla asset as a basis to work off of. When I'm more knowledgeable I'm definitely going to make a guide.
much a appreciated and thanks for getting back
Is there any chance we could get the box magazines as Blender samples? I know for the most part, assets arent distributed but I'm animating a machinegun that uses the vanilla M60 box and currently Im restricted to having to time my animation to be exactly the same as to work with the existing box mag animations.
My thought was to try clone the vanilla box mags bones and make a mockup which I could then animate in a duplicated anim workspace but trying to get it to match perfectly is probably unlikely.
Hello, can someone guide me, I am creating a faction but I cannot make the buildings available to build
here you have basic shape & skeleton. I will add it to Github at some point
@wooden valve you absolute legend, thank you buddy!
does anyone have a bone file for blender? im always over 163 bones
Do any of the sample anim files contain a pose matching the weapon lower position? Im trying to troubleshoot some issues and being able to copy this exact hand position would be useful. I looked through multiple weapons but havent found it. I know its handled via player_main.asi but I figured there'd be a sample of it somewhere?
I want to create a mountain bike that I can import into Arma reforger, who can help me please?
First of all, you should read up on general vehicle creation: https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
Secondly, you need to figure out how to best make a bike in particular. Someone has made motorbike before (https://reforger.armaplatform.com/workshop/610B074414290132-Motorbike), maybe you can look at that.
Either way, that's not an easy task for a beginner.
Thank you
Hey, I am wanting to update an existing unreal engine project that is made for mobile AR and has the following sections
βPlace AR modelβ, βWalk in AR spaceβ, βscan from brochureβ
I am wanting to update the βplace AR modelβ section
Currently I can place a mesh in my environment, similar to a 3d printed model and view a property on a 1:100 scale, however since I am only placing a mesh, its missing the lighting effects
So I want to update it so that it also includes lighting by placing an entire level in my environment in AR then placing a mesh
Can you undertake a project like that
Walk in AR mode already has it setup, where I am able to freely walk around in the property you just would need to setup something similar for place ar model section
The designer who did this is not available now And I am looking for someone who can do this ?
I can send you videos/screen recordings of how it works if you want
Are you an ai bot?
AU not
So why are you writing something like that?
This Discord is for Arma Games. It has nothing to do with Unreal Engine.....
wild that someone doesnt even know the difference between the engines
...another update of Samples has happened! π Main highlights:
- Sample New Car has been updated with new get in/out animations - you can check the blend file and see how it was exported.
- New animation samples for vehicles have been added to the Samples Misc repository. Now you can try to reuse & customize M151A2, M998, M923, S105, BTR70, Ural -4320, Mi-8 & UH-1H animations.
- Vehicle animations are now distributed in a slightly different format - instead of several blend files with a single animation, there is now one large file per vehicle containing a set of animations for a given vehicle.
- The naming of all actions has also been changed, so you no longer have to rename "CharacterAction" all the time.
- The animation samples have also been cleaned up & compression added - this should save you a lot of disk space! Previously the weapon animation samples took up almost 10GB of disk space and now that size is 590MB.
βοΈ noice
Can you guys make a sample helicopter? It would make things alot easier for modding on that part
you can see the whole armature in workbench already
probably also have the armature in samples now
ACR and AR33 model?
Those animation samples for vehicles, am I correct that they are sample NLA tracks for character animations?
no, they are regular baked actions. You can use them as NLA though
Sorry, that is what I meant. Like the weapon player anim samples.
I have a question. Are People allowed to contribute to the samples? so anyone outside of BI?
On Github? That was not considered since we aim to keep samples up to date and with 3rd party contributions it could be bit tricky. You can contribute to Wiki though
Ah I see. didnt think about that lol. I might in regards to buildings or ill make a Similar Document to what the Map makers have.
I can create a community samples repo if you'd like.
Could be a smart thing to do. But its worthless if noone else contributes lol xD
You highly underestimate how many unpublished mods I have that are full of samples lol
I mean how should I know xD
ill contatct you if I had time to make a sample building
probably gonna be a Building from our Modpack that we can release to everyone.
I have one floating around somewhere. I should have just released a bunch of stuff over time to a repo for everyone to use.
is it up to date? and does it have everything imporant. Lods, Mlods, BSP etc?
It's a fully functional building with everything other than the Mlods iirc
when did you make it?
I've updated it to the most recent stuff.
I originally made it before the BSP stuff got broken or whatever weird happened with the blender tools or whatever
I can fix that if you want.
Making Proper light portals etc
It's been updated and fixed since then lol I appreaciate it though.
Ah I guess i missunderstood lol xD
So we're is "Zelik's sublime samples for reforger development" GitHub link?
I'll have to create it, then dig through like 60 or so mods to put it all together lol
That'll be sometime after I get done with a Blender setup for creating buildings procedurally
I look forward to when that time comes π
If not, I hope to get your continued input as I slog along in my quest for a better Arma game mode π
In an interview at Devcon (around 11:00 iirc), Natalia mentioned a helicopter sample.
I don't see it on Github though. May I have misunderstood ?
PS: tried to post the link but it has been blocked.
I think this is the only thing they published for helicopters
Thanks!
I suggest to keep this GitHub repo in mind - there is useful stuff in there
Boomarked π
π«‘
Maybe the Miscs Repo can actually be also pinned in this channel by one of the green names, since its kind off samples i guess π€·ββοΈ
Why doesn't the M151A2 Blender animation project have the M2 machinegun animations ? Possibly because the M2 is a separate prefab ? Would be nice to have these, for Humvee M2 and UAZ PKM as well
Howdy Mr @wooden valve, I've just been using the RPG inspection animation samples to modify to fit my weapon and noticed that the crouch position in the RPG inspection samples are not using the same pose as in game. Similar to that Rigify RPG pose position issue I reported a while back. At the moment I'm just trying to get the initial pose so I can drop the standing inspects I've modified on top but these. But I believe these broken poses are the only samples with the crouch position for the RPG weapon instance?
Would it be possible to get a fix for these in the near future? Or at least for the time being, a blend file that just has the RPG crouch position "IK" pose? I've tried remaking it manually but cant get it exact.
hm, I will take a look
I guess it is (?) already reworked, is there any sample/tutorial out there? Can't find in wiki or in samples on github.
Unfortunately not - there were some bigger priorities
Any samples for buildings?
No
Where can one find the new character weights/skeleton .blend file?
its not released yet. Hopefully update of Github will be released today

Thanks!
trying to follow the "weapon modding" tutorial, but i could not find the world Assets_Showcase_Base.ent in my load world menu?
nnot exactly sure which channel this belongs to
Another smaller, yet important updated to Reforger samples was just released π
https://github.com/BohemiaInteractive/Arma-Reforger-Samples
https://github.com/BohemiaInteractive/Arma-Reforger-Misc
Some highlights:
- All blend files have rigs updated so Rigify layers are working correctly in Blender 4.2 LTS - this is done as a preparation for migrating Enfusion Blender Tools to 4.2 version (updated Blender plugin can be already found in Arma Reforger Tools Experimental )
- Added files containing new skeleton mentioned in https://reforger.armaplatform.com/news/modding-update-october-15-2024 article
- Character_Weights_Template_NewSkeleton.blend - blend file with combined head & body mesh and some low res textures. This blend file can be also used with Skeleton Updater tool ( https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Skeleton_Updater )
- Character_Template_NewSkeleton.fbx - FBX file containing Base Body with new skeleton (without head)
- Head_Template_NewSkeleton.fbx - FBX file containing head with new skeleton (without body)
- Added new head mesh ( @long terrace ) which has somewhat unified UVs compared to Basebody_Male_Head_01.xob
- RPG pose was updated to reflect version which is used in game ( @fickle tinsel )
- Minor fixes in preparation for 1.2.1 release (animation graph update, light setup, etc)
Please note though, that assets in sample mods - like vests or headgear - were not updated yet to use new skeleton. This will happen in yet another update shortly after experimental is updated.
Does the rigged head mesh have a rigify version ?
Importing Head_Template_NewSkeleton.fbx does not produce a Rigify-ed setup
ah, I wanted to mention it:
- There is no updated rig for new head bones - changes were mainly made to make it compatible with Blender 4.2
- There are some experiments how to bring facial animation rig but so far it is still in evaluation phase. There were also few other changes in Rigify which would be nice to have but using them, would change some of the controllers, constrains or rigify rig bones which would make such new skeleton incompatible with previously created animations. Other than that, internally we are using facial motion capture with some in house developed plugin for Motion Builder, so that you can animate in somewhat realistic way with minimal amount of bone. Without making such solution for Blender, I don't think it will be really useful to have face rig
Importing Head_Template_NewSkeleton.fbx does not produce a Rigify-ed setup
rigify is blender related concept. It doesn't exist in FBX
Rigify is blender thing written in python. FBX is autodesk format, it doesn't contain blender specific data
Hey thanks for the updated files. I've got a couple of questions:
- I'm getting the following error regarding the samples being ASCII files instead of binary, thus I can't open them. While I can convert the file myself I'm afraid it might compromise it's integrity. Not sure if it's something that's happening to everyone else or if it's a me problem.
- On the file I got around to convert and open I'm noting that IK points are this time parented to the shoulder bone which looks uhm... weird.
Any help appreciated uwu
Also I get this error when using the Update Skeleton option and using the reference model. I'm afraid the problem is with it being an ASCII file to begin with.
Rey Rey 
Seems you had linked ik targets to armature?
Was how the old skeleton 𦴠came
There is blend file which you can use. As for ascii format I will check later
I couldn't open the provided Blend file either. Neither with 3.6 LTS nor 4.2
Pretty sure ik targets were under entity
What error did you had?
Try to re-download maybe?
It could be a me problem... I honestly don't know but I don't usually get those kind of problems. I'm gonna try re-downloading and see what happens.
No joy. Won't open.
@light panther was able to open it I think?
Correct me if I'm wrong, but my understanding is that by default IK points are linked/parented to the armature root bone. So if we were to avoid this we'd have to manually unparent, run the updater tool and then reparenting. While it's still faster than doing everything by hand it still adds a couple of unwanted steps that may end up in errors.
yeah, that's the file which has the weird IK points parented to the shoulder bone which IMO seems unorthodox lol.
feel free to delete
So you were able to open it after all??
I got the file sent by Mittens, yes
which has the IK points weighed to the shoulder and which is what's confusing me atm
See messages above
kk, I'll play around some more... Hopefully it's just me being stupid.
I might bug you again though... π₯Ή
Disregard everything before. I am stupid and wasn't downloading it properly from github. Apologies 
ascii issue was also problem on your end?
Did you read the message?
it will happen when next experimental update will be released
so for now, you cannot even test if its working
Thank you Reyhard, you are an Angel that guides me in this dark time.
@light panther which model had those empty objects skinned to right arm?
as for this - what was scale of your model?
I'll send you over the FBX as I don't fully understand your question. Forewarning, this is a little messy as it was month 1 of me learning how to do all this.
fbx? so its not blend file?
I imported the fbx from my project into the blender instance, then updated the skeleton from there.
ok, please send me this file then
Small update: Issue with IK objects not being parented was resolved and uploaded to Github
Is there any chance we could see samples for locomotion? Or is there a way to do additive upper body stuff ontop of existing locomotion?
I really want to make some custom movement such as sprinting with certain weapons but there is no way I'll be able to match the existing locomotion.
In fact, just samples of the sprint, run and walk would be a huge help for modders trying to do custom animation instances.
I can see what can be done and how much work it can be.
As for your use case, it is probably not that much modder friendly since every author would have to replace vanilla locomotion
wonder what happens when I plug in exported mixamo anims in there 
I sort of managed in past to plug in AR character into mixamo and get anims back
but their converter is hit & miss
this has probably been asked before but where do I find which export profile to use for those?
That is the current issue that Balesheass pointed out to me (whos making the Tactical Animations Overhaul). Without an ability to overlay upperbody over the locomotion, we need to instead add them per weapon which means recreating walk, sprint and run by hand as to not create mod conflicts as only one player_main can be running if I recall.
Just starting on a two handed mine and those would also be very handy samples! The in/out crouch will be hard to recreate and match the vanilla.
Is there not a building sample?
i dont think they have but @inner jolt have make one according and he put a tutorial here: https://wiki.nabla.sh/books/3d-building-creation-tutorial
Thanks!
if you need to add anything feel free to do it
and you can directly ask Cassbrune if needed
@wooden valve which one from the github is the one you had in that screenshot?
Would you be able to explain what could be causing this with my new character?
It's in experimental workbench and is using the new skeleton
never mind, I figured it out
what was the problem?
My Entity Position object had some rotation transformations for some reason
ah, I thought so, there was similar issue recently #enfusion_animation message
Does the headgear sample already have the new skeleton??
yes
π Another Reforger release, another samples update π
https://github.com/BohemiaInteractive/Arma-Reforger-Samples https://github.com/BohemiaInteractive/Arma-Reforger-Misc
Main changes:
- Added new sample suppressor - documentation for it can be found over here https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Suppressor_Creation
- Templates with skeleton or body were updated. Files with _NewSkeleton were removed. There is once again rather clear situation what to use
- Prone animation samples for M60, PKM, PM, M9, RPG-7 and M72 were updated
- Weapon animation samples were converted to single blend files as vehicles are
For rest of the changes head to Github. You can also check this and previous commit for inspiration what might be needed to update the assets
is there an fbx version of the new skeleton?
also
is there a list of which bones are new?
like an armature diff
*HandProp bones changed position?
yes
all child bones of head basically
Please, Animation are broken for Samplemod new Weapon?
how they are broken? I tested both blend file and in game and its working fine
sample mods on workshop were also updated (except Sample New Character due to technical glitch in pipeline - it should be updated today though)
what is wrong here?
8 Warnings, and no bolt, fingers anims in game.
I can confirm warnings but those anims works for me in game
did you updated mod on workshop?
ok, I see that the workshop version has some problems
Good job β€οΈ
Are we going to get Character_AnimationRig_Example.blend for the new head eventually ? To make custom facial expressions and such
with Rigify
maybe but it is like half year perspective at least.
Damn, unfortunate.
Howdy Reyhard, am I doing something wrong on Github? Its saying none of these files have changed in 5 months and upon checking one of the files, the anim samples for the M60 are still using the old prone pose?
Misc was not updated apparently. It is already being investigated why update of Github failed
Ah okie doke
Would it be possible to get one of the M60 prone reload blend files in the meantime? I only need the first frame so I can copy the body pose as reference haha.
Ive been setting up to alter my prone animations for two weapons to match the new body/legs positions in 1.2.1 but it seems the MG anim instance still differs to the rifles so I dont actually have a reference to work with.
LEAKED
Thank you mate!
Apparently its a trojan virus according to Windows haha.
That appears to be the old pose unfortunately?
it seems to be fine?
Judging by controllers that yoy have visible, you are applying anim only to hands and arms
I'm applying it to the whole rig via the action itself which applies it regardless of enabled controllers so long as the bones arent locked.
Do you have anything being applied in the NLA editor that may be altering it?
This is directly opening the file you sent.
no, I don't have anything enabled. I don't see action that you have selected (see my pictures for instance)
I open file, and change action, nothing more
maybe you are using some addons which are interfering?
try to do print screens of whole screen - more details will be visible this way
you are not opening valid file?
my 7z contained only single blend file
Thats the one I downloaded?
Oh I see whats happening, my apologies. Apparently even though I allowed it through, Windows is still flagging it as a trojan and immediately deleting it. And I didnt see the file name difference. The one I had opened was the current Github version.
Thats on me being a dummy, my bad.
Is Mega doing some kind of alteration or something on upload? No matter what Windows is adamant to not let me allow the file.
well, github was updated so you can download it from there
keep in mind that once again old files were not deleted
Aha
so use those single files
Will do. Sorry about that, slow brain today.
no worries, let me know if it worked in the end @fickle tinsel π
Seems to be, thank you mate!
Having them all in one blend very nice, and also having the prone IK's separate also makes things a lot quicker! π
Hi @wooden valve,
I just wanted to report, that the Head_Template does not fit in the body with the Character_Template. You can easily test it using the .XOB (the same happens with the .FBX).
As far as I have been able to observe the body is fine, only the head has a bad union with the body.
Character_Weights_Template.blend is using head and body from same mesh and its not happening there
I'm going to check it out, although I'm not doing animation, I'm modeling new heads... I'll give it a try.
that is without anims though, maybe blender has some problems with skinning those edge vertexes
The problem I see is that with the Character_Weights_Template I won't be able to add facial animation easily and it will require a lot of work to cut the parts... I think I'm going to load the body and head template and try to adjust the neck. That's the best solution. I will pray that the animations will resist the positioning of the vertices.
cut parts? Its basically merged head and body and you can still link it together
in any case, I noticed such disconnected body in 2nd LOD, when body changed its lod separately from head (or vice versa)
the LOD 1 in the case of head and body if it fits... Although if I have to make a custom head I will have to make all the LODs again.
But that's a separate problem.
A pity that Blender does not provide options to sculpt several models at the same time. π
well, watch out for skeleton - it will have to be adjusted per head
I'm not exactly sure how we did it in house
@wooden valve sorry to bother you again, it is not the model, the mesh is fine.
It is the weights of the bones, even using the Character_Weights_Template, the original body differs in the union to the head of the samples.
Image of Character_Weights_Template head and basic Reforger Basebody:
@wooden valve forget it all, the only problem is in the Head_White_02.xob vanilla head (without mod).
All other heads are no problem in LOD 0.
alright, I will share it with the team
Hello, would it please be possible to have something similar for the PKM box?
Im currently working on bullpup version of PKP and i would love to use vanilla with modified animation ^^
#enf_showroom message
I will check what can be done π
If you guys could make a truck sample that would be great π
Same thing as a car sample except it has a bed and tailgate lol
I have a problem with blender
So descriptive
@BIS can you please update the S105 GitHub Blend file? Its missing all the noDoor animations like "p_s105_codriver_getIn_noDoor" i would like to use it as NLA. Ty
getin anims are no door anims
Where can i find them?
there are no longer full set anims
they are without noDoor
regular getIn is a noDoor anims
Ahh i understand they are splittet
noDoor anims was added to distinguish old, full sequence get in anims
but since samples are no longer providing those single, non split anims, then there is no point in having actions called noDoor
Thank you verry much.
btw. do you know that "CMD_Lights" command is not called in any graph?
afair it is only called when you press hotkey for lights
not when you use context action
but that is "engine" bug I think
Should i add a Feedback?
hm?
Im making a custom faction with custom characters (like the guide/tutorial says) but the is a overlapping problem with the character body.
If I disable the Faction affiliation the body parts that are overlapping are hidden. But if I turn back on their are not hidden.
The prefab im duplication from is the enfusion://ResourceManager/$ArmaReforger:Prefabs/Characters/Campaign/Final/Campaign_USSR_Player.et
Im not overwriting/inheret the Campaign_USSR_Player.et nor Character_base.et
seems like an issue with uniform
aleready solved I forgot this body mesh array to handle when the uniform tries to hide them
Would it be possible to get a sample probe volume for the vehicles in 1.3?
The whole BSP + probe volumes + Portals setup is very confusing
hI here capture the flag template, working in dedicated server ( in workbench u can see the print for each rpc call but u wont hear sound's event or hint notifications else ur in dedicated ) all features of classic CTF of arma 1-2-3 , spawn no entry protection, custom stam/jump/speed etcc
try it, make it better or use it to make ur own, i hope to see many servers with ctf mode online since was my favorite mode of arma , including warfare ( old benny style )
Enjoy https://drive.google.com/drive/folders/1UtGB9tIGMjfGby0R7IUqvG9rWqF0_Jsm?usp=drive_link
Why i cant see the normal LOD of the head template? how do i enable them back even tho they are already on...
https://docs.blender.org/manual/en/latest/scene_layout/object/properties/visibility.html change visibility of layer
Show in render i think it is
A pc screen icon
thats what i was missing, i was like i remember theres an other option to view things but i couldnt remember wich one was it, and since i moved to 4.2 for refoger it didnt save my preferences and i didnt have it enabled, thanks !
Anyone knows or had same issues with body template not working on substance painter? Atm if i try to bake the body substance doesnt allow it or at least breaks it, while with the head template i never had issues
Export only one set of meshes and only lod0
With 1 set you mean I have to export like each part every time separately (legs,upper body etc) ?
You need to export the meshes you want to paint, it seems like you exported multiple meshes that overlap in the same position so you get artifacts in baking
Could it be the colliders? Even tho I disable them in the baking menu?
I think its actually exporting the normal and the wound meshes
I have the wound deleted, I donβt even work on them for nowβ¦
Hmm maybe actually its because the UV map has overlapping islands
I just remembered
I asked a guy from substance team that he checked out the default fbx and he said :
So basically I have to do all the UVs by myself if I want to use substance
Something that truly kills the mood
Or
Export the mesh with only one of each overlapping meshes lol
So if you have two legs and two arms export with one 
idk
This is gonna be painful AHHAHAHA
Rly sad cuz with the head everything is fine
You actually split the legs and arms π looks sick, the burnt effect on the skin is amazing. Guess when I get back home, Iβll try to do it that way too hoping it will work, because no way Iβm not gonna use smart materials and baking in substance
on pic it looks like you have wounds enabled actually
mention of flesh_ materials suggest that substance painter guy loaded whole FBX with all colliders & wounds - flesh is game material used only on colliders
For that I know, because I gave him all different files with colliders and not, but still as bacon said the default template body is broken tho, while for the head everything is perfectly fine, he helped me out, but I think fixing it will help a lot of people in the future and so the modding for arma
It's not broken - I imported it just fine substance painter
Are you sure you exported it without wounds?
You can export it to substance but you canβt bake the textures, yes without wounds
So you can manually paint, but example you canβt use smart materials because they require baking the maps first
I actually do think you might have had base + wound mesh exported
Because only the arms and legs use overlapping UVs
Not the torso
@broken vortex @wooden valve, sorry just updated my license on substance and the popup error is freaking out
why are you importing with colliders in it?
I exported it without colliders and armature - just visible mesh
looks fine in substance painter after baking
Character_Template.fbx - used this file from github
i did that just because of the reforger workflow to import back into arma from blender(autopilot mode*), but as you see i've always disabled it before the baking and turned off the visibility too, but yeah i feel stupid af, even if things were off on substance they were actually creating errors, worked like a charm, well, hope it will help someone else to not do the same mistakes as i did
Those overlapping UVs will be tough to texture when you have both arms/legs on
it is a custom model I see so he can make a second material
Looks like the misc sample pistol prone poses are using the old position.
Mr Reyhard would you happen to have an updated one to hand like pistol prone inspection left in or even just the IK pose for prone? Im currently trying to setup my prone pose so I can convert my anims but Im fighting to try match it up in Blender.
hm, vanilla pistol anims sources were not updated it seems. I got a list of sources where I should look at but that will take a little bit more time of processing
No worries, thanks for responding man its much appreciated.
I'll keep an eye out if I stumble upon any others.
Sorry to ask Reyhard, were you able to process the ik pose?
I did try to manually match up the pose but havent been able to get it right.
not yet, I was away during Easter
Hello all, pls help me
Scenario ID
{D8217FE554ED875C}Missions/zupl.conf
Game mode
Sandbox
Player count
1
I'm working on my server, I want to upload my mod to the Arma workshop, but I get this error - what am I doing wrong?
wrong channel
does anyone have some sample new maps with mission files to look at to take apart and see how they are put together, i have a friend who has tried and tried and they can mkae it work, but it keeps crashing when you go to walk around
any sample for ArtillerY?
@midnight tide @upbeat hamlet Maybe try to dupplicate this message to their github, it might help too : https://github.com/BohemiaInteractive/Arma-Reforger-Samples
@lime crater
Thanks, I'll have a look
you building artillery as well?
For now we are just looking for basic mission files, unsure about artillery
can I add a dependices while in the builder?
@wooden valve Do you think is possible to make the basebody/basehead textures downloadable as samples to modify them, instead of creating the whole texture from scratch? Thanks
Mr Reyhard, is there an ETA on the updated pistol samples?
not really but I will try to see this week at least how much work it is exactly
Thank you man, its greatly appreciated.
The main one needed at least on my end is just the prone IK pose just so I can add the body positions to my existing prone anims.
Im sorry to bother Reyhard, but would it be possible to get just the prone IK? Or do you know if I can mix and match other poses to achieve the same position?
Its the last part I need so I can get prone conversions done and finish the pistol off that Im working on.
@fickle tinsel check this file - it will be later on Github
Is there any dev that can help me with KVSK gun 12.7mm for Arma reforger?
If yes pls send me a dm or a friend request
Wrong channel
Perhaps can you recommend any DeV that can do it
Wrong channel for such question
Thank you so much for this Reyhard, this is a great resource!
I am trying to build a couples patches for my MILSIM. Does anybody have Samples I can Build off? I am trying to add these in the arsenal so they can go on Helments and Vest
Hello Does anyone have any samples of WCS-modified arsenals for RU and US, such as unbalanced suppressor costs or weapon locks based on grades?
The easiest way Iβve found to do it is to check and see if any of the mods you are using run patches already(RHS, GRS, Darkgru being some examples). You can run them as a dependency and go in and duplicate their patches to your project and place your emblem over the original image.
Or you can go through and manually create your own using blender and. Well thereβs a whole process on doing it that way, I havenβt actually done it, so Iβm not gunna go down that and mess something up for you, but piano_man(I think it was him anyways)has a video where he shows the process. Itβs the hard option but then you wouldnβt have to worry about any dependencies issues.
Hey everyone, I'm new here. I have a small plea for help...
Does anyone have, or know how, to isolate blender assets for vanilla reforger models?
I'm trying to build a memorial for a friend. This project is personal on many levels, I just need to know where I can get started.
You can't extract game assets
https://github.com/BohemiaInteractive/Arma-Reforger-Samples and all samples are on github
Any recommended alternatives? I just need a blender model of an M16 and the vanilla US helmet with an M81 cover on it.
You check and see if they might be anywhere in the gethub?
Im gonna look right now. I responded while I was half asleep so I didnt notice the GH link.
Hello all, pls help me Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1749229764763-383562", message="Asset 658AB3E7C97A9EA0 is not published"
You donβt need that
You can use the assets via prefabs in the game and build a memorial using slotting
ok. I'll learn that.
hey guys i tried to open an .et file from the sample but i have this error message :
What prefab did you tried to open?
refab (.et file) - importing models located in prefabs (including prefabs located in hierarchy). It is only working on prefabs where source FBX are available - that means, you cannot use this function to edit read-only assets like Arma Reforger or downloaded mods. Function is meant mainly for structures and baking MLODs
There is no source FBX for it +it is a vehicle
Are there plans for any turret samples like the 50cal or UH-1H M60s?
Just curious about setting up for them. I'm guessing EntityPosition doesn't move and from what I can see from the AimSpaceFront, you are meant to do 4 frames with about a 15 degree lateral rotation each frame and 30 degrees down, and then another 4 level elevation, and another 4 aiming 30 degrees up?
A aimspace sample would be awesome,
Going to test tomorrow so will report back.
DM'd you
Hi iam wanting to use somthing like the mortar 3rnd crate as a fireteam rearm box i want it to
1.work like the medical kit be able to walk up to and grab a couple of mag etc and the player to be able to walk with it in there hands
- id like to also have in in a vehicles when i spawn them via my vehicle spawn
any help on this would be great i have played around with it but haven't quite got it todo what i want it todo it ended up loop crashing enfusion tools at one point
Any tools sample for entity catalog generator from all current loaded mods
I can't give you all the answers you need except that you should make a Duplicate of the Ammo-Bag that's already in the game and edit the prefab and look through all the components that make it work, figuring out the ActionManager and specifically the Arsenal components will allow you to make your own off anything you make. The item in question so you can just search for it quickly is RearmingKit.
As for the vehicle inventory, again open the vehicle and in the components if the vehicle allows it, if it's your own or a Duplicate prefab, there should be a component for an initial inventory item, in the case of the vehicle I'm looking at the component is SCR_VehicleInventoryStorageManagerComponent where you can add an item and the prefabs you want to spawn.
thank you i had managed to figure this out
Howdy Mr Reyhard, would it be possible for a character rig update in future to add a 'Camera' bone?
For any fullbody motion anims that uses 102_FullBodyABS_camera like vehicle anims, it can cause problems not having it.
Apparently we can add a workaround but it might be useful in the long run. π
Hey guys, im working on my first project and ive ran into a snag, ive loaded enfusion tools in blender, but when going to find the sample export profiles theyre nowhere to be found. Did i extract them incorrectly initially or do i have extract a second file into blender?
They are in the steam directory of your reforger tools. The is EBT addon and also additional zip containing these profiles
Added to my TODO list
Howdy howdy, I think sample rigs of the existing weapons may have been requested in the past but I wanted to ask if it would be possible to get an example rig of the M16A2? Just the armature with the bones in a matched position?
I'm looking to make a variant of the M16A2 and I can add custom handguards by duplicating the prefab, but the other thing I need to do for this weapon is make it "open bolt" by adjusting the boltpose and fire anims. I was just curious if it was possible to get an example armature so I can animate just the bolt movement, rather than trying to fight and do trial and error to mock one up?
Have you checked the official tutorial already? Maybe this helps?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding
any chance someone could help me out, im tryna add a few airplanes and have some good ideas
(not helis)
i havent found any documentation on how some people did it
Probably wrong thread area, but i would be looking at existing fixed wing and see how they are built.
I am pretty sure you would need to be using Redline core at a minimum for fixed wing unless someone else has made fixed wing systems outside of those guys.
Good luck!
Yes I was progressing in that but the documentation for making wheeled vehicles in general are outdated unfortunately
I have used the Sample faction as a basis for my own, and have managed to get everything to work more or less properly. Have my ownfaction, set up squads/groups, can spawn in with a loadout etc. But, somehow I have this weird thing with the mod where my server sets up a "ghost faction" that is empty, has nothing but just exists. this is the log error;
Anyone know what this can be or where to look?
I have checked the faction managed and there is no entry of an empty faction there.
Looks like you didn't make an entity catalog for your faction. Look up entity catalog on the wiki
Hmm, thanks, will look into it. The weird case is that it creates this empty faction besides my own. I think the error is related in the sense it refers to a " " faction that gets created, so it is the creation of that empty faction that bothers me.
Did you follow the faction tutorial from start to finish?
We need some buildings samples
No need, you just neeed to create urs and check the vanilla entity in game
p_UH-1H_copilot_get_in_no_door NLA is missing all its frames using latest UH1H_animations.blend from
Is there anyway we could get a quick sample for the Wristwatch rigging? I'm trying to make a 1960 Seiko Look-a-like but I'm having a very hard time with the rigging of the watch hands. I have the Vanilla asset watches visible in game and the slot on the left wrist for the player, I have a model I made already I just need help with the animated/rigged clock hands.
Hey guys would anyone be willing to give me some instructions about using the skyhook mod as a dependency for rappelling, im basically brand new to modding but I really want to try my luck, I want the mod to
.1 be able to have people rappel from helicopters while the helicopter is still in relative motion (not locked in place like existing mods)
-
Be reliable
-
Added functionality of rappelling off of buildings, rock faces, high drops ect.
Any help would be greatly appreciated
This is a lot to expect to do with your first mod if you arenβt already coming in with a good grasp of scripting/c#
i think that empty value is the faction key (FIA, US, CIV, USSR, etc). i had something similar when i made custom factions without actually scripting one in the tools, just making a new section in the faction manager on a map.
start from something way simpler. thats the best tip to give in this case
Yeah this is a HELL of an untertaking for someone who has never modded before lol
I dont think hes been back here since the question
For rappelling from building or cliffs, I wonder if you could go the ACE trenches route and have the player "deploy" a long "ladder" off the edge, this "Ladder" would look like a rope with a custom animations.
you could, but this presumes there's a straight line you can cut from wherever you are to whatever ground you want to reach
How can I solve this problem? When I upload, I get the following error: BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
You can't. Try uploading over and over, but its a known issue they are working on, no ETA. #enfusion_workshop
OK
Easter Egg on Kolguyev
Sure would be nice if we had updated samples
The game is packed with fully functional examples. Open them and take a look.
I imagine they mean things like animation samples or things we can access and use externally.
Hi guys, I don't understand what I'm doing wrong. I'm trying to do everything from scratch starting from wheel_car_base. Once I've set the base_compartmanager and actionmanager settings,and I can't use the vehicle. GM doesn't recognize it as a vehicle. Thanks in advance.
did you regen the Editable prefabs? aka "E_" files
Editing the editable (0range) prefab file should carry over to regular (blue) prefab files IIRC, I remember seeing it replicate the changes automatically in 1.6. @narrow sedge is that right?
Would it be possible to have samples for the M2HB heavy machineguns on the american jeep? Or maybe even the vehicle weapon poses in general
Specifically the get out animation in my case, would like to mess around with something
Okay, I'll try that. Over the past few days, I've been comparing the components of the wheeled_car_base with those of m998. I've added what was missing, but the result isn't positive. It's driving me crazyπ . I'm hoping for an official Arma video ( modding boot camp) that would at least make life a bit easier for those new to this including me
Hey, would it be possible to provide the Crew Animations for the mortars? Those are missing in the files π
For what you're doing you might need to work with the blue prefab first, the generate the Editable prefab (ctrl+shift+u I think) when done, then do the needful to the orange prefab components. GM uses the orange files, tbh I don't know what the blue ones are actually for as I've never gotten them to work for vehicles and buildings. Also be sure to Duplicate prefabs, not Override them. Overriding them will not correctly create the Editable file as I found out after about 20 hours of troubleshooting.
Don't forget to add your new Editable prefab to conf file(s), arrays, etc for it to appear in GM.
Any chance this could get looked on by someone of BI ?
You should file a report
does any1 has decent tutorial on adding vests
That's covered on the B.I. wiki.
not type of respond i have expected
You asked for a decent tutorial on adding a vest, as Zelik has mentioned, there is a step by step tutorial on adding a vest to the game, complete with how to set up armor colliders etc. There might be some on YouTube but the one on the BI Wiki tutorials page is plenty detailed and works.
Are there any samples of the M2HB available in the M998? I'm working on a similar vehicle but with different weaponry, and honestly, I don't know where to start animating everything without any references
Are you trying to add a M2HB to the M998?
No, trying to make animations for a MG3 for a Vamtac ST5
But without any sample is almost impossible to know the right locations...
Ohhh ok. I belive there is a animation samples folder pinned in the #enfusion_animation chat?
Can't find anything related to .50cal in the samples :/
Ah, my apolagises then
@wooden valve Sorry for the ping but I'm a bit desperate. Would it be possible to get the M2HB animation samples on the M998? I'm trying to recreate animations for another type of weapon in a similar vehicle and I can't find a way to create the animations
Is anybody familiar in setting up server presistence ie loot storage and character etc?
animations of what?
besides the holding of the gun there isnt really any anims
since we dont have reload anims and whatnit
There's more than 20 animations for the angles of the weapon
Some more base pose animations would be very helpful, e.g aiming crouch and prone pistol, rifle, launcher, lmg
<@&105621371547045888>
!purgeban @dusky frigate 1d crypto scam spam
*fires them railguns at @dusky frigate* Γ_Γ
No other dev can help with this?
character animations are typically made in programs like Blender
Yeah, I know that but I'm asking about the samples of the .50 cal in the m998 turret. It's almost impossible to make similar animations with other weapon without having all the angles of the more than 20 animations actions of the player in the turret
Hi guys! I'm looking for info on how to implement APC periscopes /triplex . Is there any open-source script or a specific component in the Workbench to handle Picture-in-Picture for driver periscopes? Thanks for any help!
and how do you make Custom sitting types for vehicles pls ?
The same way you make any animation.
do you have a good tutorial on that ?
YouTube? Google? Maybe the modding boot camp videos?
I need your help, guys!
I want to make a scope. I'm following BI's guide, but I'm stuck.
Can you please show me a video on adding a new scope to Arma Reforger Tools? Or any other useful information, besides...
is there any sample for one of the body armors to get the sizing down?
u have character model in arma reforger tools repozitory
Yes but it doesnt have any body armor mesh
<@&105621371547045888> mr beast again
! purgeban 962094882409816094 1d financial scam spam
*fires them railguns at @candid pumice* Γ_Γ
thanks
No problem
@ mods /devs any reason we have not got a sample for animals yet? even a rat or something on the ground . I see files for the hare but that is a dead trail. I have a large number of animals I have started building thorough aw , agr, etc for and really would love some guidance even on how your team is expecting to implement this or if this is even possible with current base components?
- There has been no time to set such up.
- No native animal.
@smoky tapir Unsure if you're the right one to ping but I see you around a fair bit in this channel.
Do you happen to know if/when there are any plans to release more sample animations/.anm's that are seen in the Reforger trailers?
From what I understand these are mocapped animations currently not found in Enfusion with the current selection being from Operation Omega, the tutorial, and a couple found in the existing Cinematic Tutorial's sample pack. I've attached a couple stills to show what I mean.
Speaking of the Cinematic & VFX tutorial, it looks like a lot has since changed and while there are excellent tutorials from Ceb Cin, can we expect to see an updated tutorial similar to the Enfusion Photography tutorial video? It would be nice to get some more insight into how the process is within BI in terms of workflow, tips and tricks, and all that. Something I still get confused on is the workflow since previewing a scene takes up a lot of time and not all cinematic tracks will play without runtime. Seems really inefficient and I can't imagine this being a proper workflow.
there are plans for more samples yes. Unfotunately they are slow to set up.
Cheers for the news. Appreciate it
Can you guys pls add the floor texture layout image to the samples? As dumb as it sounds, it took me hours of trial and error when I tried to replicate its layout via a screenshot for a retexture. The issue is that a screenshot is too blurry to determine the specific pixel that the edges each square reside on, making it difficult to quickly align the seams of each 2m-2m texture.
Damn my gif no work this time
!purgeban 906604645009473606 0 crypto scam spam
*fires them railguns at @radiant crag* Γ_Γ
My guess is these were the licensed textures that they referenced at some point, since itβs the only thing that is blocked out with the sampling
We got another one over here
!purgeban 1279857129293090907 0 crypto spambot
*PewPewPew!!*
RIP @plain bay
!purgeban 1280209784565665823 1d crypto scam spam
*fires them railguns at @winged sparrow* Γ_Γ
You're late our firefighter
We need a leaderboard for this stuff
well, it's funny for once, but the memes are more spam in the channels
what texture is that even?
if you compare it with the textures its used with it seems to be just 4 way even split
and the mesh using it is made like this
I guess it just depends. The texture I had been working on were not evenly pressed up against each other like that
in squares
yeah its squares centered
theres no universal mapping that would apply everywhere Id suppose. but I would assume majority of models using textures like this would be mapped the same
looking at it little closer it may be they do have bit of safezone there to keep it tiling but mipmap properly without mip bleeding to adjacent area
it is more noticeable here as well so the templates edges might actually be correct π€
if you put zoom to 100% you can screengrab the template at 100% size
in few pieces
the squares are only 1000px not exactly split square - in the template
These are awesome, but could we please also get some samples or wiki article about how to make intro, cutscene and outro cinematics, and how to make hints? I cant find anything on that topic and i tried to reverse engineer the campaign worlds but i couldnt figure that out. π€
give a finger they eat the whole hand π
!purgeban 1096057782039490674 1d cryptoscam spam
*PewPewPew!!*
RIP @hasty wharf
!purgeban 1114842260585058334 333738473611853824 0 crypto spambot
*fires them railguns at @nocturne mesa and @trail iris* Γ_Γ
This is getting out of hand now there are were two of them
Is there any at all possibility that the Motion Builder character rig and exporting tools might be released publicly?
Im tempted to start training with it and it'd be great to be able to use it for animating here.
Not the plugin as that has licensing issues
Pls hire me so I can use it π₯Ίπ
!purgeban @half thistle 1d crypto spam
*PewPewPew!!*
RIP @half thistle
Is it possible to get samples of the new pistol inspection animations? π
it would also be nice if they updated the samples or at least the ones that are broken 
Is it too much to ask that they also implement the tank tracks system? 
yes too much.
which ones are broken?
since we saw the M113 in enfusion tools and there were so many references to it, we were hoping they would give us this feature
the character head models were created before the new bones were added and contain a bug, if you try to use them you'll notice a gap between the body and the neck of the head because they use custom normals from Bohemia and we can't adjust this
this is something that has been reported several times but hasn't been fixed
So is there any way to get the new rigging and waights templates for the new model? i think thats, why my Ghillie mods are bugging like crazy... It messed up cause i think there are bones missing or some stuff... Dunno.
We probably need new samples for the Body rigging and waighting.
the basic body should work alright unless soemthing goes wrong with the export
compare your bone count to vanilla unifrom bone count
Thanks. i try it that way.
so u say, i still can use it from the sample?
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter
At least it worked for something I made not long ago.
Nice. thanks alot. i try to set the bones count the same like the original. Must be 100+130 am i right?
I recall you dont really have to do anything but to export the right armature with it for the bones to come out right
Sorry, i think i feel stupid rn.
Where do i get the right model to transform the right bones? I used all the time the Character_Waight_Template model to transform the waights. at 1.5 and 1.6 ive transformed the Waights easy 1:1 from the Base Charactet in it.
So what changed, that i cant use this method anymore? Im not getting it, what u try to tell me. My Models have the same amount of bones and is using the same bones like the uniforms now. It still spastic arround. Its not using Leaf bones and its exportet with custom settings in Blender.
How do i get a model with the right amount of Bones, if its not the Character_waight_template from BI?
i don't think anything has changed with character bone count its 230 bones no more no less character weight sample on git should still be usable
Okay then i dont get it, why its spasticn since 1.7 patch -.- In vanilla it works well but as soon, as my mod gets on a server, its going to spastic arround like crazy. i dont know, why da hell it is doing this bs
so it breaks when added to a dedicated server?
hmm yeah that's weird idk what changes would cause that. if it worked in 1.6 with no issues id start with a fresh prefab or duplicated one to test and see if the issue persists
Hmm. Okay, i create new prefavs and test it later. Thx mate
no problem seems everyone is doing damage control we're all in same bucket
i have downloaded the samples, i am not quite sure how to actually open them in any meaningful way or how to test them out ingame
Use reforger tools
that's what im using
how can i test a sample mod in local server? "mods": [ { "modId": "{5614E48162D7B84F}SampleMod_Main", "name": "SampleMod_Main", "version": "1.0.1" } ]
localserver doesnt start if i put stuff in mods config array
where do i have to locate the samplemod files?
where we can have the server file ?
just download it in steam
dedicated server config only support workshop mods. You would have to run game with -addons CLI param
thank you
I don't see where. I speak about dedicated server. to run on a VPS
what
WHERE IS THE 231 BONES